FlightGear Newsletter May 2015: Difference between revisions

From FlightGear wiki
Jump to navigation Jump to search
m (→‎New (4th!) ATC-pie release: http://forum.flightgear.org/viewtopic.php?p=244898#p244898)
m (Protected "FlightGear Newsletter May 2015": Newsletter ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)))
 
(17 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{draft|newsletter|Please feel free to add content you think will be of interest to the FlightGear community. You can read the latest newsletter at [[FlightGear Newsletter March 2015]].}}
{{Newsletter-header|May 2015}}
{{Newsletter-header|May 2015}}
<div style="border-bottom:3px double #BBB;">
<div style="border-bottom: 3px double #bbb;">
{| width="100%" |
{| width="100%" |
  | valign="top" width="33%" |
  | valign="top" width="33%" |
{{Newsletter-cover-header|Development news}}<br/>
{{Newsletter-cover-header|Development news}}<br/>
[[#Feature freeze approaching|Feature freeze approaching]]<br/>
[[#Exhaust flames|Exhaust flames]]<br/>
[[#Exhaust flames|Exhaust flames]]<br/>
[[#Automated checklist execution|Automated checklist execution]]<br/>
[[#Automated checklist execution|Automated checklist execution]]<br/>
Line 11: Line 10:
[[#Sound position fixes|Sound position fixes]]<br/>
[[#Sound position fixes|Sound position fixes]]<br/>
[[#Nasal/Canvas: A simple tiled map|Nasal/Canvas: A simple tiled map]]<br/>
[[#Nasal/Canvas: A simple tiled map|Nasal/Canvas: A simple tiled map]]<br/>
[[#New (4th!) ATC-pie release|New ATC-pie release]]
[[#New ATC-pie release|New ATC-pie release]]<br/>
[[#Cross-compiling FlightGear|Cross-compiling FlightGear]]
  | valign="top" width="33%" |
  | valign="top" width="33%" |
{{Newsletter-cover-header|In the hanger}}<br/>
{{Newsletter-cover-header|In the hangar}}<br/>
[[#Amphibious variant of the C172p|Amphibious variant of the C172p]]<br/>
[[#Amphibious variant of the C172p|Amphibious variant of the C172p]]<br/><br/>
{{Newsletter-cover-header|Scenery Corner}}<br/>
{{Newsletter-cover-header|Scenery Corner}}<br/>
[[#Scenery Project Elba|Scenery Project Elba]]<br/>
[[#Scenery Project Elba|Scenery Project Elba]]<br/>
{{Newsletter-cover-header|Community News}}<br/>
[[#SVMI Release 1.0|SVMI Release 1.0]]<br/>
[[#The Festival of FlightGear 2015 (1/2) - 2 & 3 May|The Festival of FlightGear 2015 (1/2) - 2 & 3 May]]<br/>
  | valign="top" width="33%" |
  | valign="top" width="33%" |
{{Newsletter-cover-header|Contributing}}<br/>
{{Newsletter-cover-header|Contributing}}<br/>
Line 27: Line 26:


== Development News ==
== Development News ==
=== Feature freeze approaching ===
{{Feature Freeze Announcement}}
=== Exhaust flames ===
=== Exhaust flames ===
The latest addition to the Atmospheric Light Scattering framework is a procedural shader effect to render thruster and afterburner exhaust flames. This effect integrates over a 3d-distribution of glowing emitters in a bounding box, which means that it doesn't generate sharp edges in the visuals.
The latest addition to the Atmospheric Light Scattering framework is a procedural shader effect to render thruster and afterburner exhaust flames. This effect integrates over a 3d-distribution of glowing emitters in a bounding box, which means that it doesn't generate sharp edges in the visuals.


Flame color, density, distribution of shock diamonds and widening in thin atmosphere are all runtime configurable, allowing to account realistically for changed thrust or ambient pressure.
Flame color, density, distribution of shock diamonds and widening in thin atmosphere are all runtime configurable, allowing to account realistically for changes in thrust or ambient pressure.


Here's an example application for the [[SpaceShuttle - Project Overview|Space Shuttle]] main engine - note how the exhaust plume is narrow early on and shows pronounced shock diamonds while it widens in the thin upper atmosphere:
In the example application for the [[SpaceShuttle - Project Overview|Space Shuttle]] main engine below, note how the exhaust plume is narrow and shows pronounced shock diamonds early on, while it widens in the thin upper atmosphere.
 
