- 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.
immediate end to glut, only that I'm going through and cleaning up (and
taking inventory of the actual glut dependencies in case I want to investigate
SDL.)
search when loading scenery tiles. (I am not set on using ";" as the
delimiter because it is a command separator in unix, but ":" is a critical
part of the windows file naming scheme (c:\foo\bar) so that is even worse.)
Example:
--fg-scenery=/stage/fgfs04/curt/Scenery-0.9.1/Scenery;/stage/helio1/curt/Scenery
-0.7.9
The Propeller class ignored negative RPM but still returned a torque
value, which ratcheted up a higher and higher negative RPM until drag
overwhelmed the aircraft.
In reality, the propeller should windmill at a reasonable postive RPM,
introducing a constant drag on the aircraft -- the propeller should
*not* stop unless the plane is flying very slowly. That's a future
project.
The jitter is most likely caused by the irregular frame rate and CPU clock dependent intervals. There's no easy way around that. I tried some fancy interpolation and all that -- to no avail.
- Handle rotational interpolation across the "zero" point.
- Bug fixes to the rotational interpolator
- Change intervals for medium term and long term data recorders.
I have added a fledgling replay system that records flight data and control
positions during the flight.
I have added an internal command called "replay" which will trigger a replay
of the entire saved flight data set. This could be bound to a keyboard or
menu command, in fact this entire module is screaming for someone to build
a gui to control playback speed, amount of playback, etc.
This is the initial version so there are kinks that still need to be worked
out, please be patient.
These changes should preserve previous functionality (with the exception of a
couple bug fixes).
Bugs fixed:
- AP no longer resets the error accumulator when switching altitude modes or
just closing the autopilot GUI. It will not be necessary to collect the barf
bags after selecting a new altitude anymore. Makes things much smoother.
- climb_rate calculation in the altitude hold mode included a factor that made
sense for the c172. It is now scaled according to the configuration's target
climb rate.
Additions:
Autothrottle (supports speed control only) is more configurable and accurate.
VerticalSpeed mode added (automatically arms to altitude if flown toward
altitude setting).
Exposed various properties, added new lock properties.
Square the normalized direction acceleration for the y and z axes, so
that turbulence predominantly affects pitch.
Bind to the /environment/turbulence/magnitude-norm and
/environment/turbulence/rate-hz properties in FlightGear.
The current chase view respects heading but ignores roll & pitch. And it follows heading without delay, which makes the viewer behave quite strange. This change makes the chase view feel more natural. You aren't fixed behind the plane, but follow all its movements with a delay.
Erik Hofman:
I've decided not to add the patch to preferences.xml in the base package because something feels funny with that. I think there needs to be some more discussion about it.
clarity:
nav_radial => nav_target_radial (same as selected, except for a LOC)
nav_heading => nav_reciprocal_radial
nav_magvar => nav_twist (it's not always the same as magvar)
nav_heading_needle_deflection => nav_cdi_deflection
nav_gs_needle_deflection => nav_gs_deflection
Added nav_radial back in, but now it shows the current radial from the
VOR, as one would expect. This value also appears in the
/radios/nav[*]/radials/actual-deg property.
This patch exposes the nav_id--Navaid (VOR/ILS) IDs--in the property tree for use in EFIS displays. Both the string and individual integer (char) values are published.
Erik Hofman:
I have converted all sprintf() functions in navcom.cxx into snprintf() for some extra securety.
This patch adds an "interval-sec" property which allows fixing an interval in seconds (or fraction of seconds) for the repeats for emulated axis controls (digital hats) on joysticks.
These patches add a clock instrument, which allows to model failure ("serviceable") and to adjust the time independently of the system time (defaults to GMT). The main incentive is to make the p51d clock work and adjustable via the knob.
o Offers a time string ("12:03:15") for the LCD or for LED
clocks, or an empty string in case of failure/power off. The
instrument assumes that digital clocks are battery buffered,
so they will be updated even if there's nothing on the display.
o Offers the number of seconds since midnight for analog
clocks, like in the p51d. This number is not increased
if !serviceable. So the clock will stand still and continue
where it stopped when it's serviceable again.
