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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anton</id>
	<title>FlightGear wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anton"/>
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	<updated>2026-04-10T11:02:03Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=121235</id>
		<title>List of developed airports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=121235"/>
		<updated>2019-12-15T23:03:33Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* List of airports */ Fixed the Continent of CYYT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an incomplete '''list of developed airports''' in the FlightGear [[TerraSync]] scenery.&lt;br /&gt;
&lt;br /&gt;
Airports can be listed here if these two conditions are fulfilled:&lt;br /&gt;
* At least one building or [[Signs|taxi signs]] have been placed&lt;br /&gt;
* Objects are represented in the [[FlightGear Scenery Database]].&lt;br /&gt;
&lt;br /&gt;
Every improvement listed here should be possible to download using TerraSync.  These improvements will also be included in the next [[World Scenery]] release.&lt;br /&gt;
&lt;br /&gt;
A visual representation of the developed airports in FlightGear can be found at [http://www.iveze.nl/fgmap/ iveze.nl/fgmap/].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== For airport developers ==&lt;br /&gt;
If you are currently developing an airport, please feel free to add it to [[Airports under construction]]. For a list of currently ongoing scenery related projects, please check out [[Current Scenery Projects]].&lt;br /&gt;
&lt;br /&gt;
== List of airports ==&lt;br /&gt;
The ICAO codes link to the FlightGear mapserver, which - among other things - contains information about the current status of the [[FlightGear Scenery Database]]. On a map, you will see:&lt;br /&gt;
* The current airport layout with runways, taxiways and aprons&lt;br /&gt;
* Red dots: static objects in the scenery database made especially for this airport&lt;br /&gt;
* Dark red dots: shared models in the scenery database placed at this airport&lt;br /&gt;
* Green dots: [[Signs|taxi signs]] placed at the airport&lt;br /&gt;
&lt;br /&gt;
{{inote|You can sort the table by clicking one of the [[File:Sort none.gif]] symbols in the row headers.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! ICAO !! Name !! Country !! Continent !! class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CYGK || [[Kingston Norman Rogers]] || Canada || North America || Custom objects for all major buildings, including public terminal. (Buildings may not align with taxiways in default scenery, until it starts using the newest recommended airport data from X-Plane.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;z=13 EDDC] || [[Dresden Airport]] || Germany || Europe || Fully modeled with tower, terminal, animated hangars etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=8.56293&amp;amp;lat=50.03795&amp;amp;z=13 EDDF] || [[Frankfurt am Main Airport]] || Germany || Europe || Fully modeled with [[Signs]] and [[AI Traffic]] and unique skyscrapers downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ED03 || Pohlheim Viehheide || Germany || Europe || Tower and buildings. Gliders often start from here. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDG || [[Münster Osnabrück]] || Germany || Europe || 1 static + 100 shared objects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDH || [[Hamburg Airport]] || Germany || Europe || Fully modeled, plus unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.40379&amp;amp;lat=52.47502&amp;amp;z=13 EDDI] ||[[Berlin Tempelhof Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDL || [[Düsseldorf International Airport|Düsseldorf Airport]] || Germany || Europe || Fully modeled, many shared objects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=11.78609&amp;amp;lat=48.35378&amp;amp;z=13 EDDM] || [[Munich Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=12.23603&amp;amp;lat=51.42262&amp;amp;z=13 EDDP] || [[Leipzig/Halle Airport]] || Germany || Europe || Fully modelled with [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDS || [[Stuttgart Airport]] || Germany || Europe || Fully modelled based on Shared-Models, incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDW || Bremen Airport || Germany || Europe || Fully modelled based on Shared-Models, incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.28992&amp;amp;lat=52.55917&amp;amp;z=13 EDDT] || [[Berlin Tegel Airport]] || Germany || Europe || Tower, terminals, [[Signs]] and unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFB || Reichelsheim Airport || Germany || Europe || Tower and buildings done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFE || Frankfurt Egelsbach || Germany || Europe || Tower,buildings,shared-models and incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFM || [[Mannheim City Airport]] || Germany || Europe || Basic models of tower, terminals and hangars&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFO || Michelstadt Odenwald || Germany || Europe || Tower and buildings done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFQ || Allendorf-Eder || Germany || Europe || Tower and buildings done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDGS || Siegerland Airport || Germany || Europe || Tower,buildings,shared-models and signs done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDXW || [[Sylt Airport]] || Germany || Europe || Fully modelled based on Shared-Models, incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=10.71706&amp;amp;lat=53.80496&amp;amp;z=13 EDHL] || [[Lübeck Blankensee Airport]] || Germany || Europe || Almost complete, home of the [[Piper PA34-200T Seneca II|Seneca]] used to model the FlightGear version. A modified tile is available at [http://www.t3r.de/fg/scenery/ Torsten's scenery site]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=7.16278&amp;amp;lat=50.76767&amp;amp;z=13 EDKB] || [[Bonn-Hangelar Airport]] || Germany || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDLW || [[Flughafen Dortmund]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDVE || [[Braunschweig Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EEKE || Kuressaare Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETN || Lennart Meri Tallinn Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETU || Tartu Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBBR || Brussels Airport || Belgium || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=25.04487&amp;amp;lat=60.25318&amp;amp;z=13 EFHF] || Helsinki-Malmi Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=24.95253&amp;amp;lat=60.3206&amp;amp;z=13 EFHK] || Helsinki-Vantaa Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=22.26281&amp;amp;lat=60.51412&amp;amp;z=13 EFTU] || Turku Airport || Finland || Europe || Tower and terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGFF || Cardiff Airport || United Kingdom || Europe || One building: British Airways Maintenance Facility&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGP || Liverpool John Lennon Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGW || London Luton Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGKA || Shoreham Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-0.19224&amp;amp;lat=51.14869&amp;amp;z=13 EGKK] || [[London Gatwick]] || United Kingdom || Europe || Complete and fully modeled to highest level of detail with day and night textures; AI parking and ground network&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-0.46095&amp;amp;lat=51.47139&amp;amp;z=13 EGLL] || London Heathrow Airport || United Kingdom || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGPH || Edinburgh Airport || United Kingdom || Europe || Tower, terminal, park deck, and some shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=1.28469&amp;amp;lat=52.67713&amp;amp;z=13 EGSH] || Norwich Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGUL || RAF Lakenheath || United Kingdom || Europe || USAF military base, reasonably modeled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGUN || RAF Mildenhall || United Kingdom || Europe || USAF military base, reasonably modeled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EH01 || [[VU University Medical Center]] || Netherlands || Europe || Complete hospital building including on-roof heli platform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=4.75487&amp;amp;lat=52.31296&amp;amp;z=13 EHAM] || [[Amsterdam Airport Schiphol]] || Netherlands || Europe || Fully modeled, busiest AI airport currently&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHEH || Eindhoven Airport || Netherlands || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=5.51885&amp;amp;lat=52.45717&amp;amp;z=13 EHLE] || [[Lelystad Airport]] || Netherlands || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHVK || [[Volkel Air Base]] || Netherlands || Europe || Shelters and detailed airport layout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EIDW || [[Dublin Airport]] || Ireland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=6.11017&amp;amp;lat=62.56037&amp;amp;z=13 ENAL] || Ålesund Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=6.10949&amp;amp;lat=61.83027&amp;amp;z=13 ENSD] || Sandane Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENVA || Trondheim Værnes Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESGP || Göteborg Airport || Sweden || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-106.60912&amp;amp;lat=35.04021&amp;amp;z=13 KABQ] || Albuquerque Sunport Airport, NM || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-84.42809&amp;amp;lat=33.63672&amp;amp;z=13 KATL] || [[Hartsfield - Jackson Atlanta International Airport]], GA || USA || America || Terminal modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.4629595&amp;amp;lat=41.0421187&amp;amp;z=13 KAKR] || [[Akron-Fulton International Airport]], OH || USA || America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.43676804&amp;amp;lat=40.91510112&amp;amp;z=13 KCAK] || Akron-Canton Regional Airport, OH || USA || America ||  Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KAUS || Austin-Bergstrom Airport, TX || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KBOS || Boston Logan || USA || America || Fully modeled, plus unique buildings downtown &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFNT || Bishop Intl, MI || USA || America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-76.66833&amp;amp;lat=39.17535&amp;amp;z=13 KBWI] || Baltimore-Washington International, MD || USA || America || Terminal modeled with jetways, parking garage, support buildings and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lat=37.9858289&amp;amp;lon=-122.05529346000002&amp;amp;z=15 KCCR] || Buchanan Field Airport, Concord, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-76.92254&amp;amp;lat=38.98062&amp;amp;z=13 KCGS] || College Park Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KCVG || Cincinnati/Northern Kentucky International Airport, KY || USA || America || Terminals, Concourses, Towers, Signs, DHL Hub, and Other Buildings (Almost Fully Modeled)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDCA || Reagan National Airport, VA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-104.67318&amp;amp;lat=39.86166&amp;amp;z=13 KDEN] || [[Denver_International_Airport|Denver Airport, CO]] || USA || America || One terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDTW || Detroit Metropolitan Wayne County Airport, MI || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KEQY || Charlotte-Monroe Executive Airport, NC || USA || America || Some buildings and aircraft using shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFHR || Friday Harbor Airport, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KIND || Indianapolis Airport, IN || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-90.07589&amp;amp;lat=32.31118&amp;amp;z=13 KJAN] || Jackson-Evers Airport, MS || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KJFK || [[John F. Kennedy International Airport]], NY || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLAS || Las Vegas McCarran Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-118.40809&amp;amp;lat=33.9425&amp;amp;z=13 KLAX] || [[Los Angeles International Airport]], CA || USA|| America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLSV || [[Nellis Air Force Base]], NV || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-109.4667&amp;amp;lat=47.04924&amp;amp;z=13 KLWT] || Lewistown Municipal Airport, MT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMCI || Kansas City Airport, MO || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMPI || Mariposa-Yosemite Airport, CA || USA || America || Hangars and FBO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMTN || Martin State Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-117.69181&amp;amp;lat=35.68565&amp;amp;z=13 KNID] || China Lake Naval Air Weapons Station, CA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.04918&amp;amp;lat=37.4162&amp;amp;z=13 KNUQ] || Moffett Federal Airfield, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.22062&amp;amp;lat=37.7214&amp;amp;z=13 KOAK] || [[Oakland International Airport]], CA || USA || America || Realistic terminal, currently undergoing maintenance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KORD || Chicago [[O'Hare International Airport]], IL || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-88.55704&amp;amp;lat=43.98436&amp;amp;z=13 KOSH] || Wittman Regional Airport, Oshkosh, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-75.12398&amp;amp;lat=38.31045&amp;amp;z=13 KOXB] || Ocean City Municipal Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.59751&amp;amp;lat=45.58871&amp;amp;z=13 KPDX] || Portland Airport, OR || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KPHX || Phoenix Sky Harbor Airport, AZ || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KRNO || Reno/Tahoe Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSEA || [[Seattle-Tacoma International Airport]], WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.3749&amp;amp;lat=37.61897&amp;amp;z=13 KSFO] || [[San Francisco International Airport]], CA || USA || America || FlightGear's default airport, terminal buildings, airport lights and airport train.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSLC || Salt Lake City International Airport, UT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lat=33.80112251&amp;amp;lon=-118.34134126&amp;amp;z=15 KTOA] || Zamperini Field, Torrance, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KXTA || Edwards Airforce Base Detachment 3 (Homey Airport, or Area 51), NV || USA || America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KVUO || Pearson Field Airport, Vancouver, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LDSP || Split Airport || Croatia || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEBB || Bilbao || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEMD || Madrid - Barajas || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.19889&amp;amp;lat=47.32611&amp;amp;z=13 LFEA] || Belle-Ile || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.10167&amp;amp;lat=47.48139&amp;amp;z=13 LFEQ]  || Quiberon || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.66479&amp;amp;lat=48.05247&amp;amp;z=13 LFES] || Guiscriff Scaër || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.35465&amp;amp;lat=49.04626&amp;amp;z=13 LFFE] || Enghien Moisselles Airfield || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=4.8264&amp;amp;lat=45.25226&amp;amp;z=13 LFLR] || Saint Rambert d'Albon Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;z=13 LFMA] || Aix - Les Milles Airfield || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=0.08816&amp;amp;lat=49.53404&amp;amp;z=13 LFOH] || Le Havre Octeville Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=5.36736&amp;amp;lat=43.50499&amp;amp;z=13 LFPG] || Charles de Gaulle International Airport || France || Europe || Fully modeled, very detailed, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.60632&amp;amp;lat=48.89629&amp;amp;z=13 LFPH] || Chelles Le Pin Airport || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.622793&amp;amp;lat=48.822237&amp;amp;z=13 LFPL] || Lognes Emerainville Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.359443&amp;amp;lat=48.72551&amp;amp;z=13 LFPO] || Paris-Orly Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.073197&amp;amp;lat=48.810622&amp;amp;z=13 LFPZ] || St-Cyr-l’École Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.41785&amp;amp;lat=48.44413&amp;amp;z=13 LFRB] || Brest Bretagne Airport || France || Europe || Modeled airport with static models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;z=13 LFRL] || Lanvéoc Naval Air Base || France || Europe || Airport fitted with shared models (for helos and training)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;z=13 LFRJ] || [[Landivisiau Naval Air Base]] || France || Europe || Modeled airport with arresting cables and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.167981&amp;amp;lat=47.97553&amp;amp;z=13 LFRQ] || Quimper || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.816762&amp;amp;lat=48.601247&amp;amp;z=13 LFRU] || Morlaix || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-2.736754&amp;amp;lat=47.717558&amp;amp;z=13 LFRV] || Vannes || France || Europe || Airport fitted with shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.439579&amp;amp;lat=47.760964&amp;amp;z=13  LFRH] || Lorient - Bretagne Sud || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.439579&amp;amp;lat=47.760964&amp;amp;z=13 LFSB] || [[EuroAirport Basel-Mulhouse-Freiburg|Basel Mulhouse]] || Switzerland || Europe || Nice modelling of terminal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILN || Venegono Airport || Italy || Europe || Developed airport&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILQ || Massa Cinquale Airport || Italy || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILV || Valbrembo Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMC || Milano-Malpensa Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=9.70741&amp;amp;lat=45.66952&amp;amp;z=13 LIME] || [[Orio al Serio Airport]], Bergamo || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=9.27521&amp;amp;lat=45.44776&amp;amp;z=13 LIML] || [[LIML|Milano-Linate Airport]] || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=7.36789&amp;amp;lat=45.73857&amp;amp;z=13 LIMW] || Aosta Airport || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIPA || [[Aviano Air Base]] || Italy || Europe || USAF military base, fitted with shared models.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIPS || Aeroporto di Istrana || Italy || Europe || ItAF military base, fitted with shared models.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=14.26&amp;amp;lat=50.100833&amp;amp;z=13 LKPR] || [[Václav Havel Airport Prague]] (Ruzyne) || Czech Republic || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=11.34397&amp;amp;lat=47.26023&amp;amp;z=13 LOWI] || [[Innsbruck Airport]] || Austria || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LROP || Bucharest Otopeni || Romania || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGG || Geneve (Cointrin) Airport || Switzerland || Europe || Fully modelled. OSM2city available on https://github.com/FGMEMBERS-SCENERY/LSGG-fg-CustomScenery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGS || Sion Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSZB || Bern-Belp Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANC || Ted Stevens Anchorage International Airport || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=136.80541&amp;amp;lat=34.85841&amp;amp;z=13 RJGG] || [[Chūbu Centrair International Airport]] || Japan || Asia || Detailed airport buildings, taxiway layout and customized terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=139.78114&amp;amp;lat=35.5533&amp;amp;z=13 RJTT] || [[Tokyo Haneda International Airport]] || Japan || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=126.45051&amp;amp;lat=37.46909&amp;amp;z=13 RKSI] || Seoul Incheon Airport || South Korea || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=121.01349&amp;amp;lat=14.51024&amp;amp;z=13 RPLL] || Manila Aquino Airport || Philippines || Asia || Tower and three large terminals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| SAEZ || Aeropuerto Internacional Ministro Pistarini || Argentina || America || Several static buildings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[SVMI]] || Aeropuerto Internacional Simon Bolivar || Venezuela || America || Several static buildings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| TAPA || V.C. Bird Intl Airport || Antigua and Barbuda || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TDPD || Melville Hall Airport || Dominica || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFF || Martinique Aimé Césaire International Airport || Martinique, France || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFG || Grand Case Airport || St. Maarten, Netherlands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TIST || Cyril E. King Airport || US Virgin Islands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TJSJ || Luis Muñoz Marín International Airport || Puerto Rico || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TKPK || Robert L. Bradshaw International Airport || St. Kitts || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCM || [[Princess Juliana International Airport]] || St. Maarten, Netherlands || America || Fully modeled, customized terrain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCS || Juancho E. Yrausquin Airport || Saba || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TQPF || Clayton J. Lloyd International Airport || Anguilla || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-49.17201&amp;amp;lat=-25.53101&amp;amp;z=13 SBCT] || Afonso Pena International Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-46.65768&amp;amp;lat=-23.62558&amp;amp;z=13 SBSP] || Congonhas Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-46.46864&amp;amp;lat=-23.43351&amp;amp;z=13 SBGR] || Guarulhos International Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-48.54304&amp;amp;lat=-27.6685&amp;amp;z=13 SBFL] || Hercílio Luiz International Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKRG || Jose Maria Cordoba International Airport, Rionegro, Antioquia || Colombia || South America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIDP || Indira Gandhi International Airport || India || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=89.42272&amp;amp;lat=27.39994&amp;amp;z=13 VQPR] || [[Paro Airport]] || Bhutan || Asia || Terminal, buildings, reference points and other POIs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=91.50917&amp;amp;lat=27.25961&amp;amp;z=13 VQ10] || [[Yongphulla Airport]] || Bhutan || Asia || Terminal, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=113.9183&amp;amp;lat=22.308&amp;amp;z=13 VHHH] || Hong Kong International Airport || China || Asia || Terminals, control towers, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.41707414&amp;amp;lat=41.15689289&amp;amp;z=13 1G3] || Kent State University Airfield, OH || USA || America || &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.76281774&amp;amp;lat=41.13448335&amp;amp;z=13 1G5] || [[Medina Municipal Airport]], OH || USA || America || &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.24620281&amp;amp;lat=41.20973295&amp;amp;z=13 29G] || Portage Co, OH || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-90.13769&amp;amp;lat=43.83872&amp;amp;z=13 82C] || Mauston-New Lisbon Union Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-89.02545&amp;amp;lat=44.50485&amp;amp;z=13 68C] || Iola Central County Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-123.00815977&amp;amp;lat=43.93009927&amp;amp;z=13 77S] || Hobby Field, Creswell, OR || USA || America || Nearly complete: Hangars (one accidently missing), fuel pump, GA aircraft, cars, trees, bushes (shared models)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-52.7525&amp;amp;lat=47.618611&amp;amp;z=13 CYYT] || St. John's International Airport || Canada || North America || Convert from [https://gateway.x-plane.com/scenery/page/CYYT X-Plane Scenery Pack] that was released under the GNU General Public License.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Authors ==&lt;br /&gt;
&lt;br /&gt;
Airports by HerbyW in Yakutia, Irkutsk and Krasnoyarsk:&lt;br /&gt;
UIBB UEEE UEST UEMS UEBN UEBT UEWD UEMA UERR UEMT UEEA UEMU UIII UITT UEBB UEVV UENW UEMO UERL UERT UEMH UERO UERP UNAA UIUN UENN UIBV UNCC UEMJ&lt;br /&gt;
&lt;br /&gt;
Airports by D-ABBA:&lt;br /&gt;
EDXW,EDFE,EDGS,EDFQ,EDFH,EDFL,EDFO,ED03&lt;br /&gt;
&lt;br /&gt;
Airports by [[User:Laserman]]:&lt;br /&gt;
EDDG,EDLM,EDLB,EDLK,EDLN,EDLV,EDLW,LJLJ,LJAJ,LJSG,LJCE,LJPZ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://iveze.nl/fgmap/ Builtup airports in Flightgear] – Interactive world map by KL-666. ''See also related forum topic [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=23613 Map of airports with buildings in terrasync].''&lt;br /&gt;
&lt;br /&gt;
{{Suggested}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Airports]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=121234</id>
		<title>List of developed airports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=121234"/>
		<updated>2019-12-15T23:02:06Z</updated>

		<summary type="html">&lt;p&gt;Anton: Add the St. John's International Airport in the List of Airport section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an incomplete '''list of developed airports''' in the FlightGear [[TerraSync]] scenery.&lt;br /&gt;
&lt;br /&gt;
Airports can be listed here if these two conditions are fulfilled:&lt;br /&gt;
* At least one building or [[Signs|taxi signs]] have been placed&lt;br /&gt;
* Objects are represented in the [[FlightGear Scenery Database]].&lt;br /&gt;
&lt;br /&gt;
Every improvement listed here should be possible to download using TerraSync.  These improvements will also be included in the next [[World Scenery]] release.&lt;br /&gt;
&lt;br /&gt;
A visual representation of the developed airports in FlightGear can be found at [http://www.iveze.nl/fgmap/ iveze.nl/fgmap/].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== For airport developers ==&lt;br /&gt;
If you are currently developing an airport, please feel free to add it to [[Airports under construction]]. For a list of currently ongoing scenery related projects, please check out [[Current Scenery Projects]].&lt;br /&gt;
&lt;br /&gt;
== List of airports ==&lt;br /&gt;
The ICAO codes link to the FlightGear mapserver, which - among other things - contains information about the current status of the [[FlightGear Scenery Database]]. On a map, you will see:&lt;br /&gt;
* The current airport layout with runways, taxiways and aprons&lt;br /&gt;
* Red dots: static objects in the scenery database made especially for this airport&lt;br /&gt;
* Dark red dots: shared models in the scenery database placed at this airport&lt;br /&gt;
* Green dots: [[Signs|taxi signs]] placed at the airport&lt;br /&gt;
&lt;br /&gt;
