updates to properties used to be
POST /json/some/property/path
{
name: 'somechild',
value: 'somevalue'
}
which required some ugly path hacking when directly updating a node.
now, this works too (and in a probably more intuitive way)
POST /json/some/property/path/somechild
{
value: 'somevalue'
}
make default catalog id and url configurable through properties
on startup. Provide defaults to preserve current functionality.
/sim/package-system/default-catalog/id
/sim/package-system/default-catalog/url
* The Pitot angle can now be tweaked with the <pitot_angle> tag in the <metrics> block.
* The refuel rate is now configurable with the <refuel-rate> tag in the <propulsion> block.
* Fixed C++11 compliance. JSBSim can now be compiled with a C++11 compiler.
* Avoid a spurious mass report to be issued when resetting.
* Fixed the moments computation. Previously they were computed with the previous time step CG position.
* Fixed a bug where the CG update was delayed to the next time step when point masses location were modified via the FCS.
While mostly harmless since you're exiting anyway, it's an annoying
distraction when the real problem is "unexpected exit" (e.g.
https://bugs.debian.org/763285 ), and blocks testing with LeakSanitizer
Syd Adams:
I've added an update to dme.cxx /dme.hxx.
It adds a formatted KDI572-574/nm , min and kt string properties meant
for text animations for these instruments.Existing instruments will funtion
as usual, no breaks. The purpose here is to eliminate yet another nasal
workaround which usually needs to repeat some of what the code already does.
The 3 properties are empty when the dme is off (no need to check for power),
dashes when powered up but no source , out of range ,etc.
The are formatted to the KDI-572/573/574 limits ...
0-99.9/100-389 for distance to station,
0-99 minutes for time to station,
groundspeed 0-999 kt.
The old Mac launcher doesn’t work on Yosemite, add a tiny
Qt-based launcher inside the main process (no need to fork /
exec) which runs before the OSG window is created.
Will be merged for 3.4, hopefully with no impact on other
platforms.
Usually, in a real cockpit, altimeter shows hPa setting as an integer number and InHg setting is limited to 2 decimals
In aviation we don't need higher numeric precision
- better point along path computation
- fix path distance for turns
- detect and skip duplicated waypoints
(and provision to skip based upon impossible turn
geometry soon)
Configurable with properties:
/sim/time/warp-easing == false ? jump to new time offset (orig. behaviour)
/sim/time/warp-easing == true ? use easing parameter to adjust warp
/sim/time/warp-easing-duration-secs: time in seconds to reach the new value
/sim/time/warp-easing-method: easing method to apply. default: swing
- Ability to modify the location of external forces via the property tree
- Ability to specify manually the inertia matrix of "point masses"
- Improvements of the water injection feature in the turbine code
don't start the traffic manager before the FDM is initialized
The FDM needs the scenery loaded and will wait for all PagedLOD Nodes
to appear if they are close (less than 1000m) to our initial position.
That's required for scenery models but not for AI traffic.
Unfortunately we can’t drop loaded ones, since the in-memory structures don’t have ref-counting, and we don’t
know what AI plans may be referencing them.
This patch enables AIModels to use the size on the screen for LOD instead
of distance from eye point.
With /sim/rendering/static-lod/ai-range-mode-pixel set to true
/sim/rendering/static-lod/ai-detailed now contains the minimum size of the
model on the screen to be displayed. Values of 10-50 seem to make some sense.
To avoid trouble when running multiple instances on one machine, disable
e.g. joystick input for second instance by
--prop:bool:/sim/input/no-joystick-input=true
Also allowed:
--prop:bool:/sim/input/no-event-input=true
--prop:bool:/sim/input/no-mouse-input=true
--prop:bool:/sim/input/no-keyboard-input=true
required SimGear commit 75271c44a82ae0fb1ff9c91e93a12fa8b10099fd
Since the consensus seems to be that the precipitation clipping issue is with the panel code, attached is my proposed update for the precipitation system in SG and FG
* without corresponding control structures in FGData it falls back to default, except I have fixed an inconsistency in freezing behavior - previously rain changed suddenly to snow when the temperature dropped below zero, but the reverse transition was dragged out and gave odd visible motion with the wind as snow gradually changed back to rain with the particle speed not well defined. Now both transitions are sudden. And I see no more particles flow against the wind
* with
<!-- definitions for the detailed precipitation manager -->
<precipitation-control>
<rain-droplet-size type="float" userarchive="n">0.015</rain-droplet-size>
<snow-flake-size type="float" userarchive="n">0.03</snow-flake-size>
<detailed-precipitation type="bool" userarchive="n">false</detailed-precipitation>
<illumination type="float" userarchive="n">1.0</illumination>
<clip-distance type="float" userarchive="n">5.0</clip-distance>
</precipitation-control>
added to Environment/environment.xml, the new system allows to switch more detailed management on. This provides
* explicit setting of rain droplet size and snow flake size by the weather system
* automatic sqrt(r) scaling of the vertical speed of raindrops
* automatic transition to snow when freezing for small droplets but hail for large droplet sizes (looks like snow, but has different particle dynamics)
* an illumination scaling factor to dim the precipitating based on the light we have in the scene (I still need to devise a property rule to set this automatically)
The clip distance is also exposed now and considered at startup of the system - might be useful for e.g. airships when the gas bag provides rain cover (?) or to be simply off for open airplanes
- Introduce a new LOD: ai-interior
- Load a <model> with <usage>interior</usage> on-demand
- Avoid to load the cockpit of players in MP
- Default LOD is 0.0 - 50.0 meters
Adds new option --load-tape=foobar to load a flight recorder
tape from the command line. Loads foobar.fgtape from the
directory specified in /sim/replay/tape-directory and starts
replay.
the static system has an optional "tau" parameter to
define the rate at which the output value changes.
