daveluff [Wed, 15 Oct 2003 21:50:05 +0000 (21:50 +0000)]
Move responding to a plane announcing itself at hold short over to the response mechanism. Beware that a particularly nasty assumption that only one plane is ever holding for the runway at once remains for now though.
daveluff [Sat, 11 Oct 2003 18:10:28 +0000 (18:10 +0000)]
Fixed a bug where an ATC station on one channel wouldn't stop transmitting when deselected if another type of ATC at the same airport was tuned on the other channel
david [Wed, 1 Oct 2003 22:49:06 +0000 (22:49 +0000)]
Modified so that a multiple-element FG_SCENERY path will work:
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).
First, MSVC 7 bombs when a value greater than 255 is passed to
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.
Jim Wilson:
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.
Sort VASI lights into their own tree so we can control them separately
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.
Fix a problem where the compiler would mix up two function declarations because the one wich has SGSubsystem in it's options list expected a const SGSubsystem, but it was called with a plain SGSubsystem
David Culp:
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.
David Culp:
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.
Return landing type. Simple AIPlane always returns full stop for now - more advanced classes are expected to override this if required. Also give some enums an ostream operator
Convert fgLIGHT to FGLight and make it FGSubsystem compatible. Let the subsystem manager handle it and let FGLight::update() handle the repositioning of the sun and the moon.
Another step towards making aircraft more self contained. YASim aircraft
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.
Update --showaircraft and --aircraft= options to recursively search the
$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.
Further progress towards interactive tower control. Very much an initial stab at a first iteration of a tricky problem, ie don't look too closely - some of it is ugly!
Clean up the timeofday setting code a bit more, consolodate the solver
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!)
Enable back face culling for cockpit instruments, disable depth buffer writes for 2d instruments but enable depth buffer writes for the magnetic compass. Does anyone care to create a 3d magnetic compass?