Changed steering to use the rudder command rather than the rudder
position. During taxi, the rudder trim shouldn't affect the steering
in any serious way.
This should be configurable in the aircraft file, since not all
aircraft use the rudder pedals for ground steering.
[In FlightGear, this may make it easier to taxi straight.]
I have updated the lighting code to use fog to try to fade the runway lights
in smoothly, but still keep them from being visible until you are about 7-10
miles out, and then only have them be very faint at first. I think what I
have is a bit nicer than before since it completely avoids the "popping" effect,
but I've very open to tweaking the actual ranges based on people's real
world experiences.
option to specify a starting airport + specific runway. If you don't specify
a runway, you get the one that's closest to your specified (or default)
heading.
To compile the development CVS version of FlightGear(0.9.0) i had to
apply some small changes to SimGear and FlightGear.
The changes need probably some additional ifdefs for other platforms but
since my linux-hd crashed i can't verify that.
Here's a patch to fix the offsets bug. The problem was the transform was just
getting added to a local instance rather than being returned by the function.
> Jim Wilson wrote:
> > How hard would it be to have a property that toggles hotspot
> > visibility? It'd be nice to be able to turn it on and have yellow
> > rectangles show up on the hotspots...
>
> That's not a bad idea.
It's actually an astoundingly good idea, and implementable over lunch
to boot. :)
Try the attached patch, which predicates the boxes on the
/sim/panel-hotspots property. I mapped a toggle event on this to a
spare joystick button, and had fun. :)
[dpm: bound to Ctrl-C]
avoid having the 2D instruments obscure 3D objects in front of them):
It's related to depth buffer precision. On my Geforce cards (2MX and
3), it never happens with the 24 bit depth buffer you get by default
at 32bpp. At 16bpp, it picks a slimmer depth buffer (probably 16 bit)
and the texture layers bleed through.
The code is using a pretty big argument to glPolygonOffset, and I've
never investigated how small it can be. If someone has a little time
the next time they see this issue, try changing the value of
POFF_UNITS at the top of Cockpit/panel.cxx. Decrease it until the
textures *just* start to interfere with each other, and post the value
that works for you.
The general idea is to help clean up some aspects of the FDM init and be
able to provide startup conditions in a less ambiguous manner.
Previously, things like positions, orientations, and velocites were set on
"the bus". These had to be read by the FDMs which then were supposed to
initialized themselves to those values and turn write around and start
modifying those values. It was messy and cumbersome.
Now, all the initial fdm conditions are written to a sub-[property-]tree
under /sim/presets/
The values in /sim/presets/ always stay set to what the user has specified.
The user can change these at his/her liesure, and then request a "reset"
which will reset to the new conditions. I don't even want to say how this
worked before. :-)
Now, an script, or gui interface can stage a set of initial conditions while
the sim is running (without disrupting it), and then call "reset" to commit
the change.
People who should worry about all this are FDM writters, and a small few
others who care about over all program structure and flow.
duration-sec. This animation may have any number of child objects,
and each one will be displayed for the requested duration before
moving on to the next one.
Added Animation::init for initialization after children have been
added to an animation.
Added a default implementation of Animation::update, and removed all
of the empty ones in derived classes.
Removed tabs from model.cxx.
Indeed, there was no check for panel visibility in the input code. I
guess we've never noticed because nothing was fighting for the same
real estate in the past. This one-liner appears to fix the problem.
[also converted all tabs to spaces for Norm Vine]
That's a little too small to resolve differences at 16bpp. Try the
patch below. It decreases the lifting substantially. You will see
a slight increase in z-buffer flickering but it isn't bad. Note
that we removed the "distance" component the other day, the purpose
of it was to lift the lights higher when viewed at shallow viewing
angles. The distance component is critical for the street lights that
can be very long distances away.
But with the distances we're working with here it really doesn't
do all that much. The factor used in this patch is about as shallow
a lift as can be used when looking straight down at the airport. At
24bpp there's no effect from incorporating a distance component.
The choice is to reintroduce a distance component...one that works (and
only for 16bpp), or alter the factor used in the patch below to strike an
acceptable balance between different viewing angles when in 16bpp mode.