FlightGear Newsletter June 2014: Difference between revisions
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{{Newsletter-header|June 2014}} | |||
<div style="border-bottom:3px double #BBB;"> | |||
{| width="100%" | | |||
| valign="top" width="33%" | | |||
{{Newsletter-cover-header|Development news}}<br/> | |||
{{Newsletter-cover-item|FlightGear 3.2 - Feature Freeze}}<br/> | |||
{{Newsletter-cover-item|Canvas GUI: MessageBox Support}}<br/> | |||
{{Newsletter-cover-item|Logo proposal}}<br/><br/> | |||
{{Newsletter-cover-header|Addons and mods}}<br/> | |||
{{Newsletter-cover-item|Damage and disintegration}}<br/> | |||
{{Newsletter-cover-item|Scenesetter}} | |||
| valign="top" width="33%" | | |||
{{Newsletter-cover-header|In the hangar}}<br/> | |||
{{Newsletter-cover-item|Beechcraft Bonanza}}<br/> | |||
{{Newsletter-cover-item|Saab JA-37 Viggen}}<br/> | |||
{{Newsletter-cover-item|Updated P-51D now in git}}<br/> | |||
{{Newsletter-cover-item|Balancing the Boeing 747-400}}<br/> | |||
{{Newsletter-cover-item|Extra500 is updated to production status}} | |||
| valign="top" width="33%" | | |||
{{Newsletter-cover-header|Scenery corner}}<br/> | |||
{{Newsletter-cover-item|USA state capital buildings}}<br/> | |||
{{Newsletter-cover-item|LIPY, a scenery conversion from MSFS}}<br/> | |||
{{Newsletter-cover-item|Reshaping Leipzig/Halle Airport}}<br/><br/> | |||
{{Newsletter-cover-header|Wiki updates}}<br/> | |||
{{Newsletter-cover-item|An updated Weather article}} | |||
|} | |||
</div> | |||
{{ | {{Template:Newsletter-article-start|{{{1|FlightGear 3.2 - Feature Freeze}}}|By [[User:t3r|TorstenD]]|Development news}} | ||
{{ | On June 17, we entered our scheduled feature freeze state for the next release. Please use the remaining weeks to improve the existing features, harden and cleanup the code, edit the [[Next Changelog|ChangeLog]], improve the Manual, document the undocumented etc. etc. The release branches will be created on July 17th to have the release ready by Aug. 17th. | ||
{{ | {{Template:Newsletter-article-start|{{{1|Canvas GUI: MessageBox Support}}}|By [[User:Hooray|Hooray]]}} | ||
Thanks to Tom's and James' recent work on the upcoming [[Aircraft Center]] for downloading and switching between aircraft without having to exit FlightGear, beginning with FlightGear 3.2, FlightGear's [[Canvas]]-based GUI will contain support for so called [[Canvas MessageBox|Message Boxes]]: | Thanks to Tom's and James' recent work on the upcoming [[Aircraft Center]] for downloading and switching between aircraft without having to exit FlightGear, beginning with FlightGear 3.2, FlightGear's [[Canvas]]-based GUI will contain support for so called [[Canvas MessageBox|Message Boxes]]: | ||
{| | {| | ||
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|} | |} | ||
{{Newsletter-article-start|Logo proposal|By [[User:Aepcam|Aepcam]]}} | |||
This is | This is a new logo badge concept proposal for FlightGear designed by Michat. | ||
[[File:Fglogo1.png]] | [[File:Fglogo1.png]] | ||
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[[File:Fglogoforum.png]] | [[File:Fglogoforum.png]] | ||
{{Newsletter-article-start|MapStructure stress-testing|By [[User:Hooray|Hooray]]}} | |||
[[File:Map-canvas-mapstructure-performance.png|thumb|stress-testing [[MapStructure]] using the ufo @ KSFO circling at 2000 kts in a climb, see [http://forum.flightgear.org/viewtopic.php?f=71&t=21509&p=211611#p211611] ]] | [[File:Map-canvas-mapstructure-performance.png|thumb|stress-testing [[MapStructure]] using the ufo @ KSFO circling at 2000 kts in a climb, see [http://forum.flightgear.org/viewtopic.php?f=71&t=21509&p=211611#p211611] ]] | ||
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[[File:Gpsmap196-canvas-panel-page.png|thumb|F-JJTH has updated the SVG file implementing the panel page for the [[Garmin GPSMap 196]]]] | [[File:Gpsmap196-canvas-panel-page.png|thumb|F-JJTH has updated the SVG file implementing the panel page for the [[Garmin GPSMap 196]]]] | ||
=== Towards an Aircraft-agnostic MFD Framework === | === Towards an Aircraft-agnostic MFD Framework === | ||
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[[File:Aircraft-center-prototype.png|500px|thumb|Canvas dialog showing the prototype for an [[Aircraft Center]] for directly installing/managing aircraft from within FlightGear, an upcoming feature scheduled for FlightGear 3.2, currently being developed by TheTom and Zakalawe]] | [[File:Aircraft-center-prototype.png|500px|thumb|Canvas dialog showing the prototype for an [[Aircraft Center]] for directly installing/managing aircraft from within FlightGear, an upcoming feature scheduled for FlightGear 3.2, currently being developed by TheTom and Zakalawe]] | ||
{{Newsletter-article-start|Damage and disintegration|By [[User:Algernon|Algernon]]|FlightGear addons and mods}} | |||