{{inote|You can sort the table by clicking one of the [[File:Sort none.gif]] symbols in the row headers.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! ICAO !! Name !! Country !! Continent !! class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CYGK || [[Kingston Norman Rogers]] || Canada || North America || Custom objects for all major buildings, including public terminal. (Buildings may not align with taxiways in default scenery, until it starts using the newest recommended airport data from X-Plane.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;z=13 EDDC] || [[Dresden Airport]] || Germany || Europe || Fully modeled with tower, terminal, animated hangars etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=8.56293&amp;amp;lat=50.03795&amp;amp;z=13 EDDF] || [[Frankfurt am Main Airport]] || Germany || Europe || Fully modeled with [[Signs]] and [[AI Traffic]] and unique skyscrapers downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ED03 || Pohlheim Viehheide || Germany || Europe || Tower and buildings. Gliders often start from here. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDG || [[Münster Osnabrück]] || Germany || Europe || 1 static + 100 shared objects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDH || [[Hamburg Airport]] || Germany || Europe || Fully modeled, plus unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.40379&amp;amp;lat=52.47502&amp;amp;z=13 EDDI] ||[[Berlin Tempelhof Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDL || [[Düsseldorf International Airport|Düsseldorf Airport]] || Germany || Europe || Fully modeled, many shared objects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=11.78609&amp;amp;lat=48.35378&amp;amp;z=13 EDDM] || [[Munich Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=12.23603&amp;amp;lat=51.42262&amp;amp;z=13 EDDP] || [[Leipzig/Halle Airport]] || Germany || Europe || Fully modelled with [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDS || [[Stuttgart Airport]] || Germany || Europe || Fully modelled based on Shared-Models, incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDW || Bremen Airport || Germany || Europe || Fully modelled based on Shared-Models, incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.28992&amp;amp;lat=52.55917&amp;amp;z=13 EDDT] || [[Berlin Tegel Airport]] || Germany || Europe || Tower, terminals, [[Signs]] and unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFB || Reichelsheim Airport || Germany || Europe || Tower and buildings done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFE || Frankfurt Egelsbach || Germany || Europe || Tower,buildings,shared-models and incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFM || [[Mannheim City Airport]] || Germany || Europe || Basic models of tower, terminals and hangars&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFO || Michelstadt Odenwald || Germany || Europe || Tower and buildings done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFQ || Allendorf-Eder || Germany || Europe || Tower and buildings done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDGS || Siegerland Airport || Germany || Europe || Tower,buildings,shared-models and signs done&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDXW || [[Sylt Airport]] || Germany || Europe || Fully modelled based on Shared-Models, incl. [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=10.71706&amp;amp;lat=53.80496&amp;amp;z=13 EDHL] || [[Lübeck Blankensee Airport]] || Germany || Europe || Almost complete, home of the [[Piper PA34-200T Seneca II|Seneca]] used to model the FlightGear version. A modified tile is available at [http://www.t3r.de/fg/scenery/ Torsten's scenery site]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=7.16278&amp;amp;lat=50.76767&amp;amp;z=13 EDKB] || [[Bonn-Hangelar Airport]] || Germany || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDLW || [[Flughafen Dortmund]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDVE || [[Braunschweig Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EEKE || Kuressaare Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETN || Lennart Meri Tallinn Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETU || Tartu Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBBR || Brussels Airport || Belgium || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=25.04487&amp;amp;lat=60.25318&amp;amp;z=13 EFHF] || Helsinki-Malmi Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=24.95253&amp;amp;lat=60.3206&amp;amp;z=13 EFHK] || Helsinki-Vantaa Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=22.26281&amp;amp;lat=60.51412&amp;amp;z=13 EFTU] || Turku Airport || Finland || Europe || Tower and terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGFF || Cardiff Airport || United Kingdom || Europe || One building: British Airways Maintenance Facility&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGP || Liverpool John Lennon Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGW || London Luton Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGKA || Shoreham Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-0.19224&amp;amp;lat=51.14869&amp;amp;z=13 EGKK] || [[London Gatwick]] || United Kingdom || Europe || Complete and fully modeled to highest level of detail with day and night textures; AI parking and ground network&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-0.46095&amp;amp;lat=51.47139&amp;amp;z=13 EGLL] || London Heathrow Airport || United Kingdom || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGPH || Edinburgh Airport || United Kingdom || Europe || Tower, terminal, park deck, and some shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=1.28469&amp;amp;lat=52.67713&amp;amp;z=13 EGSH] || Norwich Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGUL || RAF Lakenheath || United Kingdom || Europe || USAF military base, reasonably modeled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGUN || RAF Mildenhall || United Kingdom || Europe || USAF military base, reasonably modeled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EH01 || [[VU University Medical Center]] || Netherlands || Europe || Complete hospital building including on-roof heli platform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=4.75487&amp;amp;lat=52.31296&amp;amp;z=13 EHAM] || [[Amsterdam Airport Schiphol]] || Netherlands || Europe || Fully modeled, busiest AI airport currently&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHEH || Eindhoven Airport || Netherlands || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=5.51885&amp;amp;lat=52.45717&amp;amp;z=13 EHLE] || [[Lelystad Airport]] || Netherlands || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHVK || [[Volkel Air Base]] || Netherlands || Europe || Shelters and detailed airport layout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EIDW || [[Dublin Airport]] || Ireland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=6.11017&amp;amp;lat=62.56037&amp;amp;z=13 ENAL] || Ålesund Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=6.10949&amp;amp;lat=61.83027&amp;amp;z=13 ENSD] || Sandane Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENVA || Trondheim Værnes Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESGP || Göteborg Airport || Sweden || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-106.60912&amp;amp;lat=35.04021&amp;amp;z=13 KABQ] || Albuquerque Sunport Airport, NM || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-84.42809&amp;amp;lat=33.63672&amp;amp;z=13 KATL] || [[Hartsfield - Jackson Atlanta International Airport]], GA || USA || America || Terminal modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.4629595&amp;amp;lat=41.0421187&amp;amp;z=13 KAKR] || [[Akron-Fulton International Airport]], OH || USA || America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.43676804&amp;amp;lat=40.91510112&amp;amp;z=13 KCAK] || Akron-Canton Regional Airport, OH || USA || America ||  Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KAUS || Austin-Bergstrom Airport, TX || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KBOS || Boston Logan || USA || America || Fully modeled, plus unique buildings downtown &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFNT || Bishop Intl, MI || USA || America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-76.66833&amp;amp;lat=39.17535&amp;amp;z=13 KBWI] || Baltimore-Washington International, MD || USA || America || Terminal modeled with jetways, parking garage, support buildings and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lat=37.9858289&amp;amp;lon=-122.05529346000002&amp;amp;z=15 KCCR] || Buchanan Field Airport, Concord, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-76.92254&amp;amp;lat=38.98062&amp;amp;z=13 KCGS] || College Park Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KCVG || Cincinnati/Northern Kentucky International Airport, KY || USA || America || Terminals, Concourses, Towers, Signs, DHL Hub, and Other Buildings (Almost Fully Modeled)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDCA || Reagan National Airport, VA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-104.67318&amp;amp;lat=39.86166&amp;amp;z=13 KDEN] || [[Denver_International_Airport|Denver Airport, CO]] || USA || America || One terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDTW || Detroit Metropolitan Wayne County Airport, MI || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KEQY || Charlotte-Monroe Executive Airport, NC || USA || America || Some buildings and aircraft using shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFHR || Friday Harbor Airport, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KIND || Indianapolis Airport, IN || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-90.07589&amp;amp;lat=32.31118&amp;amp;z=13 KJAN] || Jackson-Evers Airport, MS || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KJFK || [[John F. Kennedy International Airport]], NY || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLAS || Las Vegas McCarran Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-118.40809&amp;amp;lat=33.9425&amp;amp;z=13 KLAX] || [[Los Angeles International Airport]], CA || USA|| America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLSV || [[Nellis Air Force Base]], NV || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-109.4667&amp;amp;lat=47.04924&amp;amp;z=13 KLWT] || Lewistown Municipal Airport, MT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMCI || Kansas City Airport, MO || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMPI || Mariposa-Yosemite Airport, CA || USA || America || Hangars and FBO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMTN || Martin State Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-117.69181&amp;amp;lat=35.68565&amp;amp;z=13 KNID] || China Lake Naval Air Weapons Station, CA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.04918&amp;amp;lat=37.4162&amp;amp;z=13 KNUQ] || Moffett Federal Airfield, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.22062&amp;amp;lat=37.7214&amp;amp;z=13 KOAK] || [[Oakland International Airport]], CA || USA || America || Realistic terminal, currently undergoing maintenance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KORD || Chicago [[O'Hare International Airport]], IL || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-88.55704&amp;amp;lat=43.98436&amp;amp;z=13 KOSH] || Wittman Regional Airport, Oshkosh, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-75.12398&amp;amp;lat=38.31045&amp;amp;z=13 KOXB] || Ocean City Municipal Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.59751&amp;amp;lat=45.58871&amp;amp;z=13 KPDX] || Portland Airport, OR || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KPHX || Phoenix Sky Harbor Airport, AZ || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KRNO || Reno/Tahoe Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSEA || [[Seattle-Tacoma International Airport]], WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-122.3749&amp;amp;lat=37.61897&amp;amp;z=13 KSFO] || [[San Francisco International Airport]], CA || USA || America || FlightGear's default airport, terminal buildings, airport lights and airport train.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSLC || Salt Lake City International Airport, UT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lat=33.80112251&amp;amp;lon=-118.34134126&amp;amp;z=15 KTOA] || Zamperini Field, Torrance, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KXTA || Edwards Airforce Base Detachment 3 (Homey Airport, or Area 51), NV || USA || America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KVUO || Pearson Field Airport, Vancouver, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LDSP || Split Airport || Croatia || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEBB || Bilbao || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEMD || Madrid - Barajas || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.19889&amp;amp;lat=47.32611&amp;amp;z=13 LFEA] || Belle-Ile || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.10167&amp;amp;lat=47.48139&amp;amp;z=13 LFEQ]  || Quiberon || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.66479&amp;amp;lat=48.05247&amp;amp;z=13 LFES] || Guiscriff Scaër || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.35465&amp;amp;lat=49.04626&amp;amp;z=13 LFFE] || Enghien Moisselles Airfield || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=4.8264&amp;amp;lat=45.25226&amp;amp;z=13 LFLR] || Saint Rambert d'Albon Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;z=13 LFMA] || Aix - Les Milles Airfield || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=0.08816&amp;amp;lat=49.53404&amp;amp;z=13 LFOH] || Le Havre Octeville Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=5.36736&amp;amp;lat=43.50499&amp;amp;z=13 LFPG] || Charles de Gaulle International Airport || France || Europe || Fully modeled, very detailed, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.60632&amp;amp;lat=48.89629&amp;amp;z=13 LFPH] || Chelles Le Pin Airport || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.622793&amp;amp;lat=48.822237&amp;amp;z=13 LFPL] || Lognes Emerainville Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.359443&amp;amp;lat=48.72551&amp;amp;z=13 LFPO] || Paris-Orly Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=2.073197&amp;amp;lat=48.810622&amp;amp;z=13 LFPZ] || St-Cyr-l’École Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.41785&amp;amp;lat=48.44413&amp;amp;z=13 LFRB] || Brest Bretagne Airport || France || Europe || Modeled airport with static models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;z=13 LFRL] || Lanvéoc Naval Air Base || France || Europe || Airport fitted with shared models (for helos and training)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;z=13 LFRJ] || [[Landivisiau Naval Air Base]] || France || Europe || Modeled airport with arresting cables and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-4.167981&amp;amp;lat=47.97553&amp;amp;z=13 LFRQ] || Quimper || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.816762&amp;amp;lat=48.601247&amp;amp;z=13 LFRU] || Morlaix || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-2.736754&amp;amp;lat=47.717558&amp;amp;z=13 LFRV] || Vannes || France || Europe || Airport fitted with shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.439579&amp;amp;lat=47.760964&amp;amp;z=13  LFRH] || Lorient - Bretagne Sud || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-3.439579&amp;amp;lat=47.760964&amp;amp;z=13 LFSB] || [[EuroAirport Basel-Mulhouse-Freiburg|Basel Mulhouse]] || Switzerland || Europe || Nice modelling of terminal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILN || Venegono Airport || Italy || Europe || Developed airport&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILQ || Massa Cinquale Airport || Italy || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILV || Valbrembo Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMC || Milano-Malpensa Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=9.70741&amp;amp;lat=45.66952&amp;amp;z=13 LIME] || [[Orio al Serio Airport]], Bergamo || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=9.27521&amp;amp;lat=45.44776&amp;amp;z=13 LIML] || [[LIML|Milano-Linate Airport]] || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=7.36789&amp;amp;lat=45.73857&amp;amp;z=13 LIMW] || Aosta Airport || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIPA || [[Aviano Air Base]] || Italy || Europe || USAF military base, fitted with shared models.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIPS || Aeroporto di Istrana || Italy || Europe || ItAF military base, fitted with shared models.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=14.26&amp;amp;lat=50.100833&amp;amp;z=13 LKPR] || [[Václav Havel Airport Prague]] (Ruzyne) || Czech Republic || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=11.34397&amp;amp;lat=47.26023&amp;amp;z=13 LOWI] || [[Innsbruck Airport]] || Austria || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LROP || Bucharest Otopeni || Romania || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGG || Geneve (Cointrin) Airport || Switzerland || Europe || Fully modelled. OSM2city available on https://github.com/FGMEMBERS-SCENERY/LSGG-fg-CustomScenery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGS || Sion Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSZB || Bern-Belp Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANC || Ted Stevens Anchorage International Airport || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=136.80541&amp;amp;lat=34.85841&amp;amp;z=13 RJGG] || [[Chūbu Centrair International Airport]] || Japan || Asia || Detailed airport buildings, taxiway layout and customized terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=139.78114&amp;amp;lat=35.5533&amp;amp;z=13 RJTT] || [[Tokyo Haneda International Airport]] || Japan || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=126.45051&amp;amp;lat=37.46909&amp;amp;z=13 RKSI] || Seoul Incheon Airport || South Korea || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=121.01349&amp;amp;lat=14.51024&amp;amp;z=13 RPLL] || Manila Aquino Airport || Philippines || Asia || Tower and three large terminals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| SAEZ || Aeropuerto Internacional Ministro Pistarini || Argentina || America || Several static buildings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[SVMI]] || Aeropuerto Internacional Simon Bolivar || Venezuela || America || Several static buildings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| TAPA || V.C. Bird Intl Airport || Antigua and Barbuda || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TDPD || Melville Hall Airport || Dominica || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFF || Martinique Aimé Césaire International Airport || Martinique, France || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFG || Grand Case Airport || St. Maarten, Netherlands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TIST || Cyril E. King Airport || US Virgin Islands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TJSJ || Luis Muñoz Marín International Airport || Puerto Rico || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TKPK || Robert L. Bradshaw International Airport || St. Kitts || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCM || [[Princess Juliana International Airport]] || St. Maarten, Netherlands || America || Fully modeled, customized terrain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCS || Juancho E. Yrausquin Airport || Saba || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TQPF || Clayton J. Lloyd International Airport || Anguilla || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-49.17201&amp;amp;lat=-25.53101&amp;amp;z=13 SBCT] || Afonso Pena International Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-46.65768&amp;amp;lat=-23.62558&amp;amp;z=13 SBSP] || Congonhas Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-46.46864&amp;amp;lat=-23.43351&amp;amp;z=13 SBGR] || Guarulhos International Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-48.54304&amp;amp;lat=-27.6685&amp;amp;z=13 SBFL] || Hercílio Luiz International Airport || Brazil || South America || 3D fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKRG || Jose Maria Cordoba International Airport, Rionegro, Antioquia || Colombia || South America || Fully modelled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIDP || Indira Gandhi International Airport || India || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=89.42272&amp;amp;lat=27.39994&amp;amp;z=13 VQPR] || [[Paro Airport]] || Bhutan || Asia || Terminal, buildings, reference points and other POIs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=91.50917&amp;amp;lat=27.25961&amp;amp;z=13 VQ10] || [[Yongphulla Airport]] || Bhutan || Asia || Terminal, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=113.9183&amp;amp;lat=22.308&amp;amp;z=13 VHHH] || Hong Kong International Airport || China || Asia || Terminals, control towers, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.41707414&amp;amp;lat=41.15689289&amp;amp;z=13 1G3] || Kent State University Airfield, OH || USA || America || &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.76281774&amp;amp;lat=41.13448335&amp;amp;z=13 1G5] || [[Medina Municipal Airport]], OH || USA || America || &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-81.24620281&amp;amp;lat=41.20973295&amp;amp;z=13 29G] || Portage Co, OH || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-90.13769&amp;amp;lat=43.83872&amp;amp;z=13 82C] || Mauston-New Lisbon Union Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-89.02545&amp;amp;lat=44.50485&amp;amp;z=13 68C] || Iola Central County Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-123.00815977&amp;amp;lat=43.93009927&amp;amp;z=13 77S] || Hobby Field, Creswell, OR || USA || America || Nearly complete: Hangars (one accidently missing), fuel pump, GA aircraft, cars, trees, bushes (shared models)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [https://scenery.flightgear.org/map/?lon=-52.7525&amp;amp;lat=47.618611&amp;amp;z=13 CYYT] || St. John's International Airport || Canada || America || Convert from [https://gateway.x-plane.com/scenery/page/CYYT X-Plane Scenery Pack] that was released under the GNU General Public License.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Authors ==&lt;br /&gt;
&lt;br /&gt;
Airports by HerbyW in Yakutia, Irkutsk and Krasnoyarsk:&lt;br /&gt;
UIBB UEEE UEST UEMS UEBN UEBT UEWD UEMA UERR UEMT UEEA UEMU UIII UITT UEBB UEVV UENW UEMO UERL UERT UEMH UERO UERP UNAA UIUN UENN UIBV UNCC UEMJ&lt;br /&gt;
&lt;br /&gt;
Airports by D-ABBA:&lt;br /&gt;
EDXW,EDFE,EDGS,EDFQ,EDFH,EDFL,EDFO,ED03&lt;br /&gt;
&lt;br /&gt;
Airports by [[User:Laserman]]:&lt;br /&gt;
EDDG,EDLM,EDLB,EDLK,EDLN,EDLV,EDLW,LJLJ,LJAJ,LJSG,LJCE,LJPZ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://iveze.nl/fgmap/ Builtup airports in Flightgear] – Interactive world map by KL-666. ''See also related forum topic [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=23613 Map of airports with buildings in terrasync].''&lt;br /&gt;
&lt;br /&gt;
{{Suggested}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Airports]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_787-8_Dreamliner&amp;diff=90232</id>
		<title>Boeing 787-8 Dreamliner</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_787-8_Dreamliner&amp;diff=90232"/>
		<updated>2015-11-29T03:26:18Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Downloading the 787-8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready       = aircraftmonth&lt;br /&gt;
|image       = Boeing-787-8-splash.png&lt;br /&gt;
|name        = Boeing 787-8 Dreamliner&lt;br /&gt;
|type        = Airliner&lt;br /&gt;
|livery      = Default: BOE, ANA, MIA ; The UVMap has not changed, so the old 787-8's liveries can also be used.&lt;br /&gt;
|liverydbid  = 11&lt;br /&gt;
|fdm         = JSBSim&lt;br /&gt;
|status      = In Development&lt;br /&gt;
|authors     = Omega95, Redneck, Awexome, Bicyus, ScottH1, Hooray, Zan, NickyIvyCA, Jentron, Thorsten, OT-666, Tikibar and Joshua Wilson (See Authors.txt for more info)&lt;br /&gt;
|fgname      = 787-8&lt;br /&gt;
|status-fdm = 4&lt;br /&gt;
|status-systems = 5&lt;br /&gt;
|status-cockpit = 4&lt;br /&gt;
|status-model = 4&lt;br /&gt;
|download    = http://wiki.flightgear.org/Boeing_787-8_Dreamliner#Downloading_the_787-8&lt;br /&gt;
|development = http://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=15333&lt;br /&gt;
}}&lt;br /&gt;
The '''Boeing 787-8 Dreamliner''' project was aimed at improving the systems and [[cockpit]] of the [[Boeing 787|old Boeing 787]]. Initially undertaken by Omega95 and Redneck, the project led to a major overhaul and redevelopment of the predecessor model, with only the main aircraft model and liveries yet to be modified. An interesting change and key feature of the new model is the impementation of a new [[Flight Dynamics Model]] based on the [[JSBSim]]. This was created using much data from [http://www.lissys.demon.co.uk/samp1/desmis.html -- the Piano tool]. Other interesting new features include the development of a 'cool' glass cockpit with highly detailed Boeing 787-8 instruments; and many advanced systems such as the Hydraulics, Pneumatics, Heating, Fuel System and Fly-By-Wire functionality.&lt;br /&gt;
&lt;br /&gt;
The first trace of the project on the forum was from the development of the Boeing 787-8's CDU and since then, it has turned into a community project. A lot of developers and forum users have contributed to make this successful. Another key feature is that whenever findings or innovations have been made, they have gone on to the forum and soon, a lot of wiki HowTo tutorials have been created so that these may help other developers too.&lt;br /&gt;
&lt;br /&gt;
=Innovations=&lt;br /&gt;
&lt;br /&gt;
==New Control Display Unit==&lt;br /&gt;
[[File:Omega95-cdu-boeing-787-8.jpeg|300px|thumb|Boeing 787-8 Dreamliner Control Display Unit]]&lt;br /&gt;
&lt;br /&gt;
A new [[Control Display Unit]] (CDU) specifically built for the Boeing 787-8 replaces the generic Boeing CDU and lets you control many of the configurations and settings on the aircraft like VNAV Cruise Settings, the flight plan (with VNAV altitudes,jump to, activate and remove features), Fly-By-Wire Configuration, Departure/Arrival Settings, Electronic Flight Bag (EFB) input etc.&lt;br /&gt;
&lt;br /&gt;
The forum topic for the Boeing 787-8 CDU development can be found in [http://forum.flightgear.org/viewtopic.php?f=18&amp;amp;t=15082 this forum topic].&lt;br /&gt;
&lt;br /&gt;
'''Functions Accessible through the Control Display Unit:'''&lt;br /&gt;
*Electronic Flight Bag Input&lt;br /&gt;
*Fly-by-wire Configuration&lt;br /&gt;
*Vertical Navigation Configuration&lt;br /&gt;
*Flight(plan) Management Computer&lt;br /&gt;
*Automatic Hold Configuration&lt;br /&gt;
*Set Terminal Procedures&lt;br /&gt;
*Flight Logging System&lt;br /&gt;
*Take-off and Approach Reference Speeds (keeps calculation according to weight)&lt;br /&gt;
&lt;br /&gt;
==Vertical Situation Display==&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-vsd-instrument.jpeg|300px|thumb|Boeing 787-8 Vertical Situation Display]]&lt;br /&gt;
&lt;br /&gt;
A Vertical Situation Display [http://hoeprr.home.xs4all.nl/DreamHC/Download/B737_VSD_Briefing.pdf] is an instrument, part of the Navigational Display (on the MFDs) that show the aircraft's Vertical Navigation Altitudes, Vertical Profile and projects the terrain in front of you. In the Boeing 787-8, it shows approaching terrain for up to 50 miles and also color codes the terrain regions on the basis of danger (red - increase altitude immediately; orange/yellow - advisory; white - safe). The view the Vertical Situation Display, go to the NAV page on any of the MFDs. Note that the VSD is not available on the full-screen ND (NAV page on 2 adjacent MFDs). The VSD is uses a series of Nasal and XML files (which some core developers make like to call 'Hacks') to get functionality of hard coded instruments.&lt;br /&gt;
&lt;br /&gt;
The forum topic for the Vertical Situation Display Development can be found here. [http://forum.flightgear.org/viewtopic.php?f=30&amp;amp;t=15200]&lt;br /&gt;
Hooray is also working on a Wiki HowTo on implementing the VSD in nasal. [[Howto: Implement a Vertical Situation Display in Nasal]]&lt;br /&gt;
&lt;br /&gt;
==New Navigation Display==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 features a new Navigation Display (ND) which features the ability to plot the waypoints and connect them, like in the real ND. [[User:zakalawe]] has been working on a hard coded version of such a display but as we didn't get it at the time, we designed this instrument completely with nasal and XML interactions. Another feature on the Boeing 787-8 is the ability to show a larger Navigation display when both pages are set to NAV on the co-pilot's side MFDs. The larger full screen MFD shows more waypoints and the range can be adjusted between 1 nautical mile and 250 nautical miles. It also shows the airport diagram of the nearest airport positioned and rotated in the right configuration and can be seen better when the range is less than 10 nautical miles.&lt;br /&gt;
&lt;br /&gt;
Another feature of the Boeing 787-8's Navigation Display is a very functional TCAS (Traffic Alert and Collision Avoidance System) which has also been designed completely in Nasal and XML and does not require wxradar to work.&lt;br /&gt;
&lt;br /&gt;
==Electronic Flight Bag==&lt;br /&gt;
Please also see [[Canvas EFB Framework]]&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-efb-787.jpeg|300px|thumb|Boeing 787-8 Dreamliner Electronic Flight Bag]]&lt;br /&gt;
&lt;br /&gt;
The Electronic Flight Bag (EFB) as the name says is like an electronic database of handy documents and charts. The Electronic Flight Bag on board the Boeing 787-8 can calculate the required amount of fuel for your flight, show any airport's (you can search using the EFB INPUT page on the CDU) information, like elevation, metar and runway information like heading, length, ILS frequency), connect to Virtual Star Alliance's Automatic PIREP System for more functionality, connect to Redneck's FGFSCopilot for logging, show the GPS settings (your position on the world map, course and true headings to your next way-point and distance to your next waypoint. It also has realistic checklists for every phase of the flight, and an operating manual explaining basic maneuvers. You can also &amp;quot;INSTALL&amp;quot; airport diagrams and charts into the '/787-8/EFB-DB' folder which allows you to view them on the CDU (searchable using the EFB INPUT page on the CDU).&lt;br /&gt;
&lt;br /&gt;
===Quick Guide to install and view airport Diagrams===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Download diagrams from any source, convert them to *.jpg format and rename them '&amp;lt;icao&amp;gt;.jpg'. Then, place them in the EFB-DB folder. Then, use the 'EFB INPUT' page on the CDU to enter the airport ICAO and it displays the diagram on the EFB.&lt;br /&gt;
&lt;br /&gt;
===Quick Guide to install and view SIDs, STARs and IAPs===&lt;br /&gt;
&lt;br /&gt;
* Download the chart you need from any source (I use http://www.airnav.com for US charts and http://www.opennav.com for others), and convert the chart to *.jpg format. (if it's pdf, a good idea is to open it in full view and take a screenshot :wink: )&lt;br /&gt;
* If the airport and chart type folder doesn't yet exist inside the EFB-DB/Charts folder, create them like (for example I want to install the 25L-ILS IAP chart for KLAX) /EFB-DB/Charts/KLAX/IAP/&lt;br /&gt;
*  Now, rename your *.jpg file to the chart name (eg. 25L-ILS.jpg) and place it inside the '/EFB-DB/Charts/KLAX/IAP/' folder.&lt;br /&gt;
* Now, open the /EFB-DB/ChartsList.xml file and add in your chart data (use the older charts' data for the format)&lt;br /&gt;
* Start up the 787, go to the 'Airport Charts' page on the EFB, go to the 'EFB INPUT' page on the CDU and&lt;br /&gt;
** Enter the Airport ICAO and press on the button next to 'Airport ICAO (Enter)' label (or the space under it on the touch-screen CDU)&lt;br /&gt;
** Click on the button next to the 'Chart Type (Select)' label to cycle through SID, STAR and IAP&lt;br /&gt;
** Click on the button next to the 'Chart ID (select)' label to cycle through available charts.&lt;br /&gt;
** Now, hit the 'DISPLAY &amp;gt;' button on the CDU and look at the EFB to see your chart.&lt;br /&gt;
&lt;br /&gt;
Note that for some charts, the orientation may be land-scape and not portrait. But to overcome that, I've put a 'ROTATE' option on the EFB which rotates the chart when you click it. &lt;br /&gt;
&lt;br /&gt;
''The Above has been taken from the forum topic.''&lt;br /&gt;
&lt;br /&gt;
===''Third-Party'' EFB Software===&lt;br /&gt;
&lt;br /&gt;
The Electronic Flight Bag is also meant to provide and interface third-party and/or operating airline softwares. These are not present in the Flight Management Computer by default but we're working on a couple of ''softwares'' for the EFB. This is not ''unrealistic'' because this is one of the main purposes of the Electronic Flight Bag. Here're the ''softwares'' we're working on for the EFB.&lt;br /&gt;
&lt;br /&gt;
====FGFSCopilot Logger====&lt;br /&gt;
&lt;br /&gt;
The [[FGFSCopilot]] is a java program that can do almost everything required from taking off till landing the plane at your destination. The Boeing 787-8 has an FGFSCopilot Log page in the EFB which shows it's connection status and every log message the FGFSCopilot sends to FlightGear.&lt;br /&gt;
&lt;br /&gt;
====VNAV Automatic Altitudes Generator====&lt;br /&gt;
&lt;br /&gt;
The VNAV AutoGen is a third party software on the EFB that automatically calculates ideal vnav altitudes for the active route. To use it, simply create/load a flightplan, copy it to the active route, go to the VNAV Altitudes Gen page on the EFB and click on ''AUTOGEN &amp;gt;''. That would generate altitudes for you which're displayed on the EFB. You can scroll through the waypoints using ''SCROLL UP &amp;gt;'' and ''SCROLL DOWN &amp;gt;''. Finally, if you're happy with the automatically generated altitudes, click on ''COPY TO RTE &amp;gt;'' to move them to the active route.&lt;br /&gt;
&lt;br /&gt;
==Fly-By-Wire System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner is FlightGear's first Airliner to feature a complete Fly-by-wire system. The idea behind this fly-by-wire is to get it the pilot's controls (/fdm/jsbsim/fcs/x-cmd-norm : where x can be aileron, rudder or elevator) and work with it and give out another output property (/fdm/jsbsim/fcs/x-fbw-output) which is read by the FDM and control surface animators. The throttles don't have a chain such as the other surfaces so that the pilot can easily override the fly-by-wire (one of Boeing's &amp;quot;philosophies&amp;quot;). At this stage, the fly-by-wire can protect the aircraft from extreme bank angles (flight envelope protection- roll) where the bank angle limit can be set by the pilot in the CDU's 'FBW CONFIG' page, protect the aircraft from extreme alpha angles (flight envelope protection- alpha), calculate the throttle required and set it accordingly to maintain profile on turns, reduce throttle to stay under limits and finally auto-stabilize the plane and maintain the current profile when the yoke is brought back to the center. The Fly-by-wire also dampens the control to prevent any sudden motion. Fly-by-wire can be toggled from the CDU's 'FBW CONFIG' page.&lt;br /&gt;
&lt;br /&gt;
NOTE : To be able to activate alpha-protection, roll-protection and auto-stabilizer, you need to be atleast higher than 3500 feet. This is so that the fly-by-wire doesn't interrupt your approach. &lt;br /&gt;
&lt;br /&gt;
We've also created a tutorial which shows how you can implement the fly-by-wire we wrote for your aircraft : [[Howto: Implement a Fly-By-Wire System for Airliners]]&lt;br /&gt;
&lt;br /&gt;
==Automatic Vertical Navigation==&lt;br /&gt;
&lt;br /&gt;
I've seen a lot of wiki pages on aircraft autopilot and always noticed that next to 'VNAV -' the author writes either he doesn't know what it is, or it doesn't do anything or he hasn't tested it yet. Well, for a change, here I'm telling you what the VNAV does.&lt;br /&gt;
&lt;br /&gt;
