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1106 commits

Author SHA1 Message Date
curt
168c485d1a Initial revision. 2003-09-11 19:15:38 +00:00
david
2ecb1b1f80 Documented --failure option. 2003-09-10 01:29:52 +00:00
ehofman
f3a89f416c Scale to default OpenGL lighting values 2003-09-09 14:34:59 +00:00
ehofman
5000869248 Simplify the materials file by largely relying on the default ambient, diffuse, specular and shininess factors 2003-09-09 12:56:39 +00:00
ehofman
fe334e738c A weak attempt to add beaches. We might want to remove this again if it turn's out not to be satisfactory 2003-09-07 13:17:27 +00:00
ehofman
eea5da3b56 Update to match the latest version of aeromatic. Switched from turbine+propeller to turboprop. It looks like the flaps are just too ineffective though 2003-09-06 09:39:22 +00:00
curt
3481bb0a98 Yet another minor bug fix. 2003-09-05 20:33:30 +00:00
curt
c1e6e01b95 New centerline textures (need to be separated from "rest" texture.) 2003-09-05 20:22:15 +00:00
curt
6c7cf8ddb1 Initial revision. 2003-09-05 20:19:43 +00:00
curt
fbef85bad3 Updated data including many more small airports (previously clipped to work
around x-plane limitations) plus a few data fixes and updates (from Robin.)
2003-09-05 16:23:45 +00:00
curt
fa2f87e805 Updated airport data (including new airports from Robin Peel.) 2003-09-05 16:17:01 +00:00
ehofman
7611338be3 Add blending animation 2003-09-05 13:58:54 +00:00
ehofman
dac5402952 Add real displacement textures 2003-09-05 09:04:52 +00:00
curt
59865b084a Placeholder for low res version of diplaced threshold textures. 2003-09-05 01:47:03 +00:00
curt
6f1f72ffbc Added some preliminary displaced threshold textures. These are just place
holders until the experts make real ones.
2003-09-05 01:39:56 +00:00
curt
b63b39f68b Remove depricated files. 2003-09-04 14:54:25 +00:00
curt
1cfa6b1936 Added an intermittant stream texture (often called a "wash" in places that
actually have these.)
2003-09-04 01:25:41 +00:00
curt
7359ebe48e Updated based on newest data. Also many entries a fixed (previous version of
script caused some errors to be introduced.)
2003-09-03 17:11:01 +00:00
ehofman
72e8063d31 Add moving parts, 3d cockpit improvements, geometry changes and add a canopy 2003-09-03 13:03:47 +00:00
david
8445b6ae63 Correct units. 2003-09-02 01:08:15 +00:00
david
2411ddad19 Document the --ceiling option. 2003-09-01 23:04:09 +00:00
ehofman
7a857c6436 Update ambient lighting to reflect the code changes 2003-08-29 22:13:02 +00:00
curt
05cea4a52a The latest volley in the FlightGear lighting wars. 2003-08-29 21:22:25 +00:00
curt
f0b87eeb99 Fixed a few data problems. 2003-08-29 20:27:20 +00:00
ehofman
76fb57b47d Oops, I seemed to completeley have missed this one 2003-08-29 07:34:32 +00:00
curt
d8c30b1690 Slight file renaming to make things more consistant. 2003-08-29 04:08:16 +00:00
curt
2c014e1e37 Initial revision. Updated runways based on most recent DAFIF cycle,
plus tons of new / fixed taxiways, etc. etc.  Good stuff from Robin Peel. :-)
2003-08-29 01:45:46 +00:00
curt
859d7ae51b Remove a metakit (mk4) database and replace it with an updated ascii file
format (including updated data / new airports.)
2003-08-28 20:53:47 +00:00
curt
31cdccdecf Lee Elliott:
Updates ...
2003-08-28 15:34:01 +00:00
curt
8da741e381 Lee Elliott:
I've made some changes to the yf-23 fdm again:) and re-done the panels for
both a/c.
2003-08-28 15:33:17 +00:00
ehofman
9d654b2697 Revert to previous values. If this hurts cockpit sight a bit, so be it. These seems to be much saner values for everything else. 2003-08-27 14:07:56 +00:00
ehofman
b20513a99a Add a 3D cockpit and some cosmetic updates 2003-08-26 14:42:17 +00:00
ehofman
3e825bf336 Add aircraft animations created by Innis Cunningham 2003-08-26 09:11:29 +00:00
ehofman
acfea63591 Add the J-22 from Matevz Jekovec 2003-08-25 16:50:33 +00:00
ehofman
4cb1914e02 Add a level of realism property which can varry between highly accurate (level=10) and low resolution (level-0) rendering. The default is set to five for now. 2003-08-21 11:16:44 +00:00
ehofman
ee0d1ce2f0 A first stab at an F-104 Starfighter model 2003-08-20 09:37:05 +00:00
ehofman
085ebe525c Don't display the houses in buildup areas because you don't seem them that well after all. 2003-08-15 09:55:44 +00:00
curt
4a1761de5d Lee Elliott:
I've added reheat to the engines to simulate water injection and then tweaked
it so that it's just about possible to take off with the full fuel load/ferry
configuration (a little under the mtow - 420,000lbs vs 450,000lbs).