''Find out more at [[ALS technical notes#The exhaust flame effect]]…''


[[File:Shuttle flame05.jpg|400px|Space Shuttle main engine flames during early ascent]]
[[File:Shuttle flame05.jpg|400px|Space Shuttle main engine flames during early ascent]]
[[File:Shuttle flame06.jpg|400px|Space Shuttle main engine flames during late ascent]]
[[File:Shuttle flame06.jpg|400px|Space Shuttle main engine flames during late ascent]]


=== Automated checklist execution ===
User {{usr|sanhozay}}, as part of the development of the [[Lockheed Constellation]], has developed a new script that automatically exceutes checklist bindings in sequence.<ref>
{{cite web
|url    = http://forum.flightgear.org/viewtopic.php?p=241203#p241203
|title  = Automated Checklist Execution
|author = sanhozay
|date  = May 1st, 2015
}}
</ref>  The script enables aircraft developers to execute checklists from any Nasal script.


See the [[ALS technical notes#The exhaust flame effect|ALS exhaust flame effect]] for details.
The script can be seen in action on the latest Lockheed Constellation from [[FGAddon]], although you will need the latest copy of FGData (or a copy of [http://sourceforge.net/p/flightgear/fgdata/ci/next/tree/Aircraft/Generic/autochecklist.nas autochecklist.nas]).


=== Automated checklist execution ===
You can find out more at [[Aircraft Checklists#Automated checklist execution]].
{{FGCquote
  |As part of the development of the Lockheed 1049h Constellation, I created a comprehensive set of checklists based on the crew operating manual with other items added sufficient to take the aircraft through all stages of flight. Rather than hand-code an autostart script I wrote a more generic script to run checklist bindings in sequence. This script is now available in FGDATA and can be used on other aircraft:<br/>
<br/>
[[Aircraft_Checklists#Automated_checklist_execution|Wiki: Automated Checklist Execution]]<br/>
<br/>
If you are thinking about writing an autostart menu, you might want to consider using this script and driving the autostart from the checklists. It's not restricted to autostart, you can essentially run any sequence of checklists from any piece of Nasal code.<br/>
<br/>
You can see the script in action in the latest [https://sourceforge.net/p/flightgear/fgaddon/HEAD/tree/trunk/Aircraft/Lockheed1049h/ Lockheed 1049h]. Note that you need a recent copy of [https://sourceforge.net/p/flightgear/fgdata/ci/next/tree/ FGDATA] for this to work. The autostart in this case is intelligent enough to run different checklist sequences depending on whether you are starting on a runway, at the terminal or in the air and also uses automated checklist execution to run an "After Landing" checklist from a keyboard shortcut during that busy time of rollout and taxi.
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=241203&sid=4bad6d92dab1d411ea46e6efb1b8850c#p241203
    |title=<nowiki>Automated Checklist Execution</nowiki>
    |author=<nowiki>sanhozay</nowiki>
    |date=<nowiki>Fri May 01</nowiki>
  }}
}}


=== Submodel enhancements ===
=== Submodel enhancements ===
Thanks to some brilliant work on the [[Submodels|submodel]] system by Onox, it is now possible to adjust various offsets, including heading and pitch, during runtime.  Furthermore, the x, y, and z offsets are also now defined in metric units.  Finally, the randomness of the azimuth (heading), elevation (pitch), Cd (Coefficient of drag), and life can be defined.  You can find out more at [[Howto:Add submodels]].


It is now possible to adjust various offsets, including heading and pitch, during runtime. Furthermore, the x, y, and z offsets can be defined in metric units. Finally, the randomness of the azimuth (heading), elevation (pitch), Cd, and life can be defined. See http://wiki.flightgear.org/Howto:Add_submodels#Step_2_of_6:_Define_the_position_and_orientation
[[File:Submodel-offset.png|800px|A Phalanx CIWS shooting at an extraterrestrial weather balloon. The orange tracer bullets are submodels. The red line is a scaled model representing the aiming orientation of the Phalanx.]]
 