We have designed the autopilot route manager in the CDU to be able to accept VNAV altitudes for each (or whichever you want) waypoint. On the Dialog Route Manager, enter your waypoint in the format 'WP@ALT' for example, 'KSFO@9000'. So let's say you have different altitudes according to your SID/STAR/IAP till cruise altitude and then different altitudes for your waypoints when you land. Let's assume your flight plan to be:&lt;br /&gt;
DEP, WP1@3500, WP2@10000, WP3@18000, WP4@26000, WP5, WP6, WP7, WP8, WP9, WP10, WP11@20000, WP12@12000, WP13@8500, WP14@4000, DEST&lt;br /&gt;
&lt;br /&gt;
You doesn't have to enter altitudes for WP5 to WP10 because you'll start cruising at WP5 (say you want to cruise FL360 aka. 36000 ft) and stay at 36000 ft till WP10. That means WP11 will be your 'End Cruise' Waypoint, where you aim at when you're out of the cruise.&lt;br /&gt;
&lt;br /&gt;
To set cruise settings, go to the CDU's 'VNAV' page and enter cruise altitude in the respective area. Then enter your cruise start altitude (in this case, WP5) and cruise end altitude (in this case, WP11) in their respective places (there're labels).&lt;br /&gt;
&lt;br /&gt;
Once you're ready, finish other checklists, take off and turn on 'LNAV' and 'VNAV' on the Autopilot. The VNAV is designed to automatically calculate the required/ideal climb/descent rate to get to your waypoint just in time. Out of all the tests we've conducted, the VNAV is VERY accurate at the moment.&lt;br /&gt;
&lt;br /&gt;
==Flight-plan Management System==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-fpm.jpeg|300px|thumb|Boeing 787-8 Flightplan Manager]]&lt;br /&gt;
&lt;br /&gt;
In the Feb 25th, 2012 git commit, a new flight-plan management system has been written for the Flight Management Computer(s). The new system, like the real one lets you put in 2 flight-plans (with altitudes), and an alternate airport. You can do everything that you can to the route manager on these 2 flightplans. Boeing likes to call them '''Primary Flightplan''' and '''Secondary Flightplan'''. Once you enter your primary and/or secondary flight-plan, the respective flight-plan's status will show ''READY'' on the flight-plan management page. Then, a new option, ''COPY TO RTE'' will appear under the respective flight-plan and on clicking that, that plan will be moved to the active route. To make any changes to the route, you can either make them to the flight-plan and copy them to the route again or simply work with the active route by clicking on the '''ACTIVE ROUTE''' option in the Flight-plan Management page. An alternate airport is recommended to be entered in the CDU so that in case there's a problem during flight, the plane can be automatically be diverted (by the FMC) without you having to do anything other than pressing the ''DIVERT'' option on the Flight-plan management page. Note that using the ''DIVERT'' button to divert to your alternate airport clears your active route and sets the aircraft on a direct flight to the Alternate Airport.&lt;br /&gt;
&lt;br /&gt;
==Automatic Holding Pattern==&lt;br /&gt;
&lt;br /&gt;
[[File:Boeing-787-8-auto-hold.jpeg|300px|thumb|Boeing 787-8 Automatic Holding as seen in the FlightGear Tracker]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 now features an automatic holding pattern system where you enter the hold fix/navaid, hold radial and hold leg time and the aircraft automatically, flies in a holding pattern there. (as described in real Instrument Flight Rules Rating Course (IFR) textbooks) This feature is still being developed at the moment and is not perfected, but it still does the basic thing for you.&lt;br /&gt;
&lt;br /&gt;
We have tested this feature from KIAH (George Bush Intercontinental Airport, Houston) holding at the VOR, LOA (LEONA VORTAC, about 70 miles north-west of KIAH) at a hold radial of 0, and hold leg time 120 seconds. We've been able to hold and re-trace the hold path every lap, but we get a strange shape due to the pid-controller. We're still working on it.&lt;br /&gt;
&lt;br /&gt;
==Traffic Alert and Collision Avoidance System==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-TCAS.jpeg|300px|thumb|Boeing 787-8 Dreamliner TCAS]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner (as of February 21st, 2012 on GIT) features a brand new TCAS (Traffic Alert and Collision Avoidance System) which has a capability of showing 30 Multiplayer aircraft and 20 AI Aircraft on it! Now, you won't have to complain about not seeing all aircraft on VATSIM ;) We're still working on increasing it's capability to 50 each multi-player and AI. &lt;br /&gt;
&lt;br /&gt;
The TCAS has 3 different symbols for each aircraft and 4 different color codes. Each aircrafts' callsign, altitude and true airspeed will also be written next to the sprite. &lt;br /&gt;
&lt;br /&gt;
*The '''Diamond Shaped''' Aircraft sprite shows that the aircraft is ''flying level''.&lt;br /&gt;
*The '''Box with Up Arrow''' shows that the aircraft is ''climbing''.&lt;br /&gt;
*The '''Box with Down Arrow''' shows that the aircraft is ''descending''.&lt;br /&gt;
&lt;br /&gt;
*A '''Cyan or Blue''' Colored Sprite shows that the aircraft is at a safe distance.&lt;br /&gt;
*A '''Yellow''' Colored sprite shows that you need to be aware of traffic nearby.&lt;br /&gt;
*A '''Orange''' Colored sprite shows that you need to either change altitude or course, consult ATC. It is an advisory.&lt;br /&gt;
*A '''Red''' Colored sprite shows that you are in danger and immediately need to follow the TCAS instructions.&lt;br /&gt;
&lt;br /&gt;
The TCAS is configured to sound voice alerts according to the situation. The TCAS voice alerts needs to be followed over the ATC's instruction if they contradict. The TCAS will alert you if you are in danger of collision with MP or AI Aircraft.&lt;br /&gt;
&lt;br /&gt;
''NOTE: The TCAS voice alerts have been confirmed working on FlightGear git (2.7, as of February 19th, 2012) but don't seem to work in FlightGear 2.4.''&lt;br /&gt;
&lt;br /&gt;
==Terrain Map and Weather Radar==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-terrain-map.jpeg|300px|thumb|Boeing 787-8 Dreamliner Terrain Map]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner (git version as of February 21st, 2012) features a terrain radar which creates a terrain map on the MFD when the Navigational Display is set to TERR mode (you can change the mode from the buttons on both sides of the Mode Control Panel). Click on WXR to view the WXRadar (Collins WXR-2100), TERR to view the Terrain Map and CLR to clear the ND. The weather radar is still under development and a working version is not available, but the terrain map uses a 'get little and interpolate' method to create smooth terrain mapping.&lt;br /&gt;
&lt;br /&gt;
==World Map and Flight Path Plotter==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-wmap.jpeg|300px|thumb|Boeing 787-8 Satellite Imaging]]&lt;br /&gt;
&lt;br /&gt;
Another option to put on the ND is the world map. It's not exactly a terrain map, but rather like satellite imaging. The plane is shown (it's zoomed in) on the map and the plane's path is marked with fading red dots. You can get your ND to show the satellite maps by pressing the WMAP button on the ND mode panel. Note that you can have any 1 of WXR, TERR or WMAP on and to remove them, press the 'CLR' button.&lt;br /&gt;
&lt;br /&gt;
==Airline Flight Management Computer==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-fmc.jpeg|300px|thumb|Boeing 787-8 Flight Management Computer - FLIGHT INFO]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner is an Airliner and we can't leave out some of the key features airline manufacturers put in their aircraft. There're 2 major sections in the Flight Management Computer (it's a part of the CDU) - the ROUTE and DEP/ARR. Both pages are accessed from the CDU(s). The Route is directly connected to the Route Manager and doesn't do anything 'special', but the DEP/ARR page lets you work with preset routes, SIDs, STARs, IAPs etc. You can enter the flight number (this is meant for virtual airlines: By default, Merlion's Boeing 787-8 Routes are included in the Database but I'll make a tutorial on how other airlines can put in their data) and be able to search for the flight information. If the airline has specified a Route and/or VNAV Altitudes and Configuration, you can load up those preset routes and altitudes by pressing the 'SET ROUTE &amp;gt;' menu. If a preset route doesn't exist, the FMS will generate a route automatically. A pilot does not have to worry about preset/generated routes. Another feature in the FMC is Scott Hamilton's LevelD-767 NAVDATA Parser, which gets SID/STAR/IAP Data and automatically puts them in the right place in the route manager for you to be able to fly them. This data can be managed from the PROCEDURES option in the DEP/ARR page.&lt;br /&gt;
&lt;br /&gt;
''A much more detailed tutorial of how to use preset routes and automatically set terminal procedures is available in the wiki sub-page: [[Boeing 787-8 Dreamliner: Flightplan and Procedures Tutorial]]''&lt;br /&gt;
&lt;br /&gt;
''We'll also be creating a video tutorial (Dreamliner Tutorial #6) on the Flight Management Computer.''&lt;br /&gt;
&lt;br /&gt;
===FMS Navigational and Terminal Procedures Data===&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner and the Airbus A380 (being developed by Scott Hamilton) uses Scott's Level-D 767 NAVDATA Parser to get Navigational Data and Terminal Procedures into the aircraft's Flight Management Computer (Flight Management System on the A380). The FMS Data can be downloaded as an extractable '''*.exe''' file from http://www.filestube.com/source.html?token=f6f36bf2e8d20ecb03ea but we also have FMS Data files for individual airports on Git with the Boeing 787-8 Project. Download specific Airport NavData XML files from the source tree of the ''git://gitorious.org/fg-boeing-787-8/fms-data.git'' repository. You can also download master as a '''*.tar.gz''' from https://gitorious.org/fg-boeing-787-8.&lt;br /&gt;
&lt;br /&gt;
By default, the 787-8 contains navigational data for the following airport - WSSS, YBBN, KLAX, KJFK, EGKK for testing purposes and as the Flight Management Computer Tutorial is a flight from KLAX to KJFK.&lt;br /&gt;
&lt;br /&gt;
== Work on the C++ front ==&lt;br /&gt;
The capabilities provided by this aircraft touch many parts of FlightGear, that will benefit from modifications to the C++ code, this is an attempt at documenting useful C++ work. Most of this should probably be posted to the issue tracker, too.&lt;br /&gt;
&lt;br /&gt;
===Camera/Video Surveillance Instrument===&lt;br /&gt;
&lt;br /&gt;
The Aircraft doesn't 'yet' have a camera/video surveillance instrument but the team is working on it. We are creating a Wiki [[Howto: Use a Camera View in an Instrument]] while working on it so our progress can help other aircraft developers. The basic idea is the render the camera view to texture and get flightgear to display it on the instrument. As this instrument includes work in C++, it will NOT be available in FlightGear 2.4.0 or 2.6.0, and not even git at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Creating a 2D drawing API ===&lt;br /&gt;
Also see [[Howto: Create a 2D drawing API for FlightGear]].&lt;br /&gt;
&lt;br /&gt;
=== Increasing the range of geodinfo() ===&lt;br /&gt;
&lt;br /&gt;
Fix geodinfo() so that it may provide access to tiles not yet loaded, i.e. tiles that are not &amp;quot;visible&amp;quot; (which is the limiting factor currently). This will also be useful for the local weather system and probably a number of related scripts. &lt;br /&gt;
&lt;br /&gt;
{{cquote|The tile manager is capable of satisfying multiple requests. Anyone can give it a position, range and a timeout. It will then try to load all tiles in the range specified. And it will stop loading them after the timeout - unless you have updated the request with a new timeout. So you could tell it every 5 seconds that you're interested in a certain area around the aircraft, and use a timeout of 5,01 seconds. A matter of memory and loading speed though.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg33348.html |title=Future Weather System |last=Brehm |first=Thorsten |work=FlightGear-devel mailinglist |date 1 August 2011}}&amp;lt;/ref&amp;gt;|Thorsten Brehm}}&lt;br /&gt;
&lt;br /&gt;
=Glass Cockpit=&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-cockpit.jpeg|300px|thumb|Boeing 787-8 Glass Cockpit]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner has a very complete and realistic modern glass cockpit based of the real Boeing 787-8 cockpit. Almost all of the instruments (excl. Weather radar which is currently coming up, and the voice comm.) are functional and work like the real thing. Multiple views have been created (like the OHP, CDU, EFB, Full Cockpit Views) so that pilots can easily work on different parts without looking away and adjusting view position. &lt;br /&gt;
&lt;br /&gt;
That's all I can say about the cockpit now... You better test it out to judge it.&lt;br /&gt;
&lt;br /&gt;
=Systems Overview=&lt;br /&gt;
&lt;br /&gt;
==Electrical System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner uses a modified version of Syd Adam's Jet Electrical System. Backup Generators have been added, a Ram Air Turbine Generator has been implemented and the APU loop has been modified. There are 5 major power sources available are:&lt;br /&gt;
* Engine Generators (L1 and R1 are main generators and L2 and R2 are backup)&lt;br /&gt;
* Battery&lt;br /&gt;
* Primary and Secondary External Power&lt;br /&gt;
* APU Generators (Auxiliary Power Unit must be started and running for the APU Generators to provide power)&lt;br /&gt;
* Ram Air Turbine (used in case of dual engine failures to provide just enough power for Central Hydraulic Systems (C1 and C2) and Instruments.&lt;br /&gt;
&lt;br /&gt;
To Understand the Electrical System better, take a look at the 'ELEC' page on any of the MFDs on board.&lt;br /&gt;
&lt;br /&gt;
==Hydraulic System==&lt;br /&gt;
&lt;br /&gt;
The Hydraulic System on-board is very advanced and does the job it's supposed to do.&lt;br /&gt;
There are 3 basic Hydraulic Systems - Left Engine Hydraulics, Right Engine Hydraulics and Central Electrical Hydraulics. Both Left and Right Engine Hydraulic Systems are pressurized by Engine pumps which require the engines to be running. These pumps pressurize the L and R systems that are connected to the flaps, spoilers, brakes and landing gears. Therefore, you need atleast 1 of the 2 Engine pumps to be running to be able to use these. But, the landing gear has an 'alternate gravity drop system' which you can use to get your gear down in case of a hydraulic failure.&lt;br /&gt;
The Central System has 2 electric pumps that control pressure to the hydraulic system that controls the ailerons, rudder and elevators. Only 1 of the 2 pumps have to be turned on at a time, and the other can be used as backup in case of a failure. The hydraulic pumps can overheat and fault if not adequately cooled, refer to the 'Pneumatics and Air Conditioning System' for more information on this.&lt;br /&gt;
&lt;br /&gt;
To Understand the Hydraulic System better, take a look at the 'HYD' page on any of the MFDs on board.&lt;br /&gt;
&lt;br /&gt;
==Pneumatic System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8's pneumatic and Air-conditioning system controls bleed and flow of air through packs (and trim) which are then used to cool the equipment on board. The pneumatic system is pretty simple, you have 2 packs, 2 trim air controls, a gasper, and engines and APU bleed. The 787's systems automatically control bleed according to what is required and available, but you'll have to control the trim and packs. Equipment Cooling is an option on the Pneumatics panel which passes cool air into the hydraulic and fuel pumps to prevent them from overheating. When a pump overheats, you get a warning and if you do not either turn it off or switch on equipment cooling, the pump can fault. The 'PNEU' page on the MFDs show you more information on equipment temperatures and Pneumatic settings.&lt;br /&gt;
&lt;br /&gt;
==Fuel Control System==&lt;br /&gt;
&lt;br /&gt;
The Fuel Control System let's you control the 7 fuel pumps on board the 787-8 Dreamliner (2 Left Tank Pumps, 2 Central Tank Pumps, 2 Right Tank Pumps and a Crossfeed pump). The left tank and central tank pumps pump fuel from these tanks to the left engine, while the right tank and central tank pumps pump fuel from these tanks to the right engine. In case of a fuel imbalance, you can turn on the crossfeed pumps to transfer fuel from the tank with excess fuel to the one with low fuel. &lt;br /&gt;
&lt;br /&gt;
===Fuel Jettison===&lt;br /&gt;
&lt;br /&gt;
The Aircraft has a complete fuel jettison system where you can select which wing nozzle to jettison from, arm jettison and use a knob to define the dump rate. If the Left Nozzle is activated and Fuel Jettison is armed, you dump fuel from the left and central tanks, and the same for the right nozzle. Note that the 787 will NOT let you dump fuel if you have less than a critical value.&lt;br /&gt;
&lt;br /&gt;
==Heating System==&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-window-heating.jpeg|300px|thumb|Ice starts building up on the windows if temperature is sub-zero and window heating is turned off.]]&lt;br /&gt;
&lt;br /&gt;
The Heating System on board controls 4 different heating equipment. First of all, let's get into &amp;quot;natural icing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Natural Icing at certain Conditions===&lt;br /&gt;
&lt;br /&gt;
If your TAT (Total Air Temperature) value is under 10, your wings, engines and wind shield can start picking up ice. Window Ice simply forms on the window and obstructs your view out of the cockpit. Whereas, wing ice actually affects your lift and drag in the FDM! As for engine ice, if you have extremely high amounts of ice, the engines can fault and you might have to cool and then restart them.&lt;br /&gt;
&lt;br /&gt;
Note that Engine surges are NOT due to ice build up. If you get an engine surge while flying, you might either be flying over Vne, or in extreme weather conditions with N1 above safe limit in those conditions.&lt;br /&gt;
&lt;br /&gt;
===The Aircraft's way of Taking care of Ice===&lt;br /&gt;
&lt;br /&gt;
The '''Window Heating''' switches on the overhead panel enables a heater to start melting the ice on the windshield letting you see outside clearly.&lt;br /&gt;
&lt;br /&gt;
The '''Anti-Ice''' knobs (2 engine knobs and a wing anti-ice knob) let you control the heating equipment on the respective areas. &lt;br /&gt;
&lt;br /&gt;
The 'HEAT' page on the MFD should have more information on the Heating Systems.&lt;br /&gt;
&lt;br /&gt;
==Gear System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 dreamliner has 3 retractable gear units, the nose gear has 2 tires, and the main landing gears have 4 each in a square layout. The gear system manages gear compression and failures (stuck, tires burst and break off) on the basis of airspeed, wow and compression.&lt;br /&gt;
&lt;br /&gt;
The gears system can be monitored from the 'GEAR' page on the MFD(s).&lt;br /&gt;
&lt;br /&gt;
==Ground Service Controls==&lt;br /&gt;
&lt;br /&gt;
[[File:787-ground.jpeg|300px|thumb|Boeing 787-8 Ground Service Controls]]&lt;br /&gt;
&lt;br /&gt;
[[File:787-ground_1.jpeg|300px|thumb|Boeing 787-8 Ground Services (Right)]]&lt;br /&gt;
&lt;br /&gt;
[[File:787-ground_2.jpeg|300px|thumb|Boeing 787-8 Ground Services (Left)]]&lt;br /&gt;
&lt;br /&gt;
===Fuel Truck===&lt;br /&gt;
&lt;br /&gt;
The fuel truck (MENU: Boeing 787-8 &amp;gt; Fuel Truck Controls) can be enabled/disabled and connected/disconnected from the aircraft's fuel value under the wing. You can enter an amount of fuel in the request fuel quantity input and ask the truck to re-fuel the aircraft to that quantity. You can also ask it to drain the fuel tanks.&lt;br /&gt;
&lt;br /&gt;
===De-icing Truck===&lt;br /&gt;
&lt;br /&gt;
The de-icing truck along with the other ground services can be controls from the ''Ground Services Controls'' menu (MENU: Boeing 787-8 &amp;gt; Ground Services Controls). The de-icing truck can be enabled/disabled and you can also de-icing the aircraft. The de-icing process includes the truck animations and actually de-icing the aircraft! &lt;br /&gt;
&lt;br /&gt;
===External Power Box===&lt;br /&gt;
&lt;br /&gt;
The External Power box is a stand-alone generator that provides external power to the aircraft. When enabled, it is connected to the external power socked under the aircraft's left wing. Note that this needs to be enabled so that you get external power. When you start FlightGear, the external power will be enabled by default.&lt;br /&gt;
&lt;br /&gt;
===Landing Gear Chokes===&lt;br /&gt;
&lt;br /&gt;
Landing Gear chokes are triangular prism shaped blocks that're placed in front of and behind the landing gears to prevent the aircraft from moving. These chokes will also prevent the aircraft from moving in FlightGear and are enabled by default on start up. Note that to get the aircraft moving, you need to remove the parking brakes and chokes.&lt;br /&gt;
&lt;br /&gt;
===Catering Truck===&lt;br /&gt;
&lt;br /&gt;
The catering truck can be enabled/disabled and toggled. The ''Toggle Catering'' option is to lift/lower the catering box and connect to the the R1 Door. It doesn't do anything else.&lt;br /&gt;
&lt;br /&gt;
===Baggage Ramp and Trailers===&lt;br /&gt;
&lt;br /&gt;
These're just models and don't do anything at the moment.&lt;br /&gt;
&lt;br /&gt;
==System Failure Simulation==&lt;br /&gt;
&lt;br /&gt;
[[File:787-failures.jpeg|300px|thumb|Boeing 787-8 Failure Simulator]]&lt;br /&gt;
&lt;br /&gt;
The aircraft has a built-in failure simulation dialog where you can get different systems to fail in different ways. The failure simulation dialog can do the following:&lt;br /&gt;
* Flame-out any of the engines&lt;br /&gt;
* Fail any of the engines&lt;br /&gt;
* Set any of the engines on fire&lt;br /&gt;
* Burst any of the Wheel Tyres&lt;br /&gt;
* Have a gear unit ''break-off''&lt;br /&gt;
* Stuck a gear unit in it's current position&lt;br /&gt;
* Fail individual hydraulic systems&lt;br /&gt;
* Overheat any of the hydraulic or fuel pumps&lt;br /&gt;
* Fault any of the hydraulic or fuel pumps&lt;br /&gt;
&lt;br /&gt;
Other general failures like Electrical, Static etc. have not been implemented in this dialog as they can already be controlled with FlightGear's Generic System Failures dialog.&lt;br /&gt;
&lt;br /&gt;
''NOTE: When you flame-out an engine, it can be restarted, but not in the case of a failure. Faults just means that the pump is too hot to function, but it can be restarted when cooled.''&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT!'''&lt;br /&gt;
*In case of an engine surge, (this cannot be toggled by user as it requires certain weather conditions and N1 to occur) immediately reduce throttle and get the N1 under 65%. If you're flying too fast, try to slow down and avoidance extreme weather (heavy rain and snow) would be a nice idea if you want to prevent surges.&lt;br /&gt;
*In case of an engine fire, pull the respective engine's fire extinguisher lever (it's right behind the throttle quadrant) and cutoff fuel to that engine. If the fire persists and you don't extinguish it, the engine may face an explosion and severe damage will be inflicted, leaving that engine unusable (basically, you can't restart it)&lt;br /&gt;
&lt;br /&gt;
=Virtual Copilot=&lt;br /&gt;
&lt;br /&gt;
Johan G posted in the Boeing 787-8 Dreamliner Forum Topic:&lt;br /&gt;
''I really see why there could be a real need to have a copilot along when &amp;quot;flying in&amp;quot; the aircraft during pilot conversion.''&lt;br /&gt;
&lt;br /&gt;
Basically, the systems are very complex that it might be difficult for just 1 person to control the plane and manage the systems. As an immediate solution, the virtual copilot can announce ref. speeds, control flap lever, control gear lever, control heating and pneumatics, set altimeter setting and engage thrust reverser's and spoilers on touchdown. You can select exactly what you want ''him'' to do in the Virtual Copilot Settings Dialog.&lt;br /&gt;
&lt;br /&gt;
On the other hand, we're working on a new advanced dual control system which allows the copilot to completely control the aircraft and see all instruments over multiplayer.&lt;br /&gt;
&lt;br /&gt;
=Downloading the 787-8=&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner is hosted in GIT and has been made into different kinds of releases so that users can download it according to what they need. In the Boeing 787-8's Git Project page [https://github.com/omega95-aircraft/fg-boeing-787-8], you can find 3 different Repositories:&lt;br /&gt;
&lt;br /&gt;
==fg-boeing-787-8-main==&lt;br /&gt;
&lt;br /&gt;
This is the main Aircraft repository on GitHub. It includes the bleeding edge version (''master'' branch), and different types of releases of the latest stable version (''stable_d'', ''stable_e'', and ''stable_f'' branches).&lt;br /&gt;
&lt;br /&gt;
===master ''Bleeding Edge''===&lt;br /&gt;
&lt;br /&gt;
The '''master''' branch on the fg-boeing-787-8-main repository contains the latest development version of the Aircraft. This contains everything that's there in the &lt;br /&gt;
authors' aircraft folder from when a commiter last pushed his changes.&lt;br /&gt;
&lt;br /&gt;
'''Download master as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/master&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download master as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/master&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===stable_d ''Default Database''===&lt;br /&gt;
&lt;br /&gt;
The '''stable_d''' branch (''d'' for ''default database'') contains the latest stable release with the selected airport diagrams, charts and FMC navigation data. This is recommended for everyone but you can get the other releases according to your needs too.&lt;br /&gt;
&lt;br /&gt;
'''Download stable_d as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/stable_d&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download stable_d as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/stable_d&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===stable_e ''Empty Database''===&lt;br /&gt;
&lt;br /&gt;
The '''stable_e''' branch (''e'' for ''empty database'') contains the latest stable release of just the basic aircraft, including models, nasal, systems etc. but the EFB and FMC databases are empty. This is recommended for those with slow internet connections. If you get a better connection later, you can download the whole database only from the ''fg-boeing-787-8-data'' repository.&lt;br /&gt;
&lt;br /&gt;
'''Download stable_e as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/stable_e&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download stable_e as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/stable_e&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===stable_f ''Full Database''===&lt;br /&gt;
&lt;br /&gt;
The '''stable_f''' branch (''f'' for ''full database'') contains the latest stable release of the aircraft, default diagrams and charts and the complete FMC Datbase. This release especially features FMC navigation data for 3808 airports (all we have so far)! It's recommended only if you have a very good internet connection. (WARNING! 280+ MB)&lt;br /&gt;
&lt;br /&gt;
'''Download stable_f as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/stable_f&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download stable_f as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/stable_f&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==fg-boeing-787-8-data==&lt;br /&gt;
&lt;br /&gt;
The Data Repository contains all the available EFB and FMC Database files. All these files are also included in the ''stable_f'' releases, so if you have a ''stable_f'' release, you don't need to worry about this.&lt;br /&gt;
&lt;br /&gt;
'''Download master as tarball''' : https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-data/archive-tarball/master&lt;br /&gt;
&lt;br /&gt;
==fg-boeing-787-8-devel==&lt;br /&gt;
&lt;br /&gt;
If you're interested in helping develop this aircraft and join the team, you can download the files in this repository. These are not required for the running of the aircraft but include some files like wxradar files, dual control files etc.&lt;br /&gt;
&lt;br /&gt;
'''Download master as tarball''' : https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-devel/archive-tarball/master&lt;br /&gt;
&lt;br /&gt;
==Cloning and Pulling==&lt;br /&gt;
&lt;br /&gt;
Cloning and Pulling the 787-8 repositories are the same like every other git repository, including FlightGear. Once you clone/pull, you can select the branch you want using ''git checkout &amp;lt;master/stable_d/stable_e/stable_f&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
More information on using git is available at [[FlightGear And Git]].&lt;br /&gt;
&lt;br /&gt;
=Aircraft of the month!=&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WlzEoCsJvz4|480|center}}&lt;br /&gt;
&lt;br /&gt;
Thanks to Oscar [http://www.youtube.com/user/osjcag] for the amazing ''Aircraft of the Month Review Video'' for the Boeing 787-8 Dreamliner.&lt;br /&gt;
&lt;br /&gt;
=Boeing 787-8 Wiki Sub-Pages=&lt;br /&gt;
&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Operating Manual and Checklists]]&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Video Tutorials]]&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Control Display Unit Reference Manual]]&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Flightplan and Procedures Tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Aircraft Status and ToDo List=&lt;br /&gt;
&lt;br /&gt;
==Flight Dynamics Model: 4==&lt;br /&gt;
&lt;br /&gt;
* The Boeing 787-8 has a JSBSim FDM matching a lot of results from http://www.lissys.demon.co.uk/samp1/desmis.html&lt;br /&gt;
* We don't have more detailed test results. so we can't test everything yet. Once we get that, we need to tune the FDM further.&lt;br /&gt;
&lt;br /&gt;
==Aircraft Systems: 5==&lt;br /&gt;
&lt;br /&gt;
* The Aircraft has very advanced systems imitating realistic systems from the real 787.&lt;br /&gt;
* Random/Checkable Failures purposely haven't been implemented as random is never realistic. But Engine failures, ice etc. occur in the appropriate conditions.&lt;br /&gt;
* The 787-8 has very advanced instruments, flight management computer, hydraulic, electric, pneumatic, heating, fuel etc. systems.&lt;br /&gt;
&lt;br /&gt;
==Cockpit and Instruments: 4==&lt;br /&gt;
&lt;br /&gt;
* The cockpit is very detailed and most buttons are there and functional.&lt;br /&gt;
* The instrument displays are very advanced and functional, the ND could be replaced by a hard coded version though.&lt;br /&gt;
* A Camera View instrument is supposed to be there but isn't, but we're working on a hard coded camera view instrument.&lt;br /&gt;
* The aircraft uses textures extracted from pictures and ambient occlusions created with blender.&lt;br /&gt;
* The complete cockpit has been light-mapped and looks very good at night too.&lt;br /&gt;
&lt;br /&gt;
==Model: 4==&lt;br /&gt;
&lt;br /&gt;
* The model is still from the old 787-8, there's the basic model without a cabin, rods aren't yet complete either.&lt;br /&gt;
* The landing gears have been re-done and look a lot better now, but the model has a much better scope of improvement.&lt;br /&gt;
* The Model Rating has been taken right out of the old Boeing 787-8&lt;br /&gt;
&lt;br /&gt;
=Related content=&lt;br /&gt;
There are plenty of tutorials and code snippets that were specifically created for this project, this is a list of all things related:&lt;br /&gt;
&lt;br /&gt;
{{Appendix|all|&lt;br /&gt;
* {{Cite web|url=http://www.bristol.ac.uk/aerospace/msc/avadi/units/projects/ub2009f/group7/7878summarysheet.pdf |title=787-8 Summary Sheet |date=21 January 2009 |publisher=Department of Aerospace Engineering, University of Bristol }}&lt;br /&gt;
