+New in 0.9.4
+* March 16, 2004
+
+* Impliment SimGear's (aka Andy's) Nasal scripting language in
+ FlightGear and integrate with the FG property system.
+* Many updates from David Culp and David Luff to the AI aircraft and
+ ATC modules.
+* Complete overhaul of the autopilot system. The new system uses a
+ much more advanced PID algorithm, is much more flexible, and is
+ completely reconfigurable for each aircraft.
+* Added the ability to fetch current weather in real time during a
+ flight (via a thread) from the weather.noaa.gov web site and update
+ the current weather conditions in the sim.
+* Added properly working VASI/PAPI lights.
+* Make the ground intersection code smart so allow flying under
+ bridges, taxiing on the lower level of the bay bridge, taxiing into
+ hangers, etc.
+* Added a utility to automatically manage scenery installation and
+ removal.
+* Several updated ground textures, plus a variety of new random
+ scenery objects.
+
+* Much additional work on the San Francisco area buildings and bridges.
+
+* Added a Comper Swift (nice), a Hawker Hunter (nice), added a T37 Tweet,
+
+* Updates to the 737 (nice panel, 3d model, and flight model), updates
+ to the 747 flight dynamics, updates to the OV10, T38, AN-225, bo105
+ (helicopter), better sounds for the DC-3, updates to f104 model,
+ many updates to the F16, updates to the J3 Cub, 3D cockpit added to
+ the pa28-161, updates to the sgs233, overhaul of the tsr2 and yf23
+ models.
+
+* The UFO became Santa Claus over the holidays, but it is back to
+ being extra terrestial.
+
+
+* First stab at a weather radar instrument.
+
+* Added a number of basic 3d instruments to the instrument library
+ that could be reused used for any general aviation cockpit.
+
+* Added RedHat packaging files.
+* Added some perl script utility functions which are useful when
+ writing remote perl scripts that interact with a running copy of
+ FlightGear. Includes routines to facility remote control of data
+ logging and even some simple graph plotting.
+* Updates to OpenGC interface.
+* Various JSBSim updates.
+* Various YASim updates.
+* Various UIUCsim updates.
+* More work on the native multiplayer system.
+
+* Sorted out the confusion between left, right, and parking brakes
+ vs. the cockpit controls vs. the wheels they apply to.
+* Much infrastructure added to support future GPS instruments.
+* Fixed a meter/feet conversion problem in DME distance calculations
+ which would cause it to often read quite high.
+* Fixes to nmea output so it can better trick a moving map software
+ application into thinking it is talking to a real gps.
+
+* Fixed a subtle problem with our star database that has been lurking
+ for many years, but it took an astronomy expert to spot the subtle
+ misalignments.
+
+* Add support for Logitech Extreme 3D Pro, thrustmaster top gun
+ afterburner USB, Logitech WingMan Force 3D, Logitech Extreme 3D Pro
+ USB, and Microsoft SideWinder 3D Pro joysticks.
+
+* Removed the old WeatherCM module (it can be resurrected from CVS if
+ any one ever wants to do that.)
+* Removed the NetworkOLK module (it can be resurrected from CVS if
+ any one ever wants to do that.)
+* Removed support for the PSL scripting language.
+
+
New in 0.9.3
* October 24, 2003
double tile_width = curr_bucket.get_width_m();
double tile_height = curr_bucket.get_height_m();
// cout << "tile width = " << tile_width << " tile_height = "
- // << tile_height !<< endl;
+ // << tile_height << endl;
xrange = (int)(vis / tile_width) + 1;
yrange = (int)(vis / tile_height) + 1;
// note * 2 at end doubles cache size (for fdm and viewer)
tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
- /*
- cout << "xrange = " << xrange << " yrange = " << yrange << endl;
- cout << "max cache size = " << tile_cache.get_max_cache_size()
- << " current cache size = " << tile_cache.get_size() << endl;
- */
+ // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
+ // cout << "max cache size = " << tile_cache.get_max_cache_size()
+ // << " current cache size = " << tile_cache.get_size() << endl;
// clear the inner ring flags so we can set them below. This
// prevents us from having "true" entries we aren't able to find
// First time through or we have teleported, initialize the
// system and load all relavant tiles
- SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initialize_queue(): Updating Tile list for "
+ << current_bucket );
// cout << "tile cache size = " << tile_cache.get_size() << endl;
// wipe/initialize tile cache
int FGTileMgr::update( SGLocation *location, double visibility_meters,
sgdVec3 abs_pos_vector )
{
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
+
longitude = location->getLongitude_deg();
latitude = location->getLatitude_deg();
// add 1.0m to the max altitude to give a little leeway to the
if (!(current_bucket == previous_bucket )) {
// We've moved to a new bucket, we need to schedule any
// needed tiles for loading.
+ SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
schedule_needed(visibility_meters, current_bucket);
}
} else if ( state == Start || state == Inited ) {