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[r354] by lbrenta

Lockheed1049h: revert the part of the previous commit inside <aerodynamics>

It seems JSBSim does not in fact support property names starting with a slash.

2015-03-04 23:15:38 Tree
[r353] by lbrenta

Lockheed1049h: normalize property names always to start with a slash.

2015-03-04 22:27:07 Tree
[r352] by lbrenta

Lockheed1049h: no more rain or snow in the cockpit

Import selected improvements from the Lake of Constance version (1.3.0) of
the Lockheed1049h. This fixes an old bug whereby rain and snow would pour
inside the cockpit.

* Models/Lockheed1049h_Panels.xml,
Panels/panel_eng_crossfeed.xml,
Panels/panel_eng_fuelvalves.xml,
Panels/panel_eng_levers.xml,
Panels/panel_eng_levers2.xml,
Panels/panel_overhead_fuel.xml,
Panels/panel_pilot_side_lower.xml,
Panels/panel_pilot_side_upper.xml: delete.
* Models/Lockheed1049h_Cockpit.xml: do not load the panels anymore.
* Models/Instruments/fuel_C.xml,
Models/Instruments/fuel_L_inboard.xml,
Models/Instruments/fuel_L_middle.xml,
Models/Instruments/fuel_L_outboard.xml,
Models/Instruments/fuel_R_inboard.xml,
Models/Instruments/fuel_R_middle.xml,
Models/Instruments/fuel_R_outboard.xml: add pick animations on the faces
of the gauges, to increase or decrease fuel levels; replacing the 2D panel.
* Models/Instruments/landing_gear.xml,
Models/Instruments/parking_brake_cp.xml,
Models/Instruments/parking_brake_p.xml,
Models/Instruments/prop_reversing.xml: require electricity on the bus.
* Models/Instruments/terrain_warning.xml: illuminate lamps.

2015-03-04 22:08:53 Tree
[r351] by lbrenta

Lockheed1049h: re-model the engines completely for better historical accuracy

The modeling of the engines was a bit inaccurate, partly because of
inconsistent data sources and partly due to old limitations of JSBsim.
This new model uses consistent historical data, assuming 135/145 octane
fuel which is no longer available anywhere. The data used to tune the
model are included with references.

2015-03-04 22:08:50 Tree
[r350] by lbrenta

Lockheed1049h:
* Add weight and speed limits.
* Cockpit: relocate the marker beacon lights to just under the glareshield, as in RL
(reference: https://www.youtube.com/watch?v=U6VfkKjlhXs at 12:03)
* Cockpit: relocate the autopilot warning light and fueling notice placard to the
center hood.
* Models/Instruments/{adf,comm,nav}.xml: make the knobs turn clockwise for increase,
counter-clockwise for decrease.

2015-03-04 22:08:48 Tree
[r349] by forgolai

JA37: Version 3.010
Effect: Fixed that precipitation was not visible in internal views.
Sim: Did some extra check for when to engage LB and release CTPL.
HUD: Digital mach speed will only be shown above M0.5.
Sim: Optimized how Potemkin electrical system access properties.
GUI: Fixed options menu would not show.

2015-03-04 16:13:50 Tree
[r348] by forgolai

JA37: Version 3.009
Sim: Typecast all property writes in crash system. And initialized custom properties.
Sim: Made autostart work even if sim time is accelerated or slowed down.
HUD: Changed font aspect ratio to default 1:1.
HUD: Made the default heading scale appear in landing mode, if the horizon scale is not in center of view.
Sim: Fixed that crash system in FG 3.5 would start before failure system was initialized.
Sim: Updated failures to work in FG 3.5 failure system.
HUD: Removed mach indicator in landing and takeoff mode as per the manual.
HUD: Made digital airspeed smaller fonts.
HUD: Made distance indication be floating point below 10Nm or 10Km.
HUD: Fixed that if selection or target was in radar cone but outside HUD view, it could blink erratically at medium/high framerates.
Sim: Fixed electrical system would break down due to generator failure mode not installed on FG 3.0.
Sim: Electrical Potemkin system cleaned up and increased performance.
Sim: Fixed aliasing with type would fail in FG 3.0.
Sim: Made FGs earlier than 3.2 use the old crash code.
GUI: Fixed popuptips should use oldest code in FG 2.10 and earlier.
Effect: made beacon work in FG 2.10 and earlier.
Aero: Made jsbsim system files have no folder, as FG 3.12 and earlier fill that in forcefully on its own.
Sim: Tested and works in FG 2.10, 2.12, 3.0, 3.2, 3.4, 3.4 and 3.5.

2015-03-03 09:33:00 Tree
[r347] by curt

Emmanuel Baranger:

Quick fix from Fabien.

2015-03-01 23:07:49 Tree
[r346] by chrisblues

Citation II:

* make carpet go through, from aft compartment door to rudder pedals
* same with leather-like texture on upper wall parts
* change cabin sidewalls to fit more to the real thing
* some cleanup of invisible/hidden surfaces
* small adjustments to colors of leather*.jpg textures

2015-03-01 21:47:21 Tree
[r345] by curt

Emmanuel Baranger:

After several months of work, Fabian (5H1N0B) and myself are pleased to
offer this new version of the Mirage 2000.

Mirage 2000-5:

http://helijah.free.fr/flightgear/tar.gz/m2000-27-02-2015.tar.gz

Some information available in the file "20150227_CHANGELOG.txt" :

02.2015
3D:
- Several more instrument in the cockpit. The working ones are:
startup instrument, light variator instruments.
(The others, I'm still working on it)
- New gun explosion : more realistics
- New missiles explosion : more realistics
- New flames that take differents colors, depending of the sun position
- New light effect in the cockpit when using Rembrandt.
- New rule about each instruments lights effects
- Possibility to disable the pilot.
- Desactivate temporary the "non Rembrandt Shadow" that have big issue
in MP (and do not allow a correct dogfight)
- New "Exhaust"
- Sperated livery & logos (that allow differents HQ logos
independently of the livery)

Systems:
- Double center Mfd for the guys who want (or not) the canvas one. The
older is now working lot more better.
- Working startup procedure
- Working cockpit light variator
- Working Tutorial.(Even if there no maker use yet)

Weapons:
- Ground designation : This now possible to create a "ground target",
by clicking on the ground and then clicking
at the "Create a Target" in "Mirage 2000 > Fast Config" menu.

Nasal:
- Lot of improvement by using a centralised function lanch and update
instead of setListener or multiple different
loop. This should invisble to the user except that their FPS will
stay high
- Allow loads under the wings (missiles, tanks etc) to be visible over
MP, even, if you are not in a m2000, and even
if you have more than 1 aircraft forlder

2015-03-01 00:57:40 Tree
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