{{#ev:youtube|OpwNaoO3xMQ|200|right|Tomaskom's V-1 used in anger over London}} | |||
{{#ev:youtube|H4XDuLo35ks|200|right|Victor V2.0 damage script causing a catastrophic failure and fire}} | |||
{{ | {{#ev:youtube|uLojBI7ezdM|200|right|L-159 disintegration}} | ||
{{#ev:youtube|OpwNaoO3xMQ| | |||
{{#ev:youtube|H4XDuLo35ks| | |||
{{#ev:youtube|uLojBI7ezdM| | |||
The development team at FGUK have been experimenting with modelling aircraft damage in a number of different ways. First of all, Tomaskom has used the particle system carefully to produce visually impressive fireballs and smoke columns with very little FPS impact. First seen in his V-1, we hope to adapt this to simulate realistic fireballs for ground impacts (where appropriate). For the moment, it explodes with the full force of a V-1's explosive payload. On the right is a video excerpt from the #FlightNight which Tom organised to debut the V-1, where we all had '''way''' too much fun bombing London. As you can see, the smoke is visible from quite a long way away from the impact, and despite two fires burning with huge smoke columns, and over ten multiplayer aircraft within model range, the frame rates are still more than acceptable. StuartC has already integrated the explosion and fireball into several development aircraft, and we expect eventually to combine it with the disintegration code and make the size of the explosion dependent on fuel load etc. | The development team at FGUK have been experimenting with modelling aircraft damage in a number of different ways. First of all, Tomaskom has used the particle system carefully to produce visually impressive fireballs and smoke columns with very little FPS impact. First seen in his V-1, we hope to adapt this to simulate realistic fireballs for ground impacts (where appropriate). For the moment, it explodes with the full force of a V-1's explosive payload. On the right is a video excerpt from the #FlightNight which Tom organised to debut the V-1, where we all had '''way''' too much fun bombing London. As you can see, the smoke is visible from quite a long way away from the impact, and despite two fires burning with huge smoke columns, and over ten multiplayer aircraft within model range, the frame rates are still more than acceptable. StuartC has already integrated the explosion and fireball into several development aircraft, and we expect eventually to combine it with the disintegration code and make the size of the explosion dependent on fuel load etc. | ||
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Finally, and most spectacularly, Tomaskom has demonstrated the disintegration capabilities of his L-159, which is under development. Hopefully, he will explain all here before publication date. | Finally, and most spectacularly, Tomaskom has demonstrated the disintegration capabilities of his L-159, which is under development. Hopefully, he will explain all here before publication date. | ||
{{Newsletter-article-start|Scenesetter|By [[User:Algernon|Algernon]]}} | |||
Scenesetter is a piece of code by Algernon, very early in development but already quite effective, which can effect changes to the time and weather from an AI scenario synchronously with other MP players. A crude proof of concept was used in the recent FGUK #FlightNight "British Weather", where pilots visited different airfields with various unpleasant flying conditions. Scenesetter pushes METAR strings to the FlightGear weather system based on the location of an associated Navaid, establishing a circular zone of a specified radius around it in which METAR will be changed. Start time can be specified too, either by providing a local start time or a local time offset (useful for Multiplayer use where players will not all start the AI scenario at precisely the same time). | Scenesetter is a piece of code by Algernon, very early in development but already quite effective, which can effect changes to the time and weather from an AI scenario synchronously with other MP players. A crude proof of concept was used in the recent FGUK #FlightNight "British Weather", where pilots visited different airfields with various unpleasant flying conditions. Scenesetter pushes METAR strings to the FlightGear weather system based on the location of an associated Navaid, establishing a circular zone of a specified radius around it in which METAR will be changed. Start time can be specified too, either by providing a local start time or a local time offset (useful for Multiplayer use where players will not all start the AI scenario at precisely the same time). | ||
{{Newsletter-article-start|Beechcraft Bonanza|By [[User:Flyingfisch|Flyingfisch]]|In the hangar}} | |||
Flyingfisch is building the Beechcraft A35 Bonanza for Flightgear. Some pictures: | Flyingfisch is building the Beechcraft A35 Bonanza for Flightgear. Some pictures: | ||