* {{Cite web|url=http://www.wpafb.af.mil/shared/media/document/AFD-090121-023.pdf |title=The Boeing 787 Aircraft |work=Air Force HSI |publisher=Wright-Patterson Air Force Base }}&lt;br /&gt;
* {{Cite web|url=http://www.boeing.com/commercial/aeromagazine/articles/qtr_4_07/AERO_Q407.pdf |title=AERO Quarterly |date=2007 |publisher=Boeing}}&lt;br /&gt;
----&lt;br /&gt;
{{references}}&lt;br /&gt;
&lt;br /&gt;
'''Weather radar (wxradar)'''&lt;br /&gt;
* {{Cite web|url=http://www.smartcockpit.com/data/pdfs/flightops/aircraft/Collins_WXR-2100_Operator%27s_Guide.pdf |title=Collins WXR-2100 MultiScan™ Radar Fully Automatic Weather Radar |date=2003 |publisher=Rockwell Collins }}&lt;br /&gt;
* {{Cite web|url=http://www.ll.mit.edu/publications/journal/pdf/vol12_no2/12_2weatherradar.pdf |title=Weather Radar Development and Application Programs |last=Evans |first=James E. |coauthors=Weber, Mark E. |date=2000 |work=Lincoln Laboratory Journal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-cockpit-panorama.jpeg|800px|Panoramic View of the 787-8 Dreamliner Cockpit]]&lt;br /&gt;
{{boeing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_787-8_Dreamliner&amp;diff=90231</id>
		<title>Boeing 787-8 Dreamliner</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_787-8_Dreamliner&amp;diff=90231"/>
		<updated>2015-11-29T03:19:55Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* fg-boeing-787-8-main: Updated repository */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready       = aircraftmonth&lt;br /&gt;
|image       = Boeing-787-8-splash.png&lt;br /&gt;
|name        = Boeing 787-8 Dreamliner&lt;br /&gt;
|type        = Airliner&lt;br /&gt;
|livery      = Default: BOE, ANA, MIA ; The UVMap has not changed, so the old 787-8's liveries can also be used.&lt;br /&gt;
|liverydbid  = 11&lt;br /&gt;
|fdm         = JSBSim&lt;br /&gt;
|status      = In Development&lt;br /&gt;
|authors     = Omega95, Redneck, Awexome, Bicyus, ScottH1, Hooray, Zan, NickyIvyCA, Jentron, Thorsten, OT-666, Tikibar and Joshua Wilson (See Authors.txt for more info)&lt;br /&gt;
|fgname      = 787-8&lt;br /&gt;
|status-fdm = 4&lt;br /&gt;
|status-systems = 5&lt;br /&gt;
|status-cockpit = 4&lt;br /&gt;
|status-model = 4&lt;br /&gt;
|download    = http://wiki.flightgear.org/Boeing_787-8_Dreamliner#Downloading_the_787-8&lt;br /&gt;
|development = http://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=15333&lt;br /&gt;
}}&lt;br /&gt;
The '''Boeing 787-8 Dreamliner''' project was aimed at improving the systems and [[cockpit]] of the [[Boeing 787|old Boeing 787]]. Initially undertaken by Omega95 and Redneck, the project led to a major overhaul and redevelopment of the predecessor model, with only the main aircraft model and liveries yet to be modified. An interesting change and key feature of the new model is the impementation of a new [[Flight Dynamics Model]] based on the [[JSBSim]]. This was created using much data from [http://www.lissys.demon.co.uk/samp1/desmis.html -- the Piano tool]. Other interesting new features include the development of a 'cool' glass cockpit with highly detailed Boeing 787-8 instruments; and many advanced systems such as the Hydraulics, Pneumatics, Heating, Fuel System and Fly-By-Wire functionality.&lt;br /&gt;
&lt;br /&gt;
The first trace of the project on the forum was from the development of the Boeing 787-8's CDU and since then, it has turned into a community project. A lot of developers and forum users have contributed to make this successful. Another key feature is that whenever findings or innovations have been made, they have gone on to the forum and soon, a lot of wiki HowTo tutorials have been created so that these may help other developers too.&lt;br /&gt;
&lt;br /&gt;
=Innovations=&lt;br /&gt;
&lt;br /&gt;
==New Control Display Unit==&lt;br /&gt;
[[File:Omega95-cdu-boeing-787-8.jpeg|300px|thumb|Boeing 787-8 Dreamliner Control Display Unit]]&lt;br /&gt;
&lt;br /&gt;
A new [[Control Display Unit]] (CDU) specifically built for the Boeing 787-8 replaces the generic Boeing CDU and lets you control many of the configurations and settings on the aircraft like VNAV Cruise Settings, the flight plan (with VNAV altitudes,jump to, activate and remove features), Fly-By-Wire Configuration, Departure/Arrival Settings, Electronic Flight Bag (EFB) input etc.&lt;br /&gt;
&lt;br /&gt;
The forum topic for the Boeing 787-8 CDU development can be found in [http://forum.flightgear.org/viewtopic.php?f=18&amp;amp;t=15082 this forum topic].&lt;br /&gt;
&lt;br /&gt;
'''Functions Accessible through the Control Display Unit:'''&lt;br /&gt;
*Electronic Flight Bag Input&lt;br /&gt;
*Fly-by-wire Configuration&lt;br /&gt;
*Vertical Navigation Configuration&lt;br /&gt;
*Flight(plan) Management Computer&lt;br /&gt;
*Automatic Hold Configuration&lt;br /&gt;
*Set Terminal Procedures&lt;br /&gt;
*Flight Logging System&lt;br /&gt;
*Take-off and Approach Reference Speeds (keeps calculation according to weight)&lt;br /&gt;
&lt;br /&gt;
==Vertical Situation Display==&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-vsd-instrument.jpeg|300px|thumb|Boeing 787-8 Vertical Situation Display]]&lt;br /&gt;
&lt;br /&gt;
A Vertical Situation Display [http://hoeprr.home.xs4all.nl/DreamHC/Download/B737_VSD_Briefing.pdf] is an instrument, part of the Navigational Display (on the MFDs) that show the aircraft's Vertical Navigation Altitudes, Vertical Profile and projects the terrain in front of you. In the Boeing 787-8, it shows approaching terrain for up to 50 miles and also color codes the terrain regions on the basis of danger (red - increase altitude immediately; orange/yellow - advisory; white - safe). The view the Vertical Situation Display, go to the NAV page on any of the MFDs. Note that the VSD is not available on the full-screen ND (NAV page on 2 adjacent MFDs). The VSD is uses a series of Nasal and XML files (which some core developers make like to call 'Hacks') to get functionality of hard coded instruments.&lt;br /&gt;
&lt;br /&gt;
The forum topic for the Vertical Situation Display Development can be found here. [http://forum.flightgear.org/viewtopic.php?f=30&amp;amp;t=15200]&lt;br /&gt;
Hooray is also working on a Wiki HowTo on implementing the VSD in nasal. [[Howto: Implement a Vertical Situation Display in Nasal]]&lt;br /&gt;
&lt;br /&gt;
==New Navigation Display==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 features a new Navigation Display (ND) which features the ability to plot the waypoints and connect them, like in the real ND. [[User:zakalawe]] has been working on a hard coded version of such a display but as we didn't get it at the time, we designed this instrument completely with nasal and XML interactions. Another feature on the Boeing 787-8 is the ability to show a larger Navigation display when both pages are set to NAV on the co-pilot's side MFDs. The larger full screen MFD shows more waypoints and the range can be adjusted between 1 nautical mile and 250 nautical miles. It also shows the airport diagram of the nearest airport positioned and rotated in the right configuration and can be seen better when the range is less than 10 nautical miles.&lt;br /&gt;
&lt;br /&gt;
Another feature of the Boeing 787-8's Navigation Display is a very functional TCAS (Traffic Alert and Collision Avoidance System) which has also been designed completely in Nasal and XML and does not require wxradar to work.&lt;br /&gt;
&lt;br /&gt;
==Electronic Flight Bag==&lt;br /&gt;
Please also see [[Canvas EFB Framework]]&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-efb-787.jpeg|300px|thumb|Boeing 787-8 Dreamliner Electronic Flight Bag]]&lt;br /&gt;
&lt;br /&gt;
The Electronic Flight Bag (EFB) as the name says is like an electronic database of handy documents and charts. The Electronic Flight Bag on board the Boeing 787-8 can calculate the required amount of fuel for your flight, show any airport's (you can search using the EFB INPUT page on the CDU) information, like elevation, metar and runway information like heading, length, ILS frequency), connect to Virtual Star Alliance's Automatic PIREP System for more functionality, connect to Redneck's FGFSCopilot for logging, show the GPS settings (your position on the world map, course and true headings to your next way-point and distance to your next waypoint. It also has realistic checklists for every phase of the flight, and an operating manual explaining basic maneuvers. You can also &amp;quot;INSTALL&amp;quot; airport diagrams and charts into the '/787-8/EFB-DB' folder which allows you to view them on the CDU (searchable using the EFB INPUT page on the CDU).&lt;br /&gt;
&lt;br /&gt;
===Quick Guide to install and view airport Diagrams===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Download diagrams from any source, convert them to *.jpg format and rename them '&amp;lt;icao&amp;gt;.jpg'. Then, place them in the EFB-DB folder. Then, use the 'EFB INPUT' page on the CDU to enter the airport ICAO and it displays the diagram on the EFB.&lt;br /&gt;
&lt;br /&gt;
===Quick Guide to install and view SIDs, STARs and IAPs===&lt;br /&gt;
&lt;br /&gt;
* Download the chart you need from any source (I use http://www.airnav.com for US charts and http://www.opennav.com for others), and convert the chart to *.jpg format. (if it's pdf, a good idea is to open it in full view and take a screenshot :wink: )&lt;br /&gt;
* If the airport and chart type folder doesn't yet exist inside the EFB-DB/Charts folder, create them like (for example I want to install the 25L-ILS IAP chart for KLAX) /EFB-DB/Charts/KLAX/IAP/&lt;br /&gt;
*  Now, rename your *.jpg file to the chart name (eg. 25L-ILS.jpg) and place it inside the '/EFB-DB/Charts/KLAX/IAP/' folder.&lt;br /&gt;
* Now, open the /EFB-DB/ChartsList.xml file and add in your chart data (use the older charts' data for the format)&lt;br /&gt;
* Start up the 787, go to the 'Airport Charts' page on the EFB, go to the 'EFB INPUT' page on the CDU and&lt;br /&gt;
** Enter the Airport ICAO and press on the button next to 'Airport ICAO (Enter)' label (or the space under it on the touch-screen CDU)&lt;br /&gt;
** Click on the button next to the 'Chart Type (Select)' label to cycle through SID, STAR and IAP&lt;br /&gt;
** Click on the button next to the 'Chart ID (select)' label to cycle through available charts.&lt;br /&gt;
** Now, hit the 'DISPLAY &amp;gt;' button on the CDU and look at the EFB to see your chart.&lt;br /&gt;
&lt;br /&gt;
Note that for some charts, the orientation may be land-scape and not portrait. But to overcome that, I've put a 'ROTATE' option on the EFB which rotates the chart when you click it. &lt;br /&gt;
&lt;br /&gt;
''The Above has been taken from the forum topic.''&lt;br /&gt;
&lt;br /&gt;
===''Third-Party'' EFB Software===&lt;br /&gt;
&lt;br /&gt;
The Electronic Flight Bag is also meant to provide and interface third-party and/or operating airline softwares. These are not present in the Flight Management Computer by default but we're working on a couple of ''softwares'' for the EFB. This is not ''unrealistic'' because this is one of the main purposes of the Electronic Flight Bag. Here're the ''softwares'' we're working on for the EFB.&lt;br /&gt;
&lt;br /&gt;
====FGFSCopilot Logger====&lt;br /&gt;
&lt;br /&gt;
The [[FGFSCopilot]] is a java program that can do almost everything required from taking off till landing the plane at your destination. The Boeing 787-8 has an FGFSCopilot Log page in the EFB which shows it's connection status and every log message the FGFSCopilot sends to FlightGear.&lt;br /&gt;
&lt;br /&gt;
====VNAV Automatic Altitudes Generator====&lt;br /&gt;
&lt;br /&gt;
The VNAV AutoGen is a third party software on the EFB that automatically calculates ideal vnav altitudes for the active route. To use it, simply create/load a flightplan, copy it to the active route, go to the VNAV Altitudes Gen page on the EFB and click on ''AUTOGEN &amp;gt;''. That would generate altitudes for you which're displayed on the EFB. You can scroll through the waypoints using ''SCROLL UP &amp;gt;'' and ''SCROLL DOWN &amp;gt;''. Finally, if you're happy with the automatically generated altitudes, click on ''COPY TO RTE &amp;gt;'' to move them to the active route.&lt;br /&gt;
&lt;br /&gt;
==Fly-By-Wire System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner is FlightGear's first Airliner to feature a complete Fly-by-wire system. The idea behind this fly-by-wire is to get it the pilot's controls (/fdm/jsbsim/fcs/x-cmd-norm : where x can be aileron, rudder or elevator) and work with it and give out another output property (/fdm/jsbsim/fcs/x-fbw-output) which is read by the FDM and control surface animators. The throttles don't have a chain such as the other surfaces so that the pilot can easily override the fly-by-wire (one of Boeing's &amp;quot;philosophies&amp;quot;). At this stage, the fly-by-wire can protect the aircraft from extreme bank angles (flight envelope protection- roll) where the bank angle limit can be set by the pilot in the CDU's 'FBW CONFIG' page, protect the aircraft from extreme alpha angles (flight envelope protection- alpha), calculate the throttle required and set it accordingly to maintain profile on turns, reduce throttle to stay under limits and finally auto-stabilize the plane and maintain the current profile when the yoke is brought back to the center. The Fly-by-wire also dampens the control to prevent any sudden motion. Fly-by-wire can be toggled from the CDU's 'FBW CONFIG' page.&lt;br /&gt;
&lt;br /&gt;
NOTE : To be able to activate alpha-protection, roll-protection and auto-stabilizer, you need to be atleast higher than 3500 feet. This is so that the fly-by-wire doesn't interrupt your approach. &lt;br /&gt;
&lt;br /&gt;
We've also created a tutorial which shows how you can implement the fly-by-wire we wrote for your aircraft : [[Howto: Implement a Fly-By-Wire System for Airliners]]&lt;br /&gt;
&lt;br /&gt;
==Automatic Vertical Navigation==&lt;br /&gt;
&lt;br /&gt;
I've seen a lot of wiki pages on aircraft autopilot and always noticed that next to 'VNAV -' the author writes either he doesn't know what it is, or it doesn't do anything or he hasn't tested it yet. Well, for a change, here I'm telling you what the VNAV does.&lt;br /&gt;
&lt;br /&gt;
We have designed the autopilot route manager in the CDU to be able to accept VNAV altitudes for each (or whichever you want) waypoint. On the Dialog Route Manager, enter your waypoint in the format 'WP@ALT' for example, 'KSFO@9000'. So let's say you have different altitudes according to your SID/STAR/IAP till cruise altitude and then different altitudes for your waypoints when you land. Let's assume your flight plan to be:&lt;br /&gt;
DEP, WP1@3500, WP2@10000, WP3@18000, WP4@26000, WP5, WP6, WP7, WP8, WP9, WP10, WP11@20000, WP12@12000, WP13@8500, WP14@4000, DEST&lt;br /&gt;
&lt;br /&gt;
You doesn't have to enter altitudes for WP5 to WP10 because you'll start cruising at WP5 (say you want to cruise FL360 aka. 36000 ft) and stay at 36000 ft till WP10. That means WP11 will be your 'End Cruise' Waypoint, where you aim at when you're out of the cruise.&lt;br /&gt;
&lt;br /&gt;
To set cruise settings, go to the CDU's 'VNAV' page and enter cruise altitude in the respective area. Then enter your cruise start altitude (in this case, WP5) and cruise end altitude (in this case, WP11) in their respective places (there're labels).&lt;br /&gt;
&lt;br /&gt;
Once you're ready, finish other checklists, take off and turn on 'LNAV' and 'VNAV' on the Autopilot. The VNAV is designed to automatically calculate the required/ideal climb/descent rate to get to your waypoint just in time. Out of all the tests we've conducted, the VNAV is VERY accurate at the moment.&lt;br /&gt;
&lt;br /&gt;
==Flight-plan Management System==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-fpm.jpeg|300px|thumb|Boeing 787-8 Flightplan Manager]]&lt;br /&gt;
&lt;br /&gt;
In the Feb 25th, 2012 git commit, a new flight-plan management system has been written for the Flight Management Computer(s). The new system, like the real one lets you put in 2 flight-plans (with altitudes), and an alternate airport. You can do everything that you can to the route manager on these 2 flightplans. Boeing likes to call them '''Primary Flightplan''' and '''Secondary Flightplan'''. Once you enter your primary and/or secondary flight-plan, the respective flight-plan's status will show ''READY'' on the flight-plan management page. Then, a new option, ''COPY TO RTE'' will appear under the respective flight-plan and on clicking that, that plan will be moved to the active route. To make any changes to the route, you can either make them to the flight-plan and copy them to the route again or simply work with the active route by clicking on the '''ACTIVE ROUTE''' option in the Flight-plan Management page. An alternate airport is recommended to be entered in the CDU so that in case there's a problem during flight, the plane can be automatically be diverted (by the FMC) without you having to do anything other than pressing the ''DIVERT'' option on the Flight-plan management page. Note that using the ''DIVERT'' button to divert to your alternate airport clears your active route and sets the aircraft on a direct flight to the Alternate Airport.&lt;br /&gt;
&lt;br /&gt;
==Automatic Holding Pattern==&lt;br /&gt;
&lt;br /&gt;
[[File:Boeing-787-8-auto-hold.jpeg|300px|thumb|Boeing 787-8 Automatic Holding as seen in the FlightGear Tracker]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 now features an automatic holding pattern system where you enter the hold fix/navaid, hold radial and hold leg time and the aircraft automatically, flies in a holding pattern there. (as described in real Instrument Flight Rules Rating Course (IFR) textbooks) This feature is still being developed at the moment and is not perfected, but it still does the basic thing for you.&lt;br /&gt;
&lt;br /&gt;
We have tested this feature from KIAH (George Bush Intercontinental Airport, Houston) holding at the VOR, LOA (LEONA VORTAC, about 70 miles north-west of KIAH) at a hold radial of 0, and hold leg time 120 seconds. We've been able to hold and re-trace the hold path every lap, but we get a strange shape due to the pid-controller. We're still working on it.&lt;br /&gt;
&lt;br /&gt;
==Traffic Alert and Collision Avoidance System==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-TCAS.jpeg|300px|thumb|Boeing 787-8 Dreamliner TCAS]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner (as of February 21st, 2012 on GIT) features a brand new TCAS (Traffic Alert and Collision Avoidance System) which has a capability of showing 30 Multiplayer aircraft and 20 AI Aircraft on it! Now, you won't have to complain about not seeing all aircraft on VATSIM ;) We're still working on increasing it's capability to 50 each multi-player and AI. &lt;br /&gt;
&lt;br /&gt;
The TCAS has 3 different symbols for each aircraft and 4 different color codes. Each aircrafts' callsign, altitude and true airspeed will also be written next to the sprite. &lt;br /&gt;
&lt;br /&gt;
*The '''Diamond Shaped''' Aircraft sprite shows that the aircraft is ''flying level''.&lt;br /&gt;
*The '''Box with Up Arrow''' shows that the aircraft is ''climbing''.&lt;br /&gt;
*The '''Box with Down Arrow''' shows that the aircraft is ''descending''.&lt;br /&gt;
&lt;br /&gt;
*A '''Cyan or Blue''' Colored Sprite shows that the aircraft is at a safe distance.&lt;br /&gt;
*A '''Yellow''' Colored sprite shows that you need to be aware of traffic nearby.&lt;br /&gt;
*A '''Orange''' Colored sprite shows that you need to either change altitude or course, consult ATC. It is an advisory.&lt;br /&gt;
*A '''Red''' Colored sprite shows that you are in danger and immediately need to follow the TCAS instructions.&lt;br /&gt;
&lt;br /&gt;
The TCAS is configured to sound voice alerts according to the situation. The TCAS voice alerts needs to be followed over the ATC's instruction if they contradict. The TCAS will alert you if you are in danger of collision with MP or AI Aircraft.&lt;br /&gt;
&lt;br /&gt;
''NOTE: The TCAS voice alerts have been confirmed working on FlightGear git (2.7, as of February 19th, 2012) but don't seem to work in FlightGear 2.4.''&lt;br /&gt;
&lt;br /&gt;
==Terrain Map and Weather Radar==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-terrain-map.jpeg|300px|thumb|Boeing 787-8 Dreamliner Terrain Map]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner (git version as of February 21st, 2012) features a terrain radar which creates a terrain map on the MFD when the Navigational Display is set to TERR mode (you can change the mode from the buttons on both sides of the Mode Control Panel). Click on WXR to view the WXRadar (Collins WXR-2100), TERR to view the Terrain Map and CLR to clear the ND. The weather radar is still under development and a working version is not available, but the terrain map uses a 'get little and interpolate' method to create smooth terrain mapping.&lt;br /&gt;
&lt;br /&gt;
==World Map and Flight Path Plotter==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-wmap.jpeg|300px|thumb|Boeing 787-8 Satellite Imaging]]&lt;br /&gt;
&lt;br /&gt;
Another option to put on the ND is the world map. It's not exactly a terrain map, but rather like satellite imaging. The plane is shown (it's zoomed in) on the map and the plane's path is marked with fading red dots. You can get your ND to show the satellite maps by pressing the WMAP button on the ND mode panel. Note that you can have any 1 of WXR, TERR or WMAP on and to remove them, press the 'CLR' button.&lt;br /&gt;
&lt;br /&gt;
==Airline Flight Management Computer==&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-fmc.jpeg|300px|thumb|Boeing 787-8 Flight Management Computer - FLIGHT INFO]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner is an Airliner and we can't leave out some of the key features airline manufacturers put in their aircraft. There're 2 major sections in the Flight Management Computer (it's a part of the CDU) - the ROUTE and DEP/ARR. Both pages are accessed from the CDU(s). The Route is directly connected to the Route Manager and doesn't do anything 'special', but the DEP/ARR page lets you work with preset routes, SIDs, STARs, IAPs etc. You can enter the flight number (this is meant for virtual airlines: By default, Merlion's Boeing 787-8 Routes are included in the Database but I'll make a tutorial on how other airlines can put in their data) and be able to search for the flight information. If the airline has specified a Route and/or VNAV Altitudes and Configuration, you can load up those preset routes and altitudes by pressing the 'SET ROUTE &amp;gt;' menu. If a preset route doesn't exist, the FMS will generate a route automatically. A pilot does not have to worry about preset/generated routes. Another feature in the FMC is Scott Hamilton's LevelD-767 NAVDATA Parser, which gets SID/STAR/IAP Data and automatically puts them in the right place in the route manager for you to be able to fly them. This data can be managed from the PROCEDURES option in the DEP/ARR page.&lt;br /&gt;
&lt;br /&gt;
''A much more detailed tutorial of how to use preset routes and automatically set terminal procedures is available in the wiki sub-page: [[Boeing 787-8 Dreamliner: Flightplan and Procedures Tutorial]]''&lt;br /&gt;
&lt;br /&gt;
''We'll also be creating a video tutorial (Dreamliner Tutorial #6) on the Flight Management Computer.''&lt;br /&gt;
&lt;br /&gt;
===FMS Navigational and Terminal Procedures Data===&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner and the Airbus A380 (being developed by Scott Hamilton) uses Scott's Level-D 767 NAVDATA Parser to get Navigational Data and Terminal Procedures into the aircraft's Flight Management Computer (Flight Management System on the A380). The FMS Data can be downloaded as an extractable '''*.exe''' file from http://www.filestube.com/source.html?token=f6f36bf2e8d20ecb03ea but we also have FMS Data files for individual airports on Git with the Boeing 787-8 Project. Download specific Airport NavData XML files from the source tree of the ''git://gitorious.org/fg-boeing-787-8/fms-data.git'' repository. You can also download master as a '''*.tar.gz''' from https://gitorious.org/fg-boeing-787-8.&lt;br /&gt;
&lt;br /&gt;
By default, the 787-8 contains navigational data for the following airport - WSSS, YBBN, KLAX, KJFK, EGKK for testing purposes and as the Flight Management Computer Tutorial is a flight from KLAX to KJFK.&lt;br /&gt;
&lt;br /&gt;
== Work on the C++ front ==&lt;br /&gt;
The capabilities provided by this aircraft touch many parts of FlightGear, that will benefit from modifications to the C++ code, this is an attempt at documenting useful C++ work. Most of this should probably be posted to the issue tracker, too.&lt;br /&gt;
&lt;br /&gt;
===Camera/Video Surveillance Instrument===&lt;br /&gt;
&lt;br /&gt;
The Aircraft doesn't 'yet' have a camera/video surveillance instrument but the team is working on it. We are creating a Wiki [[Howto: Use a Camera View in an Instrument]] while working on it so our progress can help other aircraft developers. The basic idea is the render the camera view to texture and get flightgear to display it on the instrument. As this instrument includes work in C++, it will NOT be available in FlightGear 2.4.0 or 2.6.0, and not even git at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Creating a 2D drawing API ===&lt;br /&gt;
Also see [[Howto: Create a 2D drawing API for FlightGear]].&lt;br /&gt;
&lt;br /&gt;
=== Increasing the range of geodinfo() ===&lt;br /&gt;
&lt;br /&gt;
Fix geodinfo() so that it may provide access to tiles not yet loaded, i.e. tiles that are not &amp;quot;visible&amp;quot; (which is the limiting factor currently). This will also be useful for the local weather system and probably a number of related scripts. &lt;br /&gt;
&lt;br /&gt;
{{cquote|The tile manager is capable of satisfying multiple requests. Anyone can give it a position, range and a timeout. It will then try to load all tiles in the range specified. And it will stop loading them after the timeout - unless you have updated the request with a new timeout. So you could tell it every 5 seconds that you're interested in a certain area around the aircraft, and use a timeout of 5,01 seconds. A matter of memory and loading speed though.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg33348.html |title=Future Weather System |last=Brehm |first=Thorsten |work=FlightGear-devel mailinglist |date 1 August 2011}}&amp;lt;/ref&amp;gt;|Thorsten Brehm}}&lt;br /&gt;
&lt;br /&gt;
=Glass Cockpit=&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-cockpit.jpeg|300px|thumb|Boeing 787-8 Glass Cockpit]]&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner has a very complete and realistic modern glass cockpit based of the real Boeing 787-8 cockpit. Almost all of the instruments (excl. Weather radar which is currently coming up, and the voice comm.) are functional and work like the real thing. Multiple views have been created (like the OHP, CDU, EFB, Full Cockpit Views) so that pilots can easily work on different parts without looking away and adjusting view position. &lt;br /&gt;
&lt;br /&gt;
That's all I can say about the cockpit now... You better test it out to judge it.&lt;br /&gt;
&lt;br /&gt;
=Systems Overview=&lt;br /&gt;
&lt;br /&gt;
==Electrical System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner uses a modified version of Syd Adam's Jet Electrical System. Backup Generators have been added, a Ram Air Turbine Generator has been implemented and the APU loop has been modified. There are 5 major power sources available are:&lt;br /&gt;
* Engine Generators (L1 and R1 are main generators and L2 and R2 are backup)&lt;br /&gt;
* Battery&lt;br /&gt;
* Primary and Secondary External Power&lt;br /&gt;
* APU Generators (Auxiliary Power Unit must be started and running for the APU Generators to provide power)&lt;br /&gt;
* Ram Air Turbine (used in case of dual engine failures to provide just enough power for Central Hydraulic Systems (C1 and C2) and Instruments.&lt;br /&gt;
&lt;br /&gt;
To Understand the Electrical System better, take a look at the 'ELEC' page on any of the MFDs on board.&lt;br /&gt;
&lt;br /&gt;
==Hydraulic System==&lt;br /&gt;
&lt;br /&gt;
The Hydraulic System on-board is very advanced and does the job it's supposed to do.&lt;br /&gt;
There are 3 basic Hydraulic Systems - Left Engine Hydraulics, Right Engine Hydraulics and Central Electrical Hydraulics. Both Left and Right Engine Hydraulic Systems are pressurized by Engine pumps which require the engines to be running. These pumps pressurize the L and R systems that are connected to the flaps, spoilers, brakes and landing gears. Therefore, you need atleast 1 of the 2 Engine pumps to be running to be able to use these. But, the landing gear has an 'alternate gravity drop system' which you can use to get your gear down in case of a hydraulic failure.&lt;br /&gt;
The Central System has 2 electric pumps that control pressure to the hydraulic system that controls the ailerons, rudder and elevators. Only 1 of the 2 pumps have to be turned on at a time, and the other can be used as backup in case of a failure. The hydraulic pumps can overheat and fault if not adequately cooled, refer to the 'Pneumatics and Air Conditioning System' for more information on this.&lt;br /&gt;
&lt;br /&gt;
To Understand the Hydraulic System better, take a look at the 'HYD' page on any of the MFDs on board.&lt;br /&gt;
&lt;br /&gt;
==Pneumatic System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8's pneumatic and Air-conditioning system controls bleed and flow of air through packs (and trim) which are then used to cool the equipment on board. The pneumatic system is pretty simple, you have 2 packs, 2 trim air controls, a gasper, and engines and APU bleed. The 787's systems automatically control bleed according to what is required and available, but you'll have to control the trim and packs. Equipment Cooling is an option on the Pneumatics panel which passes cool air into the hydraulic and fuel pumps to prevent them from overheating. When a pump overheats, you get a warning and if you do not either turn it off or switch on equipment cooling, the pump can fault. The 'PNEU' page on the MFDs show you more information on equipment temperatures and Pneumatic settings.&lt;br /&gt;
&lt;br /&gt;
==Fuel Control System==&lt;br /&gt;
&lt;br /&gt;
The Fuel Control System let's you control the 7 fuel pumps on board the 787-8 Dreamliner (2 Left Tank Pumps, 2 Central Tank Pumps, 2 Right Tank Pumps and a Crossfeed pump). The left tank and central tank pumps pump fuel from these tanks to the left engine, while the right tank and central tank pumps pump fuel from these tanks to the right engine. In case of a fuel imbalance, you can turn on the crossfeed pumps to transfer fuel from the tank with excess fuel to the one with low fuel. &lt;br /&gt;
&lt;br /&gt;
===Fuel Jettison===&lt;br /&gt;
&lt;br /&gt;
The Aircraft has a complete fuel jettison system where you can select which wing nozzle to jettison from, arm jettison and use a knob to define the dump rate. If the Left Nozzle is activated and Fuel Jettison is armed, you dump fuel from the left and central tanks, and the same for the right nozzle. Note that the 787 will NOT let you dump fuel if you have less than a critical value.&lt;br /&gt;
&lt;br /&gt;
==Heating System==&lt;br /&gt;
&lt;br /&gt;
[[File:Omega95-window-heating.jpeg|300px|thumb|Ice starts building up on the windows if temperature is sub-zero and window heating is turned off.]]&lt;br /&gt;
&lt;br /&gt;
The Heating System on board controls 4 different heating equipment. First of all, let's get into &amp;quot;natural icing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Natural Icing at certain Conditions===&lt;br /&gt;
&lt;br /&gt;