I did not consider voltage yet, because the Mustang's clock will need a lot more current than the LCD clock. The instrument is updated 4 times per second but returns immediately if neither time nor offset changed. The function getGMTString() in fg_props.cxx could be removed after applying these patches.
between temperature at altitude vs. temperature at sea level. The dialog
box asked for temperature at altitude which makes sense, but all the
internal crunching expected temperature at sea level. However, it makes no
logical sense to specify the sea level temperature for different layers so
I changed the internal processing to work with temperature at altitude and
then derive an approximate sea level temperature at the end.
If you know the ground temperature, you can just enter this temperature
for the first boundary layer and the system should do the right thing.
/sim/rendering/horizon-effect
toggle sun and moon resizing effect near the horizon
/sim/rendering/enhanced-lighting
toggle enhanced runway lighting on or off
/sim/rendering/distance-attenuation
add distance attenuation to the enhanced runway lighting
etc.
Improved the weather system to interpolate between different
elevations and deal with boundary-layer conditions. The configuration
properties are now different (see $FG_ROOT/preferences.xml).
This version handles a zero fuel load better. I found that if you try to consume fuel from an empty tank, with zero fuel flow, the FGEngine::Starved flag alternates
Normally for smoothest frame rates you would configure to sync
to your monitor's vertical refresh signal. This is card/platform
dependent ... for instance with Linux/Nvidia there is
an environment variable you can set to enable this feature.
However, if your monitor is refreshing at 60hz and you can't quite sustain
that with flightgear, you can get smoother frame rates by artificially
throttling yourself to 30hz. Note that once you are about about 24fps, it
is *change* or inconsistancy in frame rate that leads to percieved jerkiness.
You want to do whole divisors of your monitor refresh rate, so if your
display is syncing at 75 hz, you might want to try throttling to 25 hz.
Melchior FRANZ:
The reason: these models are to be added to the scenery, but the
scenery isn't yet set up at this point. The correct order is:
- set up model_lib (needed by the scenery)
- set up scenery (needed by the model manager)
- set up model manager
- Modified the rpm vs. suction formula to hit much more realistic numbers.
We should be seeing just over 4 inhg at idle and approaching 5 inhg at
full throttle.
slave to a specific frame rate (i.e. 30hz). This is potentially desireable
if you are running on the ragged edge between 30/60 hz ...
It would be nice at some point to make the code a bit more flexible and
configurable so it could be activated from the command line or preferences
file.
to doing random ground cover objects. This is still in it's embrionic
state so don't expect this to do anything useful or interesting yet.
It shouldn't hurt anything though either.
TITLE: Using delete [] versus delete
The extra "[]" warns the compiler that there is a whole array of objects here so that P's destructor must be called on each element of the array rather than just on P itself (which would be equivalent to the first element only).
> > Here's a patch to add manual-pitch control to the propeller in YASim. A new
> > control axis "PROPPITCH" is added. Requires "manual-pitch" boolean property
> > in the "propeller" tag.
> >
> > Tags and Properties to add in order to enable:
> >
> > manual-pitch="true"
> >
> > <control-input axis="/controls/engines/engine[0]/propeller-pitch"
> > control="PROPPITCH" src0="0" src1="1" dst0="0.40" dst1="0.80"/>
> >
> > Note that for the time being, excessively low RPM or excessively high RPM is
> > brought undercontrol by a scaling range defined in the control-input tag
> > (see "dst0" and "dst1" properties).
I have attached some revisions for the UIUCModel and some LaRCsim.
The only thing you should need to check is LaRCsim.cxx. The file
I attached is a revised version of 1.5 and the latest is 1.7. Also,
uiuc_getwind.c and uiuc_getwind.h are no longer in the LaRCsim
directory. They have been moved over to UIUCModel.
What is actually happening is the camera is pointing to the right place (try zooming in), but the camera is also travelling up and down with the nose and it should be staying more steady (in sync with the CG altitude).
Attached is a fix for this. There is still something a little funky going on with the camera, but this solves the biggest problem. You will note that I deleted an unecessary reference to scenery.hxx in the patch.
I split the FGModelPlacement code out into it's own set of source files.
I created two versions of the fgLoad3DModel() routine. One that is
unecumbered by a panelnode dependency and one that is. acmodel.cxx is
the only place that needs to load an aircraft with instrument panels.
model.[ch]xx are now pretty much free to move over into simgear.
loader.[ch]xx should be able to follow closely behind.