<gallery mode=packed widths=230px heights=230px> | <gallery mode=packed widths=230px heights=230px> | ||
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</gallery> | </gallery> | ||
{{Newsletter-article-start|Saab JA-37 Viggen|By [[User:Necolatis|Necolatis]]}} | |||
The Swedish fighter jet [[Saab JA-37 Viggen]] has been updated, since it was included in FlightGear 3.0. More instruments, additional liveries, aerodynamic response to payload and tooltips on instruments. Option for automatic reverse thrust at touchdown, selection of HUD brightness, disabling of structural damage. HUD can now switch to imperial units and show MP and AI aircraft and closest airport. The aircraft now also has multiplayer sounds and better cockpit view helps seeing the landing strip. Support for FG 2.8 by deleting a small section in an xml file. Also worth mentioning is countless bug-fixes and improvements, e.g. better handling at high altitudes and a bug fix in the lift force formula. | The Swedish fighter jet [[Saab JA-37 Viggen]] has been updated, since it was included in FlightGear 3.0. More instruments, additional liveries, aerodynamic response to payload and tooltips on instruments. Option for automatic reverse thrust at touchdown, selection of HUD brightness, disabling of structural damage. HUD can now switch to imperial units and show MP and AI aircraft and closest airport. The aircraft now also has multiplayer sounds and better cockpit view helps seeing the landing strip. Support for FG 2.8 by deleting a small section in an xml file. Also worth mentioning is countless bug-fixes and improvements, e.g. better handling at high altitudes and a bug fix in the lift force formula. | ||
[[File:Saab JA-37 Viggen Blue Peter Livery.png|Blå Petter Livery for JA-37]] | [[File:Saab JA-37 Viggen Blue Peter Livery.png|Blå Petter Livery for JA-37]] | ||
{{Newsletter-article-start|Updated P-51D now in git|By [[User:hvengel|hvengel]]}} | |||
The new 3D exterior model for the [[North American P- | The new 3D exterior model for the [[North American P-51 Mustang|North American P-51D Mustang]] is now in git and under active development. It is currently in gray primer waiting for the UV map to be finalized. It is now fully integrated into the existing FDM. Extensive new animation work has been done including animated trim tabs and a fully functional canopy. Here are some screen shots taken in sim for your enjoyment. | ||
<gallery mode=packed | <gallery mode=packed heights=250px> | ||
P-51D testing it's guns before a flight..jpg|P-51D testing it's guns before a flight. | P-51D testing it's guns before a flight..jpg|P-51D testing it's guns before a flight. | ||
P-51D trim tab animation..jpg|P-51D trim tab animation. | P-51D trim tab animation..jpg|P-51D trim tab animation. | ||
</gallery> | </gallery> | ||
{{Newsletter-article-start|Balancing the Boeing 747-400|By [[User:Gijs|Gijs]]}} | |||
After he started developing the [[Boeing 747-400]] as a hobby project six years ago, Gijs finally managed to get the weight and balancing right. The center of gravity is now within 0.05% MAC (40 cm) of the published values. | After he started developing the [[Boeing 747-400]] as a hobby project six years ago, Gijs finally managed to get the weight and balancing right. The center of gravity is now within 0.05% MAC (40 cm) of the published values. | ||
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The updated 747-400 is already available through Git and will be on the download page when FlightGear 3.2 is released. | The updated 747-400 is already available through Git and will be on the download page when FlightGear 3.2 is released. | ||
{{Newsletter-article-start|Extra500 is updated to production status|By [[User:Evandenberg|Evandenberg]]}} | |||
[[ | The [[Extra EA-500]] is updated and has reached "production status"! Just a short list of changes for release 1.1.0: | ||
The | |||
* Engine+fuel: realistic flame-out, fuel flow to collector compartment, anti ice influence on TOT, improved oil press and temp model<br/> | * Engine+fuel: realistic flame-out, fuel flow to collector compartment, anti ice influence on TOT, improved oil press and temp model<br/> | ||
* Aerodynamics: flap performance, elevator-30deg-flaps authority improvement<br/> | * Aerodynamics: flap performance, elevator-30deg-flaps authority improvement<br/> | ||
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* Avionics: IFD moving map, automatic NAV tuning, automatic NAV switching, magnetic variation fixes<br/> | * Avionics: IFD moving map, automatic NAV tuning, automatic NAV switching, magnetic variation fixes<br/> | ||
* Autopilot: added OBS and fly vectors mode, significant improvement of coupled ILS performance | * Autopilot: added OBS and fly vectors mode, significant improvement of coupled ILS performance | ||
