to control logging
- /sim/logging/classes takes a value like "terrain|astro", where the
names are the macros from simgear/debug/debug_types.h with the
initial "SG_" removed and converted to lower case; for none, use
"none"
- /sim/logging/priority takes a single name like "warn", where the
name is a macro from simgear/debug/debug_types.h with the initial
"SG_" removed and converted to lower case
(the global temperature property returns that at the aircrafts altitude) and
adding "information" to the airport name to avoid having to store it
in the default.atis file 1200 odd times.
Heres an update to the ATIS stuff. In brief:
The possible buffer overflow in the display with wind should
hopefully be fixed.
Temperature is taken from the global temperature property instead
of being hardwired.
The display class now includes an implementation of the member
function to change the repeating message.
The message callsign is no longer hardwired. The first message
from each station is generated with a random callsign.
Subsequent messages from the same station have the callsign
incremented every hour. A map of airport-id vs. last callsign and
transmission time is kept for each station that has transmitted for
the duration of the FlightGear session. The logic might be flaky if
FlightGear is run for more than 24 hours at a stretch between
visiting the same ATIS station though! (ie I don't check the day.)
This map is kept in the atislist class. This might not be the best
long-term place for it (in an ATC class of some sort might be
better), but it works for now.
What was happening was that we screwed up and scheduled tiles for
(lon,lon) rather than (lon,lat) ... note the typo. This generated
bogus tile id's which the system happily accepted, put into the tile
cache system, and attempted to load. The problem was that these bogus
tile id's were negative where as all valid tile id's should be >= 0.
These negative tile id's up the logic used to remove tiles from the
cache. When identifying tiles for removal, we look for the furthest
tile away from us by starting out the furthest id at -1 and if we find
something further, we update the furthest tile id. Then at the end we
check if the furthest tile id >= 0 to see if we found anything we
could remove. However, the furthest tile id was these bogus tiles
with negative tile id's so the system always assumed there was nothing
appropriate for removal. This made it impossible to ever remove a
tile from the cache meaning it quickly filled up and no more tiles
could be loaded.
I fixed the one instance of scheduling tiles for a bogus location, and
added a sanity check so if it ever happens again we'll bomb with an
appropriate error message.
ends of the same runway share the same frequency. This is probably the best
we can do until we impliment some sort of operator interface to manually set
which end is active (like is done in real life.)
fix startup sequence problems where we initialize the FDM before we know
the desired starting altitude.
These changes delay fdm initialization until the local tile has been loaded
and we can do a real intersection and find the true ground elevation.
In order to do this, I depend more on the property manager as glue, rather
than the FGInterface.
There are some glitches still when switching to a new airport or reseting
the sim. I will work on addressing these, but I need to commit the changes
so far to keep in sync with other developers.
meaning of "win_ratio". I've removed win_ratio and added fov_ratio and
aspect_ratio, as it seems both are needed.
n.b. The multi-line changes in fgReshape comprise:
extracting common code,
removing an apparently arbitrary "+1" on the view height,
changing "set_win_ratio" to "set_aspect_ratio".
through the controls interface and the running and cranking flags through
the engine interface. This has no current effect on LaRCsim (other than
to make the code neater) but is necessary to add engine startup to JSBSim
which is now underway. I've also put in main.cxx which escaped getting
committed in the previous round of changes - adding this will add
the cranking sound to LaRCsim during engine startup.