Feature Requests / Proposals / Ideas: Difference between revisions

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Robot: Cosmetic changes
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* no localized help dialogs (basic commands, keys...)
* no localized help dialogs (basic commands, keys...)


=== Running ===  
=== Running ===
* lacking performance: as of 03/2009 FG OSG is generally still frequently reported as being significantly slower on systems that were previously able to run fgfs with much better framerates
* lacking performance: as of 03/2009 FG OSG is generally still frequently reported as being significantly slower on systems that were previously able to run fgfs with much better framerates
* does not work well on lower end hardware, this boils down to a lack of dynamic feature-scaling support as discussed on the forums on 03/2009 (also see: [http://flightgear.org/forums/viewtopic.php?f=2&t=4883])
* does not work well on lower end hardware, this boils down to a lack of dynamic feature-scaling support as discussed on the forums on 03/2009 (also see: [http://flightgear.org/forums/viewtopic.php?f=2&t=4883])
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=== Modding ===
=== Modding ===
* non-intuitive scenery modification and installation  
* non-intuitive scenery modification and installation  
* non-intuitve aircraft modification and installation
* non-intuitve aircraft modification and installation
* non-intuitive aircraft panel creation (lack of GUI frontend)
* non-intuitive aircraft panel creation (lack of GUI frontend)
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* add new command to nasal interpreter to allow playing of sound files (see mailing list discussions)
* add new command to nasal interpreter to allow playing of sound files (see mailing list discussions)
* <del>implement a "failure/crash" (limits?) subsystem that can be XML-configured with tailored values and limits for specific aircraft (i.e. max allowable speeds in various configurations, max allowable pitch up/down, roll angle, g load etc.). That way, it would be up to aircraft authors to provide such limits for their aircraft in some sort of easily modifiable XML file and FlightGear could optionally honor these values at runtime (currently, it is no problem to extend the gear or flaps at ridiculously high speeds, or crash-land an airliner and keep flying afterwards-this would certainly add a good portion of realism to FlightGear and could still be kept entirely optional).</del> this has been basically implemented via the the limits Nasal module, see [[Howto: Define speed limits]] (there's now also failures.nas in Git)
* <del>implement a "failure/crash" (limits?) subsystem that can be XML-configured with tailored values and limits for specific aircraft (i.e. max allowable speeds in various configurations, max allowable pitch up/down, roll angle, g load etc.). That way, it would be up to aircraft authors to provide such limits for their aircraft in some sort of easily modifiable XML file and FlightGear could optionally honor these values at runtime (currently, it is no problem to extend the gear or flaps at ridiculously high speeds, or crash-land an airliner and keep flying afterwards-this would certainly add a good portion of realism to FlightGear and could still be kept entirely optional).</del> this has been basically implemented via the the limits Nasal module, see [[Howto: Define speed limits]] (there's now also failures.nas in Git)
* <strike>add openGL wrapper commands to the Nasal interpreter, so that users can make use of basic OpenGL calls (the primitives at least) from their scripts, optionally allow to render to a texture rather than directly to the screen, i.e. useful for things like a scripted display (CDU/moving map)</strike> Don't try to bypass the SceneGraph, instead, use proper interfaces/modelling..
* <strike>add openGL wrapper commands to the Nasal interpreter, so that users can make use of basic OpenGL calls (the primitives at least) from their scripts, optionally allow to render to a texture rather than directly to the screen, i.e. useful for things like a scripted display (CDU/moving map)</strike> Don't try to bypass the SceneGraph, instead, use proper interfaces/modelling..
* add support to enable users to disable 3D cockpit rendering for multiplayer/AI aircraft (what is this supposed to mean?)
* add support to enable users to disable 3D cockpit rendering for multiplayer/AI aircraft (what is this supposed to mean?)
* <strike>extend nasal interpreter to provide functions for loading and saving XML files directly</strike> '''DONE''', preferably also wrapping the functions from props_io.cxx for nasal
* <strike>extend nasal interpreter to provide functions for loading and saving XML files directly</strike> '''DONE''', preferably also wrapping the functions from props_io.cxx for nasal
