FlightGear Newsletter October 2016
| This newsletter is a draft.
Please feel free to add content that you think will be of interest to the FlightGear community.
Next default airport
Git multimail script updated
For all Git repositories on SourceForge, Edward d'Auvergne has updated the git-multimail repository hook script to 1.5-dev (the current master branch) from 1.2-dev, with a few customisations/simplifications for our commitlogs ML. If you see any error messages when committing, please report these. A failure of the git-multimail Python script will only result in a failure of the sending of an email to the ML, as this is a post-receive hook - the commit will have been successfully pushed/etc.
Local apt.dat versions support
Thanks to work by Florent Rougon, multiple apt.dat files (which contain airport data) can now be loaded, rather than the single $FG_ROOT/Airports/apt.dat.gz. These files (either *.dat or *.dat.gz) can be loaded from Scenery path/NavData/apt/, where Scenery path is any path specified by the
--fg-scenery command line option. These will take precedence over the default one ($FG_ROOT/Airports/apt.dat.gz). Note that any change to apt.dat files should continue to be submitted to the X-Plane gateway so that they will eventually be included in the main distribution.
Hooray has been working on a dialog to easily prototype new NavDisplay styles. It is capable of showing multiple NavDisplay instances, which can be controlled and tested independently (using different settings for range, modes, traffic, etc.). The dialog will also reload the styles file (navdisplay.mfd) when it is reopened, meaning that FlightGear doesn't have to be restarted every time changes are made.
As of 10/2016, this is pending review by Gijs and Hyde before it can be committed to the base package.
Continue reading at Howto:Prototyping a new NavDisplay Style…
Benchmarking Canvas path performance
As part of the development of the Space Shuttle, Thorsten has added a Canvas-based ADI ball. However, it is somewhat of a resource hog. As can be seen from the screenshot of it, it is very complex and involves a lot of calculations. However, performance tests indicate that the cause of the bottleneck is the huge amount of property manipulation involved during each update, after the actual calculations have been completed. This has also been shown to be a problem for any very complex Canvas.
Continue reading at Howto:Canvas Path Benchmarking…
Streaming a Canvas via HTTP
ThomasS has created a patch for FlightGear for downloading any Canvas image from a running FlightGear process via HTTP. This is useful for situations such as displaying instruments on a separate monitor. This should be considered as merely the groundwork needed for more sophisticated use-cases.
Continue reading at Read canvas image by HTTP…
In the hangar
When you have some spare time left, interested in heliopters and always wished to improve things, you might want to apply to this job. More informations on: MBB Bk 117 wiki-page
2016 Camaro SS and more
Auskunst is currently seeking help to improve the handling of his 2016 Camaro SS and another future automobile project. If you have experience of tweaking YASIM FDM, you can apply the job by clicking here
psadro_gm has the normal calculations, now. Everything is being generated on the fly. psadro_gm sees very little CPU usage. Still lot's to do - e.g. need to sample 1 extra pixel in the DEM so edges of tiles get correct normals ( you can see the edges )
Also, psadro_gm hasn't created skirts, yet, so there are gaps between levels.
psadro_gm will add to Mathias' tunables to select grid spacing at each LOD level, to see if we can minimie the popping. Note: the texture is just 1 4096x4096 sheet for the whole planet. It'll be nice to see what we can do with procedural texturing.
As far as creating ws3.0, let's see how the experimental engine works out. It basically does away with terragear, and uses standard gis tools for all elevation, landclass editing.
Terragear was never meant as a 'users' tool. It was designed to generate world scenery ( the whole planet at once ), not individual custom scenery locations.
That said, there have been some ( mostly unsuccessful ) attempts to make it more user friendly. We will see how far the new scenery experiments get us. If it shows enough promise, perhaps it will become the way forward, and terragear will mostly disappear. QGIS or GRASS, along with a few scripts will all that you would need to generate custom scenery, then.
To learn more, see Experimental terrain engine
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multilingual, you can start by looking at Help:Translate.|
|Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire Help:Traduire.|
|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 mit dem 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 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.|
|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.|
|A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em Help:Traduzir.|
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.
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.
Screenshot of the Month
FlightGear's Screenshot of the month October 2016 is C182 takeoff at dawn by xcvb
If you want to participate in the screenshot contest of November 2016, you can submit your candidate to this forum topic. Be sure to see the first post for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter edition of November 2016.