1
0
Fork 0
Commit graph

1516 commits

Author SHA1 Message Date
curt
93b035b0b0 Paul Mcann:
I added some hot spots to the default c172p-3d.
2003-09-15 15:40:26 +00:00
curt
a059fa0119 Paul Mcann:
Also I made some changes to the nav-com radio because I could not change
frequencies with it?
2003-09-15 15:39:48 +00:00
ehofman
26db1f002a Move the configuration files of the F-104, F-15, F-16, Fokker 100 and Fokker 50 into their own subdirectories 2003-09-15 14:27:45 +00:00
ehofman
485decefa5 Ease the life in the towns a bit. Four schools per town isn't that common 2003-09-13 12:54:42 +00:00
ehofman
c03c0d9ce7 Adjust the specular colors to the new specular highlight code 2003-09-13 12:23:30 +00:00
ehofman
bccd7d7f90 Add a missing file 2003-09-13 08:32:34 +00:00
ehofman
8d592cb9cc Sharpen a bit for readability 2003-09-12 21:46:24 +00:00
ehofman
5fe83c6353 Add the abillity to control specular highlight 2003-09-12 21:43:53 +00:00
ehofman
5d043cc25e Enhancements and fixes 2003-09-12 09:18:17 +00:00
curt
8adb95c719 Added a replay manager dialog box.
Other misc. tweaks and updates.
2003-09-11 19:35:18 +00:00
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