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==Upcoming FlightGear Change Log==
{{changelogs|prev=2.10|next=3.0}}


The FlightGear development team is happy to announce the v2.10 release of FlightGear, the free, open-source flight simulator.  This new version contains many exciting new features, enhancements and bugfixes.  Highlights in this release include improved usability, better terrain rendering and a fully scriptable 2D rendering system.
Available in: '''English''',  [[:de:Changelog 2.12|Deutsch]], [[:es:Changelog 2.12|Español]], [[:fr:Changelog 2.12|Français]], [[:it:Changelog 2.12|Italiano]], [[:pl:Changelog 2.12|Polski]].
Please help us translate in other languages!
 
----
 
The FlightGear development team is happy to announce the v2.12 release of FlightGear, the free, open-source flight simulator.  This new version contains many exciting new features, enhancements and bugfixes.  Highlights in this release include improved usability, continued development of the Canvas rendering toolkit, and improved scenery rendering.


Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create  
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create  
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FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.  
FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.  


Download FlightGear v2.10 for free from [http://www.flightgear.org FlightGear.org]
Download FlightGear v2.12 for free from [http://www.flightgear.org FlightGear.org]


FlightGear - Fly Free!
FlightGear - Fly Free!


You can help us write the changelog for the upcoming FlightGear release at [[Next Changelog]].
=== Major enhancements in this release ===


To view the Changelog for the most recent release, please see [[Last Changelog]].
'''Aircraft Modeling'''
* A new tracking animation provides an easy way for aircraft developers to animate complex kinematic systems like gear scissors or landing gear doors attached to struts. The animation can be implemented in Blender and then exported to FlightGear.


'''Environment'''


=== Major Enhancement in this release ===
* Icebergs now appear in the arctic seas.
* Deciduous trees shed their foliage if they are above the snowline, creating a convincing winter look.
* The climatic snow line moves up and down as you fly around the world.
* Basic weather is now integrated with Atmospheric Light Scattering.
* Clouds are placed more realistically when using detailed weather modelling.


'''Aircraft Modeling'''
'''Transponder'''
 
The new tracking animation (similar to Blender's locked-track constraint) allows easily animating complex kinematic systems. For examples gear scissors, landing gear doors attached to struts (also with links and joints in between) or also torque struts connecting multiple gears with independent compression while still tracking each other can be realized. Also any type of strut for eg. cargo ramps can be easily animated. If you get used to Blender its a really powerful tool (I have problems if trying to work with other modelling programs :P) and with using the right scripts it gets a very neat tool for creating models for FlightGear. For example for a gear scissor just add an armature with two bones, add an IK constraint to the second bone and attach an element of the scissor to each bone, and you are done. You can watch the animation in Blender and using an exporter script now it is possible to watch exactly the same animation inside FlightGear. You don't need to guess any coordinates/axes/etc. and if you modify and object you just have to export it again, without manually modifying the animation xml. There are (currently) only two axes required. The lock-axis and the track-axis. They should be orthogonal, as the rotation is only possible round the lock-axis. Internally the track-axis is always orthonormalized to the lock-axis, as calculations always are performed in the plane normal to the lock-axis. See [[Tracking animation]].


The transponder instrument system has been overhauled, making it easier to use from panels, supporting Mode-S altitude encoding, and sending the important properties over multi-player. This will allow more realistic ATC interactions, since id (squawk) codes now matter! See this wiki page for more information on installing / updating the transponder installation in aircraft.


'''Performance'''
'''Performance'''
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Portability for older systems without GLSL (shaders) support has been restored again, so that FlightGear no longer crashes on such systems.
Portability for older systems without GLSL (shaders) support has been restored again, so that FlightGear no longer crashes on such systems.
'''Improved modularization'''


'''Atmospheric Light Scattering'''
'''Atmospheric Light Scattering'''
 
* An ultra-high quality shader has been introduced, algorithmically generating detail down to the centimetre scale. 
* Autumn colors are now simulated from the middle of summer through to the beginning of winter.
* Low visibility conditions are now more realistically rendered.
* Trees move with the wind.
* Surf is now visibile below steep sea-cliffs.