[[File:Submodel-offset.png|800px|A Phalanx CIWS shooting at an extraterrestrial weather balloon. The orange tracer bullets are submodels. The red line is a scaled model representing the aiming orientation of the Phalanx. ]]


=== Sound position fixes ===
=== Sound position fixes ===
 
The sound subsystem has been given some fixes so that the distance between the position of the current view and the sound's position is now computed more correctly.
The sound subsystem has been given some fixes so that the distance between the position of the current view and the sound's position is correctly computed.


=== Nasal/Canvas: A simple tiled map ===
=== Nasal/Canvas: A simple tiled map ===
Using the [[Canvas GUI]], you can make a simple tiled map using images downloaded on the fly  You can view the code behind the map at [[Canvas Snippets#A simple tile map]].
Using the [[Canvas GUI]] and the Nasal HTTP module, you can make a simple tiled map (shown below) using images downloaded on the fly. You can find out more at [[Canvas Snippets#A simple tile map]].


[[File:Canvas - Tile map demo.png|A simple, canvas based tile map which is centered around the aircraft.]]
[[File:Canvas - Tile map demo.png|800px|A simple, Canvas-based tile map which is centered around the aircraft.]]


=== New (4th!) ATC-pie release ===
=== New ATC-pie release ===
[[File:ATC-pie-logo.png|200px|left|ATC-pie logo.]]
[[File:ATC-pie-logo.png|200px|left|ATC-pie logo.]]
[[ATC-pie]] now provides a '''solo training mode''' for ATCs. Using the same interface as the multi-player game mode and an additional instruction pane, you can choose to play offline and control virtual aircraft as Tower, Approach, Departure, or any combination of those positions. As MP traffic still can be scarce in many occasions on our network, this new game mode can be a solution for you not to give up on a planned session and give yourself some challenge. Also, you may learn from it enough to make your own MP sessions more popular over the network!
[[ATC-pie]] now provides a '''solo training mode''' for ATCs. Using the same interface as the [[multiplayer]] game mode and an additional instruction pane, you can choose to play offline and control virtual aircraft as Tower, Approach, Departure, or any combination of those positions. As MP traffic still can be scarce in many occasions on our network, this new game mode can be a solution for you not to give up on a planned session and give yourself some challenge. Also, you may learn from it enough to make your own MP sessions more popular over the network!


The main features are:
The main features are:
* Free combination choice of APP, TWR and DEP control positions for custom training
* Free combination choice of APP, TWR and DEP control positions for custom training
* Handovers to/from virtual ATCs
* Handovers to and from virtual ATCs
* Instruction interface and pilot read back
* Instruction interface and pilot read back
* Adjustable difficulty (traffic density)
* Adjustable difficulty (traffic density)
* Departure–arrival and ILS–visual balance options
* Departure/arrival and [[ILS]]/visual balance options
* Configurable runways in use, entry and exit points
* Configurable runways in use, entry and exit points


See the [[ATC-pie|wiki page]] for more!
=== Cross-compiling FlightGear ===
 
Users {{usr|hamzaalloush}} and saiarcot895 have been making lots of progress using [http://mxe.cc/ MXE] and [http://www.mingw.org/ MinGW] to build Windows binaries on Linux.<ref>
=== Cross Compiling FlightGear ===
{{cite web
|url    = http://forum.flightgear.org/viewtopic.php?f=81&t=26406
|title  = Dual Linux/Windows users:Cross-compiling FG/osgEarth for Win
|author = Hooray
|date  = May 31st, 2015
}}</ref>  The goal is to provide FlightGear/osgEarth binaries for Windows end-users via cross-compiling on Linux, so that end-users no longer need to be able to build FlightGear from source, but can just download pre-compiled binaries for different FlightGear versions.  As of May 2015, OpenSceneGraph and osgEarth can be cross-compiled and run most of their respective examples:


{{FGCquote
{{#ev:youtube|ddYyH5CYhAo|400}}
  |During the last two weeks, hamzaalloush and saiarcot895 have been making lots of progress using mxe/mingw to build Windows binaries on Linux. The mid-term goal here is to provide FG/osgEarth binaries for Windows end-users via cross-compiling on Linux, so that end-users no longer need to be able to patch &amp; build FG from soure, but can just download pre-compiled binaries for 3.4 (and probably 3.6 in a few months time).
{{#ev:youtube|mTHhHMlTSAo|400}}
{{#ev:youtube|sfWVo5u_7lw|400}}


We're looking for people with access to Linux/Windows to help with testing/developing cross-compiled binaries for Windows on Linux using the mxe toolchain.  
People interested and invited to help should ideally have at least one of the following skills:
* Familiar with building FlightGear from source.
* Familiar with using Git.
* Having access to Linux and/or Windows (alternatively, via emulation or virtualization) to help with testing or developing these cross-compiled binaries.
* Familiar with CMake, the GNU build system, or GCC (GNU Compiler Collection) internals.
To show your interest, please leave your system specs (e.g., OS, distribution) on the [http://forum.flightgear.org/viewtopic.php?p=244898#p244898 forum thread] so a list can be made of people with the necessary skillset.  