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* Extend VRML/X3D or XGL support, so that proprietary formats such as *.ac can be entirely replaced using open standards http://en.wikipedia.org/wiki/COLLADA https://collada.org/public_forum/welcome.php (search the archives for COLLADA)
* Extend VRML/X3D or XGL support, so that proprietary formats such as *.ac can be entirely replaced using open standards http://en.wikipedia.org/wiki/COLLADA https://collada.org/public_forum/welcome.php (search the archives for COLLADA)
* <strike>Helicopter FDM: either extend current FDM engines (i.e. yasim) to provide better support for helicopter flight dynamics, or come up with an entirely new dedicated helicopter FDM engine altogether</strike>-'''Support for helicopter flight simulation has been significantly improved meanwhile, and is still being worked on'''
* <strike>Helicopter FDM: either extend current FDM engines (i.e. yasim) to provide better support for helicopter flight dynamics, or come up with an entirely new dedicated helicopter FDM engine altogether</strike>-'''Support for helicopter flight simulation has been significantly improved meanwhile, and is still being worked on'''
* add support for integration with TTS (text to speech) engines to FlightGear (i.e. Festival), so that voice ATC becomes possible. There were various discussions about this topic on the mailing list, so you may want to search the archives if you are interested in this feature. '''(Note - Festival support has already been added)''' <s>Also, there is a free multi platform TTS engine called sphinx that is siginificantly more lightweight than festival, so that it may be worth considering this to make it an optional dependency for SimGear?</s> '''Note 2: Sphinx is actually a speech recognizer, not a text-to-speech engine, AFAIK. --[[User:Josh|Josh]] 20:06, 9 May 2008 (EDT).'''
* add support for integration with TTS (text to speech) engines to FlightGear (i.e. Festival), so that voice ATC becomes possible. There were various discussions about this topic on the mailing list, so you may want to search the archives if you are interested in this feature. '''(Note - Festival support has already been added)''' <s>Also, there is a free multi platform TTS engine called sphinx that is siginificantly more lightweight than festival, so that it may be worth considering this to make it an optional dependency for SimGear?</s> '''Note 2: Sphinx is actually a speech recognizer, not a text-to-speech engine, AFAIK. --[[User:Josh|Josh]] 20:06, 9 May 2008 (EDT).'''
* add moving map functionality to FlightGear (i.e. integrate atlas natively into FlightGear), so that a basic map can be directly shown within FlightGear
* add moving map functionality to FlightGear (i.e. integrate atlas natively into FlightGear), so that a basic map can be directly shown within FlightGear
* the current (2D/3D) cockpit panel code is not yet particularly efficient, would be good if someone could optimize it some more
* the current (2D/3D) cockpit panel code is not yet particularly efficient, would be good if someone could optimize it some more
* add support for tutorials/lessons (think, flight school) to FlightGear (see earlier mailing list discussions for details) '''(Note - tutorials have already been added; check the Help menu in the default C172 or Lightning)'''
* add support for tutorials/lessons (think, flight school) to FlightGear (see earlier mailing list discussions for details) '''(Note - tutorials have already been added; check the Help menu in the default C172 or Lightning)'''
* use OpenStreetMap as datasource for Scenery (Map with buildings). using OSM-tags for create 3D buildings, see [[http://wiki.openstreetmap.org/wiki/Key:building OSM-Key:building]] and [[http://wiki.openstreetmap.org/wiki/Proposed_features/Building_attributes OSM-Building_attributes]], tags give much more meta data for Scenery as just using gps-points as lines to draw the map. like this [http://gallery.flightgear.org.uk/c1702623.html gallery.flightgear.org.uk/c1702623.html]
* use OpenStreetMap as datasource for Scenery (Map with buildings). using OSM-tags for create 3D buildings, see [http://wiki.openstreetmap.org/wiki/Key:building OSM-Key:building] and [http://wiki.openstreetmap.org/wiki/Proposed features/Building attributes OSM-Building attributes], tags give much more meta data for Scenery as just using gps-points as lines to draw the map. like this [http://gallery.flightgear.org.uk/c1702623.html gallery.flightgear.org.uk/c1702623.html]
** use in realtime OSM as source, to retrieve fresh data of maps (OSM have very active community with many contributors, every minute the OSM DB become more updates and more precision data! it would be nice to participate on this benefit!)
** use in realtime OSM as source, to retrieve fresh data of maps (OSM have very active community with many contributors, every minute the OSM DB become more updates and more precision data! it would be nice to participate on this benefit!)


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