11/29/2023 0 Comments Flightgear 2018.1![]() # Fixes to make FlightGear work with 16bpp visual depth. # Fix a crash that could occur when the joystick config specified more buttons or axes than the physical hardware provided. # Replace old and with (x-plane format) # Default C172 3d model has been completely reworked and many things have been fixed or sized or placed more accurately. # Make sure the ATIS reports surface winds at airports above sea-level These are available to aircraft designers via the autopilot config file. # Added several digital filters to the autopilot: exponential, dobule exponential, moving average, and noise spike. # Move radio stack and avionics code from cockpit library to instrumentation library. # Make sound inaudible until after the scenery is loaded. # Make display list usage optional since these can be a net performance loss on some older or low memory platforms. # Updates to the wet compass to make it behave much more like a real wet compass including various errors and motion effects. You can assemble the correct componets available for each particular aircraft. # Instruments, avionics, and subsystems are now configurable per aircraft. # YAsim adds support for contra-rotating propeller pairs as well as crude models for ITT, Oil Temp and Oil Pressure in the jet turbine engine model. ![]() # Updated to sync with latest JSBSim developments. # Added some controls for aircraft carrier operations. This allows things like contrails, payload dropping, projectile firing, and aircraft carrier landings. # Added an encoder and transponder to the available avionics modules. If for no other reason, this alone makes it all worth while. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. Personally, Flight Gear has been a great learning experience for me. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass our commercial "competition." Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. We have intensionally chosen to keep Flight Gear and its source code open, available, and free. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators. This is truly a global effort with contributors from just about every continent. We have a wide range of people interested and participating in this project. The Flight Gear project is striving to fill these gaps. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects however, commercial simulators do not lend themselves to modification and enhancement. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. A big problem with these simulators is their proprietariness and lack of extensibility. The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Gebiet auswählen und auf die kästchen klickenįlight Gear is a free flight simulator project. Dl: ( in diesem ftp verzeichnis liegen immer die neuesten versionen !! )
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