If anybody wants to get involved, please leave your system specs (OS, distro) here - so that we can grow a list of people familiar with both, Linux and Windows (alternatively, emulation/virtualization via VirtualBox/Qemu etc) - for now, we are primarily looking for people familiar with building FG from source, and ideally also familiar with using git.  
{{Note|Most testing/development is currently taking place on Ubuntu 14.04. If you have a different distribution, you should be prepared to do some integration/porting work.}}


Note that most testing/development is currently taking place on Ubuntu 14.04 - so people on a different distro should be prepared to do some integration/porting work (e.g. matching packages etc).
The next steps ahead include:
* Getting osgEarth.mk to compile/link via MXE
* Creating corresponding simgear.mk/flightgear.mk files for MXE
* Investigating porting poweroftwo's autobuilder to use MXE for building a patched version of [[SimGear]]/FlightGear including osgEarth support.


Currently, we're able to cross-compile OpenSceneGraph on Linux for Windows and run most OSG examples:
For details and updates, please refer to [[Building FlightGear - Cross Compiling]].
{{#ev:youtube|ddYyH5CYhAo|400|left}}{{#ev:youtube|mTHhHMlTSAo|400|center}}
 
The next steps ahead are getting osgEarth.mk to compile/link via mxe, and creating corresponding simgear.mk/flightgear.mk for mxe, at which point we will investigate porting poweroftwo's autobuilder to use mxe instead.
 
People familiar with cmake/autotools or gcc internals are obviously also invited to get involved  :D 
 
For details and updates, please refer to: [[Building_FlightGear_-_Cross_Compiling]]
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=244898#p244898
    |title=<nowiki>Dual Linux/Windows users:Cross-compiling FG/osgEarth for Win</nowiki>
    |author=<nowiki>Hooray</nowiki>
    |date=<nowiki>Sun May 31</nowiki>
  }}
}}


== In the Hangar ==
== In the Hangar ==
=== Amphibious variant of the C172p ===
=== Amphibious variant of the C172p ===
 
The development of the c172-detailed continues; a new variant has been added with pontoons (optionally with wheels) so that it can land on water. This stunning aircraft will replace the old [[C172p]] in the upcoming FlightGear [[Changelog 3.6|3.6]].  You can follow the c172-detailed's progress on the forum [http://forum.flightgear.org/viewtopic.php?f=4&t=25157 development thread]
The c172p-detailed aircraft has been given a variant with pontoons (optionally with wheels) so that it can land on water. The aircraft will replace the old c172p in FlightGear 3.6.


[[File:C172p-amphibious.jpg|800px|An amphibious variant of the C172p.]]
[[File:C172p-amphibious.jpg|800px|An amphibious variant of the C172p.]]
Line 121: Line 117:
== Scenery Corner ==
== Scenery Corner ==
=== Scenery Project Elba ===
=== Scenery Project Elba ===
The Scenery Project Elba has been started, aiming to improve the scenery of Elba, an island west of Italy. More information can be found on the wiki page: [[Scenery Project Elba]]. Contributions welcome! Development thread: http://forum.flightgear.org/viewtopic.php?f=5&t=26138<br/>
The Scenery Project Elba has been started, aiming at improving the scenery of Elba, an island west of Italy. You can find out more on the [[Scenery Project Elba|wiki page]] and the forum [http://forum.flightgear.org/viewtopic.php?f=5&t=26138 development thread].  Contributions are welcome!
[[File:Elba.jpg|900px|center]]
 
[[File:Elba.jpg|800px]]