A more extensive list can be found in the "version" file. | |||
This version does perform a bit better on my computer, but this has to do with improvements to FGFS, not of the aircraft model. So if your computer was struggling with the initial version, we recommend to use current | |||
This version does perform a bit better on my computer, but this has to do with improvements to FGFS, not of the aircraft model. So if your computer was struggling with the initial version, we recommend to use current FlightGear git/nightly builds or wait until 3.2 comes out! | |||
Please checkout the [[Extra EA-500|Extra500 wiki]] for download instructions and lots of more info. | Please checkout the [[Extra EA-500|Extra500 wiki]] for download instructions and lots of more info. | ||
== | <gallery mode=packed heights=250px> | ||
File:Extra500 flightgear1.png|Extra500 flying in clouds | |||
Extra500canvas.png|Work has begun to analyze, refactor and generalize useful parts of the [[Avidyne Entegra R9]] to help reuse some code in similar MFD efforts, like the [[Garmin GPSMap 196]] or [[Canvas EFB Framework]] | |||
</gallery> | |||
{{Newsletter-article-start|USA state capital buildings|By [[User:Jonbourg|Jonbourg]]|Scenery corner}} | |||
There is a project to add all the USA state capital buildings into FG. It is discussed in [http://forum.flightgear.org/viewtopic.php?f=5&t=22715&sid=ea847909bde2e1f8ffe5b94bcc673f4f this scenery forum thread]. There is also a wiki page: [[State Capitol Buildings in the United States]]. So far, Idaho, Louisiana & Nebraska have been completed. Hawaii and New York are currently in progress. Please feel free to join in with any other state that has not been done yet. Just let us know through the forum and we will add it to the in progress list. | There is a project to add all the USA state capital buildings into FG. It is discussed in [http://forum.flightgear.org/viewtopic.php?f=5&t=22715&sid=ea847909bde2e1f8ffe5b94bcc673f4f this scenery forum thread]. There is also a wiki page: [[State Capitol Buildings in the United States]]. So far, Idaho, Louisiana & Nebraska have been completed. Hawaii and New York are currently in progress. Please feel free to join in with any other state that has not been done yet. Just let us know through the forum and we will add it to the in progress list. | ||
{{Newsletter-article-start|LIPY, a scenery conversion from MSFS|By [[User:bigstones|bigstones]]}} | |||
This month saw the [http://forum.flightgear.org/viewtopic.php?f=5&t=22623 second "preview" release] of the conversion of a scenery for MS Flight Simulator, [[Falconara Airport]] (ICAO code: LIPY), a small Italian international airport halfway down the Adriatic coast. The original author granted the permission to the conversion and even allowed for it to be included in the FlightGear official [[World Scenery]], at least the GPL compatible parts. This is not a huge limitation though, because most of the material was created from scratch, included pictures taken on purpose at the real airport, with the authorities' collaboration. Copyrighted aerial imagery only include the (unsuable) photoreal ground and some roofs. | This month saw the [http://forum.flightgear.org/viewtopic.php?f=5&t=22623 second "preview" release] of the conversion of a scenery for MS Flight Simulator, [[Falconara Airport]] (ICAO code: LIPY), a small Italian international airport halfway down the Adriatic coast. The original author granted the permission to the conversion and even allowed for it to be included in the FlightGear official [[World Scenery]], at least the GPL compatible parts. This is not a huge limitation though, because most of the material was created from scratch, included pictures taken on purpose at the real airport, with the authorities' collaboration. Copyrighted aerial imagery only include the (unsuable) photoreal ground and some roofs. | ||
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{{cquote|I really wanted to have this scenery in FG because it's my home base, and seeing it ready and so well done just made me want it. However, even if still easier than making it from scratch (even if reusing the textures), I'd have to think well if I had to do this again.|bigstones, maintainer of the conversion}} | {{cquote|I really wanted to have this scenery in FG because it's my home base, and seeing it ready and so well done just made me want it. However, even if still easier than making it from scratch (even if reusing the textures), I'd have to think well if I had to do this again.|bigstones, maintainer of the conversion}} | ||
{{Newsletter-article-start|Reshaping Leipzig/Halle Airport|By [[User:August|August]]}} | |||
[[File:2014 new-layout-EDDP 05.jpg|650px|right]] | [[File:2014 new-layout-EDDP 05.jpg|650px|right]] | ||
