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Swift with macOS compatibility issue

Postby G-UNTER » Sun Apr 05, 2020 10:29 am

Hey all, hope you're staying safe.

I downloaded the latest 2019.2 nightly version for macOS on 2 April and realised that the devs finally got swift working! However, when I start the swift server on the fg client, swift gives an error saying that my swift version is not compatible with my FG version. Anyone know a solution/why this is happening?

Another side issue: When I try to load a model, I am able to select the aircraft type and livery just fine, but at the end it gives me an error saying 'no model string' or something similar. Not sure why this is happening.

Versions FYI:

swift v0.9.4.232
macOS 10.13.6
FG 2019.2.0-nightly (2020-04-01 update)

Thanks a lot :)
G-UNTER
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Re: Swift with macOS compatibility issue

Postby legoboyvdlp » Sun Apr 05, 2020 12:16 pm

Hi,
This is known, and is on Swift's side. According to Lars, there are some bugs needing fixed, before swift can release a new version. I have access to the development version of swift (in order to add AI model matching support for flightgear) and it works, unfortunately I don't have any idea how long it will be but hopefully not too long.
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Re: Swift with macOS compatibility issue

Postby hayden2000 » Sun Apr 05, 2020 5:57 pm

Download the 9.3 client, it will work on macOS :D
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Re: Swift with macOS compatibility issue

Postby G-UNTER » Mon Apr 06, 2020 10:20 am

Awesome! It works now using v0.9.3. Thanks @hayden2000.

Hopefully they can get the latest version to work with FG @legoboyvdlp :D

Unfortunately my FG crashes like 5 seconds after I successfully link FG and swift and connect to VATSIM. This is probably an issue with FG as its the nightly versions, so I'm willing to wait :D Thanks everyone for your hard work on FG development !
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Re: Swift with macOS compatibility issue  

Postby Isaak » Mon Apr 06, 2020 11:37 am

FlightGear crashing when you are 5 seconds connected to Swift means there's an issue with your model matching. Make sure you have a valid model set, try to reload it and run the built in 'check invalid' tool in Swift. It's a bit confusing at first, so you might want to search for a Youtube tutorial.
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