Stub in hooks for Propeller feathering controls and the turbo prop "condition"
lever.
I added a line in FGFDM.cpp to force control properties to exist if they
don't already. This way you can specify anything you want and find them
in the property browser, otherwise no one else may create them and you are
stuck.
In PropEngine::solve() the code original sets _running = true at the
beginning and then sets running = false at the end. I changed this to
save the current value at the start, set to true, solve(), and then
restore the original value at the end. That way if we start off with
_running = true, we don't have to hack up the calc() routine which wasn't
using the value anyway.
Finally I added some very initial support to shut down a turbine engine
(_running = false) when the condition lever goes to zero.
for localizers. I further hacked this to support GS and DME transmitters
(although Robin's DME transmitter data doesn't convey orientation
unfortunately.)
I have 3 issues that are fixed by this set of patches.
1. In extensions.cxx
#else if !defined( WIN32 ) must be changed by
#elif !defined( WIN32 ) because the text after #else
seems to be ignored
2. banner is not available on windows, only cygwin
3. ANSI escape sequences are not interpreted on the
windows console. We just have garbage that is hard
to read.
motion.
- Track a timeout value so we can optionally hide the mouse pointer after
some user specified timeout period.
- in doMouseMotion() always update m.x and m.y even if we return early because
pui wanted the event. Without this, we can't reliably detect motion vs.
inactivity.
- in _update_mouse() add a dt parameter so we can decriment the timeout value
in "real" time.
- in _update_mouse() optionally hide the mouse pointer if m.timeout goes to
zero. Restore the pointer (and the timeout counter) if the mouse is moved.
will delay it's reply by 50ms. The ground station can change it's reply delay
to trick the airborn dme unit into reporting a distance that is offset from
the true distance by some constant value. In FG we model this by subtracting
a fixed distance from the actual distance.
It is thus possible in our implimentation for the displayed distance to become
negative. This patch clamp DME distance to a minimum value of 0.00 so it can
never go negative.
A good elevation is critical for proper glide slope modeling. This patch
assigns the average field elevation to any ILS component that doesn't have
a valid elevation.
Also, for an ILS approach, use the GS transmitter elevation for glide slope
calculations rather than the localizer elevation, in some cases this can
make a big difference.
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
Here's some additions to AI that allow refueling from an AI tanker (the actual
onload of fuel must be handled by the user's FDM of course, this just lets
the FDM know that the user is in position to refuel).
I've added a new class of AIAircraft called "tanker". It uses the same
performance struct as a jet transport. An AI tanker is just like an AI jet
transport, except it uses the already-existing radar data to control the
boolean property systems/refuel/contact. The code change was minimal.
An AI tanker can be created like this:
<entry>
<callsign>Esso 1</callsign>
<type>aircraft</type>
<class>tanker</class>
<model>Aircraft/737/Models/boeing733.xml</model>
<latitude>37.61633</latitude>
<longitude>-122.38334</longitude>
<altitude>3000</altitude>
<heading>020</heading>
<speed>280</speed>
<roll>-15</roll>
</entry>
This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the
user gets within refueling range (contact position) then the property
systems/refuel/contact will be true. Otherwise it is false.
The dimensions of the refueling envelope are pretty rough right now, but still
usable. The user must be behind the tanker (ie. radar y_offset > 0). The
user must be at or below the tanker's altitude (ie. radar elevation > 0).
The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar
range_ft < 250). This last requirement is loose because the radar data is
only updated every 100 ms, which is accurate enough for radar use, but
which is sloppy for air refueling. This could be tightened up by increasing
the radar update rate to once every sim cycle.
I'm going to add a light to the T-38 instrument panel that will monitor the
property systems/refuel/contact. This will make it easier to explore the
boundaries of the refueling envelope.
Here's some new AI stuff.
1) AI objects must now be defined in a scenario file, not in preferences.xml
or a *-set file. (Of course this doesn't prevent objects from being created
dynamically, as with Durk's traffic manager).
2) A new demo_scenario file is attached. It creates 3 aircraft, a sailboat,
and a thunderstorm.
3) Objects without flightplans live forever.
4) FGAIShip::ProcessFlightplan() is not yet implemented.
5) preferences.xml should now define only <enabled> and <scenario>