This will be a big step towards being able to move the material management
code over into simgear.
the ascii scenery file format has actually worked in quite some time, and the
ADA runway light code has been supersceded by a slightly different mechanism.
requested parameters to determine if this should be an on-ground vs. in-air
start. The problem was that we never defaulted the value to anything so
if we didn't match an in-air condition, we simply inherited whatever value
was there from before.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
maintianed or upgraded in a *long* time so it didn't support many new
features like the runway lighting. If anyone was using it for anything,
it should not be a huge amount of work to switch to the binary format.
SimGear includes a reader and writer for the binary format.
I modified the files in src/Autopilot to add waypoint capabilities to the telnet port.
'set waypoint <WPT>' will set the next waypoint.
'get waypoint' returns one string which is the list of waypoints.
'set waypoint 0' will delete the next waypoint.
appears still to be indicating.
Added a 'caged' property to the AI, for aerobatic work.
Temporarily disabled tumbling due to pitch, until I can learn more
about it.
Publish the current amount of tumble (-1.0:1.0) under
/instrumentation/attitude-indicator/tumble-norm.
Set a random value for a numeric property
Params:
<property> - the name of the property to randomize
<min> - the minimum allowed value
<max> - the maximum allowed value
The one to fg_init.cxx initialises the AI subsystem regardless of whether it's enabled or not so that later enabling by the user doesn't crash it, and the one to main.cxx avoids running the ATC manager and ATC display system unless enabled.
proceed to search for an VOR of that same frequency. On rare occasion
this search could return true with a far distant VOR and cause a small
amount of confusion.
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
I've fixed a bug in FGRunways::search(aptid, tgt_hdg) which wasn't working properly for airports with multiple parallel runways. I've also firmed up and pulled out into it's own function the GetReverseRunwayNo code, and done some input checking.
As a result of fixing the above in runways.cxx, I've pulled out the
parallel implementation in the functions that set position by airport and
heading/runway number in fg_init.cxx and called the runways functions
instead.
ttStandard is copied from ttBerndt, with the following modifications:
1. All turbulence is diminished within three wingspans of the ground.
2. The horizontal forces are used to calculate the moments, but then
zeroed out so that only the vertical force is actually applied to
the aircraft.
3. The yaw moment is not used.
In fact, the horizontal forces and the yaw moment should be allowed,
but they are extremely rare compared to the vertical force and the
pitch/roll moments. For now, simply zeroing them gives the most
accurate feel.
The "switch" layer type now takes any number of child layers, and will
use the first child that has a condition that evaluates to 'true' (no
condition is automatically true). Previously, it could take only two
children, controlled by a boolean property.
for a little while, since it uses different properties. There are
some improvements, especially with searching and range. It also has
its own serviceable and in-range properties, independent of any
coupled VOR.
// search for the specified apt id and runway no
bool FGRunways::search( const string& aptid, const string& rwyno, FGRunway*
r )
there was a bug, in that each runway corresponds to *two* runway numbers
(eg 01/19, 10L/28R) but the function was only checking one. I've modified
it to check the supplied number against both possible numbers for each
runway.
Secondly, I sent in the function:
// Return the runway closest to a given heading
bool FGRunways::search( const string& aptid, const int tgt_hdg,
FGRunway* runway )
a year or two ago now when I first did the ATIS. I'm not sure what I was
doing at the time (copied most of it out of fg_init.cxx) but I don't think
it's ever worked, so here's a brutal modification that does!
FGExternalPipe is destructed.) This leaves the name pipe hanging around
even after flightgear exits, but assuming we put the files in /tmp that
shouldn't be a big deal.
ExternalNet interface:
- allows a much more closely coupled execution. A remote network FDM will run
at it's own rate, and maybe a particular data packets will come, maybe it
won't. This makes it very hard to control timing and keep the animation
smooth. There are also cpu scheduling issues with running multiple
processes on a single machine. The linux scheduler by default runs at
100hz. If an FDM process uses a sleep/alarm system to avoid wasting
CPU, it will be forced to run at 100hz, 50hz, 25hz, 20hz, etc. This
makes it *impossible* to serve a display system running at 60hz without
dropping frames.
- the downside is that the FDM process must now run on the same machine as
the master flightgear process.
arrays of insufficient size are allocated in prop_picker.cxx ( size()
don't count the null char ) and strcpy is writing outside the allocated
array. A patch follow.
