Technical Reports

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Revision as of 14:56, 10 January 2008 by MILSTD (talk | contribs) (adding report about UAV project that chose NOT to use FlightGear due to alleged lack of applicable documentation)
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The intention of this page to provide a place where people can publish their FlightGear-related technical reports. Such reports may include essays on technical issues within FlightGear, and reports on scientific experiments performed on/with FlightGear. Please note that technical reports are formal papers. They follow a proper structure and are not intended to be opened for editing.

For a more in-depth definition of technical reports, please follow this link.

2006

September

Real-time UAV Visualization using a Flight Simulator

MECSE-9-2006: E.R. Price and G.K. Egan Department of Electrical & Computer Systems Engineering

Abstract—This paper describes a real-time visualization tool for a UAV based on Microsoft Flight Simulator. The tool display consists of a 3D simulation of the aircrafts position and orientation as well as a an instrument panel which displays flight parameters and alarms deemed most relevant by the pilot in the UAV’s various flight modes. The tool is intended bring some comfort to the pilot when the aircraft is beyond visual range. Index Terms—Flight simulator, Unmanned Aerial Vehicle, Visualization

Note: while this report is not directly related to FlightGear itself, it provide insight into a decision process that ultimately involved NOT to use FlightGear for the presented project

Full Report

March

A New Architecture for FlightGear Flight Simulator

AJ MacLeod, Ampere K. Hardraade, Michael Koehne, Steve Knoblock

Keyword(s): MVC architecture; FDM Server; FDM Instance; Client

Abstract: To continue improving existing features and add new ones, FlightGear must make better use of computing power. Preparing for the widespread adoption of multicore CPU architectures is an important step in FlightGear's development. Today, CPU clock rate has reached its peak. The old idea, that features can be added without regard to their effect on performance because computers will become ever faster, has ceased to hold. In addition, as more features are added, developers are inceasingly bumping up against existing limitations in the current FlightGear architecture. Now would be a good time to begin the process of restructuring FlightGear to address the above issues. This proposal decribes a new architecture for FlightGear, one which would greatly improve FlightGear's efficiency and flexibility by making extensive use of parallel processing. It is also hope that this new architecture will improve the quality of multiuser sessions, as well as providing a true support for the simulations of time-critical systems.

9 Pages

Full document: Media:New_FG_architecture.pdf (pdf)


2002

November

“FlightGear Multiplayer Engine : The development of a flightsimulator multiplayer engine for AI purposes”

Boogaard, Jeroen Otte

Technical Report DKS-02-05 / ICE 02 Keywords: ICE project, multiplayer, artificial intelligence, flightsimulator, flightgear, simgear

Mediamatics / Data and Knowledge Systems group Department of Information Technology and Systems Delft University of Technology, The Netherlands http://www.kbs.twi.tudelft.nl/Research/Projects/ICE/


Preface This thesis describes our research activities on the development of our Flight Simulator Multiplayer Engine (MPE, for short) at the Knowledge Based Systems (KBS) group of the Delft University of Technology. We developed the ‘Flight Gear Multiplayer Engine’ for one of the projects of the KBS group, which is called the Intelligent Cockpit Environment (ICE) project.

Full Report