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		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21067</id>
		<title>FlightGear Newsletter April 2010</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21067"/>
		<updated>2010-04-20T04:45:35Z</updated>

		<summary type="html">&lt;p&gt;Afterword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newsletter}}&lt;br /&gt;
&lt;br /&gt;
(Feel free to contribute to next month's newsletter. Have a look at [[:Category:FlightGear Newsletter|the archive]] and in the forum or mailing lists for ideas on what can be included.)&lt;br /&gt;
&lt;br /&gt;
We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers (thanks to everyone that contributed this time!). Everyone (with a wiki account, free to register) can edit the newsletter of next month  and every contribution is welcome. &lt;br /&gt;
&lt;br /&gt;
==In the hangar==&lt;br /&gt;
===Aircraft===&lt;br /&gt;
====Fokker 50====&lt;br /&gt;
The F50 hasn't got totally new functions, but Gijs [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7542 spotted a problem] with the .xml files in the plane, thus making it unable to fly on version 2.0. The .xml files have been patched and are available at the forum. Behind the (computer)screens, Charlie has been improving the Fokker and a new version could be released any time.&lt;br /&gt;
&lt;br /&gt;
In the mean time both Gijs and gooneybird have created a bunch of excellent new liveries which can be [http://flightgear.org/forums/viewtopic.php?f=13&amp;amp;t=7604 found in the forum] and downloaded from the [http://liveries.flightgear.org/aircraft.php?id=7 livery database]. All of these are based on aircraft that actually fly (or flew) somewhere out there.&lt;br /&gt;
&lt;br /&gt;
====IL-96-400====&lt;br /&gt;
The IL96-400 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7439 was released] on 06 Apr 2010, and is downloadable from UnitedFreeWorld.&lt;br /&gt;
&lt;br /&gt;
====Boeing 747SP====&lt;br /&gt;
The Boeing 747SP, a special ultra-long-haul version of the B747, is being developed by shervin88 on [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7572 the forum]. It is still at an alpha stage.&lt;br /&gt;
&lt;br /&gt;
====VMX22 Osprey====&lt;br /&gt;
The Osprey [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7205 is being revamped] by ot-666, with a totally new model and FDM.&lt;br /&gt;
&lt;br /&gt;
====Boeing 717====&lt;br /&gt;
The 717 is still at a pre-alpha stage at the forum.&lt;br /&gt;
&lt;br /&gt;
====North American P-51D====&lt;br /&gt;
The P-51D, a legendary fighter, was [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7494 remodeled] under JSBSim only by hvengel.&lt;br /&gt;
&lt;br /&gt;
====C-5====&lt;br /&gt;
The C-5 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7557 is being modeled] by jonbourg.&lt;br /&gt;
&lt;br /&gt;
====IAR80====&lt;br /&gt;
The IAR80 prop [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7225 is near completion].&lt;br /&gt;
&lt;br /&gt;
====747-8I====&lt;br /&gt;
The Boeing 747-8 Intercontinental is being modeled by MOJO.&lt;br /&gt;
&lt;br /&gt;
====A318====&lt;br /&gt;
The A318 is being modeled from the A319. Read more about this project at [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6524 the forum].&lt;br /&gt;
&lt;br /&gt;
====C-17====&lt;br /&gt;
The awesome C-17 has been in work by jonbourg for a while now and it looks great. The model is fantastic and it includes a working cargo door, animation and now fully operating thrust reverse. Upcoming updates will include an airdrop feature and 3D cockpit instrumentation. Also in the works is DATCOM information for a realistic flying experience.&lt;br /&gt;
&lt;br /&gt;
====P-47N====&lt;br /&gt;
Jon Bourgeois (jonbourg) also is currently working on the P-47N from [http://home.comcast.net/~davidculp2/hangar/hangar.html Dave Culp's hangar].&lt;br /&gt;
&lt;br /&gt;
====Quest Kodiak 100====&lt;br /&gt;
The Quest Kodiak is a modern STOL turboprop single built to be a back-country aircraft to help in areas in which humanitarian help is needed. At the moment exists a basic FDM and an outside 3D model with animations of it. We are currently working on the cockpit. If you want to help developing please write a mail to not.everyone.lives [at] googlemail [dot] com. You can download the Kodiak [http://takhadnotor.github.com/kodiak/ from here]. Also a [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6804 forum thread] represents the project.&lt;br /&gt;