''' Improved performance, reduced memory occupancy '''
''' Improved performance, reduced memory occupancy '''


''' Usability '''
''' Usability '''
 
* The checklist feature has been expanded.
Work has started on adding support for tooltips to FlightGear, Tooltips are a work-in-progress usability enhancement. They provide a way for a cockpit to be partially self-documenting, when a user explores, and can also provide a positive confirmation of state or action, which is often lacking in 3D cockpit interactions due to absence of audio or haptic feedback. (Which is a fancy way of saying, switches don't click or feel to move).
** Checklist items are color coded to indicate whether they are complete - green for those items that are complete, yellow for those that are incomplete.
A tooltip is specified via a set-tooltip command in a pick (or slider or knob) animation's <hovered> bindings group. The tooltip is configured at this time, especially content and an ID. The mouse-handling system then displays the tooltip at the correct time. This design allows us to show tooltips at configurable points, either the standard method - after the mouse is stationary for a period of time - or in response to other actions, such as mouse clicks/drags.
** To ease cockpit familiarization, users can request that the relevant control is highlighted.
Continue reading at [[Tooltips]]...
** A virtual co-pilot can execute checklist items on behalf of the pilot.
 
** Tutorials are auto-generated from checklists providing a virtual instructor to guide you through completing the checklist.
 
* A knob animation generalizes the operation of knobs and switches in the cockpits of various aircraft.
Stuart has pushed a further enhancement to the checklist feature. Aircraft authors may now add one or more <binding> elements to a checklist <item>. Conceptually, these are the actions that the user should execute to complete the item. The checklist GUI displays items with such <binding> elements with an additional [>] button. Clicking on the button executes the bindings, allowing the user to watch as the computer/co-pilot/instructor executes the checklist item.
<!--
The <binding> element is exactly as you would expect - so property-assign, nasal etc. works.
removed due to: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40473.html
Due to the power of Nasal and properties, this feature only required 13 lines of code to write, most of which is displaying the button!
* Points of Interest (taken from the Open Street Map project) can now be displayed in the in-sim map.
Stuart is planning to extend this function so that checklists with one or more items containing a <binding> element can have an (optional) button to execute the entire checklist. I'm still thinking of how best to implement this, as I think one would want a gap between each item.
-->
Stuart highlights the property-interpolate command which provides a very convenient way to interpolate a property to a new value. See Docs/README.commands if you were unaware of this.
* The Weather dialog has been improved to make it easier to understand.
Stuart has updated the c172p checklists to use this feature, including some rather cute interpolations of the throttle, mixture and trim controls.
* Tooltips (available under the Debug menu) provide feedback that computer pilots have to miss due to an absence of audio or haptic feedback. When you hover your mouse over a switch or lever, a little window tells you the current state of the switch.
 
Continue reading at [[Aircraft Checklists]]...


''' Internationalization '''
''' Internationalization '''


FlightGear continued to benefit from contributions from across the globe.
* The menu and system messages have been translated to Portuguese.
 
''' Flight Planning and Route Manager '''


'''Canvas System'''
'''Canvas System'''


The "canvas" system is FlightGear's fully scriptable 2D rendering system, which makes it possible for users to easily create new instruments, HUDs and even dialogs and custom GUI widgets using FlightGear's built-in scripting language [[Nasal]] (which looks really similar to JavaScript). The Canvas can also be used for the creation of complex glass cockpit displays like navigational displays and other MFDs, none of this requires rebuilding FlightGear from source or writing C++ code.
The "canvas" system is FlightGear's fully scriptable 2D rendering system, which makes it easy for users to create new instruments, glass cockpit displays, HUDs and even dialogs and custom GUI widgets using FlightGear's built-in scripting language [[Nasal]] (which looks really similar to JavaScript).


Canvas improvements in this release include:
Canvas improvements in this release include:
* The style setter system has been reworked, style setters are now only setup once for each element type and not for each element instance as before. A static map holds the setters for each element type. Also an animation type is stored which will later allow to animate properties of Canvas elements without specifying and animation type.
* The style setter system has been reworked, style setters are now only setup once for each element type and not for each element instance as before. A static map holds the setters for each element type. Also an animation type is stored which will later allow to animate properties of Canvas elements without specifying an animation type.
* The Nasal/cppbind framework has been improved to expose more Canvas internals to Nasal space
* The Nasal/cppbind framework has been improved to expose more Canvas internals to Nasal space
* Canvas textures can now not only be used as a aircraft/cockpit textures (instruments, MFDs) and for the HUD/GUI, but also for scenery objects. Canvas instances can now be placed on scenery objects. This allows for example creating animated signs/monitors. Tom has started to create  a Visual Docking Guidance System, which is not fully functionally yet but should be complete enough to be used for a screenshot (eg. azimuth guidance is missing)
* Canvas textures can now not only be used as aircraft/cockpit textures (instruments, MFDs) and for the HUD/GUI, but also for scenery objects. Canvas textures can now be placed on scenery objects. This allows for example creating animated signs/monitors such as a Visual Docking Guidance System.
* Enable texture repeat for Canvas images
* Enable texture repeat for Canvas images
 
* Improved support for displaying GUI widgets.