== Community News ==
=== SVMI Release 1.0 ===
=== The Festival of FlightGear 2015 (1/2) - 2 & 3 May ===
[[Aeropuerto Internacional Simon Bolivar]] (SVMI) in Venezuela has been undergoing development since January by {{usr|legoboyvdlp}}, and now release 1.0 has arrived.  This release features:
Time: All weekend Sat 00:00-Sun 23:59
* New apt.dat 850 layout
Location: Argentina/Brazil (SBRJ/SBGL and south)
* Corrected terrain (the hill north of 10/28 is now correct)
* Static planes
* Working [[Jetway|jetways]] (by viveFG)
* Beautiful models (by viveFG)
This project is released under the [[GNU GPL]], and will hopefully be included in World Scenery 2.0 via TerraSync! This airport may be downloaded from [https://www.github.com/legoboyvdlp/ProjectFlightGearScenery GitHub] along with [[TNCM]] which has been fixed by legoboyvdlp with a quick-n-dirty hack to stop flooding.


== Contributing ==
== Contributing ==
Line 153: Line 154:
=== Screenshots ===
=== Screenshots ===
The FlightGear project always needs screenshots, which show features that were added since the last release.  These should be of good quality, especially in content and technical image properties.  It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.).  More info at [[Howto:Make nice screenshots]].
The FlightGear project always needs screenshots, which show features that were added since the last release.  These should be of good quality, especially in content and technical image properties.  It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.).  More info at [[Howto:Make nice screenshots]].
{{Appendix}}


[[Category:FlightGear Newsletter|2015 05]]
[[Category:FlightGear Newsletter|2015 05]]
[[Category:Changes after 3.4]]
[[Category:Changes after 3.4]]

Latest revision as of 13:35, 6 July 2015

Magagazine.png
Enjoy reading the latest edition!
Please help us write the coming edition!
May 2015

Development news
Feature freeze approaching
Exhaust flames
Automated checklist execution
Submodel enhancements
Sound position fixes
Nasal/Canvas: A simple tiled map
New ATC-pie release
Cross-compiling FlightGear

In the hangar
Amphibious variant of the C172p

Scenery Corner
Scenery Project Elba
SVMI Release 1.0

Contributing
Translators required
FlightGear logos
Screenshots

Development News

Feature freeze approaching

On the 17th of June, the FlightGear development stream will be declared frozen. This means that, from that date onwards, no new features or major changes shall be pushed onto the development streams (neither source nor data). This period is for preparing the code for the upcoming 3.6 release (August 17) and make sure there are no major issues. It lasts for four weeks until creation of the release branches (July 17).

It is a good idea for aircraft developers to adhere to this rule. However, aircraft in FGAddon may be handled as an exception from the frozen state. Also, aircraft defined as part of the base package (the c172p and ufo) enter the frozen state and shall not undergo major changes in that period.

See our Release plan for more details on the procedures leading to a release.

Exhaust flames

The latest addition to the Atmospheric Light Scattering framework is a procedural shader effect to render thruster and afterburner exhaust flames. This effect integrates over a 3d-distribution of glowing emitters in a bounding box, which means that it doesn't generate sharp edges in the visuals.

Flame color, density, distribution of shock diamonds and widening in thin atmosphere are all runtime configurable, allowing to account realistically for changes in thrust or ambient pressure.

In the example application for the Space Shuttle main engine below, note how the exhaust plume is narrow and shows pronounced shock diamonds early on, while it widens in the thin upper atmosphere.

Find out more at ALS technical notes#The exhaust flame effect

Space Shuttle main engine flames during early ascent Space Shuttle main engine flames during late ascent

Automated checklist execution

User sanhozay, as part of the development of the Lockheed Constellation, has developed a new script that automatically exceutes checklist bindings in sequence.[1] The script enables aircraft developers to execute checklists from any Nasal script.

The script can be seen in action on the latest Lockheed Constellation from FGAddon, although you will need the latest copy of FGData (or a copy of autochecklist.nas).

You can find out more at Aircraft Checklists#Automated checklist execution.

Submodel enhancements

Thanks to some brilliant work on the submodel system by Onox, it is now possible to adjust various offsets, including heading and pitch, during runtime. Furthermore, the x, y, and z offsets are also now defined in metric units. Finally, the randomness of the azimuth (heading), elevation (pitch), Cd (Coefficient of drag), and life can be defined. You can find out more at Howto:Add submodels.

