Algernon wrote: Thanks, dude. To be honest, this particular release is not too dependent on much more data as I only plan to tidy up existing stuff, make sure the MP/AI stuff all works and get a basic workable model out there. But there's plenty to get our teeth into for the next release - looking forward to liveries, working accurate fuel system, new reheat animations for ALS (non-Rembrandt) use... all sorts of goodies
I sent you a link to the current pre-release in your PMs if you want to have a look in the meantime...
Algernon wrote: However, if you WERE gliding it, you must have been doing it fast - below 250kts, it drops like a bloody rock!!
ScottBouch wrote: Excellent, I previously hadn't realised that airfield buildings and taxi-ways and scenery were not the same thing! so went withthe assumption that Terra Sync would build them too... the FGFS wiki is a bit thin on the ground for beginners in places.
StuartC wrote: it has done, twice. Look what happened to Lybia, we got blamed for that.
Yep, she's pretty hot!
ScottBouch wrote: My word, that feels quick!!
The black volume issue will be fixed for the release this evening, and yes, eventually there will be a cockpit switch for the taxi lights. They will default to off, but be switched on as part of the automatic startup sequence (or you can do it yourself, if starting manually).
As I only see black from startup being on Linux, it'd be handy to have a keyboard button, or a switch to click to turn off the taxi lights while on the ground.
Yes, that's a slightly irritating issue with the animation which "flares" the aura as the view angle changes. Will try and fix it, but it's tricky, always has been - if they're too close, they clash with the wing and make unsightly black overlap marks.
The red & green nav lights seem to hover in front of the wings, but as the wings need work anyway, it's probably going to get fixed then.
OK - might be able to do something about that, but major model changes can be problematic (we didn't make the model, it came from an old MS FlightSim model I believe). Will have a go though
The fin look s a little thick from the front.
Noted. Incidentally, what does the big rotary switch on the front of that unit do?
The T5 only has one LFS (Light Fighter Sight) on the left, the T4 had two though. Also the engine RPM gauges only appear on the left of the cockpit panel in the T5.
Absolutely Though how many of those will get done this time around is another matter. Planning another release for a month or two, so all will be added to the ToDo list.
Are these the sort of comments you're after right now?
That's a dependency bug that was fixed after I zipped up the pre-release you have. Not a problem anymore. There should not be any external dependencies. I just took out those pillar lights anyway, they weren't accurate.
I do get this when starting it form the Launcher:
You are not logged in.