&lt;br /&gt;
====B-29 Superfortress====&lt;br /&gt;
The original author of the B-29 model is not active in FlightGear at the moment due to the pressures of real-life work. So Vivian Meazza has been busy with bringing the B-29 model up-to-date. The ambient light levels have been brought into line with current practice and the YASim FDM has been lightly worked over. Some effects have been added: the reflective effect, exhaust staining, and contrails.&lt;br /&gt;
&lt;br /&gt;
====ASK-13 Glider====&lt;br /&gt;
[[Image:ASK13.jpg|thumb|The ASK-13 by Patrice Poly. ]]&lt;br /&gt;
&lt;br /&gt;
The gliders fleet is growing, with this Schleicher twin seat glider. It has a accurate fdm based on real experiences of the author. It contains the new bumbspec shader, detailled interior with AmbientShadows baked, DualCockpit over MP and many things more. See [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7531 this thread] for details and download. It is available in CVS as well now!&lt;br /&gt;
&lt;br /&gt;
====Piper J3 Cub====&lt;br /&gt;
[[Image:J3cup.1.jpg|thumb|New Piper J3 Cub by Don Lavelle. Custom Scenery &amp;quot;France&amp;quot; in the background.]]&lt;br /&gt;
This taildragger has been now completly remodelled in Blender by Don Lavelle. It features an accurate 3d-modell, high resolution textures, paintkit, pilotmodel, smoke effect and detailled interior. The new Piper J3 Cub is now available in the  [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6890&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a forum] or in CVS.&lt;br /&gt;
 &lt;br /&gt;
===Liveries===&lt;br /&gt;
Just two months after its (re)launch, the [http://liveries.flightgear.org livery database] has been visited by more than 1100 unique visitors, from 77 different countries. Together they have viewed over 25.000 pages. As of April, more than 200 liveries are available and the database is still expanding.&lt;br /&gt;
&lt;br /&gt;
New liveries are continously being accepted, through [http://liveries.flightgear.org/contribute.php the contribute page].&lt;br /&gt;
&lt;br /&gt;
==CVS news==&lt;br /&gt;
&lt;br /&gt;
=== New and improved shaders===&lt;br /&gt;
[[Image:B29 shader.jpg|thumb|New Reflection Shader applied to the B29. It shows a shiny, high-reflective blank metal, which can be achieved now with the new shader.]]&lt;br /&gt;
[[Image:EC135 shader2.jpg|thumb|New Reflection Shader applied to the Ec135 for testing. It is here controlled by a greymap, but could be controlled by the materials setting as well]]&lt;br /&gt;
&lt;br /&gt;
Frederic Bouvier improved the Urban Shader - it now supports nightlighting and snow as well. He improved the landmass-shader too, which gives us a more realistic 3d-look to the forest. There is also a new slider in the rendering settings to adjust the level of eye-candy to the available hardware power.&lt;br /&gt;
&lt;br /&gt;
Vivian Meazza added a Reflection Shader. This now gives us shiny surfaces on any object. So you can now have shiny blank metals, or a glossy coating like we can see on cars and modern aircraft, or shiny windows, which even show a nice rainbow effect (like the  Airbus shows). These effects are completely configurable and can be controlled in many ways.&lt;br /&gt;
&lt;br /&gt;
It support Cubemaps as well, and as this influences the look of the shader effect a lot, people are invited to create as many and different as we could need.&lt;br /&gt;
&lt;br /&gt;
Finally, there is a new wiki article ([[Howto: Use The Normal Map Effect in Aircraft]]) on using the normal mapping shader, which is very useful for adding bump maps to aircraft. The standard Cessna 172p already uses this effect to show the rivets on the wings and fuselage.&lt;br /&gt;
&lt;br /&gt;
If you are interested in doing some shader development yourself, e.g. by customizing existing shaders or creating completely new ones, make sure to take a look at [[Howto: Shader Programming in FlightGear]] which aims to provide an introduction about shader programming for FlightGear.&lt;br /&gt;
&lt;br /&gt;
===Weather development very active===&lt;br /&gt;
In the end of March and start of April, lots of developers have released, [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=7358 in the forum], contributions to a local weather system.&lt;br /&gt;
&lt;br /&gt;