In FlightGear Germany's second largest cargo airport [[EDDP]] is well known as a detailed model accessible for everybody via [[TerraSync]]. Until 2013 it was famous for its regular ATC-events. It has been updated several times, at least 2012 by users D-STHO and August. When FlightGear 3.0 was published the airport layout changed from the old 810-standard to the new 850-standard. But the update (based on a taxiway layout modelled for X-Plane) turned out to be very imperfect. Many aprons and taxiways did not exist, dimensions did not appear to be correct and many new facilities which had been added at the real-world airport had not been taken into account. So maintainer August decided to redesign the whole airport from the scratch using [[WorldEditor]]. | In FlightGear Germany's second largest cargo airport [[EDDP]] is well known as a detailed model accessible for everybody via [[TerraSync]]. Until 2013 it was famous for its regular ATC-events. It has been updated several times, at least 2012 by users D-STHO and August. When FlightGear 3.0 was published the airport layout changed from the old 810-standard to the new 850-standard. But the update (based on a taxiway layout modelled for X-Plane) turned out to be very imperfect. Many aprons and taxiways did not exist, dimensions did not appear to be correct and many new facilities which had been added at the real-world airport had not been taken into account. So maintainer August decided to redesign the whole airport from the scratch using [[WorldEditor]]. | ||
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Feedback is welcome at [[User talk:August|August's wiki page]]. | Feedback is welcome at [[User talk:August|August's wiki page]]. | ||
<gallery mode=packed | <gallery mode=packed> | ||
2014 new-layout-EDDP 04.jpg|Taxiway T - new ground textures | 2014 new-layout-EDDP 04.jpg|Taxiway T - new ground textures | ||
2014 new-layout-EDDP 01.jpg|Runway 26L with DHL-area | 2014 new-layout-EDDP 01.jpg|Runway 26L with DHL-area | ||
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</gallery> | </gallery> | ||
{{Newsletter-article-start|An updated Weather article|By [[User:bigstones|bigstones]]|Wiki updates}} | |||
The [[Weather]] wiki article went through a wide extension. Although Advanced Weather was released quite a while ago, its usage has never been explained in the wiki, and some thorough instructions were available only in a readme in the "docs" folder of the base package which is not commonly explored by users, while the wiki article [[Advanced weather]] is more about the project than the usage. | The [[Weather]] wiki article went through a wide extension. Although Advanced Weather was released quite a while ago, its usage has never been explained in the wiki, and some thorough instructions were available only in a readme in the "docs" folder of the base package which is not commonly explored by users, while the wiki article [[Advanced weather]] is more about the project than the usage. | ||
AW's advanced configuration is known to be not easy. So, if you always only used the weather selection menu and want to know more, or want to understand what the options actually do and how you can combine them, the [[Weather]] article has now been updated with some hints and basic notions extracted from experience and the original documentation, and quality checked by the author of the AW weather engine. | AW's advanced configuration is known to be not easy. So, if you always only used the weather selection menu and want to know more, or want to understand what the options actually do and how you can combine them, the [[Weather]] article has now been updated with some hints and basic notions extracted from experience and the original documentation, and quality checked by the author of the AW weather engine. | ||
{{Newsletter-article-start|Translators required|}} | |||
{| | {| | ||
|[[File:en.gif]] | |[[File:en.gif]] | ||
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|} | |} | ||
{{Newsletter-article-start|Call for volunteers||And finally...}} | |||
* The [[TerraGear]] maintainers are looking for volunteers to help with development on the next world scenery project. If you've ever wondered how a full 3D model of earth can be generated from raw data, now is your chance. See the plan at [[TerraGear roadmap]]. | |||
* The | |||
[[Category:FlightGear Newsletter|2014 06]] | |||
[[Category:Changes after 3.00]] | [[Category:Changes after 3.00]] |
Revision as of 15:23, 29 June 2014
Development news
FlightGear 3.2 - Feature Freeze
On June 17, we entered our scheduled feature freeze state for the next release. Please use the remaining weeks to improve the existing features, harden and cleanup the code, edit the ChangeLog, improve the Manual, document the undocumented etc. etc. The release branches will be created on July 17th to have the release ready by Aug. 17th.
