1. Do not stop scanning STG files after OBJECT_BASE is found.
2. Load OBJECT_BASE only once.
3. Load OBJECT only when no OBJECT_BASE has been found or when
OBJECT_BASE was found in the same file (probably should be only the
latter, if we constrain OBJECT_BASE always to come first).
4. Always load OBJECT_STATIC and OBJECT_SHARED.
Frederic Bouvier:
First, MSVC 7 bombs when a value greater than 255 is passed to
issomething(), so I copy k to a char (unsigned ) kc before calling
them.
Second, with my french keyboard, and I thing this is the same for
a great number of countries, some characters from the regular ASCII
set can only be get with ALt Gr that appears to be CTRL+ALT.
Especially, I can't select the second engine because '@' is
AltGr+'à' nor all because '~' is AltGr+'é' (and I have to hit space
after otherwise I can get õ or ã that are not used in french) and
FG try to cope with the modifiers.
So, currently, we have to mask out CTRL and ALT modifiers when they
are together. The current bingings don't allow 2 simultaneous to
be declared so it shouldn't break anything.
This has been on my local copy for a while (well tested :-))
It fixes a problem with the auto throttle jumping around needlessly. Adjustments are calculated based on the last calculated autothrottle setting rather than reading the throttle setting from the property tree.
from the rest of the runway lighting. VASI/PAPI lights are generally
always on. Also, the red/white VASI coloring has never worked right.
This is also a step towards fixing that problem.
Here's a new FGSimTurbine module. Changes are:
1. Adds starting and stopping functionality
2. Calculate() now calls other functions, based on the engine's state, which gives more readable code.
Until now turbine engines were always running as long as fuel was available. With this new module the engine defaults to OFF. To start with the engine running, the variable FGEngine::Running must be set to true at sim startup. In FlightGear this is done with --prop:/engines/engine[n]/running=true.
To start the engine (on the ground), first set the starter to ON, i.e. FGEngine::Starter is set to true. In FlightGear this is done by toggling /controls/engines/engine[n]/starter to TRUE. Note that the current FlightGear key binding will not work, as it causes the starter to quit when the key is released. A new key binding is needed, without the mod-up.
When N2 reaches 15% or greater, place the fuel cutoff control to FALSE. This is FGEngine::Cutoff. In FlightGear this is done with /controls/engines/engine[n]/cutoff set to FALSE. The engine will then accelerate to idle. Upon reaching idle, the starter is automatically turned off, and the engine is running. There is presently no FlightGear key binding for the fuel cutoff switch.
To shut off the engine, place the fuel cutoff control to TRUE.
If you shut down the engine in flight it will windmill. To airstart you will need at least 15% N2, just as with a ground start. When you have enough N2, place the cutoff control to FALSE and the engine will restart. Note that if you can't get enough N2 by speeding up, you can get it by using the starter.
The reverser still works, and is controlled in FlightGear with /controls/engines/engine[n]/reverser. With the reverser control on (TRUE), the engine will produce negative thrust in proportion to throttle position, i.e. to get more reverse
thrust, increase throttle.
Here's a new FGSimTurbine module. Changes are:
1. Adds starting and stopping functionality
2. Calculate() now calls other functions, based on the engine's state, which gives more readable code.
Until now turbine engines were always running as long as fuel was available. With this new module the engine defaults to OFF. To start with the engine running, the variable FGEngine::Running must be set to true at sim startup. In FlightGear this is done with --prop:/engines/engine[n]/running=true.
To start the engine (on the ground), first set the starter to ON, i.e. FGEngine::Starter is set to true. In FlightGear this is done by toggling /controls/engines/engine[n]/starter to TRUE. Note that the current FlightGear key binding will not work, as it causes the starter to quit when the key is released. A new key binding is needed, without the mod-up.
When N2 reaches 15% or greater, place the fuel cutoff control to FALSE. This is FGEngine::Cutoff. In FlightGear this is done with /controls/engines/engine[n]/cutoff set to FALSE. The engine will then accelerate to idle. Upon reaching idle, the starter is automatically turned off, and the engine is running. There is presently no FlightGear key binding for the fuel cutoff switch.
To shut off the engine, place the fuel cutoff control to TRUE.
If you shut down the engine in flight it will windmill. To airstart you will need at least 15% N2, just as with a ground start. When you have enough N2, place the cutoff control to FALSE and the engine will restart. Note that if you can't get enough N2 by speeding up, you can get it by using the starter.
The reverser still works, and is controlled in FlightGear with /controls/engines/engine[n]/reverser. With the reverser control on (TRUE), the engine will produce negative thrust in proportion to throttle position, i.e. to get more reverse thrust, increase throttle.
now read the config file out of the individual aircraft directory rather
than the collective Aircraft-yasim/ directory (which is now obsolete.)
This requires a corresponding update of the base package cvs.
$FGROOT/data/Aircraft hierarchy. There could be some long term performance
concerns if a person has a *huge* collection of aircraft or a really slow
file system, but I see zero performance blip here from recursing the default
CVS tree. We should also allow the user to specify the whole path to the
-set.xml file if they don't want to recurse ... this way we could eventually
come up with an aircraft selection dialog box on the front end so the user
could manually walk the tree to the desired aircraft. There also the system
wouldn't have to search for the aircraft.
functions (note to Norman: I looked at the web page you listed and that
looks like a good idea, but I don't have time right now to go through and
debug an entirely new routine. What we have works well enough for now I hope!)
This patch is there to correct a problem that prevent to load static objects when specifying a relative fg-root or a different, relative, fg-scenery. It appears that there is a mix between fg-root, fg-scenery and PLIB's model-dir.
It has been reported on the list that users are not able to see the buildings, especially those running the win32 builds because they run 'runfgfs.bat' that set FG_ROOT=./DATA.
I decided not to use model-dir because it just add confusion and to build a valid path earlier.
Firstly, the search of a given runway number was coming out wrong if the
reverse of the one actually in the database was given, resulting in the AI
plane going to the wrong runway. This was caused by the fact that if the
reverse runway number to the one wanted was matched then revrwyno was
assigned to rwy.rwy_no, whereas actually it was the original runwayno that
should have been assigned.
Secondly, whilst instrumenting the search with couts to see what was going
wrong, I noticed that one runway would come up loads of times. It turns
out that this is because taxiways and the next airport line were loaded in
as the last runway, with only the type changed, in the constructor. Thus
the total number of runway entries for all except the last airport equalled
(no-of-runways + no-of-taxiways + 1). I've changed a couple of lines to
fix this.
[Curt: this was partially fixed last week, but now it should be completely
fixed. Thanks Dave!]
- Ambient is based off the lookup table only.
- Diffuse is based off of the lookup table, but multiplied by a combination
of sun/fog colors.
The result is a bit more ambient light at dusk and night since the world is
never 100% dark. And we still get nice sunset/sunrise colored illumination
of surfaces that are directly illuminated by the sun.