The aim of a local weather system is to simulate weather phenomena tied to specific locations. Examples for this are a thunderstorm, a rainfront or thermal development. In the case of the thunderstorm, severe rain and turbulence occur in a location a few kilometers in scale, i.e. one can easily view it 'from outside' or fly in and out of this region. Similarly, the development of thermal convection clouds is strongly tied to features of the terrain - thermal development does not occur easily over open water or snow, but it is strong over rock or similar surfaces which heat in the sun. Finally, a rainfront is a phenomenon like a thunderstorm that divides the sky into two regions - one with essentially good visibility and clear sky, the other with severe clouds and rain, and both are visible at the same time.&lt;br /&gt;
&lt;br /&gt;
This is in contrast to the current standard weather system of Flightgear where weather changes affect the weather everywhere in the simulated world and are (with few exceptions) not tied to specific locations. In such a system, it is impossible to observe e.g. the approach of a rainfront while flying in sunshine. In contrast, the local weather system allows for visual impressions such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Clouds-nimbostratus.jpg|500px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [http://www.phy.duke.edu/~trenk/files/local_weather_fgfs2.0.0_v0.51.tgz current release v0.51] is still limited to simulating weather in a 40x40 km tile, but  supports placement of regions in which visibility, rain, snow and thermal lift are set, as well as interpolation of visibility, pressure, temperature and dewpoint between preset weather stations. The system also automatically creates thermals below convective clouds which can be utilized by gliders using a CVS patch, thus providing greatly enhanced soaring capability. More details in the forum or in the Wiki article [[A local weather system]].&lt;br /&gt;
&lt;br /&gt;
Help with texturing cloud models, developing and improving shader effects, testing, merging with the C++ code or increasing the library of available weather tiles is highly appreciated!&lt;br /&gt;
&lt;br /&gt;
The data and source code for these clouds are now in CVS.&lt;br /&gt;
&lt;br /&gt;
===AI traffic becomes more interactive ===&lt;br /&gt;
Early April, a patch was was committed to [[TaxiDraw]], FlightGear's airport design program, which allows a more thorough checking of AI ground networks for internal consistency. This patch, and the consequential improvement in ground network quality serves as a lead-up to a batch of new functionality in the [[AI Interactive Traffic]] code. Communication between taxiing AI aircraft and and ground control can be tracked by tuning your comm radios to the appropriate ground frequency. Although the system is designed to work at any airport, best chances of for witnessing this ground activity is at [[EHAM]], by tuning into 121.7 for startup clearance procedures or 121.8 for push back approval, taxi clearance and all hold position / resume taxi instructions. &lt;br /&gt;
&lt;br /&gt;
===New dogfighting scenarios available!===&lt;br /&gt;
Developers been interested in developing dogfighting scenarios over the month. Some AI balloon experiments have been released too.&lt;br /&gt;
&lt;br /&gt;
==Scenery Corner==&lt;br /&gt;
===Malpensa being developed===&lt;br /&gt;
The Milan/Malpensa airport is being developed by brisa [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2852 here].&lt;br /&gt;
&lt;br /&gt;
==Multiplayer news==&lt;br /&gt;
===TransGear Airways: the new way===&lt;br /&gt;
As announced in last months edition, the monthly [[TransGear Airways|TransGear]] events' format has been completely redrawn. In total, 12 pilots and four controllers showed up. Apart from the (unfortunately) usual problems, resulting in a few dropouts, it can be considered as a &amp;quot;decent turnout for a first 'new' event&amp;quot; according to organiser Rob (MD-Terp).&lt;br /&gt;
&lt;br /&gt;
Solicitation for the May event will soon start. Watch [http://transgear.treborlogic.com/ the website] for the latest news.&lt;br /&gt;
&lt;br /&gt;
==Community news==&lt;br /&gt;
&lt;br /&gt;
===Flight Gear Flying Club===&lt;br /&gt;
There is a new Flightgear flying club, located at: '''http://flightgearfans.wordpress.com/'''&lt;br /&gt;
 &lt;br /&gt;