Canvas GUI: MessageBox Support
Thanks to Tom's and James' recent work on the upcoming Aircraft Center for downloading and switching between aircraft without having to exit FlightGear, beginning with FlightGear 3.2, FlightGear's Canvas-based GUI will contain support for so called Message Boxes:
canvas.MessageBox.info("Success", "The operation has successfully completed."); | |
canvas.MessageBox.question(
"Do you want it?",
"The question is: Do you want to get a real question?.",
func(sel)
{
if( sel == canvas.MessageBox.Yes )
print("I only know that the answer is 42.");
else
print("Ok, I will not give you a real question.");
}
); | |
canvas.MessageBox.warning(
"Warning...",
"Have you read this warning? If you want it will not be shown again.",
func(sel)
{
if( sel != canvas.MessageBox.Ok )
return;
print("You have been warned. Let the games begin...");
},
canvas.MessageBox.Ok
| canvas.MessageBox.Cancel
| canvas.MessageBox.DontShowAgain
); |
Logo proposal
This is a new logo badge concept proposal for FlightGear designed by Michat.
MapStructure stress-testing
Now that Hyde has committed Philosopher's latest changes, I'd be interested in getting some more feedback on performance. Here, I am using the ufo @ksfo circling in a shuttle climb at >= 2000 kts GS and getting roughly 30 fps and 40-60 ms. — Hooray (Tue Jun 03). Re: NavDisplay & MapStructure discussion (previously via PM).
|
777 EFB Prototype by I-NEMO
I-NEMO has started porting his 777/EFB prototype to Canvas
As I wrote several times, I finally decided to put hands on the EFB (Reason: No one ever took care of developing an EFB for the 777; a 'working' EFB, though) with two (2) main goals in mind: 1) to do something to compensate for the lacking of an EFB inside the Seattle. 2) to actually try (I repeat it: 'try') to learn some first essentials of nasal. — I-NEMO (Mon Jun 02). Re: 777 EFB status & plans ?.
|
this Seattle EFB is just a 'rude' one: with this term, I mean (as a word's pun) 'unpolite'. I'm perfectly aware that the coding is horrible, clumsy, repetitive, silly and very, very far from what it should be. My first aim was simply to have a somehow 'working' EFB inside the Seattle's Cockpit. My second aim was to use EFB.nas as a starting playground for a newbie as I am on 'nasal'. — I-NEMO (Mon Jun 02). Re: 777 EFB status & plans ?.
|
I do not pretend that current 777's EFB.nas is a piece of nice software; but - to my initial purpose - it works. Not completely, not nicely, not properly...but it's a starting point. At least, it works...
— I-NEMO (Mon Jun 02). Re: 777 EFB status & plans ?.
|
The current EFB code is heavily focused on rendering raster images, which can be retained obviously, but in FG, we have additional means to render airport information that is 100% in sync with the FG side of things (navdb).
|
Learn more at Canvas EFB Framework ...
Canvas Garmin GPSMap196 Updates
Towards an Aircraft-agnostic MFD Framework
Canvas System
The upcoming FlightGear version (3.2) will contain a canvas-based map dialog, including a modular "plugin" system for creating custom map layers and charts with roughly ~50 lines of code, most of it boilerplate. This is entirely XML/Nasal based (scripted) - symbols can be pretty much anything, raster or vector images (png or svg), but even animated. Styling can be customized, too. For more info, I suggest to check out: http://wiki.flightgear.org/MapStructure ... map_dialog You can basically create arbitrary layers, even for custom objects/positions: The same method can be used for creating a "live" radar display: http://wiki.flightgear.org/Canvas_Radar But maps and layers can be fairly sophisticated, too - all 100% scripted: http://wiki.flightgear.org/FlightGear_N ... Map_dialog As long as you use the MapStructure framework, all layers can be easily used in dialogs AND instruments Coding-wise, there isn't too much involved these days, all the details are covered in the MapStructure article. |
FlightGear addons and mods
Damage and disintegration
The development team at FGUK have been experimenting with modelling aircraft damage in a number of different ways. First of all, Tomaskom has used the particle system carefully to produce visually impressive fireballs and smoke columns with very little FPS impact. First seen in his V-1, we hope to adapt this to simulate realistic fireballs for ground impacts (where appropriate). For the moment, it explodes with the full force of a V-1's explosive payload. On the right is a video excerpt from the #FlightNight which Tom organised to debut the V-1, where we all had way too much fun bombing London. As you can see, the smoke is visible from quite a long way away from the impact, and despite two fires burning with huge smoke columns, and over ten multiplayer aircraft within model range, the frame rates are still more than acceptable. StuartC has already integrated the explosion and fireball into several development aircraft, and we expect eventually to combine it with the disintegration code and make the size of the explosion dependent on fuel load etc.
