![]() 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 The 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 Are Developing A Sophisticated, Open Simulation Framework That Can Be Expanded And Improved Upon By Anyone Interested In Contributintor Out Old Airplane Parts, To University Research And Instructional Use, To Simply Having A Viable Alternative To Commercial PC Simulators.įlight Gear And Its Source Code Have Intentionally Been Kept Open, Available, And Free. Contents 1 Background 2 Source code 3 Building & Packaging Notes 4 Status 4.1 Known issues 4. This is done using the OpenXR 2 API, via an external library called osgXR 3 for handling OpenXR and OpenSceneGraph specifics, which is being developed in parallel. The Goal Of The FlightGear Project Is To Create A Sophisticated Flight Simulator Framework For Use In Research Or Academic Environments, For The Development And Pursuit Of Other Interesting Flight Simulation Ideas, And As An End-user Application. The Virtual Reality project aims to add immersive VR support to FlightGear. Source Code For The Entire Project Is Available And Licensed Under The GNU General Public License. Swedish where IIRC '~', and'$' are at inconvenient locations.The FlightGear Flight Simulator Project Is An Open-source, Multi-platform, Cooperative Flight Simulator Development Project. Select engines ~ / / ! / # / $ (Note: These keys are problematic on some keyboard layouts, e.g.Are Limited By The Collective Ability Of The People They Can Hire And Pay. We model wind as a turbulent flow field, using the Dryden turbulence model (MIL-F-8785C) 13, the implementation of which is from the FlightGear open source flight simulator 3. carburettor heat - some piston aircraft only The FlightGear Flight Simulator Project Is An Open-source, Multi-platform.propeller - some piston aircraft only ⇧ Shift+ N / N.mixture - piston aircraft only Shit+ M / M.differential toe brakes left/right, /.elevator trim up/down 1 / 7, Home / End.landing gear raise/retract G / ⇧ Shift+ G.look forward/backwad ⇧ Shift+ 8 / ⇧ Shift+ 2.look left/right ⇧ Shift+ 4 / ⇧ Shift+ 6.Winch / Aerotow (begin winching, open hitch etc).throttle - for helicopters, should the same key control the collective? 3 / 9, Page up / Page down. ![]() Keyboard bindings.Īs a first step in the keyboard refactoring, we need to come up with a prioritized list of functions that (a) are general enough to apply to most (or at least many) aircraft, and (b) are important enough to justify a keyboard shortcut rather than just a menu/dialog or a model hotspot.įeel free to add to the list, but please don't delete anything - just move it to the bottom if you don't think it's important.Īs we'll probably not want to change too many existing key-bindings, The current CVS key-binding is also listed in brackets. ![]() This is basically a usability discussion, so everyone will have strong opinions :) What I'd like to see is the entire 'Ctrl' (Command on Mac) space reserved for GUI functions, like a normal application - Ctrl-Q for quit, Ctrl-M for map dialog, Ctrl-A for autopilot dialog, Ctrl-R for replay dialog (or radios dialog :) - then have a complete discussion about which key-bindings make sense on The other issue is the keybindings are effectively 'full' (we can't easily add more), because they've been added and added over the years, but rarely removed, so at this point every key 'does something', but often something quite obscure. ![]() So flaps, trim, CDI/HSI heading,įine, but things to change view distance or FoV seem unnecessary to me. My *personal* feeling is that unless it's something the > 50% of users use *each flight*, it shouldn't be a keybinding. My point of view is that the current keybindings file is a mess, with many historical bindings, and also it binds in the ASCII space, as opposed to the scan code space, so we can't distinguish keypad vs normal number keys, and various other combinations, even though osgViewer supports that. Modularizing, parallelizing and distributing FlightGear. ![]()
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