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FGAddon Commit Log


Commit Date  
[r647] by sanhozay

Lockheed1049h version 2.8.3: Checklist reformatting, refactoring and minor big fixes

* Replace stray tabs with spaces
* Fixes to marker positions and missing markers
* Refactor duplicated Nasal code out of checklists

2015-05-07 11:51:50 Tree
[r646] by forgolai

JA37: Version 3.025
Sim: Flightgear insist on specific voltage to ADF, DME, Tacan, nav 1 and transponder. They now have it.

2015-05-06 15:38:38 Tree
[r645] by helijah

Compatibility Rembrandt increased. Update for FG 3.x. FDM revised.

2015-05-06 14:52:13 Tree
[r644] by helijah

Compatibility Rembrandt increased. Update for FG 3.x. FDM revised. FDM JSBSim in a zipped file

2015-05-06 10:05:06 Tree
[r643] by forgolai

JA37: Version 3.024
Model: Made inlet fans dark on Flightgear livery.
GUI: If fuel temperature is a NaN then it will now default to 15 deg in systems monitor.
Sim: Key shift-N now selects HUD center most radar track.
Sim: Key R now toggle radar ON/OFF.
Sim: Ported the electrical system to JSBSim from Potemkin nasal and gave it a big overhaul.
Sim: Implemented drain and recharge for battery. It takes 10 minutes to empty and 10 also to recharge.
Sim: Generator now spools up, and same does the AC voltages it produces.
Sim: 28V DC is now proper converted from 200V AC. As per the manual.
Sim: Reworked how instruments and other components draw power. They are now feed from a bus, and no longer have individual voltages.
GUI: Added some electrical key numbers to the system monitor.
Model: Added indicator for battery recharging.
Effect: Instrument, radar screen and landing lights now dim if they do not get their respective full voltage.
Model: Made the radar heading require proper voltage to turn.
Sim: Prevented fuel temperature errors to swamp the output. If the temperature errors, 15 deg will be used shown in systems monitor.
Sim: Added hydraulics system 2 including reserve pump. Also added them to failure manager.
Aero: Flight surfaces (except flaps) will now only deflect to half if one of the hydraulic systems has too low pressure. As per manual.
Sim: Main electrical switch now only turns on the AC (which is also converted to 28V DC if its available).
Engine: Engine starter now requires 24V as per manual.
Sim: Added support for external power supply.
Sim: Rewrote autostart to account for electrical starter changes.
Sound: Rewrote how the 'battery starting' sound gets enabled.
GUI: Rewrote checklists to account for new startup procedures.
GUI: Added menu item for external power supply.
Model: Battery now has its own switch.
Model: Added power supply selector switch (generator or external).
Model: Added ext. power available indicator.
Model: Added external power supply truck.
Sim: Key shift-ctrl-a now will continue on current heading, speed and altitude with A/P.
Sim: If hydraulic system 1 loses pressure, A/P will now disengage.
Engine: reverse thrust now depends on 24V and hydraulic pressure.
Sim: A/P now depends on 24V and hydraulic pressure and will disengage elsewise.
Model: Heading indicator and afterburner zone indicator now depends on 24V.
Sim: TILS now depends on AC not DC.
Model: Retextured the 3 panels to look more like brushed/noisy alu.
Model: UV mapped and textured radar mount, plaque mount and HUD rest. Texture is brushed black.
Model: Made the black in center plaque be more grey.
Effect: Put ubershader on cockpit interiors.
Model: Removed emision on switches.
Effect: The black engine smoke, will now only emit at engine shutdown/startup.
Model: Removed files no longer used by radar and center plaque.
Sim: Removed Potemkin electrical system files.

2015-05-05 23:15:19 Tree
[r642] by lbrenta

Citation II version 3.0.1: migrate to the new <instrumentation><transponder>

This removes the following error message from fgfs.log:
KT-70 legacy instrument compatibility. Please update aircraft to use transponder directly

2015-05-04 22:06:39 Tree
[r641] by lbrenta

Lockheed1049h version 2.8.2: various bug fixes

* Make all parts of the 3D model appear over multiplayer by prepending
"Aircraft/Lockheed1049h" to the path of their XML files. This includes
exterior lights, too.
* Make liveries work again over multiplayer. This also requires the
"Aircraft/Lockheed1049h" prefix, this time in a Nasal snippet
executed on the remote (!) instances of flightgear.
* Models/mesh_lights.ac: Relocate the landing lights to where the landing
lights of Models/mesh_airframe.ac are.
* Pushback: move the truck a little bit more forward so it rotates on
the same axis as the nose gear steering.
* Lockheed1049h.xml (jsbsim aero), Models/Lockheed1049h.xml: make the
nose gear rotate 70 degrees left and right, replicating the pushback
truck, possibly at the expense of realism. The jsbsim value in
particular (20 degrees) was suspicisously low.

2015-05-04 21:55:51 Tree
[r640] by chrisblues

Citation II:

Repairwork:
* make all paths for <model> absolute again
e.g. <path>Aircraft/Citation/Models/Citation-II.xml</path>
* fixed some issues with textures in .ac files

Further improvements:
* Make baggage doors operable only from outside view
* Reworked materials with shininess values

2015-05-03 15:46:35 Tree
[r639] by lbrenta

DC-10-30: make the model visible again over multiplayer

This requires restoring the "Aircraft/DC-10-30/" prefix on all <model><path>
elements (but not the <system><*><path>, <instrumentation><path> or other
elements) as discussed in the thread starting here:
http://thread.gmane.org/gmane.games.flightgear.devel/77863/focus=77866

Sounds might require the same treatment later.

2015-05-03 15:19:02 Tree
[r638] by lbrenta

Lockheed1049h version 2.8.1: make the aircraft visible over multiplayer

Patch by Denk Padje; thanks. But I'd like to understand why this patch was
needed in the first place; I thought absolute paths like these were evil.

2015-05-02 18:26:57 Tree
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