Piloter, Trennor, Gargleflump, and Reeed are all looking forward to seeing anyone who might want to connect for a few hours flying, organize virtual fly-ins, and other fun stuff on an irregular basis. There is a channel on the FG IRC net, &amp;quot;#fg_flying_club,&amp;quot; where you can come and connect with those of us who've so far committed. The current channel topic states, &amp;quot;Fly Together - Organize Fly-Ins - Suggest New Areas to Fly - Helping Each Other Learn by Having Fun.&amp;quot; This might sound like a rehash of the multi-player forum, but it's designed more for the spur-of-the-moment flights one might like to make with a friend (or a new friend!) or to get together to organize something more substantial. One or two requests: please take FG programming or technical discussions to their respective channels, rather than get into them in the FC. And, please be willing to share and help other pilots with their flying skills, sharing yours, and helping others. This is meant to be light-hearted, happy and FUN!! So come join us, leave your cares, worries and problems at the door, and just hook up with someone, pick a locale, plan your flight, and GO. See you in the air.&lt;br /&gt;
&lt;br /&gt;
===Atlas Virtual Airlines debuts!===&lt;br /&gt;
FlightGear's new, unified, Virtual Airline, [[Atlas Virtual Airlines]] (AVA), finally opened its doors to the public in early April. AVA offers numerous pioneering aspects for its pilots, such as a fully functional Pilot Report page for flights completed. The Airline's debut, after months of waiting, sparked a major recruitment, and Atlas is approaching the 30-member mark! Other achievements include its own forum, a sophisticated aircraft tracking system, and the addition of the newly designed IL-96, which was added to the airlines fleet to serve under a separate section, Atlas Virtual Cargo (AVC). The Airline has also received liveries for all of its aircraft, minus the IL-96. These are available only to registered pilots. &lt;br /&gt;
&lt;br /&gt;
So far, the airline has been a fantastic success, and Atlas thanks all of its devoted members for a great start! Those interested can check it out here[http://atlasvirtualairlines.com]. Remember, most discussion is held off of the FlightGear forums, and you need to be a member to get involved! &lt;br /&gt;
&lt;br /&gt;
==And finally==&lt;br /&gt;
Did you know, that the visibility of FlightGear's menubar can be toggled by hitting the F10 key? Or start your FlightGear with --prop:/sim/menubar/autovisibility/enabled=1 once. The menubar automatically pops up when your mouse is near the top edge of the FlightGear window. A click with the left mouse button hides the menubar again. If you have autosave on (which is on by default), this feature will be enabled every time you start FlightGear. This nice little utility can also be selected using the checkbox in the latest version of FGRun.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2010 04]]&lt;/div&gt;</summary>
		<author><name>Afterword</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=20942</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=20942"/>
		<updated>2010-04-15T11:35:07Z</updated>

		<summary type="html">&lt;p&gt;Afterword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new aircraft [[Portal:Developer|developers]] to start their 'career' by modifying and enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
If you are a complete beginner, knowing the processes involved will help out quite a bit.  Roughly 4 simplified steps, first creating your 3d model, then the FDM, followed by creating animations and finally to implement systems.   Each aircraft in FlightGear has two main development areas:&lt;br /&gt;
# The '''[[Flight Dynamics Model|Flight Dynamics Model]] (FDM)''': This tells the computer how your aircraft reacts to various conditions. The FDM is composed of two main models most people use, either [[JSBSim]] or [[YASim]]. Or the lesser used model [[UIUC]]. Define the dimensions, mass-and-balance data. Tell FlightGear which part of your aircraft and where it may hit the ground. Where the gear is, if and how it travels. How it is propelled and how it flies if you move the controls. A subarea of the FDM are integral systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two areas:&lt;br /&gt;
## 3-dimensional model and all of its visual aspects: animations (These give visual feedback from your FDM. Move the aileron of your 3D model when the aileron control is moved. Same for the other aero surfaces, the gear. Than go ahead with the instruments, animate the needles, the digital readouts. Define hot spots and pick animations, so you can click in your 3D cockpit.), [[Howto: Add aircraft lights|lighting]] and textures (images that are put in specific locations on the 3D model).