I've updated the instrument modulator code to allow tricks like the one
described by Andy. It is now possible to define <min>, <max> and
<modulator> in one layer and if <min> and/or <max> ore within the range
of the <modulator> tag, their value will be honoured.
So, if you define
<layer>
<min>0</min>
<max>50</max>
<modulator>100</modulator>
</layer>
The value will stay at 50, until the modulator forces it back to 0.
- NED and UVW are working correctly
- knots is giving true airspeed instead of calibrated airspeed
- mach is not working at all
This desperately needs a trimming routine.
earlier, before fgInitSubsystems().
Modify fgInitPos() so that the plane is not automatically aligned with
a runway when an airport is the reference point unless (a) a runway
was explicitly requested, or (b) the plane is on the ground with no
offset distance specified. To set up the plane lined up on an
approach to a runway, use something like
fgfs --airport=CYOW --runway=32 --altitude=300 --offset-distance=0.5
This way, it's possible to specify a starting position relative to an
airport without getting snapped onto a runway approach (unless you
want to be).
better scheme.
While it's true that the actual ILS indications are unreliable when
far off the approach path, the ILS is not out of range -- you can
still ident it (an essential part of any approach procedure), and the
indicator will usually be doing something, however bizarre. The
current scheme did not allow the user to ident the ILS until
practically on the approach path.
04Feb. Actually been running since the beginning of January with these
patches. All changes work without crashing with the current base package cvs,
but there are some visual problems with the views (other than pilot view)
without changes to the base package.
As soon as you can build test and commit I can add in those base package
updates that will make it all work nicely. I will also go through all the 3D
Aircraft configs to make sure the change in the "pitch-offset" for cockpit
views (see below) are made to maintain current behavior.
Here are the files (changes listed below):
http://www.spiderbark.com/fgfs/viewerupdate.diffs.gzhttp://www.spiderbark.com/fgfs/viewerupdate.tar.gz
Here are the two modifications I had to make to get flightgear (just
updated from CVS) to build. The first one is for being able to specify
SimGear's location at the ./configure command line, and the second one
is to be able to link.
Here's a change to the GUI property picker I did a few weeks back.
It makes the values in the property pick 'live' (and also re-factors
the picker code to use less arrays, this should be obvious from the
diffs). A good demo is to open up the engine node and observe the rpm,
cylinder head temp, oil pressure and so on while playing with the
throttle and airspeed. It's pretty rough (some rounding of digits would
help) but useful for testing (at least I think so). I'm not sure about
the performance implications either, but it seems fine for me.
All logs and log entries are now disabled by default, unless
explicitly enabled by an 'enabled' property. This works much more
intuitively with the GUI dialog.
the whole electrical system. We will also need a mechanism to kill
individual suppliers (such as the alternator), but this is good enough
for most training.
if the station is too far away. Instead, simply return the closest station.
All the code that searches navaids does it's own range checking anyway.
This will make the navlist query functions a bit more useful for other
types of functionality where you may need to lookup a station without
consideration of range (i.e. presetting your position relative to a navaid.)
a spinning gyro.
Changed FGInstrumentMgr to inherit from FGSubsystemGroup, greatly
simplifying the (already simple) class. I should probably rename this
to FGInstrumentGroup or something similar, but not today.
Added the gyroscopic turn indicator (part of the TC).
hemisphere the distance is positive, if you are in the departure hemisphere
the distance is negature. (Possible use for graphing approach distance
vs. glide slope or cdi.)
Fix memory leaks (PUI doesn't make copies of lists, so we have to make
our own copies and keep pointers to them).
Adjust for new method names in NewGUI.
Move the GUIInfo struct into the cxx file so that it's not part of the
public interface.
Fix memory leaks (PUI doesn't make copies of lists, so we have to make
our own copies and keep pointers to them).
Adjust for new method names in NewGUI.
Move the GUIInfo struct into the cxx file so that it's not part of the
public interface.