If your TAT (Total Air Temperature) value is under 10, your wings, engines and wind shield can start picking up ice. Window Ice simply forms on the window and obstructs your view out of the cockpit. Whereas, wing ice actually affects your lift and drag in the FDM! As for engine ice, if you have extremely high amounts of ice, the engines can fault and you might have to cool and then restart them.&lt;br /&gt;
&lt;br /&gt;
Note that Engine surges are NOT due to ice build up. If you get an engine surge while flying, you might either be flying over Vne, or in extreme weather conditions with N1 above safe limit in those conditions.&lt;br /&gt;
&lt;br /&gt;
===The Aircraft's way of Taking care of Ice===&lt;br /&gt;
&lt;br /&gt;
The '''Window Heating''' switches on the overhead panel enables a heater to start melting the ice on the windshield letting you see outside clearly.&lt;br /&gt;
&lt;br /&gt;
The '''Anti-Ice''' knobs (2 engine knobs and a wing anti-ice knob) let you control the heating equipment on the respective areas. &lt;br /&gt;
&lt;br /&gt;
The 'HEAT' page on the MFD should have more information on the Heating Systems.&lt;br /&gt;
&lt;br /&gt;
==Gear System==&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 dreamliner has 3 retractable gear units, the nose gear has 2 tires, and the main landing gears have 4 each in a square layout. The gear system manages gear compression and failures (stuck, tires burst and break off) on the basis of airspeed, wow and compression.&lt;br /&gt;
&lt;br /&gt;
The gears system can be monitored from the 'GEAR' page on the MFD(s).&lt;br /&gt;
&lt;br /&gt;
==Ground Service Controls==&lt;br /&gt;
&lt;br /&gt;
[[File:787-ground.jpeg|300px|thumb|Boeing 787-8 Ground Service Controls]]&lt;br /&gt;
&lt;br /&gt;
[[File:787-ground_1.jpeg|300px|thumb|Boeing 787-8 Ground Services (Right)]]&lt;br /&gt;
&lt;br /&gt;
[[File:787-ground_2.jpeg|300px|thumb|Boeing 787-8 Ground Services (Left)]]&lt;br /&gt;
&lt;br /&gt;
===Fuel Truck===&lt;br /&gt;
&lt;br /&gt;
The fuel truck (MENU: Boeing 787-8 &amp;gt; Fuel Truck Controls) can be enabled/disabled and connected/disconnected from the aircraft's fuel value under the wing. You can enter an amount of fuel in the request fuel quantity input and ask the truck to re-fuel the aircraft to that quantity. You can also ask it to drain the fuel tanks.&lt;br /&gt;
&lt;br /&gt;
===De-icing Truck===&lt;br /&gt;
&lt;br /&gt;
The de-icing truck along with the other ground services can be controls from the ''Ground Services Controls'' menu (MENU: Boeing 787-8 &amp;gt; Ground Services Controls). The de-icing truck can be enabled/disabled and you can also de-icing the aircraft. The de-icing process includes the truck animations and actually de-icing the aircraft! &lt;br /&gt;
&lt;br /&gt;
===External Power Box===&lt;br /&gt;
&lt;br /&gt;
The External Power box is a stand-alone generator that provides external power to the aircraft. When enabled, it is connected to the external power socked under the aircraft's left wing. Note that this needs to be enabled so that you get external power. When you start FlightGear, the external power will be enabled by default.&lt;br /&gt;
&lt;br /&gt;
===Landing Gear Chokes===&lt;br /&gt;
&lt;br /&gt;
Landing Gear chokes are triangular prism shaped blocks that're placed in front of and behind the landing gears to prevent the aircraft from moving. These chokes will also prevent the aircraft from moving in FlightGear and are enabled by default on start up. Note that to get the aircraft moving, you need to remove the parking brakes and chokes.&lt;br /&gt;
&lt;br /&gt;
===Catering Truck===&lt;br /&gt;
&lt;br /&gt;
The catering truck can be enabled/disabled and toggled. The ''Toggle Catering'' option is to lift/lower the catering box and connect to the the R1 Door. It doesn't do anything else.&lt;br /&gt;
&lt;br /&gt;
===Baggage Ramp and Trailers===&lt;br /&gt;
&lt;br /&gt;
These're just models and don't do anything at the moment.&lt;br /&gt;
&lt;br /&gt;
==System Failure Simulation==&lt;br /&gt;
&lt;br /&gt;
[[File:787-failures.jpeg|300px|thumb|Boeing 787-8 Failure Simulator]]&lt;br /&gt;
&lt;br /&gt;
The aircraft has a built-in failure simulation dialog where you can get different systems to fail in different ways. The failure simulation dialog can do the following:&lt;br /&gt;
* Flame-out any of the engines&lt;br /&gt;
* Fail any of the engines&lt;br /&gt;
* Set any of the engines on fire&lt;br /&gt;
* Burst any of the Wheel Tyres&lt;br /&gt;
* Have a gear unit ''break-off''&lt;br /&gt;
* Stuck a gear unit in it's current position&lt;br /&gt;
* Fail individual hydraulic systems&lt;br /&gt;
* Overheat any of the hydraulic or fuel pumps&lt;br /&gt;
* Fault any of the hydraulic or fuel pumps&lt;br /&gt;
&lt;br /&gt;
Other general failures like Electrical, Static etc. have not been implemented in this dialog as they can already be controlled with FlightGear's Generic System Failures dialog.&lt;br /&gt;
&lt;br /&gt;
''NOTE: When you flame-out an engine, it can be restarted, but not in the case of a failure. Faults just means that the pump is too hot to function, but it can be restarted when cooled.''&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT!'''&lt;br /&gt;
*In case of an engine surge, (this cannot be toggled by user as it requires certain weather conditions and N1 to occur) immediately reduce throttle and get the N1 under 65%. If you're flying too fast, try to slow down and avoidance extreme weather (heavy rain and snow) would be a nice idea if you want to prevent surges.&lt;br /&gt;
*In case of an engine fire, pull the respective engine's fire extinguisher lever (it's right behind the throttle quadrant) and cutoff fuel to that engine. If the fire persists and you don't extinguish it, the engine may face an explosion and severe damage will be inflicted, leaving that engine unusable (basically, you can't restart it)&lt;br /&gt;
&lt;br /&gt;
=Virtual Copilot=&lt;br /&gt;
&lt;br /&gt;
Johan G posted in the Boeing 787-8 Dreamliner Forum Topic:&lt;br /&gt;
''I really see why there could be a real need to have a copilot along when &amp;quot;flying in&amp;quot; the aircraft during pilot conversion.''&lt;br /&gt;
&lt;br /&gt;
Basically, the systems are very complex that it might be difficult for just 1 person to control the plane and manage the systems. As an immediate solution, the virtual copilot can announce ref. speeds, control flap lever, control gear lever, control heating and pneumatics, set altimeter setting and engage thrust reverser's and spoilers on touchdown. You can select exactly what you want ''him'' to do in the Virtual Copilot Settings Dialog.&lt;br /&gt;
&lt;br /&gt;
On the other hand, we're working on a new advanced dual control system which allows the copilot to completely control the aircraft and see all instruments over multiplayer.&lt;br /&gt;
&lt;br /&gt;
=Downloading the 787-8=&lt;br /&gt;
&lt;br /&gt;
The Boeing 787-8 Dreamliner is hosted in GIT and has been made into different kinds of releases so that users can download it according to what they need. In the Boeing 787-8's Git Project page [https://gitorious.org/fg-boeing-787-8], you can find 3 different Repositories:&lt;br /&gt;
&lt;br /&gt;
==fg-boeing-787-8-main==&lt;br /&gt;
&lt;br /&gt;
This is the main Aircraft repository on GitHub. It includes the bleeding edge version (''master'' branch), and different types of releases of the latest stable version (''stable_d'', ''stable_e'', and ''stable_f'' branches).&lt;br /&gt;
&lt;br /&gt;
===master ''Bleeding Edge''===&lt;br /&gt;
&lt;br /&gt;
The '''master''' branch on the fg-boeing-787-8-main repository contains the latest development version of the Aircraft. This contains everything that's there in the &lt;br /&gt;
authors' aircraft folder from when a commiter last pushed his changes.&lt;br /&gt;
&lt;br /&gt;
'''Download master as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/master&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download master as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/master&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===stable_d ''Default Database''===&lt;br /&gt;
&lt;br /&gt;
The '''stable_d''' branch (''d'' for ''default database'') contains the latest stable release with the selected airport diagrams, charts and FMC navigation data. This is recommended for everyone but you can get the other releases according to your needs too.&lt;br /&gt;
&lt;br /&gt;
'''Download stable_d as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/stable_d&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download stable_d as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/stable_d&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===stable_e ''Empty Database''===&lt;br /&gt;
&lt;br /&gt;
The '''stable_e''' branch (''e'' for ''empty database'') contains the latest stable release of just the basic aircraft, including models, nasal, systems etc. but the EFB and FMC databases are empty. This is recommended for those with slow internet connections. If you get a better connection later, you can download the whole database only from the ''fg-boeing-787-8-data'' repository.&lt;br /&gt;
&lt;br /&gt;
'''Download stable_e as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/stable_e&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download stable_e as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/stable_e&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===stable_f ''Full Database''===&lt;br /&gt;
&lt;br /&gt;
The '''stable_f''' branch (''f'' for ''full database'') contains the latest stable release of the aircraft, default diagrams and charts and the complete FMC Datbase. This release especially features FMC navigation data for 3808 airports (all we have so far)! It's recommended only if you have a very good internet connection. (WARNING! 280+ MB)&lt;br /&gt;
&lt;br /&gt;
'''Download stable_f as zip''' : https://github.com/omega95-aircraft/fg-boeing-787-8/tree/stable_f&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Download stable_f as tarball''' : &amp;lt;del&amp;gt;https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-main/archive-tarball/stable_f&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==fg-boeing-787-8-data==&lt;br /&gt;
&lt;br /&gt;
The Data Repository contains all the available EFB and FMC Database files. All these files are also included in the ''stable_f'' releases, so if you have a ''stable_f'' release, you don't need to worry about this.&lt;br /&gt;
&lt;br /&gt;
'''Download master as tarball''' : https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-data/archive-tarball/master&lt;br /&gt;
&lt;br /&gt;
==fg-boeing-787-8-devel==&lt;br /&gt;
&lt;br /&gt;
If you're interested in helping develop this aircraft and join the team, you can download the files in this repository. These are not required for the running of the aircraft but include some files like wxradar files, dual control files etc.&lt;br /&gt;
&lt;br /&gt;
'''Download master as tarball''' : https://gitorious.org/fg-boeing-787-8/fg-boeing-787-8-devel/archive-tarball/master&lt;br /&gt;
&lt;br /&gt;
==Cloning and Pulling==&lt;br /&gt;
&lt;br /&gt;
Cloning and Pulling the 787-8 repositories are the same like every other git repository, including FlightGear. Once you clone/pull, you can select the branch you want using ''git checkout &amp;lt;master/stable_d/stable_e/stable_f&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
More information on using git is available at [[FlightGear And Git]].&lt;br /&gt;
&lt;br /&gt;
=Aircraft of the month!=&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WlzEoCsJvz4|480|center}}&lt;br /&gt;
&lt;br /&gt;
Thanks to Oscar [http://www.youtube.com/user/osjcag] for the amazing ''Aircraft of the Month Review Video'' for the Boeing 787-8 Dreamliner.&lt;br /&gt;
&lt;br /&gt;
=Boeing 787-8 Wiki Sub-Pages=&lt;br /&gt;
&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Operating Manual and Checklists]]&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Video Tutorials]]&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Control Display Unit Reference Manual]]&lt;br /&gt;
* [[Boeing 787-8 Dreamliner: Flightplan and Procedures Tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Aircraft Status and ToDo List=&lt;br /&gt;
&lt;br /&gt;
==Flight Dynamics Model: 4==&lt;br /&gt;
&lt;br /&gt;
* The Boeing 787-8 has a JSBSim FDM matching a lot of results from http://www.lissys.demon.co.uk/samp1/desmis.html&lt;br /&gt;
* We don't have more detailed test results. so we can't test everything yet. Once we get that, we need to tune the FDM further.&lt;br /&gt;
&lt;br /&gt;
==Aircraft Systems: 5==&lt;br /&gt;
&lt;br /&gt;
* The Aircraft has very advanced systems imitating realistic systems from the real 787.&lt;br /&gt;
* Random/Checkable Failures purposely haven't been implemented as random is never realistic. But Engine failures, ice etc. occur in the appropriate conditions.&lt;br /&gt;
* The 787-8 has very advanced instruments, flight management computer, hydraulic, electric, pneumatic, heating, fuel etc. systems.&lt;br /&gt;
&lt;br /&gt;
==Cockpit and Instruments: 4==&lt;br /&gt;
&lt;br /&gt;
* The cockpit is very detailed and most buttons are there and functional.&lt;br /&gt;
* The instrument displays are very advanced and functional, the ND could be replaced by a hard coded version though.&lt;br /&gt;
* A Camera View instrument is supposed to be there but isn't, but we're working on a hard coded camera view instrument.&lt;br /&gt;
* The aircraft uses textures extracted from pictures and ambient occlusions created with blender.&lt;br /&gt;
* The complete cockpit has been light-mapped and looks very good at night too.&lt;br /&gt;
&lt;br /&gt;
==Model: 4==&lt;br /&gt;
&lt;br /&gt;
* The model is still from the old 787-8, there's the basic model without a cabin, rods aren't yet complete either.&lt;br /&gt;
* The landing gears have been re-done and look a lot better now, but the model has a much better scope of improvement.&lt;br /&gt;
* The Model Rating has been taken right out of the old Boeing 787-8&lt;br /&gt;
&lt;br /&gt;
=Related content=&lt;br /&gt;
There are plenty of tutorials and code snippets that were specifically created for this project, this is a list of all things related:&lt;br /&gt;
&lt;br /&gt;
{{Appendix|all|&lt;br /&gt;
* {{Cite web|url=http://www.bristol.ac.uk/aerospace/msc/avadi/units/projects/ub2009f/group7/7878summarysheet.pdf |title=787-8 Summary Sheet |date=21 January 2009 |publisher=Department of Aerospace Engineering, University of Bristol }}&lt;br /&gt;
* {{Cite web|url=http://www.wpafb.af.mil/shared/media/document/AFD-090121-023.pdf |title=The Boeing 787 Aircraft |work=Air Force HSI |publisher=Wright-Patterson Air Force Base }}&lt;br /&gt;
* {{Cite web|url=http://www.boeing.com/commercial/aeromagazine/articles/qtr_4_07/AERO_Q407.pdf |title=AERO Quarterly |date=2007 |publisher=Boeing}}&lt;br /&gt;
----&lt;br /&gt;
{{references}}&lt;br /&gt;
&lt;br /&gt;
'''Weather radar (wxradar)'''&lt;br /&gt;
* {{Cite web|url=http://www.smartcockpit.com/data/pdfs/flightops/aircraft/Collins_WXR-2100_Operator%27s_Guide.pdf |title=Collins WXR-2100 MultiScan™ Radar Fully Automatic Weather Radar |date=2003 |publisher=Rockwell Collins }}&lt;br /&gt;
* {{Cite web|url=http://www.ll.mit.edu/publications/journal/pdf/vol12_no2/12_2weatherradar.pdf |title=Weather Radar Development and Application Programs |last=Evans |first=James E. |coauthors=Weber, Mark E. |date=2000 |work=Lincoln Laboratory Journal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:787-8-cockpit-panorama.jpeg|800px|Panoramic View of the 787-8 Dreamliner Cockpit]]&lt;br /&gt;
{{boeing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Property_Tree/Native_Protocol_Slaving&amp;diff=66529</id>
		<title>Property Tree/Native Protocol Slaving</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Property_Tree/Native_Protocol_Slaving&amp;diff=66529"/>
		<updated>2014-01-18T02:15:09Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Success ! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:PropertyTree}}&lt;br /&gt;
&lt;br /&gt;
FlightGear can also be configured to dump UDP or TCP data packets out over the network at a high speed. Other copies of FG can be configured to read these packets and use that data (and disable the internal FDM calculations.) &lt;br /&gt;
&lt;br /&gt;
In this case, depending on your command line options, FG can be configured to be a telnet server, an http server, a &amp;quot;dynamics&amp;quot; master/server, or a &amp;quot;dynamics&amp;quot; slave/client, and possibly some combination of all of those simultaneously depending on the context and what you are trying to accomplish.&lt;br /&gt;
&lt;br /&gt;
There is an --native-ctrls= command line option to send a set of flight control related properties.  It works just like the --native-fdm option,&lt;br /&gt;
just remember to use a different port number.&lt;br /&gt;
&lt;br /&gt;
For past projects, I've used the --props= option to accept property configuration changes (things like weather effects and time of day.)  You&lt;br /&gt;
can use this interface to read/write individual properties.  I setup a separate gui that was configured to know the ip addresses of all the slaves&lt;br /&gt;
so it could update them appropriately when I wanted to make a change.  For the time of day, this presupposes that all the computer clocks are pretty&lt;br /&gt;
closely in sync ... then you can send the same time offset to them (in seconds) so they all can display the same time of day effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no synchronization in the native-fdm and native-ctrls protocols used for multiple displays. The master instance just transmit to the slaves, who process the data when and in the order it is received. This ought to work without problems in a local network. &lt;br /&gt;
&lt;br /&gt;
native_ctrls is what gets sent to a remote fdm (i.e. the control positions) and native_fdm is what gets sent back to flightgear (i.e. the fdm data.) There's no reason you can't send both in your application if you need to.&lt;br /&gt;
&lt;br /&gt;
The FDM defines the control surface position (deflection) so that data is passed to FlightGear in the native_fdm structure.&lt;br /&gt;
&lt;br /&gt;
I will not claim that the existing FG interfaces cover every possible case. They have been designed to try to serve existing needs with some sort of logical consistency.&lt;br /&gt;
&lt;br /&gt;
If you have a specific need that doesn't easily fall within the existing interface structure, it's not all that hard to add your own custom interface. There are several examples (i.e. native_ctrls, native_fdm, native_gui, etc.) which you can copy and modify to suit your needs. If the new interface is of general interest or if you make a persuasive argument, we could probably add it to the FG code base.&lt;br /&gt;
&lt;br /&gt;
I'd take a look at net_fdm.h and native_fdm.c.  The data structure received by FlightGear can easily be modified to include whichever parameters you'd like to control from your Matlab sim.  You just need to add code to set the appropriate FlightGear properties.&lt;br /&gt;
&lt;br /&gt;
It doesn't make sense to modify the current version of FlightGear because different people have different requirements.  For instance, if you allow both control positions and surface deflections to be sent, how does the fdm know which one to use?  Furthermore, the native_fdm is designed to control actual rotation rates and velocities, so control positions don't factor into this.  It seems like you'd like a little bit of each, which to me means a custom modification.&lt;br /&gt;
&lt;br /&gt;
We have discussed a more flexible (xml configurable) udp binary interface, but no work has commenced on that front.&lt;br /&gt;
&lt;br /&gt;
It might not be a good idea to throttle the frame rate to the data rate - FG will only check for input (at most) once per frame and that could easily fall out of sync with the producer in this case (if data arrives too late in some frames). If FG consumes all pending data it finds that could explain the jerks. Can you try throttling to 2x the data rate?&lt;br /&gt;
&lt;br /&gt;
==Asymmetric View Frustrums ==&lt;br /&gt;
Supporting mutliple displays are well supported in FlightGear. There is a document called README.IO that touches on this. You may also want to check out [http://www.inkdrop.net/dave/multimon.pdf]. If you need more help, just ask.&lt;br /&gt;
&lt;br /&gt;
You can set up your view parameters for each instance individually, e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--fov=35&lt;br /&gt;
--prop:/sim/view/config/heading-offset-deg=42&lt;br /&gt;
--prop:/sim/view/config/pitch-offset-deg=3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can adjust these properties in real time if you need to, but typically you set these once for a particular monitor configuration and you simply send over the position and orientation to the slave machines and everything happens automatically. The configurable numbers are offsets from straight ahead.&lt;br /&gt;
&lt;br /&gt;
If you need to model your view point changing relative to your monitors (head tracker?) and need to fiddle with your frustums and view direction offsets in real time, then that's a bit more difficult. I'm not aware of anyone doing this, but it shouldn't be all that much additional effort to add support for this sort of thing.&lt;br /&gt;
&lt;br /&gt;
I should point out that we also have some capabilities for configuring asymmetric view frustums if you need that. We use a higher level mechanism (that meshed well with what we already had in place) so you specify a larger screen and then specify the horizontal and vertical subsections of that larger display that will be shown on a particular monitor. This probably doesn't cover all asymmetric view frustum needs, but it does let you do a lot in a way that people can conceptually get their head around (rather than using obscure l, r, t, b, n, f numbers that takes an opengl guru to derive.)&lt;br /&gt;
&lt;br /&gt;
For my specific need I wanted 3 monitors side by side in a straight line, and I wanted the projection plane to also be a straight line. So referencing your link, Example 1 is what we originally could do, but is not what I wanted. I wanted to do something similar to Example .... errr ... I guess there isn't an example on that page of what I wanted to do. Kind of like Example 5 I guess except with the &amp;quot;red&amp;quot; line (plane of projection) extending straight across. The center view frustum would be symmetic and the sides would be asymmetric. I realize this isn't &amp;quot;correct&amp;quot; but I need a compromise to build a display system that look &amp;quot;reasonable&amp;quot; from a large variety of perspectives at the same time.&lt;br /&gt;
&lt;br /&gt;
So anyway, here's my approach. Let's say I wanted 3 monitors, each covering 30 degrees FOV.&lt;br /&gt;
&lt;br /&gt;
* I added an --aspect-ratio-multipler=x.xx option. FG automatically calculates aspect ratio based on X, Y screen resolution. This option scales the Y FOV.&lt;br /&gt;
* I created a super wide display with something like --fov=90 --aspect-ratio-multiplier=0.33333&lt;br /&gt;
* I added some options to select a portion of this wide screen to draw onto the individual monitor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--prop:/sim/current-view/frustum-left-pct=0.00000&lt;br /&gt;
--prop:/sim/current-view/frustum-right-pct=0.333333&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This gives me the leftmost 1/3 of my wide (--fov=90) screen. And the aspect ratio multiplier option allows me to get the desired vertical field of view.&lt;br /&gt;
Well, technically, my scheme still requires a separate running copy of FG and a separate video card for each monitor. I've had the best results doing this from 3 different machines, but I've heard stories of others having reasonable results with running multiple copies of FG on a single machine. At the moment FG doesn't have direct support for opening up multiple windows to drive multiple displays from a single instance of FG.&lt;br /&gt;
&lt;br /&gt;
There really isn't any extra performance hit though for asymmetric view frustums. The frustum is trimmed down before the cull and draw phase.&lt;br /&gt;
&lt;br /&gt;
I should say though that most people will just want to point their displays perpendicular to the viewer and use a more standard/straightforward symetric view frustums. I had to do asymmetric view frustums for a particular project with specialized needs. We ended up with a combination of compromises that I wasn't entirely happy about. We were trying to achieve a middle of the road solution that wasn't perfect anywhere, but wasn't horrible anywhere either.&lt;br /&gt;
&lt;br /&gt;
== Syncing multiple instances ==&lt;br /&gt;
&lt;br /&gt;
For anyone trying to sync multiple copies of flightgear and get silky smooth frame rates, or anyone trying to get silky smooth frame rates in a single copy of FG the following is some important information I learned the hard way...&lt;br /&gt;
&lt;br /&gt;
If you want smooth rendering, you need to do a couple things. First, make sure that your copy of FG can render a sustained consistant frame rate. One *good* option is to sync to the vertical refresh signal on your monitor. With linux/nvidia there is an environemental variable you need to set to activate this feature (see readme that comes with the driver.) For other cards or platforms, there may be some different mechanism. Secondly, there is a tool that FG gives you to throttle frame rates to a maximum value. Set the property /sim/frame-rate-throttle to some value that is a multiple of your monitor's refresh rate, but is fast enough for your machine to keep up with consistently. From the command line or your ~/.fgfsrc you could do this:&lt;br /&gt;
&lt;br /&gt;
  --prop:/sim/frame-rate-throttle-hz=30&lt;br /&gt;
&lt;br /&gt;
Just to convince yourself this is working, you might want to try something like:&lt;br /&gt;
&lt;br /&gt;
  --prop:/sim/frame-rate-throttle-hz=5&lt;br /&gt;
&lt;br /&gt;
This will limit your maximum frame rate to the specified hertz (if your machine can go that fast.) The internal FG mechanism to do this is a simple busy/wait loop so you don't gain any CPU cycles with this, but you do get pretty accurate timing.&lt;br /&gt;
&lt;br /&gt;
Getting the rendering speed consistent is one side of the coin. The other is that you need to feed the data input stream at the same consistent rate. This can be hard to control if you are communicating over the network.&lt;br /&gt;
&lt;br /&gt;
Consider this: here in the USA our monitors really like to run at 60 hz (or 72 or 75.) I usually run them at 60hz because that's easier to keep up with for FG rendering. For one particular example, I was stepping FG down to 30hz. I was trying to feed FG from another application running on the same machine. This was a really low cpu-usage process so I was using timer interrupts to wakeup every 33ms and send the data over the network. I was about to congratulate myself on my own cleverness, but I was continually nagged by much choppier rendering than I thought I should be seeing. Something wasn't right. It just so happened that someone had an oscilliscope they could connect in to one of the interfaces and see exactly how fast my data feeding program was running ... I was shocked that it was doing 25hz (or one data output every 40ms even though my timer was set to wake up every 33ms.) A 25hz input stream combined with a 30hz renderer just can't provide jitter free video output, in fact it's pretty horrible.&lt;br /&gt;
&lt;br /&gt;
Upon further investigation I discovered that the underlying linux CPU scheduler runs at 100hz (20ms cpu scheduler interrupt rate.) This is hard coded into the kernel and at one time represented a good balance between not burning too much CPU with excessive context switching, yet switching processes often enough so that they didn't become too unresponsive.&lt;br /&gt;
&lt;br /&gt;
Apparently the linux timer interrupt system only checks for a timer interrupt during a context switch (or every 20ms.) So I requested a 33ms wakeup ... after the first 20ms context switch, the timer hadn't expired yet, and the system wouldn't check again for another 20ms ... so I was getting 40ms interrupt times when I asked for 33ms... Actually you get 40ms interrupts if you ask for anything &amp;gt; 20ms or &amp;lt;= 40ms. Frustrating! I actually tried playing with the system cpu scheduler rate and recompiling my kernel and never got the results I was hoping for.&lt;br /&gt;
&lt;br /&gt;
This message is starting to get a little long and tedious, but my point here is that for smooth frame rates: (1) you need to draw the scene at a consistant rate (and I mean a consistant frame rate, not a variable rate faster than movie frame rates, but that's another tedious discussion for another time.) And (2) you need to feed your position/orientation updates at that exact same rate (and my example was to show why that's not always easy.) :-)&lt;br /&gt;
&lt;br /&gt;
What I ended up doing on the Linux platform was to keep the two applications running on the same machine, but communicate between them using a named pipe. Each application blocks waiting for input from the other side of the pipe, so you aren't held hostage to your OS's CPU scheduling/timing interrupt voodoo. FG acts in sort of a &amp;quot;master&amp;quot; or &amp;quot;commander&amp;quot; roll. The other application which feeds the data waits for a request and immediate responds with the result. This way FG runs essentially at full speed and isn't hindered by blocking on the other application's output (because even though it does block, it get's a reply back immediately to unblock it.) The other application blocks on FG's output which means it sit's idle (not burning any CPU) until a request/command comes in on the pipe. Of course you have to make sure your communication is all sequenced perfectly or you risk a dead lock scenario.&lt;br /&gt;
&lt;br /&gt;
Hopefully this message doesn't read too much like a computer science operating systems class, but any similarities you do see are intentional. :-)&lt;br /&gt;
&lt;br /&gt;
Windows doesn't have a real concept of &amp;quot;pipes&amp;quot; in it's underlying kernel, especially &amp;quot;real time&amp;quot; pipes which can't be faked with a temporary file, so shared memory is another solution for getting two applications to talk to each other. I'm sure that's where the &amp;quot;sharemem.dll&amp;quot; comes into play.&lt;br /&gt;
&lt;br /&gt;
Also it should be noted that if you can run your monitors/projectors at 60hz refresh rate, and then sync FG to the vertical refresh signal, and if your hardware is fast enough to sustain at least 60hz, then you can have extremely smooth displays. If you are able to send the NetFDM packets at exactly 60hz to all your display channels, you can have remarkably good syncronization between channels, and very smooth animation over all. But the key is to have *everything* running at a solid consistant frame rate. If you can't do 60hz, we have a mechanism to artificially throttle the frame rate to something lower, like 30hz or 20hz. Sometimes a slower consistant frame rate produces much smoother results than a faster, but varying frame rate.&lt;br /&gt;
&lt;br /&gt;
if you're really seeking for a 'clean' solution there are more topics to add. For instance you have to synchronize the yoke positions because you are likely to have a setup where the co-pilot's yoke is visible in the right-window view. Neither protocol will handle this. You might see AI aircraft taking off at the local airfield, an aircraft carrier or whatever else which lack synchronization as well, no matter which protocol you use.&lt;br /&gt;
&lt;br /&gt;
Distributing the AI stuff over the general/official MultiPlayer server might not be such a nice thing to do, so it might make more sense so&lt;br /&gt;