In a separate development, Algernon's work on the Victor V2.0(YASim) now includes modelled damage, a collection of Nasal scripts, some modified from existing FlightGear staples, which detects irregularities such as component failures, birdstrikes and combat weapon damage and adversely affects system performance and reliability accordingly. Unserviceability often follows, using the existing FlightGear failures system, and compatibility will be maintained as the failures system is improved. The damage script also calculates probabilites for chain reaction damage - for instance, an explosion or serious fire in one Victor engine will usually have an effect on the other. In extreme circumstances, an explosion will trigger further explosions and destroy the aircraft. The second video on the right shows a serious induced explosion on the Victor's number one engine at night. Some fine-tuning of the Rembrandt light has been carried out since this video was shot, so apologies for the visible cut-off.
Finally, and most spectacularly, Tomaskom has demonstrated the disintegration capabilities of his L-159, which is under development. Hopefully, he will explain all here before publication date.
Scenesetter
Scenesetter is a piece of code by Algernon, very early in development but already quite effective, which can effect changes to the time and weather from an AI scenario synchronously with other MP players. A crude proof of concept was used in the recent FGUK #FlightNight "British Weather", where pilots visited different airfields with various unpleasant flying conditions. Scenesetter pushes METAR strings to the FlightGear weather system based on the location of an associated Navaid, establishing a circular zone of a specified radius around it in which METAR will be changed. Start time can be specified too, either by providing a local start time or a local time offset (useful for Multiplayer use where players will not all start the AI scenario at precisely the same time).
In the hangar
Beechcraft Bonanza
Flyingfisch is building the Beechcraft A35 Bonanza for Flightgear. Some pictures:
Saab JA-37 Viggen
The Swedish fighter jet Saab JA-37 Viggen has been updated, since it was included in FlightGear 3.0. More instruments, additional liveries, aerodynamic response to payload and tooltips on instruments. Option for automatic reverse thrust at touchdown, selection of HUD brightness, disabling of structural damage. HUD can now switch to imperial units and show MP and AI aircraft and closest airport. The aircraft now also has multiplayer sounds and better cockpit view helps seeing the landing strip. Support for FG 2.8 by deleting a small section in an xml file. Also worth mentioning is countless bug-fixes and improvements, e.g. better handling at high altitudes and a bug fix in the lift force formula.
Updated P-51D now in git
The new 3D exterior model for the North American P-51D Mustang is now in git and under active development. It is currently in gray primer waiting for the UV map to be finalized. It is now fully integrated into the existing FDM. Extensive new animation work has been done including animated trim tabs and a fully functional canopy. Here are some screen shots taken in sim for your enjoyment.
Balancing the Boeing 747-400
After he started developing the Boeing 747-400 as a hobby project six years ago, Gijs finally managed to get the weight and balancing right. The center of gravity is now within 0.05% MAC (40 cm) of the published values.
Make sure to use the new Fuel and Payload dialog to fill your fuel tanks. There is a slider and button that will nicely distribute a specified amount of fuel, while making sure the CoG stays within the operational limits. Before takeoff, check the Takeoff Reference page on the CDU to find the required stab trim units (your current setting is displayed to the left of the throttle quadrant). When you set your trim properly, you can almost relax your yoke to the neutral position after rotate. There's still some FDM work left to fine-tune this.
The updated 747-400 is already available through Git and will be on the download page when FlightGear 3.2 is released.
Extra500 is updated to production status
The Extra EA-500 is updated and has reached "production status"! Just a short list of changes for release 1.1.0:
- Engine+fuel: realistic flame-out, fuel flow to collector compartment, anti ice influence on TOT, improved oil press and temp model
- Aerodynamics: flap performance, elevator-30deg-flaps authority improvement
- User interface: interactive checklists
- Sounds: corrected sounds for test, CWS and AP disc
- Model: added interior, yokes
- Avionics: IFD moving map, automatic NAV tuning, automatic NAV switching, magnetic variation fixes
- Autopilot: added OBS and fly vectors mode, significant improvement of coupled ILS performance
A more extensive list can be found in the "version" file.
This version does perform a bit better on my computer, but this has to do with improvements to FGFS, not of the aircraft model. So if your computer was struggling with the initial version, we recommend to use current FlightGear git/nightly builds or wait until 3.2 comes out!