&lt;br /&gt;
## auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
All images in FlightGear should be sized to powers of two (eg. 64*64, 128*256 or 16*1024). Since FlightGear 1.9, images no longer have to be saved in the .rgb format. Right now .png is most common used among FlightGear developers.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistently throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. They are explained in this article, but you can skip them if you are working on your first aircraft. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]] (external forces)&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
This is the most important file of a FlightGear aircraft. This is the only file that is read directly by FlightGear. Actually it can be compared with an airport hub (from where flights of a certain airline to all other airports departure and arrive). The -set.xml file leads FlightGear to all files that are needed to simulate the aircraft. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Most XML files in FlightGear use the so called [[PropertyList XML File|Property List]] format.&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that is to be shown in the Aircraft selection dialog of fgrun.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. This can for example be used in order to get a list of aircraft with a certain minimum development status by passing the --min-status= parameter to the fgfs executable.&lt;br /&gt;
&lt;br /&gt;
As of 05/2009 the following status &amp;quot;symbols&amp;quot; are supported:&lt;br /&gt;
* alpha&lt;br /&gt;
* beta&lt;br /&gt;
* early-production&lt;br /&gt;
* production&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
For additional information, you'll want to check out $FG_ROOT/Docs/README.xmlsound&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
===Engines/ directory===&lt;br /&gt;
Only required for JSBSim aircraft. In this directory the engine files are stored.&lt;br /&gt;
&lt;br /&gt;
===Models/ directory===&lt;br /&gt;
This directory contains all model related files; such as textures, models and animation files (.xml). In the -set.xml file we've set the path to one .xml file. That file should link (indirect) to each other model file (including a possible 3D cockpit) needed for the plane. The whole plane could be modeled into one file, but most developers prefer to split things up. A cockpit for example can be built up by several files, each existing of just one [[Creating instruments for FG|instrument]] or panel. This way it is easy to (re)move certain parts of the aircraft. You set up your model file like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;path&amp;gt;Aircraft.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Cockpit&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../Models/cockpit.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;offsets&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; -5.25&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;  0.00&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;  1.30&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/offsets&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;AileronLeft&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;/controls/flight/aileron&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;-65&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; 2.09&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;-5.50&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;-1.50&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;1&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cockpit.xml file can contain a similair structure, with all the instruments as seperate models. The amount of models is not limited, nor is the amount of animations.&lt;br /&gt;
&lt;br /&gt;
A detailed article about animating and models can be found in [[Howto: 3D Aircraft Models]].&lt;br /&gt;
&lt;br /&gt;
A common subdirectory is the &amp;lt;tt&amp;gt;Liveries/&amp;lt;/tt&amp;gt; one, which holds the livery files. See [[Livery over MP]] for more information about that subject.&lt;br /&gt;
&lt;br /&gt;
===Nasal/ directory===&lt;br /&gt;