synchronize the slave views locally. This still lacks synchronization of AI objects but at least you don't annoy other people which are using&lt;br /&gt;
the MP server.&lt;br /&gt;
&lt;br /&gt;
Having the MP protocol extended to handle the needs of local synchronization might be the solution of choice, because apparently it puts less load onto the master machine than the 'native' protocol and it is platform independent - and while everybody is waiting for a chance to implement new features inside the MP protocol, 'they' might add a viewer-only mode as well &lt;br /&gt;
&lt;br /&gt;
In my application with one cockpit computer and  3 out-the-window computers, I already am using the FGNetFDM and FGNetCtrls structures to pass data between these 4 machines.  Flight dynamics, cockpit controls, control surface animations, etc. are already synced.  That is taken care of.&lt;br /&gt;
&lt;br /&gt;
Now I want to fly this system of computers in the multiplayer world.  An invisible player option (view only) for each of my visual channels would &lt;br /&gt;
be a quick and dirty solution to my problem.  I realize it wouldn't be perfect and there could be synchronization issues with the MP aircraft &lt;br /&gt;
locations when passing between displays, but I can live with that for now.&lt;br /&gt;
&lt;br /&gt;
AI aircraft is an entirely different issue.  I just turn all that off on this system because precisely as you point out, the AI stuff operates &lt;br /&gt;
independently in each display and that is not helpful.  There are a lot of things we could discuss with AI aircraft, but I don't want to &lt;br /&gt;
distract everyone from my main request, a viewer only mode for the Multiplayer system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //*** example to slave one copy of fgfs to another ***&lt;br /&gt;
 &lt;br /&gt;
 // This instructs the first instance of fgfs to send UDP packets in the native format to a machine called seattle.com on port 5500.&lt;br /&gt;
 fgfs1:  --native=socket,out,30,seattle.com,5500,udp&lt;br /&gt;
 &lt;br /&gt;
 // The second instance of fgfs will accept UDP packets (from anywhere) on port 5500.  &lt;br /&gt;
 // Note the additional --fdm=external option which tells the second instance of fgfs to not run the normal flight model,&lt;br /&gt;
 // but instead set the FDM values based on an external source (the network in this case.)&lt;br /&gt;
 fgfs2:  --native=socket,in,30,toulouse.net,5500,udp --fdm=external&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slaving Controls (Joystick) ==&lt;br /&gt;
--native-ctrls transmits many variables concerned with flight control positions, cockpit switches, radio settings, sim status (paused?), etc. See net_ctrls.hxx&lt;br /&gt;
&lt;br /&gt;
Look at the Network subdirectory for all the various options and the mini-docs for a howto. the necessary socket code is built into flightgear&lt;br /&gt;
and envoked as &amp;quot;  --native-ctrls=socket,in,32,,5700,tcp &amp;quot; where:&lt;br /&gt;
* 32 is the data rate (packets/sec)&lt;br /&gt;
* 5700 is the socket address used by the slave and server&lt;br /&gt;
* tcp is the IP protocol (you can use udp, but packert deliver is not guaranteed)&lt;br /&gt;
&lt;br /&gt;
== Slaving Dynamics (FDM) ==&lt;br /&gt;
There is a sample implementation that shows how to do this in the sourcecode under FlightGear/examples/netfdm.&lt;br /&gt;
&lt;br /&gt;
== Example: Syncing custom properties (animations etc) using a generic protocol ==&lt;br /&gt;
&lt;br /&gt;
For the full thread, see [http://forum.flightgear.org/viewtopic.php?f=36&amp;amp;t=19858].&lt;br /&gt;
&lt;br /&gt;
(Required background reading: $FG_ROOT/Docs/README.IO and $FG_ROOT/Docs/README.generic)&lt;br /&gt;
=== Multi-Instance Setup ===&lt;br /&gt;
* I was under the impression that using only one computer and multiple displays with FlightGear would be too taxing on the computer and graphics hardware. I've done multiple screens with GEFS (Google Earth Flight Simulator) and got some pretty slow frame rates doing it. Multiple computers with FGFS though is *so* much smoother most of the time. Much, much better.&lt;br /&gt;
* After much trial and error, I've succeeded in setting up slave computers for displaying different camera views, and it's pretty freaking awesome. I'd like to do some fine tuning now and hope I can find some help here on the forum. &lt;br /&gt;
*  I've pretty much been working with just one aircraft in getting the multi-computer thing going. The way I implemented it was to add a new view to the Aircrane aircraft on each computer - slave left view, master view, slave right view.&lt;br /&gt;
=== Syncing Shadows ===&lt;br /&gt;
* The first thing I'd like to tackle is - how to not have inappropriate shadows - in the slave displays. The aircraft can be well above the ground and yet cast *in the air* the shadow it would cast if it were on the ground. And possibly related to that, the props/rotors/etc. are frozen and don't move at all. Is there anything that can be done about this? I'm using native-fdm and native-ctrls between the computers but know next-to-nothing about the capabilities of the other options/protocols. I had some success with native-gui (I think it was), but so far, the fdm and ctrls combo works best for me.&lt;br /&gt;
* One more thing I noticed today was that while the attitude may change, there doesn't seem to be a corresponding change in the shadow. It always looks like it would look if the aircraft were parked on the ground&lt;br /&gt;
* sounds to me like you are using a combination of I/O protocols that isn't suitable to synchronize aircraft properties to update the slave instances.&lt;br /&gt;
* This is an aircraft-specific issue, due to the limitations of the protocols that's used - basically, the aircraft uses animations and properties that are not synchronized with other instances. So that animations from the main/master instance are not properly propagated to the slaves.&lt;br /&gt;
=== The Problem ===&lt;br /&gt;
* The way you described your setup, you are running multiple instances of FG, which are connected in a master/slave fashion - which basically means that important properties need to be replicated/copied over to the slaves instances. These are properties like position, orientation, view, velocities etc - each FG instance will then individually compute a corresponding view. The frame/image itself will never be copied to the other instances - just the variables. &lt;br /&gt;
* So are there additional protocols I should/could be using maybe? Is sending just the master computer's camera views - without its fdm etc. - something that's possible, or does that require too much work from the master's graphics card and defeat the whole purpose of using multiple computers? &lt;br /&gt;
* Meanwhile, I'm thinking the wierd shadows are only a symptom, and the props/rotors not moving is another sympton. It's as though the aircraft models in the slave computers get no instruction to be anything but parked on the ground with the engines off. You see (at least I see) the changes in attitude as you fly, but that's it. Nothing else ever changes...&lt;br /&gt;
* the animation properties don't seem to be properly synchronized - you'll need to handle that explicitly using another sync protocol, the FDM/input protocols don't transmit animation properties - they just transmit the &amp;quot;fundamental&amp;quot; properties. Basically, your slaved instance knows nothing about the properties that it needs to get from the master instance.&lt;br /&gt;
=== Using a custom protocol to sync properties ===&lt;br /&gt;
* Also, you can easily come up with your own custom protocols by editing/creating XML files [[Generic Protocol]]&lt;br /&gt;
* it looks like generic protocol might be the way I want to go, but how do I determine which properties need to be included and which ones don't? Or am I asking the wrong question?&lt;br /&gt;
* You could try to run a single master instance and check the values of the properties via the property browser. That should give you an idea of working values, even without understanding all the XML/animation magic.&lt;br /&gt;
* We've been discussing weird shadows, and propellers not spinning and such, but my focus is primarily on the shadow problem. I can put up with animations of flight control surfaces not working in the 'at aircraft' views, because I'd probably only use those views occasionally. However, in views from the pilot's perspective, pitching down and banking can cause extremely distracting dark shadows to come into view that darken huge chunks of real estate below. The size of the shadow is constant, regardless of altitude; it's the shadow that would be cast on the ground when the aircraft is on the ground. I nearly jump out of my seat sometimes when they suddenly appear during a dive etc.&lt;br /&gt;
* Well I've started thinking it might simply be a matter of *altitude updating* of the aircraft's shadow casting properties that's not being received by the slave instances via the native-fdm protocol. The 'shadowcasters' of the slaves, so to speak, always think the aircraft is on the ground. If this is the case, I would imagine that somewhere in the properties browsers of the master and the slaves I would see the values of certain altitude properties being updated in the master and remaining constant in the slaves?&lt;br /&gt;
=== Finding relevant properties ===&lt;br /&gt;
* So if any following this thread think I'm on the right track here, could you offer some suggestions as to what properties I might look at or what altitude related keywords in the xml files and properties browser might be worth taking a look at? I've done some searching on &amp;quot;agl&amp;quot; (above ground level, I assume)and &amp;quot;elev*&amp;quot; and &amp;quot;shadow*,&amp;quot; but haven't come across anything yet that looks all that promising. Of course looks can be deceiving, so any insights at all would be greatly appreciated.&lt;br /&gt;
* if this is &amp;quot;stock&amp;quot; FG in non-Rembrandt mode, the shadows are unlikely to be actually computed - they are just a &amp;quot;hack&amp;quot; added by modelers, in the form of semi-transparent 3D models usually.&lt;br /&gt;
* In the master computer's view, the same shadows I've been talking about *change* as altitude changes. It's the ground shadow you see with all aircraft. The higher the aircraft goes, the smaller the shadow on the ground appears to the pilot. In the slave views, the shadow doesn't change at all with change in altitude. The shadow is always the same size to the pilot; it's always the size it is when the aircraft is on the ground. What I need to know (I think) is what properties effect that change in the master's views that are missing in the slave instances. Would it matter whether or not that change is caused by a hack or whether or not it's a hack that gets changed? Couldn't such a change be transmitted via the generic protocol nevertheless?&lt;br /&gt;
* Regarding the shadows: that'd depend on the animations that are used there - so, you'll want to check out the animations on the master, see how they work exactly, and then provide the correponding data (=properties) by sync'ing them from the master to the slaves. Given your progress, that should be all do-able now, you just need to find the animations and check what properties are used. A fair deal of stuff can be learned just by using the property browser or the Nasal console and playing around with various properties, and changing them at runtime - no slaves needed for that, just to make sense of how the animations and properties hang together.&lt;br /&gt;
* Actually, the shadow is 95% generic/standard across aircraft, and only has two rotates (/orientation/pitch and /orientation/yaw) and a translate (/position/altitude-agl or /position/gear-agl-ft) and sometimes one more for the rotors (I forget the property, but it's under /rotors/main and it's absolute position in degrees). I think it will work, but it's odd that the shadow is not showing up (I wonder if it is possibly below-ground?). &lt;br /&gt;
* I meant to say was that it was the /position/gear-agl-ft property I wanted to try, because when I inspected that property in the slave with the internal properties browser, it showed a value of ' ' (blank), whereas the same property on the master did show a value.&lt;br /&gt;
* I'm trying to set up generic protocol communication between a master and slave computer. &lt;br /&gt;
=== The generic protocol ===&lt;br /&gt;
* I created an xml protocol file with an output block for the master and opened a generic protocol output. &lt;br /&gt;
* A protocol file can contain either or both of &amp;lt;input&amp;gt; and &amp;lt;output&amp;gt; definition blocks.&lt;br /&gt;
* Well, I think I'm on the right track. First of all, I took the protocol file with the output block for the master and copied it to the slave computer and simply changed both output tags to input tags. &lt;br /&gt;
* Then I created the input generic protocol on the slave and gave her a shot. Well, lo and behold, the shadows are gone, although not as I had hoped. I was thinking I would still see *appropriate* ground shadows, but it turned out there are now no shadows at all...which is a far cry better than it was before. I can definitely live with this, but if anyone can think of any tweaks to get the appropriate shadows back, that would be way cool.&lt;br /&gt;
* In the protocol files I used, I wasn't sure what value to put in for the 'format' tag, so I edited it out. I didn't know how to find out what it should be. Wouldn't it be great if the correct value for that would bring back the appropriate shadows? &lt;br /&gt;
* Someone with more expertise could probably look at the value for the /position/gear-agl-ft property in the properties browser and determine by the number that's displayed what the format is, but I'm not in possession of that knowledge at the moment.&lt;br /&gt;
* I'm making progress. I have shadows behaving pretty well and am starting to get rotors moving, but the rotors are behaving badly. They spin in the slave when they're stationary in the master. They start looking like they're robo-spider-legs, drawing in and out and in and up and in and down, all with quick jerky moves and blurring going on. It's wild!&lt;br /&gt;
=== Format tags ===&lt;br /&gt;
* Well I've not put in many format tags at all, and I'm wondering if that can matter. The values of a property in the slave property browser can be radically different from the values of the same property in the master's property browser. Is there a way to find out which format tags to use for properties on the tree?&lt;br /&gt;
* Generally, I think you will be wanting to use %f. Read up on printf formatting flags: %d is an integer and %f a float/double. I think that all properties will almost certainly be doubles.&lt;br /&gt;
* I use &amp;quot;type&amp;quot; tags to declare property values as double, float, etc. When you, for instance, declare a type to be float, what does formatting as %f do? I know you can dictate how many decimal places there should be on either side of the decimal point with something like %xx.xf, but what does %f default to? It's the number of places on either side of the decimal point that I was wondering what would be best. &lt;br /&gt;
* I guess I'll go ahead and experiment with it while I wait for any reply you might be able to offer. I don't think I'd do too much damage doing that...&lt;br /&gt;
* the type attribute tells the property tree how to store a value internally, using the most appropriate data type saves memory and reduces conversion overhead (bool, int, float, double, string). Using the printf-style format strings in a generic protocol XML file, merely tells the I/O system how to encode/decode a property - so that it can be saved/transmitted and restored properly. Using the wrong type and/or format string in a binary protocol, would cause wrong data to be transmitted/processed by FG. Basically, each type specifier tells FG how long each data type is in memory (bits-wise). For example, a boolean value is just 0 or 1 - so it only requires a single bit. A byte, on the other hand, requires 8 bits - and an integer (int) 4 bytes (32 bit).  So telling FG that something is a bit, will cause the data to be truncated to just a bit - which is what the format specifiers are all about: you can affect the re-interpretation of values from the property tree. In addition, there's the concept of signed-ness, i.e. numbers being positive or negative, or numbers having a mantissa - these affect how the values are stored in memory, and accordingly, the receiver must know how a value was encoded, to transform it back to what you want it to be.&lt;br /&gt;
=== Success ! ===&lt;br /&gt;
* Well I'll be! I added %f formatting to everything, and now everything appears to be working almost perfectly. The shadows are appropriate and the main rotor on the slave appears to be behaving exactly like the one on the master. This is awesome. The only difference I can see is that the animated main rotor shadow appears to have fewer blades on the slave, but if I never find out why and fix it, it will barely matter. I'm completely stoked! All I basically have left to do is put in pretty much the same code for the tail rotor that I did for the main rotor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;PropertyList&amp;gt;&lt;br /&gt;
	&amp;lt;generic&amp;gt;&lt;br /&gt;
		&amp;lt;output&amp;gt;&lt;br /&gt;
			&amp;lt;line_separator&amp;gt;newline&amp;lt;/line_separator&amp;gt;&lt;br /&gt;
			&amp;lt;var_separator&amp;gt;,&amp;lt;/var_separator&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/position/gear-agl-ft&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%1.9f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/orientation/pitch-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
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			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/orientation/roll-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
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			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[1]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[1]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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				&amp;lt;node&amp;gt;/rotors/main/blade[1]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[2]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[2]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[2]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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				&amp;lt;node&amp;gt;/rotors/main/blade[3]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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				&amp;lt;node&amp;gt;/rotors/main/blade[3]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
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				&amp;lt;node&amp;gt;/rotors/main/blade[3]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[4]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[4]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[4]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[5]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[5]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[5]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;!-- &amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[0]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[0]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone1-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone2-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone3-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone4-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/roll-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/rpm&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/stall&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/stall-filtered&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/torque&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/yaw-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
		&amp;lt;/output&amp;gt;&lt;br /&gt;
		&amp;lt;!-- ******************************************************** --&amp;gt;&lt;br /&gt;
		&amp;lt;input&amp;gt;&lt;br /&gt;
			&amp;lt;line_separator&amp;gt;newline&amp;lt;/line_separator&amp;gt;&lt;br /&gt;
			&amp;lt;var_separator&amp;gt;,&amp;lt;/var_separator&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/position/gear-agl-ft&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%1.9f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/orientation/pitch-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/orientation/roll-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[1]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[1]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[1]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[2]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[2]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[2]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[3]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[3]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[3]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[4]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[4]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[4]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[5]/flap-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[5]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[5]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;!-- &amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[0]/position-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/blade[0]/incidence-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone1-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone2-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone3-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/cone4-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/roll-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/rpm&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/stall&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/stall-filtered&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;double&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/torque&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;chunk&amp;gt;&lt;br /&gt;
				&amp;lt;node&amp;gt;/rotors/main/yaw-deg&amp;lt;/node&amp;gt;&lt;br /&gt;
				&amp;lt;type&amp;gt;float&amp;lt;/type&amp;gt;&lt;br /&gt;
				&amp;lt;format&amp;gt;%f&amp;lt;/format&amp;gt;&lt;br /&gt;
			&amp;lt;/chunk&amp;gt;&lt;br /&gt;
		&amp;lt;/input&amp;gt;&lt;br /&gt;
	&amp;lt;/generic&amp;gt;&lt;br /&gt;
&amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
For setting up slaved visual channels, here are some of the options I have used:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--enable-game-mode (--enable-fullscreen depending on glut vs. sdl)&lt;br /&gt;
--prop:/sim/menubar/visibility=false&lt;br /&gt;
--prop:/sim/ai/enabled=false (prevents the ai ATC text at the top of the screen.) --prop:/sim/ai-traffic/enabled=false (prevents strange planes from flying across a single view)&lt;br /&gt;
--prop:/sim/rendering/bump-mapping=false&lt;br /&gt;
--fov=35&lt;br /&gt;
--prop:/sim/view/config/heading-offset-deg=-35&lt;br /&gt;
--prop:/sim/view/config/pitch-offset-deg=3&lt;br /&gt;
--native-fdm=socket,in,60,,5505,udp&lt;br /&gt;
--native-ctrls=socket,in,60,,5506,udp&lt;br /&gt;
--fdm=null&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Time Syncing ==&lt;br /&gt;
You can set /sim/time/cur-time-override to override the current time. If you do so, you also have to do this continously to keep the time up-to-date. The &lt;br /&gt;
value to feed into this property is the return value of the posix time() function. Unfortunately there is no output property for this values. The other input property for setting time is /sim/time/warp to set the offset to the system's clock.&lt;br /&gt;
&lt;br /&gt;
Also see:&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg33861.html&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38274.html&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38675.html&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40068.html&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
Check the hardwired version number in the packet. That will get incremented when the structure changes. It's also there if you want to get crazy and build a system that can read the packet version and decode it differently for different versions. I suspect there probably was a change&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Adding_a_canvas_to_a_GUI_dialog&amp;diff=66381</id>
		<title>Howto:Adding a canvas to a GUI dialog</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Adding_a_canvas_to_a_GUI_dialog&amp;diff=66381"/>
		<updated>2014-01-12T03:49:13Z</updated>

		<summary type="html">&lt;p&gt;Anton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Canvas Navigation}}&lt;br /&gt;
&lt;br /&gt;
'''Note: This tutorial describes features only available in FlightGear &amp;gt;= 2.8 ! (also note that the Canvas/PUI support described here will eventually be phased out, once PUI is finally retired, probably some time after the 3.0 release)'''&lt;br /&gt;
&lt;br /&gt;
Using the combination of Nasal scripting, GUI dialogs and embedded canvas regions for 2D rendering, you can create standalone &amp;quot;FlightGear applications&amp;quot; in the form of self-contained dialogs that you can easily share with fellow FlightGear users. This can for example be used to create a plotting application like [[FGPlot]], which would look to FlightGear like a conventional dialog.&lt;br /&gt;
&lt;br /&gt;
To create a new canvas dialog, you can just open an existing dialog from $FG_ROOT/gui/dialogs (e.e.g copy a simple dialog like the exit/about dialog), and then customize it according to your needs - i.e. by naming it &amp;quot;fgplot.xml&amp;quot;,  remove any stuff that you don't need, then add a new canvas widget to the dialog, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;canvas&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;fgplot&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;valign&amp;gt;fill&amp;lt;/valign&amp;gt;&lt;br /&gt;
  &amp;lt;halign&amp;gt;fill&amp;lt;/halign&amp;gt;&lt;br /&gt;
  &amp;lt;stretch&amp;gt;true&amp;lt;/stretch&amp;gt;&lt;br /&gt;
  &amp;lt;pref-width&amp;gt;600&amp;lt;/pref-width&amp;gt;&lt;br /&gt;
  &amp;lt;pref-height&amp;gt;400&amp;lt;/pref-height&amp;gt;&lt;br /&gt;
  &amp;lt;nasal&amp;gt;      &lt;br /&gt;
  &amp;lt;!-- &lt;br /&gt;
       this is the Canvas-specific Nasal section where you can run your own Nasal code &lt;br /&gt;
       to access the canvas region&lt;br /&gt;
  --&amp;gt;&lt;br /&gt;
    &amp;lt;load&amp;gt;&lt;br /&gt;
      &amp;lt;![CDATA[&lt;br /&gt;
      &lt;br /&gt;
               # you can add your canvas-specific code here&lt;br /&gt;
               var my_canvas = canvas.get( cmdarg() ); # this will get a handle to the parent canvas :&lt;br /&gt;
&lt;br /&gt;
               print(&amp;quot;Hello world from the embedded canvas section!\n&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
      ]]&amp;gt;&lt;br /&gt;
    &amp;lt;/load&amp;gt;&lt;br /&gt;
  &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&amp;lt;/canvas&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
You can then use Nasal to animate your canvas and draw graphics etc.&lt;br /&gt;
&lt;br /&gt;
== FGPlot ==&lt;br /&gt;
Here's a complete fgplot.xml example for $FG_ROOT/gui/dialogs, open it through the Nasal console, by running '''gui.showDialog(&amp;quot;fgplot&amp;quot;);'''&lt;br /&gt;
&lt;br /&gt;
[[File:Fgplot-canvas.png|400px|Stub]]&lt;br /&gt;
&lt;br /&gt;
'''(Note: As of 07/2013, FGPlot has significantly progressed since the early days of the prototype - see the [[FGPlot]] article for details and screen shots)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;fgplot&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;modal&amp;gt;false&amp;lt;/modal&amp;gt;&lt;br /&gt;
  &amp;lt;layout&amp;gt;vbox&amp;lt;/layout&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;text&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;FGPlot&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;group&amp;gt;&lt;br /&gt;
    &amp;lt;layout&amp;gt;hbox&amp;lt;/layout&amp;gt;&lt;br /&gt;
    &amp;lt;halign&amp;gt;fill&amp;lt;/halign&amp;gt;&lt;br /&gt;
    &amp;lt;default-padding&amp;gt;10&amp;lt;/default-padding&amp;gt;&lt;br /&gt;
    &amp;lt;empty&amp;gt;&amp;lt;stretch&amp;gt;true&amp;lt;/stretch&amp;gt;&amp;lt;/empty&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;empty&amp;gt;&amp;lt;stretch&amp;gt;true&amp;lt;/stretch&amp;gt;&amp;lt;/empty&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;canvas&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;fgplot&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;valign&amp;gt;fill&amp;lt;/valign&amp;gt;&lt;br /&gt;
      &amp;lt;halign&amp;gt;fill&amp;lt;/halign&amp;gt;&lt;br /&gt;
      &amp;lt;stretch&amp;gt;true&amp;lt;/stretch&amp;gt;&lt;br /&gt;
      &amp;lt;pref-width&amp;gt;600&amp;lt;/pref-width&amp;gt;&lt;br /&gt;
      &amp;lt;pref-height&amp;gt;400&amp;lt;/pref-height&amp;gt;&lt;br /&gt;
      &amp;lt;nasal&amp;gt;      &lt;br /&gt;
      &amp;lt;!--&lt;br /&gt;
           this is the Nasal/canvas section where you can run your own Nasal code &lt;br /&gt;
           to access the canvas section &lt;br /&gt;
      --&amp;gt;&lt;br /&gt;
        &amp;lt;load&amp;gt;&lt;br /&gt;
          &amp;lt;![CDATA[&lt;br /&gt;
                   # you can add your canvas-specific code here&lt;br /&gt;
                   var my_canvas = canvas.get( cmdarg() ); # this will get a handle to the parent canvas:&lt;br /&gt;
&lt;br /&gt;
                   var root = my_canvas.createGroup();&lt;br /&gt;
                   var text = root.createChild(&amp;quot;text&amp;quot;)&lt;br /&gt;
                                  .setText(&amp;quot;Hello world from FGPlot v. 0.1 !&amp;quot;)&lt;br /&gt;
                                  .setTranslation(10, 30)&lt;br /&gt;
                                  .setAlignment(&amp;quot;left-top&amp;quot;)&lt;br /&gt;
                                  .setFontSize(20)&lt;br /&gt;
                                  .setFont(&amp;quot;LiberationFonts/LiberationSans-Regular.ttf&amp;quot;)&lt;br /&gt;
                                  .set(&amp;quot;max-width&amp;quot;, 380)&lt;br /&gt;
                                  .setColor(1,0,0);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                   var graph = root.createChild(&amp;quot;group&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
                   var x_axis = graph.createChild(&amp;quot;path&amp;quot;, &amp;quot;x-axis&amp;quot;)&lt;br /&gt;
                                     .moveTo(10, 150)&lt;br /&gt;
                                     .lineTo(380, 150)&lt;br /&gt;
                                     .setColor(1,0,0)&lt;br /&gt;
                                     .setStrokeLineWidth(3);&lt;br /&gt;
&lt;br /&gt;
                   var y_axis = graph.createChild(&amp;quot;path&amp;quot;, &amp;quot;y-axis&amp;quot;)&lt;br /&gt;
                                     .moveTo(10, 30)&lt;br /&gt;
                                     .lineTo(10, 250)&lt;br /&gt;
                                     .setColor(1,0,0)&lt;br /&gt;
                                     .setStrokeLineWidth(3);&lt;br /&gt;
&lt;br /&gt;
                   var plot = graph.createChild(&amp;quot;path&amp;quot;, &amp;quot;data&amp;quot;)&lt;br /&gt;
                                   .setStrokeLineWidth(2)&lt;br /&gt;
                                   .setColor(0,0,1)&lt;br /&gt;
                                   .moveTo(10,150); # origin&lt;br /&gt;
&lt;br /&gt;