Please checkout the Extra500 wiki for download instructions and lots of more info.
Work has begun to analyze, refactor and generalize useful parts of the Avidyne Entegra R9 to help reuse some code in similar MFD efforts, like the Garmin GPSMap 196 or Canvas EFB Framework
Scenery corner
USA state capital buildings
There is a project to add all the USA state capital buildings into FG. It is discussed in this scenery forum thread. There is also a wiki page: State Capitol Buildings in the United States. So far, Idaho, Louisiana & Nebraska have been completed. Hawaii and New York are currently in progress. Please feel free to join in with any other state that has not been done yet. Just let us know through the forum and we will add it to the in progress list.
LIPY, a scenery conversion from MSFS
This month saw the second "preview" release of the conversion of a scenery for MS Flight Simulator, Falconara Airport (ICAO code: LIPY), a small Italian international airport halfway down the Adriatic coast. The original author granted the permission to the conversion and even allowed for it to be included in the FlightGear official World Scenery, at least the GPL compatible parts. This is not a huge limitation though, because most of the material was created from scratch, included pictures taken on purpose at the real airport, with the authorities' collaboration. Copyrighted aerial imagery only include the (unsuable) photoreal ground and some roofs.
The conversion was made with ModelConverterX, which makes the job partially easier than by the Blender method, yet it's still needing fixes because of some misunderstandings with the coordinates axes. The author of the tool, though, seems not very concerned and anyway, it's so rare to have a freeware scenery author allow conversions, that the usefulness of this tool would be greatly reduced anyhow, especially if you plan to upload the models to the FlightGear Scenery Database.
The conversion itself, moreover, sure is not the matter of a button press. MSFS scenery are often packed and "compiled" in *.BGL files such that independent, far objects with the same materials and same LOD level (Level Of Detail) are bound together. This is clearly against FG's way, in which each new scenery generation could change the relative heights, and however MSFS airports are flat, while in FG they're all sloped. A similar thing happens with the texture maps. This basically means that you'll have to join all these objects and split them again based on the model they belong to (e.g. tower, terminal, hangars...)
Another issue with textures is that in FG it's good practice - recommended if not mandatory - to have 2 separate texture maps for the same object, if some parts are translucent. This means that without rebuilding all the texture maps you'll likely get artifacts. Then, you'd have to add the Rembrandt lights if you want, and also the lightmaps (MSFS uses night textures, but Gimp can easily convert them). This whole experience can be summed up in the following quote:
Reshaping Leipzig/Halle Airport
In FlightGear Germany's second largest cargo airport EDDP is well known as a detailed model accessible for everybody via TerraSync. Until 2013 it was famous for its regular ATC-events. It has been updated several times, at least 2012 by users D-STHO and August. When FlightGear 3.0 was published the airport layout changed from the old 810-standard to the new 850-standard. But the update (based on a taxiway layout modelled for X-Plane) turned out to be very imperfect. Many aprons and taxiways did not exist, dimensions did not appear to be correct and many new facilities which had been added at the real-world airport had not been taken into account. So maintainer August decided to redesign the whole airport from the scratch using WorldEditor. Pilots and developers are now invited to test the new airport model which includes further improvements like predefined STAR-, -SID and Transition procedures and hundreds of replaced Static- and Shared Models. The project will be published on TerraSync as soon as all defects are discovered remedied.
Developer Version:
git clone https://gitorious.org/eddp-custom-scenery/eddp-custom-scenery/
Feedback is welcome at August's wiki page.
Wiki updates
An updated Weather article
The Weather wiki article went through a wide extension. Although Advanced Weather was released quite a while ago, its usage has never been explained in the wiki, and some thorough instructions were available only in a readme in the "docs" folder of the base package which is not commonly explored by users, while the wiki article Advanced weather is more about the project than the usage.
AW's advanced configuration is known to be not easy. So, if you always only used the weather selection menu and want to know more, or want to understand what the options actually do and how you can combine them, the Weather article has now been updated with some hints and basic notions extracted from experience and the original documentation, and quality checked by the author of the AW weather engine.
Translators required
The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at Help:Translate. | |
Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit Help:Übersetzen an. | |
De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij Help:Vertalen. | |
La FlightGear wiki todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en Help:Traducir. |
And finally...
Call for volunteers
- The TerraGear maintainers are looking for volunteers to help with development on the next world scenery project. If you've ever wondered how a full 3D model of earth can be generated from raw data, now is your chance. See the plan at TerraGear roadmap.