Changelog 2020.1: Difference between revisions

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(Describe changes to View system.)
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* Code cleanup and use more C++11 idioms (override, constexpr, range-based for loop, etc.)
* Code cleanup and use more C++11 idioms (override, constexpr, range-based for loop, etc.)
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.
== Views ==
=== Tower View AGL ===
This is a new view similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.
Tower View AGL tries to avoid over-zooming on the aircraft when it is close, using the aircraft's chase-distance property as an approximate indication of the aircraft size.
=== Multiplayer Views ===
The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.
Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's "view' column (see the "Multiplayer/Pilot List" menu).
Switching back to view the user's aircraft is done by clicking on the Pilot List dialogue's "view self" button.
When viewing multiplayer aircraft, Tower view and Tower View AGL use the nearest tower to the aircraft being viewed, which may be different from the nearest tower to the user's aircraft.
The old "Model View" interface is disabled by default, but can be reinstated by going to menu "View/View Options" and selecting "Legacy multiplayer view selector".
=== Pilot View Dialogue ===
Columns have been reordered so that the most useful ones are on the left.
Added new "view" column, allowing selection of which multiplayer aircraft to view.
Altitude values have trailing "+" or "-" to indicate if a multiplayer aircraft is ascending or descending.
New "airport" column shows nearest airport to each aircraft. (Note this is only updated when aircraft is being viewed with Tower View or Tower View AGL.)


[[Category:FlightGear changelogs‎]]
[[Category:FlightGear changelogs‎]]

Revision as of 01:38, 29 October 2019

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Nasal Scripting

GC Improvements:

JSBSim

  • [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.
  • Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.
  • Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.
  • Check that there are at least 3 contacts before trying to trim on ground.
  • ECEF to ECI frame conversion has been moved from FGLocation to FGPropagate and FGInitialConditions since not all FGLocation need to manage that.
  • Gravity computations have been moved to FGInertial because it is where all the constants to compute gravity are stored. This reduces the amount of data transmitted between FGInertial and FGAccelerations.
  • Added optional transmission of the simulation time for FG UDP interface
  • Code cleanup and use more C++11 idioms (override, constexpr, range-based for loop, etc.)
  • The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.

Views

Tower View AGL

This is a new view similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.

Tower View AGL tries to avoid over-zooming on the aircraft when it is close, using the aircraft's chase-distance property as an approximate indication of the aircraft size.

Multiplayer Views

The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.

Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's "view' column (see the "Multiplayer/Pilot List" menu).

Switching back to view the user's aircraft is done by clicking on the Pilot List dialogue's "view self" button.

When viewing multiplayer aircraft, Tower view and Tower View AGL use the nearest tower to the aircraft being viewed, which may be different from the nearest tower to the user's aircraft.

The old "Model View" interface is disabled by default, but can be reinstated by going to menu "View/View Options" and selecting "Legacy multiplayer view selector".

Pilot View Dialogue

Columns have been reordered so that the most useful ones are on the left.

Added new "view" column, allowing selection of which multiplayer aircraft to view.

Altitude values have trailing "+" or "-" to indicate if a multiplayer aircraft is ascending or descending.

New "airport" column shows nearest airport to each aircraft. (Note this is only updated when aircraft is being viewed with Tower View or Tower View AGL.)