'''Nasal Scripting'''
'''Nasal Scripting'''
* All methods exposed to the Nasal props module now accept an optional first parameter refering to another node by a relative path.
* All methods exposed to the Nasal props module now accept an optional first parameter refering to another node by a relative path.
* Ensure every scenery model has own SGModelData. This makes Nasal unload hooks of scenery objects working again. Previously the same SGModelData instance was used for all objects which never got destroyed and therefore was not able to call any unload callback.
* SimGear's SGTimer class is now fully exposed to Nasal, see the new '''maketimer'''() API.
* SimGear's SGTimer class is now fully exposed to Nasal, see the new '''maketimer'''() API, available in FG >= 2.11 [[List of Nasal extension functions]]
* Several Nasal bugs that could previously trigger a crash were fixed.
 
'''Rembrandt'''
'''Rembrandt'''
* A growing number of aircraft are compliant with the Rembrandt rendering technique.


'''AI Improvements'''
'''AI Improvements'''
* AI scenarios may now be loaded at runtime.
* A broad range of AI aircraft received a fresh paint job. The Airbus A320 and A330 have been remodelled, while some other models got improved animations.
* Air-to-air refueling has been improved:
** Pilots can now  have a choice of a number of AI air-to-air refueling tankers and can select the airspeed of the tanker to match their own aircraft if required.
** Tankers are more realistic, support multiple refuelling points, configurable fuel flow rates, and the refuelling "envelope" centered on the drogue/boom position.
** The probe position on the receiving aircraft taken into account when calculating whether contact has been made.
** Refuelling difficulty is configurable in-sim by setting the distance from the drogue/boom that refuelling occurs.
** The tanker is now able report a successful contact to the pilot.


''' Regional Textures '''
''' Regional Textures '''


The following areas now include their own region-specific texturing and auto-generated models/buildings:
* Indonesia
* The Middle East
* The United Kingdom,
* The North Atlantic Islands - Faroe, Shetland, Greenland
* Madagascar


'''Highlighted new and improved aircraft'''
'''Highlighted new and improved aircraft'''
 
* Mudry CAP 10C
* [[Tupolev Tu-154B|Tupolev Tu-154B-2]]
* [[Schleicher ASW 20]]


'''Other'''
'''Other'''


* Additional joysticks and rudder pedals are supported out-of-the-box:
** GoFlight TQ6-ADV
** Genius Metalstrike 3D
** Microsoft SideWinder Precision Racing Wheel rudder pedals


'''Bug fixes'''
'''Bug fixes'''


* See [http://code.google.com/p/flightgear-bugs/issues/list?can=1&q=Milestone%3D2.10.0 our bugtracker] for an extensive, yet incomplete, list of the bugs fixed in this release.
* See [http://code.google.com/p/flightgear-bugs/issues/list?can=1&q=Milestone%3D2.12.0 our bugtracker] for an extensive, yet incomplete, list of the bugs fixed in this release.


[[Category:FlightGear changelogs]]
[[Category:FlightGear changelogs]]
[[de:Changelog 2.12]]
[[es:Changelog 2.12]]
[[fr:Changelog 2.12]]
[[it:Changelog 2.12]]
[[pl:Changelog 2.12]]

Latest revision as of 10:27, 27 November 2016

Previous changelog Next changelog

Available in: English, Deutsch, Español, Français, Italiano, Polski. Please help us translate in other languages!


The FlightGear development team is happy to announce the v2.12 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes. Highlights in this release include improved usability, continued development of the Canvas rendering toolkit, and improved scenery rendering.

Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.

FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.

Download FlightGear v2.12 for free from FlightGear.org

FlightGear - Fly Free!

Major enhancements in this release

Aircraft Modeling

  • A new tracking animation provides an easy way for aircraft developers to animate complex kinematic systems like gear scissors or landing gear doors attached to struts. The animation can be implemented in Blender and then exported to FlightGear.

Environment

  • Icebergs now appear in the arctic seas.
  • Deciduous trees shed their foliage if they are above the snowline, creating a convincing winter look.
  • The climatic snow line moves up and down as you fly around the world.
  • Basic weather is now integrated with Atmospheric Light Scattering.
  • Clouds are placed more realistically when using detailed weather modelling.