All [[Nasal]] code specific to the aircraft is placed in this directory, with the exception of some system or instrument specific Nasal. If a certain Nasal script is usefull for all aircraft (eg. weather or [[Howto: Multiplayer|multiplayer]] related) it can be placed in the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Nasal&amp;lt;/tt&amp;gt; directory. Nasal scripts that are useable on multiple aircraft (eg. [[Howto: Air-Air Refueling|air-air refueling]]) can be found in the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Aircraft/Generic&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
===Sounds/ directory===&lt;br /&gt;
What is an airliner without the sound of its mighty engines, or a glider without the sound of wind blowing around your face? Sounds quite important to increase the feeling that you are actually into the simulation. In this directory all sound files that are specific for the aircarft are stored. Sounds that can be used on multiple aircraft (eg. the click of a switch or thunder) are available in the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Sounds&amp;lt;/tt&amp;gt; directory. &lt;br /&gt;
&lt;br /&gt;
===Tutorials/ directory===&lt;br /&gt;
A helpfull feature in learning how to start the engines of a plane, flying a basic leg etc. is FlightGears tutorial system. It allows you to create a step by step tutorial that guides the user through a certain procedure. It can even indicate what switches should be pressed!&lt;br /&gt;
&lt;br /&gt;
More about the tutorial system can be found at [[Tutorials]]. &lt;br /&gt;
&lt;br /&gt;
==Comments in XML files==&lt;br /&gt;
We can place extra information in XML files, that will be ignored by FlightGear. Such as descriptions and explanations of certain XML markups, changelogs etc.&lt;br /&gt;
&lt;br /&gt;
These will be mainly useful to other developers working with your XML code, for example when updating/maintaining your files, or when borrowing XML code from your work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Afterword</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=20941</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=20941"/>
		<updated>2010-04-15T10:24:39Z</updated>

		<summary type="html">&lt;p&gt;Afterword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new aircraft [[Portal:Developer|developers]] to start their 'career' by modifying and enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
If you are a complete beginner, knowing the processes involved will help out quite a bit.  Roughly 4 simplified steps, first creating your 3d model, then the FDM, followed by creating animations and finally to implement systems.   Each aircraft in FlightGear has two main development areas:&lt;br /&gt;
# The '''[[Flight Dynamics Model|Flight Dynamics Model]] (FDM)''': This tells the computer how your aircraft reacts to various conditions. The FDM is composed of two main models most people use, either [[JSBSim]] or [[YASim]]. Or the lesser used model [[UIUC]]. Define the dimensions, mass-and-balance data. Tell FlightGear which part of your aircraft and where it may hit the ground. Where the gear is, if and how it travels. How it is propelled and how it flies if you move the controls. A subarea of the FDM are integral systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two areas:&lt;br /&gt;
## 3-dimensional model and all of its visual aspects: animations (These give visual feedback from your FDM. Move the aileron of your 3D model when the aileron control is moved. Same for the other aero surfaces, the gear. Than go ahead with the instruments, animate the needles, the digital readouts. Define hot spots and pick animations, so you can click in your 3D cockpit.), [[Howto: Add aircraft lights|lighting]] and textures (images that are put in specific locations on the 3D model).&lt;br /&gt;
## auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
All images in FlightGear should be sized to powers of two (eg. 64*64, 128*256 or 16*1024). Since FlightGear 1.9, images no longer have to be saved in the .rgb format. Right now .png is most common used among FlightGear developers.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistently throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. They are explained in this article, but you can skip them if you are working on your first aircraft. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]] (external forces)&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
