Flightgear s not startign engine11/10/2023 Invalid XML files cannot be used by FlightGear anymore (there are also various web-based validator available, where you can simply paste contents or upload files to be checked). Once you start editing XML files, you will want to ensure that your edits are valid and don't corrupt the XML syntax, that is make sure that tags are properly closed - if you are not sure whether your edits were properly done or not, you may want to use a so called "xml validator", there are numerous free/open source tools available to help you validating XML documents, under *nix you could for example simply use "xmllint".Also, most modern multi-user operating systems feature support for file permissions, so that files and paths need to have the proper permissions set in order to be accessible.On most modern operating systems, filenames and paths are indeed case sensitive, so make sure to watch out for this, as well.watch out for whitespaces, separators and case: When referencing file names or paths, make sure that they're used properly i.e.When referencing file names or paths, always make sure that files and paths actually do exist.However, once you do modify the base package, it is important to keep track of your changes and to make sure that files are modified properly. Many interesting modifications can be done by editing base package resources, such as for example aircraft files, instrumentation files, GUI files, Nasal scripts etc. Possible pitfalls when modifying base package filesĪt some point, most users will probably want to modify FlightGear in some way or another. Try Requesting Technical Help, but only after trying the other suggestions above! If you have control device issues (keyboard, joystick.) see Troubleshooting input devices.Ĭheck out Hardware Recommendations for more information about video cards and other hardware that has been reported to work with FlightGear.If the whole system is crashing when running FlightGear, please read System Crashes.If FlightGear is crashing, please see Troubleshooting crashes.the black window), see Howto:Understand console output. If you're getting errors in the console (i.e.If you're having graphics problems, please check the list of Problematic Video Cards and Troubleshooting graphics artifacts.If FlightGear runs slowly, please see Troubleshooting performance issues and Howto:Use the system monitor.To rule out some of the most common problems, see Frequently asked questions#Problems.3 Possible pitfalls when modifying base package files.So this bug has been there for a while it appears (IE. I just did a quick test by resetting this after starting FG and 2.12.1 also has the issue with this changing the simulation rate. I have been setting the fdm rate in FGRUN so I didn't even know you could change this a run time. Having seen how this improves ground reactions it makes sense that using a higher fdm rate would improve how your boat handles on the water. In addition at rates higher than 240Hz I was seeing FG start up issues with the model having very large forces right when FG was starting the simulation that would sometimes destroy the aircraft. I have enough hardware that it will easily run the fdm at over 500Hz but I don't see much improvement going above 240Hz. So the landing gear is better behaved at the higher rate giving less tendency to bounce for example. One of the reasons that I was using the high fdm rate is because it improves ground reactions significantly. This was with FG 2.12.1 so this is not the November version of JSBSim. When I set /sim/model-hz in the -set file all looked fine. I do not recall that that happened earlier. There seems to be (rather) a new issue with /sim/model-hz - if I change it at runtime it changes the simulation rate for the whole program, i.e. I tried my motor torpedo boat with FG/git yesterday (when testing the new JSBSim version and, ahem, there are some issue to deal with) and noticed that a much higher FDM rate did wonders for my hydrodynamics simulation. I seem to recall that I had similar problems with my Short Empire last spring(?) - then it was related to the propeller but I don't see any remaining code changes in my FG or JSBSim trees so whatever that was that particular issue ought to be ok now. Was this with a very recent FG/git or before the 3.0.0 branch was made? (That is, with the very recent JSBSim version or the one from ~November?) So it appears to be a bug that some how only happens when the FDM is running faster. When I set to 120Hz the problem went away. Hvengel wrote in Sun 4:35 am:I think I found it.
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