I believe.) :-)
- The height of the navaid was not being properly converted to meters
before being used in our internal calculations. This caused the GS
to be placed too high.
- I was using the wrong trig function to calculate the current approach
angle of the aircraft. The distance to the GS source is the euclidean
point to point distance and represents the hypotenuse (not the ground
distance) so I need to use asin() rather than atan() to calculate the
angle.
- I was calculating distance directly to the GS source, rather than
taking into consideration that the GS transmitter projects a plane,
so I need to take the distance to the line where that plane intersectso
the ground. Previously, the way I modeled my distance calculation, the
GS transmitter effectively formed a 3 degree cone from the source. The GS
transmitter is usually placed a 100 meters or so off the runway edge so
the cone model could never bring you in to the touch down point precisely.
With these changes, the GS will bring you in precisely to the touchdown
point as defined in the default.ils.gz file (it wouldn't before.) The only
issue that remains is that it will bring you in to the elevation defined
in the ILS database, which doesn't necessarily match the DEM/SRTM terrain
at that point. Still on average, this will be a big improvement until we
can do a better job of getting the runway end elevations nailed correctly.
New panels are loaded now
New 3D model gets loaded
Reinitialize more subsystems
Add reinit() to FGFX, sound gets reinitialized
Still a lot needs to be done though.
that after a reset or reposition, several FDM variable were not unbound
correctly and left dangling pointing to unallocated memory. This wasn't
a crash type bug, but those properties then had bogus values. This
specifically prevented the turn coordinator gyro modeling from working after
a reset or reposition.
This is just a port of an old 3D HUD patch to the new view code.
This pans the HUD with the view, by pasting it onto a quad fixed in front of the viewer. It also fixes the awful, arbitrary scaling problems the HUD code has. The old HUD only looks right when viewed at 1024x768 and 55 degree FOV. This works the scale out magically so that it looks right in all views. It also redefines the "<compression-factor>" tag in the ladder to (1) mean compression instead of expansion and (2) have non-psychopathic units (now "1" means 1 degree per degree). Fix this in your existing HUD ladder files before reporting bugs. It's definitely a cosmetic win -- the velocity vector points at the right thing and the horizon lines up properly.
Norman wrote:
I have created a modified version of Andy's patch that implements the 3D HUD as the 'normal' and the 2D HUD as the 'minimal' HUD. < i > and < shift I > keys