I would like the opportunity to test any fixes to the code before marking this as solved. When was code changed or fixed? I may need to pull the appropriate code base and rebuild to test.
MissionGenerator:Minor GUI edit
MissionGenerator:Array init bugfix
MissionGenerator:More model placement corrections
MissionGenerator:Model placement corrections
MissionGenerator:Use different model placement logic
MissionGenerator:Remove all debug info, MP logic edit
MissionGenerator:Remove debug info
MissionGenerator:Range and elevation bug fixes
MissionGenerator:Suppress MP host reporting and debug logic
MissionGenerator:Final MP reporting logic
MissionGenerator:Suppress debug help
MissionGenerator:MP end of mission simplification
MissionGenerator:Water mission model position reporting changes
MissionGenerator:Water mission report individual model position to all MP participants
MissionGenerator:Water mission wind drift bug fixes, new logic, new milestone
MissionGenerator:Water mission wind drift bug fixes, new logic
MissionGenerator:Water mission wind drift model corrections
MissionGenerator:Water mission wind drift corrections
MissionGenerator:Water mission wind drift
MissionGenerator:Multiplayer S&R missions
Wildfire:wildfire-dlg.nas
J3Cub:Add fallback model index
J3Cub:Ground equipment, STEC-55x power trim ties to ignition power
Pterosaur:Add thumbnail
Phoenix:Add thumbnail
Ju-88:Add thumbnail
Jetman:Add thumbnail
fa223:Add thumbnail
daher-tbm-family:Add thumbnail
Aerocar:Add thumbnail
MC-15:Add thumbnail
As far as I can tell, the spot lights I would have tested don't work in HDR mode as written, so I have to assume it was in ALS/Standard pipeline that this was occurring. Why this would be on Fernando then, I don't know. Anyway. I just tried to reproduce and I am not seeing it so I suspect it has been resolved. Feel free to close it. If it shows up again I can resubmit.
Hi scarymovie, thank you, yes that is I. Beings there still appears to be current interest in this I will get back on this asap and get something pushed to the addons so everyone can test and suggest improvements. If I can make this the way I envisioned it, it will be a substantial improvement in as much as users won't have to mess with installing files. It should work like any other addon and only require pointing downloading the addon and pointing to it.
Yes, I have a version in the addon format. It's a work in progress. I set it aside temporarily to do something else, Story of my life. I believe when I am done it will be possible to add persistent ramps on the fly when using any vehicle, not just the UFO. It will be a very simple interface to add a ramp, basically just click where you want one. The only negative thing I know about the method I planned to use, is in order to save the ramp data with the addon you have to add a "save data path" exception...
Yes,I will take a look at it.
To verify, this is what my fork should look like. Yes, my origin was git.code.sf.net/u/wlbragg/fgdata D:\fg stuff\wlbragg-fgdata>git remote -v origin https://git.code.sf.net/p/flightgear/fgdata (fetch) origin https://git.code.sf.net/p/flightgear/fgdata (push) wlbragg https://wlbragg@git.code.sf.net/u/wlbragg/fgdata (fetch) wlbragg https://wlbragg@git.code.sf.net/u/wlbragg/fgdata (push) Thanks again.
Thank you so much. I think I finally understand a few crucial concepts of the fork concept. All I really needed was the information on how to get a new clean/current fgdata next branch (origin) into my fork. From there, I think I have enough knowledge to manage this. My whole problem was from not understanding, at my skill level, I need to keep a clean, current, origin/next branch that I can continually update to the current fgdata next. Then when I need to make a merge request, branch from it, make...
MissionGenerator:Typo
MissionGenerator:Remove debug helpers
Well, this is why I don't like to do merge request in SorceForge I don't know how or when I added these last three commits to this fork. Didn't know they were even a part of this fork. They are not what I wanted included in in this merge request. So I will reject it and try it again with the fg1000 changes only.
D:\fg stuff\wlbragg-fgdata>git status On branch fg1000 Your branch is ahead of 'origin/next' by 1 commit. (use "git push" to publish your local commits) nothing to commit, working tree clean D:\fg stuff\wlbragg-fgdata>git log --format=oneline 2d82401bfe72e13c1020fb84d94ce9fe87a54bb9 (HEAD -> fg1000, wlbragg/fg1000) Bug fixes, rename .ac object Screen to Screen1, add offset's c42fe5c0e1e5c3622bb7a2ee99b3f41e8a0a5909 (origin/next, origin/HEAD, next, clean) C-47 AI aircraft f8d46dea5e7db8539c0ccd548db6d045b974d463...
So how do I reset this fork to the current fgdata next branch. I don't think I should have to do a new fork to get a clean branch?
Bug fixes, rename .ac object Screen to Screen1, add offset's
Well, this is why I don't like to do merge request in SorceForge I don't know how or when I added these last three commits to this fork. Didn't know they were efen a part of this fork. They are not what I wanted included in in this merge request. So I will reject it and try it again with the fg1000 changes only.
Bug fixes, rename .ac object Screen to Screen1, add offset's
Bug fixes, rename .ac object Screen to Screen1, add offset's
MissionGenerator:Fix bug in range calculation
MissionGenerator:Fix bug starting random fire event
MissionGenerator:Remove debug control
MissionGenerator:Wildfire condition fix
Wildfire:Fix GUI bug
RainVectorEditorAddon:Configured for c172p
MissionGenerator:Add new features
J3Cub:Improve ground services logic
ASK21:Key bindings for aerotow winch
J3Cub:Walker, ground equipment, misc bug fixes
superguppySGT:Limit contrail to greater than 60 kts for higher altitude airports
superguppySGT:Limit contrail to greater than 20 kts
RainVectorEditorAddon:Sliders for front, back and sides
sg38:Correct key bindings for aerotow, update help
ls8:Correct key bindings for aerotow, update help
ls4:Correct key bindings for aerotow, update help
Ka6:Correct key bindings for aerotow, update help
DG-1000:Correct key bindings for aerotow, update help
ASK21:Correct key bindings for aerotow, update help
ASG29:Correct key bindings for aerotow, update help
ASK13:Correct key bindings for aerotow, update help
Ka6:Aerotow key mappings
Bergfalke:Aerotow key mappings
Arcus:Aerotow key mappings, aerotow force config missing
RainVectorEditorAddon:Initial commit
Aerotow Anywhere:Fix typo to break-force instead of brake-force
DG-101G:Disable dragger menu if Aerotow Anywhere addon is loaded
DG101G:Make compatible with Aerotow Anywhere addon
J3Cub:Glass variant modeling bugs
J3Cub:Cleanup textures, normal maps, slat logic
J3Cub: Remove dynamic cabin weight
J3Cub:Rudder linkage and fuselage mesh work
J3Cub:Tahoe Livery
J3Cub:Improve amphibious gear animation
J3Cub:Add glass cabin variant
J3Cub:Removing personal copyright in favor of acknowledgment
J3Cub:Output tag not necessary
J3Cub:Incorrect saved property
J3Cub:Ice system adjustments
J3Cub:Ice weight distributed to affected surfaces
J3Cub:Default switch settings
J3Cub:Better ice mask and mesh mapping
J3Cub:S-TEC55x uses independent static port
J3Cub:Ice mask edit
J3Cub:Formatting
J3Cub:S-TEC55x uses static port1, more ice masks
J3Cub:Wrong pointmass location and assignment
J3Cub:Ice effect textures
J3Cub:Add icing system
Initial securing of C172 seems to act against physics in some cases.
After further review I have to mark this as a
Initial securing of C172 seems to act against physics in some cases.