(I thought I'd slip this in along with David's change to the default menu
configure option. I believe that will cause a new config.h to be generated
which will cause a near complete rebuild of FG (as will this globals.hxx
change) so it shouldn't cause additional grief to have these happen at the
same time.)
menubar. This one allows regular command bindings, with the
(temporary) condition that every menu item must have a unique text
label. The new menubar is disabled by default; to enable it,
configure --with-new-menubar.
input bindings. They will work only with the latest CVS; otherwise,
./configure will disable them. There is a new command, 'script',
which takes a single argument, also called 'script', containing PSL
code (currently PSL requires a main() function).
Erik Hofman has written some more elaborate code for triggering PSL
code from drop-down menus and scheduling events; I will look at
integrating that next.
and property-multiply:
Firstly, change back to wrapping modulo the interval, with "min <= x <
max" semantics. I believe the previous implementation did that. The
inline function that Norman mentioned also does that.
Secondly, make it snap to the nearest value (min + N*resolution) when a
"resolution" tag is present, taking special care of floating-point
precision. Or perhaps specify "number of divisions in the interval" as
an integer, instead of "resolution" by which I meant a floating-point
"size of a division".
[also fixed]
While working on this file I noticed some potentially serious warnings:
fg_commands.cxx: In function `bool do_property_adjust(const
SGPropertyNode*)':
fg_commands.cxx:435: warning: control reaches end of non-void function
fg_commands.cxx: In function `bool do_property_multiply(const
SGPropertyNode*)':
fg_commands.cxx:465: warning: control reaches end of non-void function
/usr/local/include/simgear/misc/props.hxx: At top level:
fg_commands.cxx:600: warning: `bool do_presets_commit(const
SGPropertyNode*)' defined but not used
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.
I've added a seperate JSBSim patch for the JSBSim source tree.
experimental lighting rendering (which is very expensive on my
machine, for example). To use distance attenuation,
/sim/rendering/distance-attenuation must also be true.
It adds a command line options to enable/disbale distance attenuation
using a property rather than using a #define inside the code. It also
adds a small change for systems that don't support the OpenGL extension,
so that the lights *do* fade away as they get furher away but they don't
get smaller in size.
property-adjust.
Modified property-adjust and property-multiply so that they always
work with double values, to simplify the code.
Factored out some common code.
Added a 'mask' argument to the property-adjust and property-multiply
commands. If mask is set to "all" (the default), then the command
works as before; if mask is set to "integer", it works only to the
left of the decimal point; and if mask is set to "decimal", it works
only to the right of the decimal place. This functionality is useful
for tuning VHF COM and NAV radios.
Ensure that if a condition for a panel mouse binding fails, other
bindings for the same area will have a chance to run.
Add a repeatable flag for panel mouse bindings (defaults to true).
- dialog-open
- dialog-close
- dialog-update
- dialog-apply
The last two can copy a value from a property to a GUI field or
vice-versa either individually or across the whole dialog.
really useful unless we simultaneously change the per-iteration deltas
to be smaller. Add another pseudo-tunable to control the speed with
which we change values across iterations. As it turns out, this is
much more effective than the threshold tunable. It does come at the
cost of lower solution performance, however.
I wrote:
> I can confirm this. Layers on the 2D panels (but oddly, only the 2D
> panels) aren't drawing over the background with the current ATI
> drivers.
OK, this turns out to be a trivial fix, although I still think it's a
driver bug. There are two calls to glPolygonOffset in the panel
rendering code (shared by both 2D and 3D panels). One is called
per-layer, and sets up a layer-specific offset. The other is called
for drawing the background textures, to lift them off of any
underlying cockpit geometry.
I was using different "factor" values for each, incorrectly. Patch
attached. It was affecting only 2D panels because the 3D ones don't
use background images.
Problem is, by my reading of the specification the bug should have had
the effect of pushing the background texture *farther* behind the
instruments, instead of pulling it on top of them. Either I'm reading
the spec incorrectly or ATI has inverted the sense of the factor
argument. Dunno, I'll submit a bug report to them and see what
happens.
Link the standalone executable against the source files explicitly rather
than libYASim, as the Irix linker can't handle the unneeded dependance on
other parts of FlightGear.
isn't well-constrained by the solution process is the drag-vs-aoa curve.
The default value that YASim picked was very steep, and resulted in most
of the jets flying their approaches *way* behind the power curve. This
changes the default to be more forgiving, and adds an "idrag" tunable
to the configuration file for tweakers.
Also, change the default gear springiness to be less stiff.
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.