This is the most important file of a FlightGear aircraft. This is the only file that is read directly by FlightGear. Actually it can be compared with an airport hub (from where flights of a certain airline to all other airports departure and arrive). The -set.xml file leads FlightGear to all files that are needed to simulate the aircraft. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Most XML files in FlightGear use the so called [[PropertyList XML File|Property List]] format.&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that is to be shown in the Aircraft selection dialog of fgrun.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. This can for example be used in order to get a list of aircraft with a certain minimum development status by passing the --min-status= parameter to the fgfs executable.&lt;br /&gt;
&lt;br /&gt;
As of 05/2009 the following status &amp;quot;symbols&amp;quot; are supported:&lt;br /&gt;
* alpha&lt;br /&gt;
* beta&lt;br /&gt;
* early-production&lt;br /&gt;
* production&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
For additional information, you'll want to check out $FG_ROOT/Docs/README.xmlsound&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
===Engines/ directory===&lt;br /&gt;
Only required for JSBSim aircraft. In this directory the engine files are stored.&lt;br /&gt;
&lt;br /&gt;
===Models/ directory===&lt;br /&gt;
This directory contains all model related files; such as textures, models and animation files (.xml). In the -set.xml file we've set the path to one .xml file. That file should link (indirect) to each other model file (including a possible 3D cockpit) needed for the plane. The whole plane could be modeled into one file, but most developers prefer to split things up. A cockpit for example can be built up by several files, each existing of just one [[Creating instruments for FG|instruments]] or panel. This way it is easy to (re)move certain parts of the aircraft. You set up your model file like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;path&amp;gt;Aircraft.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Cockpit&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../Models/cockpit.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;offsets&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; -5.25&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;  0.00&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;  1.30&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/offsets&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;AileronLeft&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;/controls/flight/aileron&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;-65&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; 2.09&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;-5.50&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;-1.50&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;1&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cockpit.xml file can contain a similair structure, with all the instruments as seperate models. The amount of models is not limited, so is the amount of animations.&lt;br /&gt;
&lt;br /&gt;
A detailed article about animating and models can be found in [[Howto: 3D Aircraft Models]].&lt;br /&gt;
&lt;br /&gt;
A common subdirectory is the &amp;lt;tt&amp;gt;Liveries/&amp;lt;/tt&amp;gt; one, which holds the livery files. See [[Livery over MP]] for more information about that subject.&lt;br /&gt;
&lt;br /&gt;
===Nasal/ directory===&lt;br /&gt;
All [[Nasal]] code specific to the aircraft is placed in this directory, with the exception of some system or instrument specific Nasal. If a certain Nasal script is usefull for all aircraft (eg. weather or [[Howto: Multiplayer|multiplayer]] related) it can be placed in the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Nasal&amp;lt;/tt&amp;gt; directory. Nasal scripts that are useable on multiple aircraft (eg. [[Howto: Air-Air Refueling|air-air refueling]]) can be found in the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Aircraft/Generic&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
===Sounds/ directory===&lt;br /&gt;
What is an airliner without the sound of its mighty engines, or a glider without the sound of wind blowing around your face? Sounds quite important to increase the feeling that you are actually into the simulation. In this directory all sound files that are specific for the aircarft are stored. Sounds that can be used on multiple aircraft (eg. the click of a switch or thunder) are available in the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Sounds&amp;lt;/tt&amp;gt; directory. &lt;br /&gt;
&lt;br /&gt;
===Tutorials/ directory===&lt;br /&gt;