                   var samples = [ # absolute coordinates&lt;br /&gt;
                                   [50, 150], [100,140], [200,110], [270, 55]&lt;br /&gt;
                                 ];&lt;br /&gt;
&lt;br /&gt;
                   foreach(var set; samples) {&lt;br /&gt;
                                               plot.lineTo( set[0], set[1] );&lt;br /&gt;
                   }&lt;br /&gt;
          ]]&amp;gt;&lt;br /&gt;
        &amp;lt;/load&amp;gt;&lt;br /&gt;
      &amp;lt;/nasal&amp;gt;&lt;br /&gt;
    &amp;lt;/canvas&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;button&amp;gt;&lt;br /&gt;
      &amp;lt;legend&amp;gt;Exit&amp;lt;/legend&amp;gt;&lt;br /&gt;
      &amp;lt;equal&amp;gt;true&amp;lt;/equal&amp;gt;&lt;br /&gt;
      &amp;lt;key&amp;gt;Esc&amp;lt;/key&amp;gt;&lt;br /&gt;
      &amp;lt;binding&amp;gt;&lt;br /&gt;
        &amp;lt;command&amp;gt;dialog-close&amp;lt;/command&amp;gt;&lt;br /&gt;
      &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/button&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;empty&amp;gt;&amp;lt;stretch&amp;gt;true&amp;lt;/stretch&amp;gt;&amp;lt;/empty&amp;gt;&lt;br /&gt;
  &amp;lt;/group&amp;gt;&lt;br /&gt;
&amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, you can use a timer to plot properties like '''/position/altitude-ft''' or '''/velocities/groundspeed-kt'''.&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Bombable&amp;diff=57874</id>
		<title>Bombable</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Bombable&amp;diff=57874"/>
		<updated>2013-02-12T21:40:06Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Bombable video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bombable4 4 600.png|thumb|Bombable 4.4]]&lt;br /&gt;
[[File:camel-through-wing.jpg|thumb|[[Sopwith Camel]]]]&lt;br /&gt;
[[File:spad-vs-camel.jpg|thumb]]&lt;br /&gt;
[[File:warthog-down-on-bay-bridge.jpg|thumb|[[A-10 Warthog]]]]&lt;br /&gt;
&lt;br /&gt;
'''Bombable''' is an add-on to [[FlightGear]] that adds bombs, weapons, damage, fire, and explosion effects to FlightGear that work with the main [[aircraft]], [[scenery]], AI aircraft and other AI objects and multiplayer aircraft objects.&lt;br /&gt;
&lt;br /&gt;
==Bombable features==&lt;br /&gt;
* [[Multiplayer]] dogfighting.&lt;br /&gt;
* AI dogfighting and bombing scenarios, using most any FlightGear aircraft that can shoot weapons or drop bombs, against planes, ships, and vehicles that dodge, turn, attack, shoot at you, and generally act like fighter pilots would&lt;br /&gt;
* Shootable/bombable moving tanks, [[jeep]]s, ships, and aircraft that catch fire, burn, explode, sink, crash, etc.  These work with most any FlightGear aircraft that can fire weapons.&lt;br /&gt;
* AI scenarios that allow you to use FlightGear aircraft for air-to-ground, air-to-sea, and air-to-air combat missions against these targets &lt;br /&gt;
* Explode/burn when you crash&lt;br /&gt;
* Exceeding [[Howto: Define limits|aircraft limitations]] (excess g-forces, overspeed) adds damage to your aircraft and finally leads to shutdown/crash &lt;br /&gt;
&lt;br /&gt;
==Downloading and using in FlightGear==&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=6&amp;amp;t=5742&amp;amp;p=43772 Download Bombable on the Flightgear Forums thread for Bombable]&lt;br /&gt;
* Instructions for installing and using Bombable are included in the Docs directory of the download file.&lt;br /&gt;
&lt;br /&gt;
==List of Bombable Aircrafts==&lt;br /&gt;
[[Sopwith Camel]], SPAD VII, [[Fokker Dr.I]] Triplane, [[A6M2 Zero]], F6F Hellcat, [[Fairchild Republic A-10 Thunderbolt II|A-10 Warthog]], [[UFO]], and other included aircraft such the [[Polikarpov I16]].&lt;br /&gt;
&lt;br /&gt;
==How to ading Bombable to a FlightGear aircraft==&lt;br /&gt;
* [[Howto: Adding Bombable to FlightGear Aircraft]]&lt;br /&gt;
 &lt;br /&gt;
==Related articles==&lt;br /&gt;
* [[Howto: Dogfighting over Multiplayer with Bombable]]&lt;br /&gt;
* [[Dicta Boelcke]] rules for dogfighting by the WWI aces&lt;br /&gt;
* [[Bombable_Development_Roadmap]]&lt;br /&gt;
==Bombable video==&lt;br /&gt;
{{#ev:youtube|LL7bdHrR8uI|auto|This is an embedded video!}}&lt;br /&gt;
&lt;br /&gt;
==Readme==&lt;br /&gt;
http://wiki.flightgear.org/Bombable_Readme&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
FlightGear seems to have most all the pieces under the hood to make an excellent platform for simulating historical military aircraft, dogfighting  and fighter plane tactics with aircraft of different eras, and bombing runs and other tactics from various historical eras, and other aircraft simulations that could depend on FlightGear's realistic, underlying flight models.&lt;br /&gt;
&lt;br /&gt;
Some aircraft have implemented limited weapons, armament, and explosions.  The A-10 Warthog was released, including an AI scenario for the A-10 to bomb M-1 tanks, which then exploded realistically.&lt;br /&gt;
&lt;br /&gt;
The Bombable add-on was designed to put all the available FlightGear elements together as a proof of concept to see if FlightGear can be a realistic simulator for aircraft that include weapons and armament, working with AI aircraft and over Multiplayer, including:&lt;br /&gt;
&lt;br /&gt;
* Realistic impact detection and damage assessment&lt;br /&gt;
* Damage tracking over AI and Multiplayer and communication of impacts and damage levels over Multiplayer&lt;br /&gt;
* AI aircraft, vehicles, and ships that can evade, attack, and generally act realistically&lt;br /&gt;
* Explosions, fires, and so on, upon damage and crash&lt;br /&gt;
&lt;br /&gt;
Bombable was developed with the idea that in a realistic flight simulator environment, the rules and techniques of dogfighting and aerial warfare--like the World War I [[Dicta Boelcke]], by Oswald Boelcke, one of the first great aces of the war--would naturally develop and naturally play out.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
As of October 2011 (Bombable 4.4) the status is:&lt;br /&gt;
* Damage impact detection is the most advanced element in Bombable.  It is greatly improved over FG's native impact detection system, and the framework is in place for further refinements or as a model for FG to implement more refined impact detection internally.&lt;br /&gt;
&lt;br /&gt;
* Damage tracking and communication over Multiplayer works well in a very lightweight with a very low data rate. However, only a general damage percentage is tracked and communicated.  Damage to different locations or systems is not simulated.&lt;br /&gt;
&lt;br /&gt;
* AI aircraft behavior is controlled by a Nasal script that modifies FlightGear's AI system.  This is Bombable's weakest point--in many ways the Nasal script is simply fighting the underlying AI code for control of the AI aircraft.  Creating more realistic/intelligent AI fighter aircraft will require greater integration with FlightGear's AI systems.&lt;br /&gt;
&lt;br /&gt;
* AI aircraft weapons systems are simulated through a probabilistic approach. And shown visually via FlightGear's Particle System.  At this time it appears that creating and tracking AI weapon projectiles via FlightGear's submodel system, which simulates submodel dynamics and impacts precisely, is technically difficult and would have a drastic negative impact on the FlightGear framerate.  Bombable follows the more promising of simulating AI weapon fire using FlightGear's particle system, which allows for visual display of numerous moving particles with little to no effect on the framerate and calculating weapons hits mathematically in a simple way that has minimal impact on framerate.&lt;br /&gt;
&lt;br /&gt;
* AI AIRCRAFT MOVE VERTICALLY--AND DO LOOPS: AI aircraft now move much more realistically in the vertical direction. They do loops, dive, and all the rest. Their behavior (climb rates, dive rates, and so on) matches those of the corresponding FG aircraft. This makes for a much more realistic 3-D dogfighting experience in FlightGear.&lt;br /&gt;
&lt;br /&gt;
* Proof of concept for explosions, fires, weapons damage animations, and crash animations is in place.  All these elements could be refined for greater realism.&lt;br /&gt;
&lt;br /&gt;
* REALISTIC ROLL RATES FOR AI AIRCRAFT: Roll rates are one the most important factors determining the effectiveness of fighter aircraft-- aircraft that can roll faster can turn faster. Now the roll rate for AI aircraft in scenarios can be customized, and bugs in the roll &amp;amp; turn routines for AI aircraft have been fixed.&lt;br /&gt;
&lt;br /&gt;
* SIGNIFICANT PERFORMANCE IMPROVEMENTS: Bombable now makes much less of an impact on your framerate, and much less stuttering &amp;amp; slowdown at key points, like when numerous machine gun rounds are impacting.&lt;br /&gt;
&lt;br /&gt;
* RELOCATE ANY SCENARIO TO YOUR LOCATION: Have an AI scenario based in San Francisco, but want to fly in London? No problem, just hit a button in the Bombable menu and your scenario comes to you, wherever you are. Damage levels for AI aircraft and objects are re-set. It's like loading a new scenario without having to re-start FlightGear.&lt;br /&gt;
&lt;br /&gt;
* RE-SPAWN AI AIRCRAFT &amp;amp; OBJECTS: After you have shot down (or been shot down by!) AI aircraft or objects in scenarios, you can instantly re-spawn them and try again. (Available in the Bombable menu.)&lt;br /&gt;
&lt;br /&gt;
The last two are kind of game changers--it's like being able to re-start/re-load a scenario instantly without having to re-start FG.&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
&lt;br /&gt;
===Version 4.4===&lt;br /&gt;
&lt;br /&gt;
Version 4.4 is a complete revamping of Bombable into more of a complete, cohesive system for Multiplayer and AI dogfighting and bombing. The accuracy of all the basic functions has been improved and made more realistic, and a number of new &amp;quot;Bombable- compatible&amp;quot; aircraft have been included, from WWI fighters to modern-day jet fighters.&lt;br /&gt;
&lt;br /&gt;
* WEAPON HIT DETECTION GREATLY IMPROVED: Complete re-vamped system for detecting your weapon hits on AI or Multiplayeraircraft. It is no longer limited by FG's built-in, large &amp;quot;damage cylinder&amp;quot;. It now extends the weapon's flight path within that cylinder to determine precisely how close the weapon hit on your target--allowing muchbetter modeling of hits, damage, and results.&lt;br /&gt;
&lt;br /&gt;
* DAMAGE ANALYSIS SYSTEM GREATLY IMPROVED: In addition, the damage analysis system has been updated to calculate and use the momentum of weapons as the basis for determing damage of weapon hits. This has proven to be far more realistic and gives much better results thanthe previous ad-hoc method.&lt;br /&gt;
&lt;br /&gt;
* GREATLY IMPROVED DAMAGE IMPACT ANIMATIONS: Previous versions of Bombable relied on FG's built-in impact animations.  The result was that FG often showed the damage impact explosion when the projectile had actually made a clean miss of the aircraft.  In Bombable 4.4, this problem is solved, with impact explosions being shown exactly where Bombable calculates they happen, and only when Bombable detects an actual hit with damage. So you have much tigher correspondence between what you see and whatdamage is recorded.&lt;br /&gt;
&lt;br /&gt;
* The impact animations work for all types of small and large caliber guns and bombs.  The system uses FG's excellent particle system to draw the gun and bomb impacts with almost not impact on framerate, and far less jerkiness than FG's usual submodel method.  As a bonus, the new animations look much, much better as well, and the visual of the impact matches the actual damage of the impact quite well--that is, the visual size of a bomb explosion closely matches the actual damage area of the bomb; small caliber weapons hits show as smallerimpacts that large caliber weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* YOUR OWN WEAPONS CAN DAMAGE YOU: Drop a bomb on your own aircraft or too &lt;br /&gt;
near it? You'll see the results--damage to your aircraft.  This makes bombing &lt;br /&gt;
runs far more realistic--if you get too close to the bomb impact, you'll feel &lt;br /&gt;
the results.&lt;br /&gt;
&lt;br /&gt;
* IMPACT VISUALS, SMOKE, AND FIRE SHOWN ON SCENERY: If you drop a bomb on a&lt;br /&gt;
scenery or a building, you see an explosion and a long-lasting fire--&lt;br /&gt;
just as you do when you bomb a jeep, tank, or airplane.  Previously, the &lt;br /&gt;
bombs, guns, rockets, and other armament only had an effect on AI and MP&lt;br /&gt;
aircraft, tanks, ships, and so on.  Now armament hits affect almost everything&lt;br /&gt;
in the FlightGear world.&lt;br /&gt;
&lt;br /&gt;
* RE-SPAWN AI AIRCRAFT: After you have shot down (or been shot down by!)&lt;br /&gt;
AI aircraft in scenarios, you can instantly re-spawn them and try again.&lt;br /&gt;
(Available in the Bombable menu.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BOMBABLE FOKKER DR.1 FIXED: Fixed/update the Fokker Dr.1 aircraft. It is now the same aircraft as distributed in FG 2.4.0 but with added historically accurate guns and an aircraft help file.&lt;br /&gt;
&lt;br /&gt;
* BOMBABLE GRUMMAN F6F HELLCAT ADDED: Added a new Bombable-compatible aircraft, the Grumman F6F Hellcat. This makes a great foil to the A6M2 Zero, as they fought against each other in WWII. (As always, mucho thanks must go to the authors of the F6F aircraft--all I've done is update the weaponry to be historically accurate and add a thin veneer of tweaks to make the aircraft completely compatible with Bombable. All credit for aircraft design, systems, FDM, and everything else goes to the original authors, in this case EmanuelBaranger and others.)&lt;br /&gt;
&lt;br /&gt;
* NEW SCENARIOs: New scenario to show off the F6F, one to show offthe Bombable UFO, and one to help with testing: &lt;br /&gt;
&lt;br /&gt;
**BOMB-LakeTahoeWWIIB17BombersWithF6FCover.xml&lt;br /&gt;
**BOMB-MarinCountyUFOInvasion.xml&lt;br /&gt;
**BOMB-Kansas-City-Bombable-Testbed.xml &lt;br /&gt;
&lt;br /&gt;
* BOMBABLE A-10 WARTHOG ADDED: The A-10 is the best plane to fly several scenarios and including it in the package means that it can be used to fly multiplayer bombable as well.  It has several tweaks making it easier to use with the Bombable package and also improves an annoying bug where the A-10 slows FG's framerate massively after a few re-init/re-locates. (Again, all credit to the A-10 original authors--all I have done is adda few Bombable tweaks and specifics.)&lt;br /&gt;
&lt;br /&gt;
* BOMBABLE UFO ADDED: This is mostly for testing; keys 1-9, 0, q, and w fire different weapons.  A working AI version is included--so you can have dueling Bombable UFOs over Multiplayer or try the UFO dogfighting scenario (surprisingly fun!).  Also a testbed scenario is included, and using the UFO with the BOMB-Kansas-City-Bombable-Testbed.xml scenario is the easiest way to test most Bombable functions, aircraft, and AI aircraft. (Based on FG's stock UFO, but with Bombable capabilitiesadded.)&lt;br /&gt;
&lt;br /&gt;
* BOMB DAMAGE: Reconfigured damage impact of bombs; the bombs now act--lookand create damage--far closer to real data.&lt;br /&gt;
&lt;br /&gt;
* NEW MENU: Re-vamped Bombable menu with new/streamlined/more sensible options.&lt;br /&gt;
&lt;br /&gt;
* RESET DAMAGE: In the new Bombable menu you can reset damage for main aircraft and AI aircraft and objects.&lt;br /&gt;
&lt;br /&gt;
* BOMBABLE SCENARIOS RENAMED: Renamed all scenarios that come with the  package with prefix &amp;quot;BOMB-&amp;quot;.  This should make it easier to find the scenarios and also update or remove them when necessary.&lt;br /&gt;
&lt;br /&gt;
* SMALLER SMOKE/FIRE OPTION: A small fire option, used where appropriate, so that fires/explosions/damage don't always look sooverly huge.&lt;br /&gt;
&lt;br /&gt;
* UNUSABLE AIRCRAFT REMOVED: Removed unused/unusable aircraft from the distribution. Some of these are perfectly fine for general flying, but weapons or other features don't work well with Bombable, and having them listed in the menus when they didn't really work made forconfusion.&lt;br /&gt;
&lt;br /&gt;
* SCENARIO FIXES: Some scenarios were not loading properly for some people in ver. 4.3. This might be because of inconsistencies in the case of some file and directory names. I worked on resolving thisissue, but please let me know if it is still happening.&lt;br /&gt;
&lt;br /&gt;
* SCENARIOS RENAMED: Renamed all scenarios to start with &amp;quot;BOMB-&amp;quot;. This should help us keep straight which scenarios work with Bombable and also troubleshoot and track down &amp;amp; fix problems with scenarios.&lt;br /&gt;
&lt;br /&gt;
* AI WEAPONS IMPROVED: AI weapons now malfunction when the AI aircraft, vehicle, or ship is damaged.&lt;br /&gt;
&lt;br /&gt;
* MISC. UPDATES: Updated included AI aircraft and scenarios to fit with the new impact detection system.&lt;br /&gt;
&lt;br /&gt;
* FOR BOMBABLE AIRCRAFT DESIGNERS: If you have designed aircraft to use with Bombable, you should look at the sample AI aircraft provided to see updates to the Bombable dimensions, vulnerabilities, and weapons sections. You will need to re-tool your aircraft slightly, but when finished the results will be much better.&lt;br /&gt;
&lt;br /&gt;
* BUG FIXES: Various small bug fixed and improvements, fixed a lot of the programs with scenarios, AI Aircraft, directories.&lt;br /&gt;
&lt;br /&gt;
See the To Do file (many of which have now been done) for many more changes, updates, and improvements.&lt;br /&gt;
&lt;br /&gt;
===Version 4.3===&lt;br /&gt;
------------------------ &lt;br /&gt;
&lt;br /&gt;
* Multiplayer dogfighting is now working in FG 2.4.0. (It broke sometime in the FG 2.X.X. series.) Use one of the MP-dogfighting- enabled planes included in the packet (Sopwith Camel-Bombable/Yasim, SPAD VII-Bombable, or FKDR1-Bombable/JSB, or A6M2-Bombable/YASim--use the versions marked as Guns/Bombable, not the default FG installs) and make sure your opponent does the same--you will both be able to shoot and damage each other, see damage reports, etc.&lt;br /&gt;
&lt;br /&gt;
* Weapons on AI aircraft--which will shoot at you as you attack them--can now be placed in different locations and aimed indifferent directions.&lt;br /&gt;
&lt;br /&gt;
In combat, they will shoot you if that location/direction is lined up with you. The AI B-17 Bomber included in the package will shoot at you from the rear; the M-1 tank will shoot towards the front at about a 45 degree angle, Jeep will shoot forwards and upwards,Ferries will shoot forward or backwards, etc.&lt;br /&gt;
&lt;br /&gt;
The result is a far more realistic experience. Shooting bombers used to be like shooting fish in a barrel--now between the bombers shooting at you and the fighter planes coming in from high cover, you're lucky to score a few small hits and get out of therealive . . .&lt;br /&gt;
&lt;br /&gt;
* The AI Weapons system was generally improved and weapon strength, direction, size, location, and effectiveness can be specified in the XML file for each AI aircraft type. (If you're creating your own Bombable-enable aircraft, just add weapons specs in the WEAPONSsection of AI aircraft; see enclosed AI/Aircraft files for examples.)&lt;br /&gt;
&lt;br /&gt;
* Generally tweaked AI aircraft, attack &amp;amp; weapons routines, and AI scenarios for a better, more realistic experience. In particular,try:&lt;br /&gt;
&lt;br /&gt;
** MarinCountyWWIIBombersWithCover.xml (fly A6M2-Bombable/YASim)&lt;br /&gt;
** MarinCountyCamelInvasion1-Simple.xml (fly Sopwith Camel-Bombable/YASim)  &lt;br /&gt;
&lt;br /&gt;
* Again worked on the problem of getting AI aircraft to climb and dive more realistically instead of sedately. The AI aircraft are farmore realistic/active in the vertical direction now.&lt;br /&gt;
&lt;br /&gt;
* Bombable no longer overwrites existing aircraft or anything else in FG's installation. It will add new aircraft and a few other Bombable-specific files. All new/added aircraft have the suffix -Bombable. Bombable will overwrite-replace things from its ownprevious installation, but no other files.&lt;br /&gt;
&lt;br /&gt;
Generally when flying Bombable's AI scenarios or flying over multiplayer with another person using Bombable, your best experience will be to use one of the aircraft provided (and identifiable by the -Bombable extension) or another aircraftspecifically set up to use Bombable's capabilities.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
===Version 4.2===&lt;br /&gt;
------------------------&lt;br /&gt;
* Made numerous changes/updates/improvements related to getting Bombable working with FG 2.4.0.&lt;br /&gt;
&lt;br /&gt;
* Found the FG 2.4.0 &amp;quot;reinit&amp;quot; problem in both M-1 and Jeep in AI/Aircraft &amp;amp; fixed&lt;br /&gt;
&lt;br /&gt;
* Reconfigured the damage calculations for light weapons in the test_impact function. Result may be that it is harder/takes more hits than before to damage aircraft or objects. If it is too hard you can select both &amp;quot;Easy Mode&amp;quot; and &amp;quot;Super Easy Mode&amp;quot; together to make it quite a bit easier to both hit targets and create damage. This still needs some refinement but it is setting the groundworkfor a better, more consistent way of dealing with damage.&lt;br /&gt;
&lt;br /&gt;
* Small refinements in display, damage reports, etc.&lt;br /&gt;
&lt;br /&gt;
* FG 2.4.0 is doing this crazy thing where it reinitializes AI objects in scenario repeatedly and also (sometimes!) slips in non-AI objects like joystick inputs for initialization as AI/scenario objects. This results in massive slowdowns and other bizarre behavior. So I've set up checks to disallow repeated re-inits of AI objects and only allow AI and Multiplayer objects (as opposed joystick input devices, etc) to initialize themselves with Bombable. The ultimate solution here is a FG code fix, but in the meanwhilesome of the worst effects might be mitigated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Version 4.0===&lt;br /&gt;
------------------------&lt;br /&gt;
This is a beta release that works with Flightgear 2.4.0. Some AI aircraft characteristics have changed in FG 2.4.0 so there are someproblems and different behavior in the AI aircraft.&lt;br /&gt;
&lt;br /&gt;
* Removed the &amp;quot;reinit&amp;quot; command in bombable.nas that made FG 2.4.0 croak.&lt;br /&gt;
&lt;br /&gt;
* Removed the mp_broadcast.nas file that is no longer necessary with FG 2.4.0 (and in fact the old version included with Bombable made FG2.4.0 choke).&lt;br /&gt;
&lt;br /&gt;
* FG 2.4.0 doesn't make the weight or mass of the armament available on impact (previous versions}}} did!), so a kludgy work-around wascreated.&lt;br /&gt;
&lt;br /&gt;
* Numerous other tweaks and bug fixes.&lt;br /&gt;
&lt;br /&gt;
===Version 3.0p===&lt;br /&gt;
------------------------&lt;br /&gt;
This is a bit of an alpha release and has not been as thoroughly &lt;br /&gt;
tested with all scenarios as previous releases.&lt;br /&gt;
&lt;br /&gt;
AI AIRCRAFT ARE MORE MOBILE VERTICALLY: AI Aircraft dodge and chase &lt;br /&gt;
you more vertically, diving and climbing.&lt;br /&gt;
&lt;br /&gt;
VARIOUS BUGFIXES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Version 3.0o===&lt;br /&gt;
------------------------&lt;br /&gt;
AI AIRCRAFT SHOOT AT AND DAMAGE YOU: When in an AI dogfight, if you &lt;br /&gt;
let the AI aircraft get into position they have a chance to shoot at &lt;br /&gt;
and possibly damage you. This is working best with WWI AI Aircraft &lt;br /&gt;
(Camel, SPAD, Fokker) as in the Marin County Camel Invasion &lt;br /&gt;
scenarios, but it will also work with the Zero and Warthog scenarios.&lt;br /&gt;
&lt;br /&gt;
MOSTLY FIXED MENU/OPTIONS SAVE/RESTORE BUG: Some of the options &lt;br /&gt;
still don't save/restore correctly, but most do now.&lt;br /&gt;
&lt;br /&gt;
NUMEROUS OTHER BUGFIXES/SMALL IMPROVEMENTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Version 3.0n===&lt;br /&gt;
------------------------&lt;br /&gt;
AI AIRCRAFT DODGE AND 'ATTACK' REALISTICALLY: AI dogfights just &lt;br /&gt;
became 10X as realistic, as fighter planes will turn and attack, &lt;br /&gt;
just as fighter planes did in WWI and WWII. Try the Marin County &lt;br /&gt;
Camel Invasion and Marin County Zero Invasion scenarios for a taste &lt;br /&gt;
of how this works. (No weapons for AI aircraft yet--maybe in the &lt;br /&gt;
future.)&lt;br /&gt;
&lt;br /&gt;
NEW SCENARIO--B-17 BOMBERS WITH FIGHTER COVER: Fly out of Marin &lt;br /&gt;
Ranch and attack a squadron of 6 B-17 Bombers. As you do so, the &lt;br /&gt;
fighter squadrons descend and swarm you. They don't fire at you &lt;br /&gt;
(yet! fodder for future versions!) but they turn aggressively &lt;br /&gt;
towards you, evade your shots, etc., just as real fighters would.&lt;br /&gt;
&lt;br /&gt;
DAMAGED AI AIRCRAFT CRASH MORE REALISTICALLY&lt;br /&gt;
&lt;br /&gt;
GREATLY IMPROVED, MORE REALISTIC DAMAGE ANALYSIS: Damage assessment &lt;br /&gt;
for guns is a lot more realistic, giving greater damage when you hit &lt;br /&gt;
closer to the center of the object and allowing for the possibility &lt;br /&gt;
that even small arms might strike a vital or explosive point, &lt;br /&gt;
causing catastrophic damage. For instance, you can now damage the &lt;br /&gt;
Nimitz or Eisenhower*--though it's still tough to sink.&lt;br /&gt;
&lt;br /&gt;
MORE REALISTIC FIRE STARTING: One of the chief causes of combat &lt;br /&gt;
aircraft damage is the fires that even small caliber weapons can &lt;br /&gt;
cause--and fires are even more likely with heavier ammo that &lt;br /&gt;
includes incendiary (high explosive) materials. Bombable now models &lt;br /&gt;
that any hit may start a fire, and heavier rounds are more likely to &lt;br /&gt;
start files. Fires progressively damage the aircraft and eventually &lt;br /&gt;
bring it down. Beware that fires sometimes go out before completely &lt;br /&gt;
disabling the aircraft--so monitor the enemy aircraft to make sure &lt;br /&gt;
they do not recover and escape.&lt;br /&gt;
&lt;br /&gt;
MORE REALISTIC AIRCRAFT SMOKE STARTING: Similar to fire starting, &lt;br /&gt;
each damaging hit has the possibility to cause damage that causes &lt;br /&gt;
the aircraft to emit a trail of smoke. The bigger/closer the hit, &lt;br /&gt;
the more likely to cause this damage.&lt;br /&gt;
&lt;br /&gt;
BOMBABLE PREFERENCES/SETTINGS SAVED AND RESTORED AT STARTUP&lt;br /&gt;
&lt;br /&gt;
FIXED EXCESSIVE DAMAGE REPORT PROBLEM: Aircraft would continually &lt;br /&gt;
report damage even after objects received 100% damage--now fixed.&lt;br /&gt;
&lt;br /&gt;
NUMEROUS SMALL BUGFIXES&lt;br /&gt;
&lt;br /&gt;
* Note: You can bomb the Nimitz/Eisenhower carriers if you have the &lt;br /&gt;
bombable carriers add-on: &lt;br /&gt;
http://www.flightgear.org/forums/viewtopic.php?f=2&amp;amp;t=7082&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Version 3.0m===&lt;br /&gt;
------------------------&lt;br /&gt;
Positive and negative G-force limits are now settable separately &lt;br /&gt;
(most aircraft have different limits for positive vs negative G, so &lt;br /&gt;
this adds some realism)&lt;br /&gt;
&lt;br /&gt;
Bugfixes on damage &amp;amp; damage report&lt;br /&gt;
&lt;br /&gt;
Every hit now registers via on-screen popup (vs previous behavior of &lt;br /&gt;
only showing damage when it increased past multiples of 5%)&lt;br /&gt;
&lt;br /&gt;
Bugfixes on g-force damage that caused extraneous very high g forces &lt;br /&gt;
to cause random damage&lt;br /&gt;
&lt;br /&gt;
Bugfixes in multiplayer communication, fixed problems when MP is &lt;br /&gt;
disabled or doesn't exist&lt;br /&gt;
&lt;br /&gt;
Bugfix on bombable multiplayer unload (runtime error &amp;quot;listenerids&amp;quot;) &lt;br /&gt;
and improvement to unload routines&lt;br /&gt;
&lt;br /&gt;
Fixed Easy/Super Easy Mode malfunction (Super Easy Mode never &lt;br /&gt;
engaged; new default mode is Easy Mode which should give same &lt;br /&gt;
performance as previous default mode)&lt;br /&gt;
&lt;br /&gt;
Tuned damage/vulnerabilities on ferries (San Francisco Ferry &lt;br /&gt;
Invasion scenario)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Version 3.0L===&lt;br /&gt;
------------------------&lt;br /&gt;
OVERSPEED DETECTION/DAMAGE&lt;br /&gt;
&lt;br /&gt;
G-FORCE AND OVERSPEED DETECTION OPTIONAL - Switches in the Bombable &lt;br /&gt;
menu to turn it off; turned off by default except for planes &lt;br /&gt;
included in Bombable package.&lt;br /&gt;
&lt;br /&gt;
VULNERABILITIES FRAMEWORK FOR PRIMARY AIRCRAFT - allows max &lt;br /&gt;
acceleration, max speed parameters to be set individually per &lt;br /&gt;
aircraft (main aircraft) and then damage from &lt;br /&gt;
overspeed/overacceleration is accrued when those limits are exceeded.&lt;br /&gt;
&lt;br /&gt;
BLACKOUT/REDOUT TUNABLE PER AIRCRAFT - allows blackout &amp;amp; redout &lt;br /&gt;
values to be set per aircraft--for instance to reflect that WWI &lt;br /&gt;
aircraft had no pressure suits or special high-G training. This will &lt;br /&gt;
help level the playing field and create uniformity in MP dogfighting &lt;br /&gt;
with similar aircraft.&lt;br /&gt;
&lt;br /&gt;
G-FORCE AND OVERSPEED LIMITS AND DAMAGE AMOUNTS TUNED - for the four &lt;br /&gt;
aircraft included in the Bombable package (A6M2 Zero, Sopwith Camel, &lt;br /&gt;
SPAD VII, Fokker DR1) the g-force damage &amp;amp; overspeed damage &lt;br /&gt;
parameters have been individually tuned and are fairly realistic.&lt;br /&gt;
&lt;br /&gt;
FIRES ONLY FOR APPROPRIATE DAMAGE - Overspeed &amp;amp; overacceleration &lt;br /&gt;
(g-force) damage doesn't start a fire, though it will still rack up &lt;br /&gt;
100% damage and shut you down.&lt;br /&gt;
&lt;br /&gt;
BUGFIXES - a large number of bugfixes&lt;br /&gt;
&lt;br /&gt;
===Version 3.0k===&lt;br /&gt;
* '''Excessive G-force damages your aircraft:''' Excessive g-force now adds damage to your airframe and can even make you crash. To avoid damaging your aircraft due to excessive g-force, always fly with blackout/redout turned on and avoid pulling g-forces much beyond those that make you blackout or redout.&lt;br /&gt;
* '''Zeros over marin county scenario:''' Marin County Zero Invasion scenario added.&lt;br /&gt;
&lt;br /&gt;
===Version 3.0j (private release)===&lt;br /&gt;
* '''Burn/smoke on crash:''' Aircraft now catch fire, burn, and instantly go to 100% damage when they crash. This is broadcast via MP so others will see you burn when you crash.&lt;br /&gt;
* '''A5mw zero for dogfighting:''' A6M2 ready for MP dogfighting included in release.&lt;br /&gt;
* '''A6M2 Zero:''' Added historically accurate guns and cannons (fire with e and E) to A6M2 Zero.&lt;br /&gt;
* '''Bombable A62M Zero:''' Included Bombable version of the AI A6M2 Zero from Hellcat's Carrier Bombable project, but also made a few tweaks/improvements to he AI A6M2 for improved realism. See http://www.4shared.com/file/235605076/6101800f/carrier_bombable.html&lt;br /&gt;
* '''Dogfighting:''' Greatly improved dogfighting/multiplayer communication of damages&lt;br /&gt;
* '''Bugfix DR 1:''' Added keyboard firing switch to Fokker DR 1 (use the 'e' key to fire the weapons).&lt;br /&gt;
* '''Bugfixes:''' Many other miscellaneous bug fixes and improvements.&lt;br /&gt;
&lt;br /&gt;
===Version 3.0i===&lt;br /&gt;
* '''Reset resets damage:''' In dogfighting, resetting or using the Location menu to change your location resets your damage to 0% and broadcasts that to others flying with you via multiplayer&lt;br /&gt;
* '''FlightGear 2.0 compatible:''' Tested and works with FG 2.0 as well as FG 1.9 and CVS versions between 1.9 and 2.0&lt;br /&gt;
* '''Bugfixes:''' Various small bugfixes&lt;br /&gt;
&lt;br /&gt;
===Versions 3.0 through 3.0h===&lt;br /&gt;
* '''Bombable/shootable:''' Code to make objects, AI aircraft, MP aircraft bombable and shootable.&lt;br /&gt;
* '''Moving AI bombable/shootable objects:''' Code to allow AI aircraft, naval vessels, and surface vehicles to move (sort of) realistically and act as bombable/moving aerial targets.&lt;br /&gt;