A Phalanx CIWS shooting at an extraterrestrial weather balloon. The orange tracer bullets are submodels. The red line is a scaled model representing the aiming orientation of the Phalanx.

Sound position fixes

The sound subsystem has been given some fixes so that the distance between the position of the current view and the sound's position is now computed more correctly.

Nasal/Canvas: A simple tiled map

Using the Canvas GUI and the Nasal HTTP module, you can make a simple tiled map (shown below) using images downloaded on the fly. You can find out more at Canvas Snippets#A simple tile map.

A simple, Canvas-based tile map which is centered around the aircraft.

New ATC-pie release

ATC-pie logo.

ATC-pie now provides a solo training mode for ATCs. Using the same interface as the multiplayer game mode and an additional instruction pane, you can choose to play offline and control virtual aircraft as Tower, Approach, Departure, or any combination of those positions. As MP traffic still can be scarce in many occasions on our network, this new game mode can be a solution for you not to give up on a planned session and give yourself some challenge. Also, you may learn from it enough to make your own MP sessions more popular over the network!

The main features are:

  • Free combination choice of APP, TWR and DEP control positions for custom training
  • Handovers to and from virtual ATCs
  • Instruction interface and pilot read back
  • Adjustable difficulty (traffic density)
  • Departure/arrival and ILS/visual balance options
  • Configurable runways in use, entry and exit points

Cross-compiling FlightGear

Users hamzaalloush and saiarcot895 have been making lots of progress using MXE and MinGW to build Windows binaries on Linux.[2] The goal is to provide FlightGear/osgEarth binaries for Windows end-users via cross-compiling on Linux, so that end-users no longer need to be able to build FlightGear from source, but can just download pre-compiled binaries for different FlightGear versions. As of May 2015, OpenSceneGraph and osgEarth can be cross-compiled and run most of their respective examples:

People interested and invited to help should ideally have at least one of the following skills:

  • Familiar with building FlightGear from source.
  • Familiar with using Git.
  • Having access to Linux and/or Windows (alternatively, via emulation or virtualization) to help with testing or developing these cross-compiled binaries.
  • Familiar with CMake, the GNU build system, or GCC (GNU Compiler Collection) internals.

To show your interest, please leave your system specs (e.g., OS, distribution) on the forum thread so a list can be made of people with the necessary skillset.

Note  Most testing/development is currently taking place on Ubuntu 14.04. If you have a different distribution, you should be prepared to do some integration/porting work.

The next steps ahead include:

  • Getting osgEarth.mk to compile/link via MXE
  • Creating corresponding simgear.mk/flightgear.mk files for MXE
  • Investigating porting poweroftwo's autobuilder to use MXE for building a patched version of SimGear/FlightGear including osgEarth support.

For details and updates, please refer to Building FlightGear - Cross Compiling.

In the Hangar

Amphibious variant of the C172p

The development of the c172-detailed continues; a new variant has been added with pontoons (optionally with wheels) so that it can land on water. This stunning aircraft will replace the old C172p in the upcoming FlightGear 3.6. You can follow the c172-detailed's progress on the forum development thread

An amphibious variant of the C172p.

Scenery Corner

Scenery Project Elba

The Scenery Project Elba has been started, aiming at improving the scenery of Elba, an island west of Italy. You can find out more on the wiki page and the forum development thread. Contributions are welcome!

Elba.jpg

SVMI Release 1.0

Aeropuerto Internacional Simon Bolivar (SVMI) in Venezuela has been undergoing development since January by legoboyvdlp, and now release 1.0 has arrived. This release features:

  • New apt.dat 850 layout
  • Corrected terrain (the hill north of 10/28 is now correct)
  • Static planes
  • Working jetways (by viveFG)
  • Beautiful models (by viveFG)

This project is released under the GNU GPL, and will hopefully be included in World Scenery 2.0 via TerraSync! This airport may be downloaded from GitHub along with TNCM which has been fixed by legoboyvdlp with a quick-n-dirty hack to stop flooding.

Contributing

Translators required

En.gif 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.
De.gif 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.
Nl.gif 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.
Es.gif La wiki de FlightGear todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en Help:Traducir.
Cat.gif La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a Help:Traduir.

FlightGear logos

If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit FlightGear logos for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.

Screenshots

The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings (anti-aliasing, texture sharpening, etc.). More info at Howto:Make nice screenshots.

References