A helpfull feature in learning how to start the engines of a plane, flying a basic leg etc. is FlightGears tutorial system. It allows you to create a step by step tutorial that guides the user through a certain procedure. It can even indicate what switches should be pressed!&lt;br /&gt;
&lt;br /&gt;
More about the tutorial system can be found at [[Tutorials]]. &lt;br /&gt;
&lt;br /&gt;
==Comments in XML files==&lt;br /&gt;
We can place extra information in XML files, that will be ignored by FlightGear. Such as descriptions and explanations of certain XML markups, changelogs etc.&lt;br /&gt;
&lt;br /&gt;
These will be mainly useful to other developers working with your XML code, for example when updating/maintaining your files, or when borrowing XML code from your work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Afterword</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_hangars&amp;diff=20176</id>
		<title>FlightGear hangars</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_hangars&amp;diff=20176"/>
		<updated>2010-03-22T07:46:14Z</updated>

		<summary type="html">&lt;p&gt;Afterword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''See [[Links]] for a overall listing of FlightGear related external websites''&lt;br /&gt;
&lt;br /&gt;
FlightGear has many [[aircraft]] available from 3rd-party hangars, some which are GPL compatible and also included in official distributions while others are independent. Aircraft versions range from requiring a [[CVS]] build, to being compatible with [[FlightGear 1.9.0|version 1.9.0]], although some may still need [[FlightGear 1.0]] or [[0.9.10|older]] if an archive has not been updated.&lt;br /&gt;
&lt;br /&gt;
===Official Hangars===&lt;br /&gt;
*[http://www.flightgear.org/Downloads/aircraft-2.0.0/ FlightGear Official 2.0 Hangar]&lt;br /&gt;
*[http://cvs.flightgear.org/viewvc/data/Aircraft/ CVS Hangar] (For CVS builds)&lt;br /&gt;
*[http://liveries.flightgear.org FlightGear Liveries]&lt;br /&gt;
&lt;br /&gt;
===Other FlightGear download hosts===&lt;br /&gt;
*[http://www.unitedfreeworld.com/ unitedfreeworld] (scenery, plane models, and livery)&lt;br /&gt;
*[http://www.AAliveries.yolasite.com/ AA Liveries] (Aircraft Modifications and liveries)&lt;br /&gt;
&lt;br /&gt;
===Developer &amp;amp; User Hangars===&lt;br /&gt;
*[http://www.flightgearplanes.com Flightgear Planes Website]&lt;br /&gt;
*[http://simbabeathangar.webs.com/ Simbabeat's Livery Hangar]&lt;br /&gt;
*[http://seahorseCorral.org/flightgear_aircraft.html Stewart's SEA-horse Aircraft Hanger]&lt;br /&gt;
*[http://helijah.free.fr/flightgear/hangar.htm Helijah FGFS Hangar]&lt;br /&gt;
*[http://www.gidenstam.org/FlightGear/Airships/ Anders Lighter-than-air Hangar]&lt;br /&gt;
*[http://home.comcast.net/~davidculp2/hangar/hangar.html David Culp Hangar]&lt;br /&gt;
*[http://www.flightgear.nl.tp/ Gijs Hangar]&lt;br /&gt;
*[http://pagesperso-orange.fr/GRTux/tux/index-en.html GRTux Hangar]&lt;br /&gt;
*[http://www.sol2500.net/flightgear/aircraft.html DFaber Hangar]&lt;br /&gt;
*[http://www.hoerbird.net/aircrafts.html Hoerbird Hangar]&lt;br /&gt;
*[http://croo.murgl.org/fgfs/index.html A-10 and A-6 stuff]&lt;br /&gt;
*[http://www.flightgearliveries.ning.com Liam's Hangar (for plane Re-paints and add-ons)]&lt;br /&gt;
*[http://ffgfs.free.fr/FlightGear/index.php?page=0 Dyn'aero MCR Sportster, Colomban MC-15 Cri-Cri, Piaggio Aero P-180 Avanti II,  Dassault Rafale B, and Bombardier CRJ700]&lt;br /&gt;
*[http://mdsmith2.oxyhost.com/hangar.html Michael Smith's Hangar]&lt;br /&gt;
*[http://ltts.crlt.indiana.edu/grn/flightgear/ Buckaroo's Hangar: Lockheed 1049H Constellation]&lt;br /&gt;
*[http://macflightgear.sourceforge.net/home/aircraft Tat's Aircraft for FlightGear]&lt;br /&gt;
*[http://jchnd.blogspot.com/ JcHnd's Liveries for FlightGear]&lt;br /&gt;
*[http://www.xs4all.nl/~dtalsma/flightgear.html FlightGear AI Aircraft Download Page]&lt;br /&gt;
*[http://presteshangar.wikidot.com/start Prestes Hangar]&lt;br /&gt;
*[http://virtualgearstudios.co.cc VirtualGear Studios]&lt;br /&gt;
&lt;br /&gt;
===Outdated Hangars===&lt;br /&gt;
*[http://www.ae.uiuc.edu/m-selig/apasim/Aircraft-uiuc.html UIUC Hangar] &lt;br /&gt;
*[http://ftp.riken.go.jp/pub/FreeBSD/distfiles/flightgear-aircrafts/ Older versions of FlightGear aircraft] &lt;br /&gt;
&lt;br /&gt;
===Related content===&lt;br /&gt;
*[[Table of models]]&lt;br /&gt;
*[[Aircraft]] - [[Helicopter]] - [[Vehicle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Afterword</name></author>
	</entry>
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