Setting this value to zero now disables the filter.
This prevents wrong airspeed indications on rapid
altitude changes. No functional changes if tau has
other-than-zero values (e.g. the default systems).
write the vertical flight path to /orientation/path-deg
zero means level flight, positive angles climb
Also use SGD_DEGREES_TO_RADIANS (and vice versa) for double computations
instead of the float constants
Also allow events on desktop group if no window is receiving
events. Currently it is not possible to prevent events handled
by the desktop group to further propagate (eg. to normal
control input).
- /sim/aircraft can be set to package ID, including qualified
package ID. If not matching package is found, falls back to
traditional search of fg-aircraft for -set.xml files
- jQuery/HTML5 like .data() method on Canvas and Elements to store
custom data in the property tree.
- CustomEvent takes additional parameter hash with 'detail' data
stored in event.
- Add a screenshot uri handler
- Enable persistent http connections
- Simple CORS implementatation for the
JSON property uri handler
many changes for the httpd
Change the drag coefficient for fuselages along the Y and Z axes
(i.e. perpendicular to the fuselage's main axis) to use a fixed
value of 0.5. (The value can still be adjusted using the fuselage's
"cy" and "cz" XML attributes.)
For the Y-axis and Z-axis drag on fuselages, YASim originally used
a drag coefficient equal to:
(solver drag factor) * (fuselage length/width ratio)
This value turns out to be way too small for well-streamlined
aircraft, even those with long, narrow fuselages, and especially
so for those with short, stubby fuselages. Such fuselages are
streamlined in the X direction, but not along Y or Z.
0.5 is only a ballpark estimate, but it's reasonably close for the
common case of a fairly long fuselage with a round cross section. For
flat-sided fuselages, a larger value should be used, up to a maximum
of 2 for a slab-sided block. For short fuselages, the value should be
reduced to account for end effects. The fuselage's "cy" and "cz" XML
attributes can be modified to make such adjustments.
This fix won't affect straight flight much, but it should have a strong
impact on some maneuvers. For example, it will make slips more
effective and may make knife-edge flight easier on aerobatic aircraft
which should be capable of it.
Only aircraft which specify version="YASIM_VERSION_32" or newer are
affected.
This commit is in prepartion for the following commit, which is a bug fix for
Issue 1463 (YASim underestimates off-axis forces on fuselages).
Previously the solver would adjust the drag factor for all of an Airplane's
non-Wing Surfaces in one pass, with no attempt to distinguish Fuselage Surfaces
from the Surfaces for Gear and Weights. This makes it difficult to modify how
fuselage drag is calculated while leaving unaffected the drag for landing gear
and external weights.
Now the solver adjusts the drag for an Airplane's fuselages, landing gear, and
external weights in three separate passes. To do this, each Fuselage now has a
list of its Surfaces. The fuselage pass simply iterates through the list of
Fuselages, running through each Fuselage's list of Surfaces.
The Airplane's list of non-Wing Surfaces, "_surfs", is no longer used here, but
there may still be uses of it elsewhere.
This patch enables spoken words without the need for external
festival using the existing FGVoiceMgr subsystem and the
properties under /sim/sound/voices
To hear the generated voices, set /sim/sound/voices/enabled=true
at startup
- use FLITEVoiceSynthesizer if a voice has <festival>false</festival>
- use FLITEVoiceSynthesizer if the festival server is unreachable
- decouple FGFLITEVoice from FGVoiceThread
Correct handling of fuselage's "midpoint" XML attribute so that the midpoint's
location matches the point assumed by all aircraft developers and YASim docs.
This means the fuselage won't be generated "back-to-front".
Also correct the variation of diameter for tapered fuselages so that both ends
of the fuselage narrow from the midpoint to the endpoints.
Before this, one end was narrowing from the endpoint to the midpoint, the
opposite of what was expected.
These changes affect both weight distribution and the distribution of lateral
aerodynamic forces.
- Add a very simple line-of-sight propagation model for the radio
range computation.
- Remove some no longer used debug log messages
- Some code cleanup
- add-noise is now on by default
adding property cuttoff-signal-quality to the comm radio
If signal-quality goes below this value, atis sound is muted.
Also: initialize property power-btn if not defined by the
aircraft or instrument designer
By default, if the system version exists and can be used,
then it will be used. Otherwise, the local version will be used
Original patch by Saikrishna Arcot via
https://gitorious.org/fg/flightgear/merge_requests/1582
slightly modified
/sim/sound/voice-synthesizer/volume to set the volume of the generated wav (in dB)
/sim/sound/voice-synthesizer/keep-scratch-file do not remove the scratch file if true