via Phi) to download/install and manage aircraft/scenery or not ? In other words, I am not sure if it's even supposed to be possible to use a non-Qt enabled build (e.g. Originally, the plans announced on the devel list/forum (respectively) stated that the new UI would use a common service layer back-end that could also be used by other front-ends, including Phi, but I am not sure how much of this ever materialized or not. Yes, that's absolutely correct, even though I don't think I added those instructions to the wiki, but there should be a corresponding forum topic, it's a fairly simple change actually only involving a few lines of Nasal code.Īs far as I know, the real issue however is that I don't think the package manager stuff received much/any testing by people not using Qt-enabled builds, so there may be plenty of issues that we are unaware of, because the original "Aircraft Center" simply got phased out when the Qt launcher got added. there are instructions somewhere (wiki?) on what to change in the sources to use the old Aircraft Center if it is desired in one's FG. Wkitty42 wrote in Mon 6:54 pm:disabling Qt may also affect the in-sim Aircraft Center. Later on, the only core developer intimately familiar with the process of revamping the UI and the corresponding subsystems, simply conceded that he didn't want any competition, and was concerned about a Nasal/Canvas based alternative de-railing his own C++/Qt5/QQ efforts, so that he would stop his work should someone decide to continue working on a Canvas based option: In parallel, I prototyped a simple (and experimental) Nasal/Canvas based parser to see how feasible a Canvas based PUI replacement would be (proof-of-concept, i.e. Both developers representing the oppositeĮnds of the debate could live with this compromise. Purposes, this would be a platform independent replacement of fgrun, butīecause of the proposed modularity, it will appear to be seamlessly This in mind, I proposed to consider the option of allowing a QTĭependency in only one module (call it FGGui). QT dependency was undesirable, unless it had a specific benefit.
![flightgear 2018.3 world scenery usb linux flightgear 2018.3 world scenery usb linux](https://media.moddb.com/images/games/1/15/14121/fgfs_screen_086.jpg)
The chance to discuss the pros and cons, when the most outspokenĭevelopers regarding this issue were both present. In one of the hangouts, a couple of months ago, we had Subsequently, a new Qt5 based launcher was being prototyped (and in turn, the built-in aicraft center got disabled, but is still functional), but other core developers requested that new Qt5 component to remain entirely optional:ĭurk Talsma wrote:There's been a strong devision of opinion among a couple of coreĭevelopers with respect to the question whether a QT dependency isĭesirable or not. Originally, the concern communicated in public was that re-doing a UI via Nasal and Canvas would be a tedious "mammoth task" and would end up being a huge waste of time and other community resources. F-JJTH/Clement) began using Nasal and Canvas to revamp the legacy UI, but ended up being actively discouraged by numerous long-term contributors, including a number of senior core developers. Neither of those will use Nasal or Canvas to render the UI elements.Ī number of people (including a few core developers, e.g. Most likely, both will use a common service layer to provide necessary data. There will be the HTML5 based version, I am currently working on and an internal implementation based on well supported libraries. Torsten wrote:There is currently heavy activity towards a new UI. If so, that was created by the core developer who developed the Canvas system (TheTom) at the encouragement of FlightGear core developer James Turner and it is internally using only Nasal scripting code and the built-in 2D rendering API called "Canvas": Ĭurt mentioned plans on extending the "in-app aircraft center": You are probably referring to the original "Aircraft Center" Canvas dialog? Will it be brought back or has it been eliminated from future consideration? Personally, it will be missed.
![flightgear 2018.3 world scenery usb linux flightgear 2018.3 world scenery usb linux](https://www.mediaket.net/images/flightgear.jpg)
![flightgear 2018.3 world scenery usb linux flightgear 2018.3 world scenery usb linux](https://img.creativemark.co.uk/uploads/images/783/10783/largeImg.jpg)
I know the objective of this release was to provide a "stable" version of FG, and I also know that feature resulted in a few crashes (at least it happened to me on occasion), but it usually saved time when a change in location or aircraft was desired in the middle of a flying session. This was a good way to change aircraft or location (especially parking) without exiting the simulator and re-loading, and it seemed to work pretty well.
![flightgear 2018.3 world scenery usb linux flightgear 2018.3 world scenery usb linux](https://games-cdn.softpedia.com/screenshots/1-1160_2.jpg)
Pb321 wrote in Sat 2:36 am:Just realized the Aircraft (experimental) option (I think that is what is was called) is no longer available in the File tab on the menu in the latest (final) 2018.3.1.