Transponder

The transponder instrument system has been overhauled, making it easier to use from panels, supporting Mode-S altitude encoding, and sending the important properties over multi-player. This will allow more realistic ATC interactions, since id (squawk) codes now matter! See this wiki page for more information on installing / updating the transponder installation in aircraft.

Performance

Many NavCache related startup issues experienced by Windows users (lag) were resolved

Portability

Portability for older systems without GLSL (shaders) support has been restored again, so that FlightGear no longer crashes on such systems.

Atmospheric Light Scattering

  • An ultra-high quality shader has been introduced, algorithmically generating detail down to the centimetre scale.
  • Autumn colors are now simulated from the middle of summer through to the beginning of winter.
  • Low visibility conditions are now more realistically rendered.
  • Trees move with the wind.
  • Surf is now visibile below steep sea-cliffs.

Improved performance, reduced memory occupancy

Usability

  • The checklist feature has been expanded.
    • Checklist items are color coded to indicate whether they are complete - green for those items that are complete, yellow for those that are incomplete.
    • To ease cockpit familiarization, users can request that the relevant control is highlighted.
    • A virtual co-pilot can execute checklist items on behalf of the pilot.
    • Tutorials are auto-generated from checklists providing a virtual instructor to guide you through completing the checklist.
  • A knob animation generalizes the operation of knobs and switches in the cockpits of various aircraft.
  • The Weather dialog has been improved to make it easier to understand.
  • Tooltips (available under the Debug menu) provide feedback that computer pilots have to miss due to an absence of audio or haptic feedback. When you hover your mouse over a switch or lever, a little window tells you the current state of the switch.

Internationalization

  • The menu and system messages have been translated to Portuguese.

Canvas System

The "canvas" system is FlightGear's fully scriptable 2D rendering system, which makes it easy for users to create new instruments, glass cockpit displays, HUDs and even dialogs and custom GUI widgets using FlightGear's built-in scripting language Nasal (which looks really similar to JavaScript).

Canvas improvements in this release include:

  • The style setter system has been reworked, style setters are now only setup once for each element type and not for each element instance as before. A static map holds the setters for each element type. Also an animation type is stored which will later allow to animate properties of Canvas elements without specifying an animation type.
  • The Nasal/cppbind framework has been improved to expose more Canvas internals to Nasal space
  • Canvas textures can now not only be used as aircraft/cockpit textures (instruments, MFDs) and for the HUD/GUI, but also for scenery objects. Canvas textures can now be placed on scenery objects. This allows for example creating animated signs/monitors such as a Visual Docking Guidance System.
  • Enable texture repeat for Canvas images
  • Improved support for displaying GUI widgets.

Nasal Scripting

  • All methods exposed to the Nasal props module now accept an optional first parameter refering to another node by a relative path.
  • SimGear's SGTimer class is now fully exposed to Nasal, see the new maketimer() API.
  • Several Nasal bugs that could previously trigger a crash were fixed.

Rembrandt

  • A growing number of aircraft are compliant with the Rembrandt rendering technique.

AI Improvements

  • AI scenarios may now be loaded at runtime.
  • A broad range of AI aircraft received a fresh paint job. The Airbus A320 and A330 have been remodelled, while some other models got improved animations.
  • Air-to-air refueling has been improved:
    • Pilots can now have a choice of a number of AI air-to-air refueling tankers and can select the airspeed of the tanker to match their own aircraft if required.
    • Tankers are more realistic, support multiple refuelling points, configurable fuel flow rates, and the refuelling "envelope" centered on the drogue/boom position.
    • The probe position on the receiving aircraft taken into account when calculating whether contact has been made.
    • Refuelling difficulty is configurable in-sim by setting the distance from the drogue/boom that refuelling occurs.
    • The tanker is now able report a successful contact to the pilot.

Regional Textures

The following areas now include their own region-specific texturing and auto-generated models/buildings:

  • Indonesia
  • The Middle East
  • The United Kingdom,
  • The North Atlantic Islands - Faroe, Shetland, Greenland
  • Madagascar

Highlighted new and improved aircraft

Other

  • Additional joysticks and rudder pedals are supported out-of-the-box:
    • GoFlight TQ6-ADV
    • Genius Metalstrike 3D
    • Microsoft SideWinder Precision Racing Wheel rudder pedals

Bug fixes

  • See our bugtracker for an extensive, yet incomplete, list of the bugs fixed in this release.