Replies: 4 comments 8 replies
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Good question. I don't think there's any easy way to know which property will work or not, besides just testing it. FlightGear has a scripting system called Nasal. That property It's possible to create the property name in the aircraft file so that it does exist and won't crash, (but I'm unfamiliar with how to correctly do that and can't help you). The other option is you can remove those properties/systems. |
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Not sure if it might be helpful in this particular circumstance, but executing this statement (for example): ./JSBSim --catalog=c172x will print a list of all published properties for the model. |
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R - Readable So writeable properties can be written to/updated by JSBSim script code, Python code, Nasal script, C++ code etc. |
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Well, a comprehensive default list is a bit tricky. So yes, the properties you see in the JSBSim C++ source code being added to the property tree are available by default, mostly. jsbsim/src/models/FGPropagate.cpp Lines 880 to 882 in 3d95aeb I say mostly because you will also find properties in the C++ code like the following, that are only available if a piston engine for example is being used. jsbsim/src/models/propulsion/FGPiston.cpp Lines 375 to 380 in 3d95aeb |
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I noticed that some
<property>
are not supported in Unreal Engine and may cause crash. For example in following function/orientation/roll-deg
may cause the Unreal to crash. How can i check which property supported and which one not? I try this from f16 flight gear aerodynamic file.Beta Was this translation helpful? Give feedback.
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