It's interesting to note that the normal combat tow for the F model was
291,570lbs - equivilent to a fuel load of about 0.46 (this would actually
leave you with more fuel than in real life because some of that weight would
be the weapons load but here it's fuel)

Anyway, I've added all this info to the readme and explained some of the
reasoning behind the fdm there.

It still doesn't reach the correct altitudes, and certainly not with a full
fuel load, but it starts getting into the right ball park at combat tow.

I've also replaced the transparent instruments on the mini panel with some
text/digital ones.  I wanted more accurate numbers when I was monitoring the
effects of fdm changes and the dials just didn't give the detail.  They
aren't perfect and be difficult to see against certain backgrounds and in
certain lighting conditions but what the hey - nearly everything I do is a
bit of an experiment;)

Something I've noticed is that since I've started identifying flight surfaces
and gear components individually I've noticed some problems with the flaps
and gear in replay.  I address the left and right flaps independently so they
have left&right-flap-pos-norms and don't get controlled by the replay
mechanism which must refer to the single flap-pos-norm.  There's a similar
thing with the gear - I have to identify them individually so I can animate
them properly so on the b52 there're six gear elements but only the first
three are actioned in replay.

Personally, I think that the only way around this will be to provide
control-overrides for all these items, much like there're the AP control
overrides for throttle etc.
2003-08-14 18:59:57 +00:00
curt
9d5aa83f83 Lee Elliot:
I've added reheat to the engines to simulate water injection and then tweaked
it so that it's just about possible to take off with the full fuel load/ferry
configuration (a little under the mtow - 420,000lbs vs 450,000lbs).

It's interesting to note that the normal combat tow for the F model was
291,570lbs - equivilent to a fuel load of about 0.46 (this would actually
leave you with more fuel than in real life because some of that weight would
be the weapons load but here it's fuel)

Anyway, I've added all this info to the readme and explained some of the
reasoning behind the fdm there.

It still doesn't reach the correct altitudes, and certainly not with a full
fuel load, but it starts getting into the right ball park at combat tow.
2003-08-14 18:57:44 +00:00
curt
d30cc31ceb New halo texture from Erik. 2003-08-14 18:24:03 +00:00
david
bca71ddfd0 Add XTZ localizer and ITZ localizer/glidescope for Toronto/City Centre
(CYTZ).  They both use the same frequency, but in different directions.
2003-08-12 21:12:34 +00:00
curt
9498fb2a8f Norman Vine:
Allow keyboard modification of the visibility distance.
2003-08-05 16:38:44 +00:00
ehofman
554c2ba1bc Add a /test/scene_lighting property to switch between new and old behavior 2003-08-04 09:35:30 +00:00
david
0d6dae5787 Some minor tweaks. 2003-08-02 13:09:30 +00:00
curt
803877796c Add a default value for the flaps-servicable flag. 2003-08-01 19:42:42 +00:00
curt
c02bad6bf7 Add initial defaults for engine failure parameters 2003-08-01 00:28:33 +00:00
ehofman
61327741bf Alex Perry:
Since several people on the list have been asking questions about this Saitek joystick and the comments at the top of this xml file in cvs were wrong and confusing, I am posting this update with the following changes:
1.  Removed the confusing/wrong comments.
2.  Added throttle bindings for engines 2 thru 7 (required for the b52).
3.  Changed the hat axis to rotate the view continuously (required to see the mag switch in the p51d and just a lot nicer with any 3d cockpit).

This last change makes the hat point the line of sight more like moving your head.  This is the way the CH pro-yoke-USB is set up.

If you are not used to this set up and you use aircraft with 2d pannels, you will likely need to use shift-nuberpad-8 to get the original forward view once you look arround.
2003-07-31 14:54:46 +00:00
ehofman
7fdfcb19dc Add movin surfaces 2003-07-29 09:58:31 +00:00
ehofman
ba21bbf290 Add engine components for the Fokker 50 2003-07-27 12:49:41 +00:00
ehofman
0ba771b580 New twin engine turbo prop commuter aircraft: Fokker 50 2003-07-27 12:46:16 +00:00