* '''Scenarios:''' Bombing and dogfighting scenarios using these AI aircraft.&lt;br /&gt;
* '''Multiplayer dogfighting:''' Code to allow multiplayer (MP) communication of damage to aircraft, allowing multiplayer dogfighting&lt;br /&gt;
* '''Aircraft enhancements--weapons and dogfighting:''' Three WWI era aircraft enhanced with historically accurate weapons systems and prepared for MP dogfighting (Sopwith Camel, Fokker DR1, SPAD-VII)&lt;br /&gt;
* '''Contrails and smoke:''' MP aircraft capable of dogfighting, and some other MP and AI aircraft automatically have contrails and engine smoke trails. This makes it possible to locate the aircraft when doing MP dogfighting and generally adds to the realism.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[http://www.flightgear.org/forums/viewtopic.php?f=6&amp;amp;t=5742&amp;amp;p=43772 Download Bombable, Bombable forum thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bombable]]&lt;br /&gt;
[[Category:Bombable aircraft]]&lt;br /&gt;
[[Category:Combat related]]&lt;br /&gt;
[[Category:FlightGear add-ons]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56374</id>
		<title>Airbus A380</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56374"/>
		<updated>2012-12-17T22:31:46Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Front Panel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= A380 in flight.png&lt;br /&gt;
|name 		= Airbus A380&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery 	= Airbus, Singapore, Qantas&lt;br /&gt;
|liverydbid 	= 5&lt;br /&gt;
|authors 	= Ampere K, Innis Cunningham, Fahim Dalvi, S.Hamilton&lt;br /&gt;
|fdm 		= JSBSim&lt;br /&gt;
|status-fdm	= 4&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 4&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|fgname 	= A380&lt;br /&gt;
|download 	= &lt;br /&gt;
|development 	= http://gitorious.org/airbus-aircraft/a380&lt;br /&gt;
}}&lt;br /&gt;
The '''Airbus A380''' is a double-deck, wide-body, four-engine [[:Category:Airliners|airliner]] manufactured by the European corporation [[:Category:Airbus|Airbus]], an EADS subsidiary. The largest passenger airliner in the world, the A380 made its maiden flight on 27 April 2005 from Toulouse, France, and made its first commercial flight on 25 October 2007 from Singapore to Sydney with Singapore Airlines. The aircraft was known as the Airbus '''A3XX''' during much of its development phase, but the nickname '''Superjumbo''' has since become associated with it.&lt;br /&gt;
&lt;br /&gt;
The A380's upper deck extends along the entire length of the fuselage. This allows for a cabin with 50% more floor space than the next-largest airliner, the [[Boeing 747-400]], and provides seating for 525 people in standard three-class configuration or up to 853 people in all economy class configuration. The A380 is offered in passenger and freighter versions. The A380-800, the passenger model, is the largest passenger airliner in the world, superseding the Boeing 747, but has a shorter fuselage than the Airbus [[Airbus A340|A340-600]] which is Airbus' next biggest passenger aeroplane. The A380-800F, the freighter model, is offered as one of the largest freight aircraft, with a listed payload capacity exceeded only by the [[Antonov AN-225]]. The A380-800 has a design range of 15,200 kilometres (8,200 nm), sufficient to fly from New York to Hong Kong for example, and a cruising speed of Mach 0.85 (about 900 km/h or 560 mph at cruise altitude).&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
&lt;br /&gt;
An [[A380 Tutorial]] takes the reader through the detail of how to control the aircraft and use many of the Airbus specific Flight Control features. There is also in built-in tutorial to the aircraft model that helps the beginner start the aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
# Set fuel and CG (CG is displayed on centre pedestal ECAM screen)&lt;br /&gt;
# Start APU by clicking Master SW on the overhead&lt;br /&gt;
# Optionally enter flight plan on MFD&lt;br /&gt;
# Optionally set T.O. Performance on MFD  [[File:A380 mcdu01.png|thumb|right|Left MCDU shows PERF page, right MCDU shows INIT page]]&lt;br /&gt;
# click on strobe and beacon lighting&lt;br /&gt;
# Switch Engine Start to IGN/START on overhead&lt;br /&gt;
# Turn on engines in pairs from the inboard first, waiting for N2 to reach 25% before starting the next pair&lt;br /&gt;
# once all engines are running, use the middle-mouse button to return the Engine Start knob back to Normal&lt;br /&gt;
# you can turn off the APU by clicking the APU Master Sw.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
# release parking brake&lt;br /&gt;
# Flaps to position 2 (0-4)&lt;br /&gt;
# Push throttle to around 50% N1 and wait to stabilise&lt;br /&gt;
# use SHIFT+Page-Up to move thrust lever to FLEX or TOGA detent&lt;br /&gt;
# Get Vr speed (~165 kts) and rotate&lt;br /&gt;
# pitch up to around 10deg and maintain 210kts&lt;br /&gt;
# Gear up&lt;br /&gt;
# AP1 enabled, push HDG to managed mode if flight plan entered&lt;br /&gt;
# At THR LVR on PFD reduce thrust levers to CL detent using Shift+Page-Down&lt;br /&gt;
# Before THR ACCEL retract flaps fully&lt;br /&gt;
&lt;br /&gt;
=== Airbus Flight Guidance ===&lt;br /&gt;
This aircraft supports the Airbus Auto-Flight System Flight Guidance controls. The controls on the AFS Control Panel operate in either &amp;quot;managed mode&amp;quot; or &amp;quot;selected mode&amp;quot;. Managed mode is the normal operating position for most controls and is enabled by pushing the control. Managed Mode allows the FMC to calculate that control and will take parameters from; &lt;br /&gt;
# the flight plan as entered on the MFD&lt;br /&gt;
# the current phase of flight&lt;br /&gt;
# the performance characteristics as entered on the MFD&lt;br /&gt;
Selected Mode is enabled by pulling the control, the pilot can enter a value before enabling the control, the Flight Guidance system will attain and hold that value once the control is enabled. Use the Glareshield AFS Control Panel rather than the Autopilot Dialog (F11) as the autopilot values will be over-written by the FMC.&lt;br /&gt;
[[File:Cockpit a380.png|right|thumb|A380 Cockpit during managed climb]]&lt;br /&gt;
&lt;br /&gt;
=== Flight Management System ===&lt;br /&gt;
The Flight Management Computer requires airport SID/STAR data files to be located under the FMS directory under the aircraft install path (ie: $FG_ROOT/Aircraft/A380/FMS/ ), the files are in the Level-D 767 XML Format and can be downloaded from various public websites for free or for a fee. These are used to calculate the Runway Transition, SID, SID Transition, Top of Descent, STAR Transition, STAR and Instrument Approach Path.&lt;br /&gt;
&lt;br /&gt;
If you use the MFD to enter a departure and arrival airports, flight level and SID/STAR routes, the ILS frequencies will also be tuned with the current airport ILS frequency set in the active NAV1 and the destination ILS frequency set in the standby NAV1 frequency. You can then remain in &amp;quot;managed mode&amp;quot; from cruise level to ILS interception.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Volunteers with knowledge of object-orientated-programming and Nasal-scripting are needed to script the AFDX system.  Those who are interested in helping should contact Ampere on the developers' mailing list or react at the [[Talk:Airbus|talk page]].&lt;br /&gt;
&lt;br /&gt;
=== Complete ===&lt;br /&gt;
* basic model&lt;br /&gt;
** fuselage&lt;br /&gt;
** wings (with wing flex)&lt;br /&gt;
** vertical and horizontal stabilisers&lt;br /&gt;
** flaps and slats&lt;br /&gt;
** engines, pylons and wing-tips&lt;br /&gt;
* FDM&lt;br /&gt;
* autopilot tuning&lt;br /&gt;
* engine, wind, seat-belt chime sounds&lt;br /&gt;
* pushback&lt;br /&gt;
* gear retraction and doors&lt;br /&gt;
* fuel tanks&lt;br /&gt;
* cargo, crew and passenger point mass&lt;br /&gt;
* CL, FLEX and TOGA thrust detents and A/THR&lt;br /&gt;
* majority of FMS&lt;br /&gt;
* SID/STAR parser&lt;br /&gt;
* Flight Guidance Computer&lt;br /&gt;
* simple electrical system&lt;br /&gt;
* door system, just needs objects to animate! &lt;br /&gt;
* animated jetway positions&lt;br /&gt;
* auto changeover level&lt;br /&gt;
* Environment Control System (cabin pressurisation)&lt;br /&gt;
* auto-tuned VOR on NAV2&lt;br /&gt;
* anti-ice and air packs take bleed air&lt;br /&gt;
* Rembrandt lighting for;&lt;br /&gt;
** cockpit lighting&lt;br /&gt;
** cockpit panel lighting&lt;br /&gt;
** wing lighting&lt;br /&gt;
** landing lights&lt;br /&gt;
** tail logo lighting&lt;br /&gt;
** cabin lighting&lt;br /&gt;
&lt;br /&gt;
==== Glareshield ====&lt;br /&gt;
* altitude selected mode&lt;br /&gt;
* heading selected mode&lt;br /&gt;
* speed selected mode&lt;br /&gt;
* vertical managed mode&lt;br /&gt;
** SRS&lt;br /&gt;
** CLB&lt;br /&gt;
** OP CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
** OP DES&lt;br /&gt;
* lateral managed mode&lt;br /&gt;
** NAV&lt;br /&gt;
** LOC&lt;br /&gt;
* speed managed mode&lt;br /&gt;
** CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
* localizer and approach&lt;br /&gt;
* Flight Director, AP 1 and AP 2&lt;br /&gt;
* EFIS baro select (inHg/kPa) and pressure and 'Std' setting&lt;br /&gt;
* ND VOR/ADF 1 and VOR/ADF 2 display switch on EFIS&lt;br /&gt;
* ND nearby airports display switch on EFIS&lt;br /&gt;
* ND traffic display switch on EFIS&lt;br /&gt;
* airspeed AP control on FCU selectable between knots or mach value&lt;br /&gt;
* altitude selectable between 100ft and 1000ft&lt;br /&gt;
* Pre-flight and take-off tutorial (it contains useful stuff, recommended reading)&lt;br /&gt;
&lt;br /&gt;
==== Front Panel ====&lt;br /&gt;
* FMA on PFD (active and some armed lateral, vertical and thrust)&lt;br /&gt;
* indicated speed ribbon on PFD&lt;br /&gt;
* localizer and Glide scope indicators on PFD&lt;br /&gt;
* E/WD&lt;br /&gt;
* updated Nav Display&lt;br /&gt;
** ARC mode&lt;br /&gt;
** ROSE mode&lt;br /&gt;
** aerodrome moving map with 'ZOOM' scale in PLAN mode&lt;br /&gt;
** nearby airports on ND^&lt;br /&gt;
** multi-player and AI traffic on ND&lt;br /&gt;
** VOR/ADF left-hand and right-hand display&lt;br /&gt;
* E/WD checklists&lt;br /&gt;
* gear lever and indicators&lt;br /&gt;
&lt;br /&gt;
==== Overhead ====&lt;br /&gt;
* apu start&lt;br /&gt;
* engine IGN &lt;br /&gt;
* strobe, beacon, nav lights, landing, nose&lt;br /&gt;
* seat-belt and no-smoking switches&lt;br /&gt;
* electrical panel&lt;br /&gt;
* air panel&lt;br /&gt;
* anti-ice panel&lt;br /&gt;
&lt;br /&gt;
==== Pedestal ====&lt;br /&gt;
* Flaps lever&lt;br /&gt;
* MFD keyboard and number pad&lt;br /&gt;
* ECAM/SD page select&lt;br /&gt;
* System Display (ECAM/SD) (many pages)&lt;br /&gt;
** permanent data zone&lt;br /&gt;
** doors&lt;br /&gt;
** cruise&lt;br /&gt;
** engines&lt;br /&gt;
** apu&lt;br /&gt;
** fuel&lt;br /&gt;
** electrical AC&lt;br /&gt;
** electrical DC&lt;br /&gt;
* engine master switches&lt;br /&gt;
* MFD (several pages)&lt;br /&gt;
** active init&lt;br /&gt;
** active departure and SID&lt;br /&gt;
** active arrival and STAR&lt;br /&gt;
** T.O. Performance&lt;br /&gt;
** CRZ Performance&lt;br /&gt;
** Active Flight Plan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== To Do ===&lt;br /&gt;
* window and door cut-outs (to work with door system and lighting)&lt;br /&gt;
* animate parking brake and &amp;lt;del&amp;gt;speed brake&amp;lt;/del&amp;gt;&lt;br /&gt;
* cabin interior&lt;br /&gt;
* &amp;lt;del&amp;gt;tune LOC and G/S&amp;lt;/del&amp;gt;&lt;br /&gt;
* flap/slat position on PFD&lt;br /&gt;
* &amp;lt;del&amp;gt;livery refresh&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;landing&amp;lt;/del&amp;gt;, wing, tail and cabin lighting&lt;br /&gt;
* &amp;lt;del&amp;gt;landing, wing, tail lighting switches&amp;lt;/del&amp;gt;&lt;br /&gt;
* engine start sounds^&lt;br /&gt;
* complete PFD and EFIS selection switches&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND EFIS selection switches&amp;lt;/del&amp;gt;^&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND display modes&amp;lt;/del&amp;gt;&lt;br /&gt;
** PLAN&lt;br /&gt;
** LS^&lt;br /&gt;
** VOR^&lt;br /&gt;
** &amp;lt;del&amp;gt;MAP&amp;lt;/del&amp;gt;&lt;br /&gt;
* add standard procedure check-lists to EWD&lt;br /&gt;
* complete remaining ECAM pages (skeleton pages already in-place)&lt;br /&gt;
** &amp;lt;del&amp;gt;DOOR&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;APU&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ENGINE&amp;lt;/del&amp;gt;&lt;br /&gt;
** COND&lt;br /&gt;
** WHEEL&lt;br /&gt;
** PRESSURE&lt;br /&gt;
** BLEED&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC AC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC DC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;FUEL&amp;lt;/del&amp;gt;&lt;br /&gt;
** HYDRAULIC&lt;br /&gt;
* complete remaining MFD pages (too numerous to list)&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for air/cond overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for elec overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* complete fuel overhead panel&lt;br /&gt;
* radio panels on pedestal&lt;br /&gt;
* &amp;lt;del&amp;gt;gear lever and indicators&amp;lt;/del&amp;gt;&lt;br /&gt;
* thrust levers&lt;br /&gt;
* auto-brake selector&lt;br /&gt;
* standby instruments&lt;br /&gt;
* &amp;lt;del&amp;gt;calculation of V speeds as part of FMS&amp;lt;/del&amp;gt;&lt;br /&gt;
* air systems; &amp;lt;del&amp;gt;cabin pressure&amp;lt;/del&amp;gt; and temperature &lt;br /&gt;
* &amp;lt;del&amp;gt;complete DC and AC electrical system&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;replace digit textures with text animation&amp;lt;/del&amp;gt;&lt;br /&gt;
* fix up scaling of texture sizes^&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^ = in recent Git development repository&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.condoreng.com/support/downloads/tutorials/AFDXTutorial.pdf AFDX Tutorial]&lt;br /&gt;
* [http://www.arinc.com/aeec/general_session/gs_reports/2002/presentations/18_adn/adn_summary.pdf ARINC 664 presentation]&lt;br /&gt;
* [http://www.airbus.com/en/aircraftfamilies/a380/ Airbus A380 Family Official Homepage]&lt;br /&gt;
* [http://www.gillesvidal.com/blogpano/cockpit1.htm Airbus A380 Panoramic 3D Photo]&lt;br /&gt;
&lt;br /&gt;
{{Airbus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Quadjets]]&lt;br /&gt;
[[Category:Cargo aircraft]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56373</id>
		<title>Airbus A380</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56373"/>
		<updated>2012-12-17T22:29:28Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Front Panel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= A380 in flight.png&lt;br /&gt;
|name 		= Airbus A380&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery 	= Airbus, Singapore, Qantas&lt;br /&gt;
|liverydbid 	= 5&lt;br /&gt;
|authors 	= Ampere K, Innis Cunningham, Fahim Dalvi, S.Hamilton&lt;br /&gt;
|fdm 		= JSBSim&lt;br /&gt;
|status-fdm	= 4&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 4&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|fgname 	= A380&lt;br /&gt;
|download 	= &lt;br /&gt;
|development 	= http://gitorious.org/airbus-aircraft/a380&lt;br /&gt;
}}&lt;br /&gt;
The '''Airbus A380''' is a double-deck, wide-body, four-engine [[:Category:Airliners|airliner]] manufactured by the European corporation [[:Category:Airbus|Airbus]], an EADS subsidiary. The largest passenger airliner in the world, the A380 made its maiden flight on 27 April 2005 from Toulouse, France, and made its first commercial flight on 25 October 2007 from Singapore to Sydney with Singapore Airlines. The aircraft was known as the Airbus '''A3XX''' during much of its development phase, but the nickname '''Superjumbo''' has since become associated with it.&lt;br /&gt;
&lt;br /&gt;
The A380's upper deck extends along the entire length of the fuselage. This allows for a cabin with 50% more floor space than the next-largest airliner, the [[Boeing 747-400]], and provides seating for 525 people in standard three-class configuration or up to 853 people in all economy class configuration. The A380 is offered in passenger and freighter versions. The A380-800, the passenger model, is the largest passenger airliner in the world, superseding the Boeing 747, but has a shorter fuselage than the Airbus [[Airbus A340|A340-600]] which is Airbus' next biggest passenger aeroplane. The A380-800F, the freighter model, is offered as one of the largest freight aircraft, with a listed payload capacity exceeded only by the [[Antonov AN-225]]. The A380-800 has a design range of 15,200 kilometres (8,200 nm), sufficient to fly from New York to Hong Kong for example, and a cruising speed of Mach 0.85 (about 900 km/h or 560 mph at cruise altitude).&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
&lt;br /&gt;
An [[A380 Tutorial]] takes the reader through the detail of how to control the aircraft and use many of the Airbus specific Flight Control features. There is also in built-in tutorial to the aircraft model that helps the beginner start the aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
# Set fuel and CG (CG is displayed on centre pedestal ECAM screen)&lt;br /&gt;
# Start APU by clicking Master SW on the overhead&lt;br /&gt;
# Optionally enter flight plan on MFD&lt;br /&gt;
# Optionally set T.O. Performance on MFD  [[File:A380 mcdu01.png|thumb|right|Left MCDU shows PERF page, right MCDU shows INIT page]]&lt;br /&gt;
# click on strobe and beacon lighting&lt;br /&gt;
# Switch Engine Start to IGN/START on overhead&lt;br /&gt;
# Turn on engines in pairs from the inboard first, waiting for N2 to reach 25% before starting the next pair&lt;br /&gt;
# once all engines are running, use the middle-mouse button to return the Engine Start knob back to Normal&lt;br /&gt;
# you can turn off the APU by clicking the APU Master Sw.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
# release parking brake&lt;br /&gt;
# Flaps to position 2 (0-4)&lt;br /&gt;
# Push throttle to around 50% N1 and wait to stabilise&lt;br /&gt;
# use SHIFT+Page-Up to move thrust lever to FLEX or TOGA detent&lt;br /&gt;
# Get Vr speed (~165 kts) and rotate&lt;br /&gt;
# pitch up to around 10deg and maintain 210kts&lt;br /&gt;
# Gear up&lt;br /&gt;
# AP1 enabled, push HDG to managed mode if flight plan entered&lt;br /&gt;
# At THR LVR on PFD reduce thrust levers to CL detent using Shift+Page-Down&lt;br /&gt;
# Before THR ACCEL retract flaps fully&lt;br /&gt;
&lt;br /&gt;
=== Airbus Flight Guidance ===&lt;br /&gt;
This aircraft supports the Airbus Auto-Flight System Flight Guidance controls. The controls on the AFS Control Panel operate in either &amp;quot;managed mode&amp;quot; or &amp;quot;selected mode&amp;quot;. Managed mode is the normal operating position for most controls and is enabled by pushing the control. Managed Mode allows the FMC to calculate that control and will take parameters from; &lt;br /&gt;
# the flight plan as entered on the MFD&lt;br /&gt;
# the current phase of flight&lt;br /&gt;
# the performance characteristics as entered on the MFD&lt;br /&gt;
Selected Mode is enabled by pulling the control, the pilot can enter a value before enabling the control, the Flight Guidance system will attain and hold that value once the control is enabled. Use the Glareshield AFS Control Panel rather than the Autopilot Dialog (F11) as the autopilot values will be over-written by the FMC.&lt;br /&gt;
[[File:Cockpit a380.png|right|thumb|A380 Cockpit during managed climb]]&lt;br /&gt;
&lt;br /&gt;
=== Flight Management System ===&lt;br /&gt;
The Flight Management Computer requires airport SID/STAR data files to be located under the FMS directory under the aircraft install path (ie: $FG_ROOT/Aircraft/A380/FMS/ ), the files are in the Level-D 767 XML Format and can be downloaded from various public websites for free or for a fee. These are used to calculate the Runway Transition, SID, SID Transition, Top of Descent, STAR Transition, STAR and Instrument Approach Path.&lt;br /&gt;
&lt;br /&gt;
If you use the MFD to enter a departure and arrival airports, flight level and SID/STAR routes, the ILS frequencies will also be tuned with the current airport ILS frequency set in the active NAV1 and the destination ILS frequency set in the standby NAV1 frequency. You can then remain in &amp;quot;managed mode&amp;quot; from cruise level to ILS interception.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Volunteers with knowledge of object-orientated-programming and Nasal-scripting are needed to script the AFDX system.  Those who are interested in helping should contact Ampere on the developers' mailing list or react at the [[Talk:Airbus|talk page]].&lt;br /&gt;
&lt;br /&gt;
=== Complete ===&lt;br /&gt;
* basic model&lt;br /&gt;
** fuselage&lt;br /&gt;
** wings (with wing flex)&lt;br /&gt;
** vertical and horizontal stabilisers&lt;br /&gt;
** flaps and slats&lt;br /&gt;
** engines, pylons and wing-tips&lt;br /&gt;
* FDM&lt;br /&gt;
* autopilot tuning&lt;br /&gt;
* engine, wind, seat-belt chime sounds&lt;br /&gt;
* pushback&lt;br /&gt;
* gear retraction and doors&lt;br /&gt;
* fuel tanks&lt;br /&gt;
* cargo, crew and passenger point mass&lt;br /&gt;
* CL, FLEX and TOGA thrust detents and A/THR&lt;br /&gt;
* majority of FMS&lt;br /&gt;
* SID/STAR parser&lt;br /&gt;
* Flight Guidance Computer&lt;br /&gt;
* simple electrical system&lt;br /&gt;
* door system, just needs objects to animate! &lt;br /&gt;
* animated jetway positions&lt;br /&gt;
* auto changeover level&lt;br /&gt;
* Environment Control System (cabin pressurisation)&lt;br /&gt;
* auto-tuned VOR on NAV2&lt;br /&gt;
* anti-ice and air packs take bleed air&lt;br /&gt;
* Rembrandt lighting for;&lt;br /&gt;
** cockpit lighting&lt;br /&gt;
** cockpit panel lighting&lt;br /&gt;
** wing lighting&lt;br /&gt;
** landing lights&lt;br /&gt;
** tail logo lighting&lt;br /&gt;
** cabin lighting&lt;br /&gt;
&lt;br /&gt;
==== Glareshield ====&lt;br /&gt;
* altitude selected mode&lt;br /&gt;
* heading selected mode&lt;br /&gt;
* speed selected mode&lt;br /&gt;
* vertical managed mode&lt;br /&gt;
** SRS&lt;br /&gt;
** CLB&lt;br /&gt;
** OP CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
** OP DES&lt;br /&gt;
* lateral managed mode&lt;br /&gt;
** NAV&lt;br /&gt;
** LOC&lt;br /&gt;
* speed managed mode&lt;br /&gt;
** CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
* localizer and approach&lt;br /&gt;
* Flight Director, AP 1 and AP 2&lt;br /&gt;
* EFIS baro select (inHg/kPa) and pressure and 'Std' setting&lt;br /&gt;
* ND VOR/ADF 1 and VOR/ADF 2 display switch on EFIS&lt;br /&gt;
* ND nearby airports display switch on EFIS&lt;br /&gt;
* ND traffic display switch on EFIS&lt;br /&gt;
* airspeed AP control on FCU selectable between knots or mach value&lt;br /&gt;
* altitude selectable between 100ft and 1000ft&lt;br /&gt;
* Pre-flight and take-off tutorial (it contains useful stuff, recommended reading)&lt;br /&gt;
&lt;br /&gt;
==== Front Panel ====&lt;br /&gt;
* FMA on PFD (active and some armed lateral, vertical and thrust)&lt;br /&gt;
* indicated speed ribbon on PFD&lt;br /&gt;
* localizer and Glidescope indicators on PFD&lt;br /&gt;
* E/WD&lt;br /&gt;
* updated Nav Display&lt;br /&gt;
** ARC mode&lt;br /&gt;
** ROSE mode&lt;br /&gt;
** aerodrome moving map with 'ZOOM' scale in PLAN mode&lt;br /&gt;
** nearby airports on ND^&lt;br /&gt;
** multi-player and AI traffic on ND&lt;br /&gt;
** VOR/ADF left-hand and right-hand display&lt;br /&gt;
* E/WD checklists&lt;br /&gt;
* gear lever and indicators&lt;br /&gt;
&lt;br /&gt;
==== Overhead ====&lt;br /&gt;
* apu start&lt;br /&gt;
* engine IGN &lt;br /&gt;
* strobe, beacon, nav lights, landing, nose&lt;br /&gt;
* seat-belt and no-smoking switches&lt;br /&gt;
* electrical panel&lt;br /&gt;
* air panel&lt;br /&gt;
* anti-ice panel&lt;br /&gt;
&lt;br /&gt;
==== Pedestal ====&lt;br /&gt;
* Flaps lever&lt;br /&gt;
* MFD keyboard and number pad&lt;br /&gt;
* ECAM/SD page select&lt;br /&gt;
* System Display (ECAM/SD) (many pages)&lt;br /&gt;
** permanent data zone&lt;br /&gt;
** doors&lt;br /&gt;
** cruise&lt;br /&gt;
** engines&lt;br /&gt;
** apu&lt;br /&gt;
** fuel&lt;br /&gt;
** electrical AC&lt;br /&gt;
** electrical DC&lt;br /&gt;
* engine master switches&lt;br /&gt;
* MFD (several pages)&lt;br /&gt;
** active init&lt;br /&gt;
** active departure and SID&lt;br /&gt;
** active arrival and STAR&lt;br /&gt;
** T.O. Performance&lt;br /&gt;
** CRZ Performance&lt;br /&gt;
** Active Flight Plan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== To Do ===&lt;br /&gt;
* window and door cut-outs (to work with door system and lighting)&lt;br /&gt;
* animate parking brake and &amp;lt;del&amp;gt;speed brake&amp;lt;/del&amp;gt;&lt;br /&gt;
* cabin interior&lt;br /&gt;
* &amp;lt;del&amp;gt;tune LOC and G/S&amp;lt;/del&amp;gt;&lt;br /&gt;
* flap/slat position on PFD&lt;br /&gt;
* &amp;lt;del&amp;gt;livery refresh&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;landing&amp;lt;/del&amp;gt;, wing, tail and cabin lighting&lt;br /&gt;
* &amp;lt;del&amp;gt;landing, wing, tail lighting switches&amp;lt;/del&amp;gt;&lt;br /&gt;
* engine start sounds^&lt;br /&gt;
* complete PFD and EFIS selection switches&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND EFIS selection switches&amp;lt;/del&amp;gt;^&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND display modes&amp;lt;/del&amp;gt;&lt;br /&gt;
** PLAN&lt;br /&gt;
** LS^&lt;br /&gt;
** VOR^&lt;br /&gt;
** &amp;lt;del&amp;gt;MAP&amp;lt;/del&amp;gt;&lt;br /&gt;
* add standard procedure check-lists to EWD&lt;br /&gt;
* complete remaining ECAM pages (skeleton pages already in-place)&lt;br /&gt;
** &amp;lt;del&amp;gt;DOOR&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;APU&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ENGINE&amp;lt;/del&amp;gt;&lt;br /&gt;
** COND&lt;br /&gt;
** WHEEL&lt;br /&gt;
** PRESSURE&lt;br /&gt;
** BLEED&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC AC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC DC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;FUEL&amp;lt;/del&amp;gt;&lt;br /&gt;
** HYDRAULIC&lt;br /&gt;
* complete remaining MFD pages (too numerous to list)&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for air/cond overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for elec overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* complete fuel overhead panel&lt;br /&gt;
* radio panels on pedestal&lt;br /&gt;
* &amp;lt;del&amp;gt;gear lever and indicators&amp;lt;/del&amp;gt;&lt;br /&gt;
* thrust levers&lt;br /&gt;
* auto-brake selector&lt;br /&gt;
* standby instruments&lt;br /&gt;
* &amp;lt;del&amp;gt;calculation of V speeds as part of FMS&amp;lt;/del&amp;gt;&lt;br /&gt;
* air systems; &amp;lt;del&amp;gt;cabin pressure&amp;lt;/del&amp;gt; and temperature &lt;br /&gt;
* &amp;lt;del&amp;gt;complete DC and AC electrical system&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;replace digit textures with text animation&amp;lt;/del&amp;gt;&lt;br /&gt;
* fix up scaling of texture sizes^&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^ = in recent Git development repository&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.condoreng.com/support/downloads/tutorials/AFDXTutorial.pdf AFDX Tutorial]&lt;br /&gt;
* [http://www.arinc.com/aeec/general_session/gs_reports/2002/presentations/18_adn/adn_summary.pdf ARINC 664 presentation]&lt;br /&gt;
* [http://www.airbus.com/en/aircraftfamilies/a380/ Airbus A380 Family Official Homepage]&lt;br /&gt;
* [http://www.gillesvidal.com/blogpano/cockpit1.htm Airbus A380 Panoramic 3D Photo]&lt;br /&gt;
&lt;br /&gt;
{{Airbus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Quadjets]]&lt;br /&gt;
[[Category:Cargo aircraft]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56372</id>
		<title>Airbus A380</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56372"/>
		<updated>2012-12-17T22:25:51Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Glareshield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= A380 in flight.png&lt;br /&gt;
|name 		= Airbus A380&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery 	= Airbus, Singapore, Qantas&lt;br /&gt;
|liverydbid 	= 5&lt;br /&gt;
|authors 	= Ampere K, Innis Cunningham, Fahim Dalvi, S.Hamilton&lt;br /&gt;
|fdm 		= JSBSim&lt;br /&gt;
|status-fdm	= 4&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 4&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|fgname 	= A380&lt;br /&gt;
|download 	= &lt;br /&gt;
|development 	= http://gitorious.org/airbus-aircraft/a380&lt;br /&gt;
}}&lt;br /&gt;
The '''Airbus A380''' is a double-deck, wide-body, four-engine [[:Category:Airliners|airliner]] manufactured by the European corporation [[:Category:Airbus|Airbus]], an EADS subsidiary. The largest passenger airliner in the world, the A380 made its maiden flight on 27 April 2005 from Toulouse, France, and made its first commercial flight on 25 October 2007 from Singapore to Sydney with Singapore Airlines. The aircraft was known as the Airbus '''A3XX''' during much of its development phase, but the nickname '''Superjumbo''' has since become associated with it.&lt;br /&gt;
&lt;br /&gt;
The A380's upper deck extends along the entire length of the fuselage. This allows for a cabin with 50% more floor space than the next-largest airliner, the [[Boeing 747-400]], and provides seating for 525 people in standard three-class configuration or up to 853 people in all economy class configuration. The A380 is offered in passenger and freighter versions. The A380-800, the passenger model, is the largest passenger airliner in the world, superseding the Boeing 747, but has a shorter fuselage than the Airbus [[Airbus A340|A340-600]] which is Airbus' next biggest passenger aeroplane. The A380-800F, the freighter model, is offered as one of the largest freight aircraft, with a listed payload capacity exceeded only by the [[Antonov AN-225]]. The A380-800 has a design range of 15,200 kilometres (8,200 nm), sufficient to fly from New York to Hong Kong for example, and a cruising speed of Mach 0.85 (about 900 km/h or 560 mph at cruise altitude).&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
&lt;br /&gt;
An [[A380 Tutorial]] takes the reader through the detail of how to control the aircraft and use many of the Airbus specific Flight Control features. There is also in built-in tutorial to the aircraft model that helps the beginner start the aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
# Set fuel and CG (CG is displayed on centre pedestal ECAM screen)&lt;br /&gt;
# Start APU by clicking Master SW on the overhead&lt;br /&gt;
# Optionally enter flight plan on MFD&lt;br /&gt;
# Optionally set T.O. Performance on MFD  [[File:A380 mcdu01.png|thumb|right|Left MCDU shows PERF page, right MCDU shows INIT page]]&lt;br /&gt;
# click on strobe and beacon lighting&lt;br /&gt;
# Switch Engine Start to IGN/START on overhead&lt;br /&gt;
# Turn on engines in pairs from the inboard first, waiting for N2 to reach 25% before starting the next pair&lt;br /&gt;
# once all engines are running, use the middle-mouse button to return the Engine Start knob back to Normal&lt;br /&gt;
# you can turn off the APU by clicking the APU Master Sw.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
# release parking brake&lt;br /&gt;
# Flaps to position 2 (0-4)&lt;br /&gt;
# Push throttle to around 50% N1 and wait to stabilise&lt;br /&gt;
# use SHIFT+Page-Up to move thrust lever to FLEX or TOGA detent&lt;br /&gt;
# Get Vr speed (~165 kts) and rotate&lt;br /&gt;
# pitch up to around 10deg and maintain 210kts&lt;br /&gt;
# Gear up&lt;br /&gt;
# AP1 enabled, push HDG to managed mode if flight plan entered&lt;br /&gt;
# At THR LVR on PFD reduce thrust levers to CL detent using Shift+Page-Down&lt;br /&gt;
# Before THR ACCEL retract flaps fully&lt;br /&gt;
&lt;br /&gt;
=== Airbus Flight Guidance ===&lt;br /&gt;
This aircraft supports the Airbus Auto-Flight System Flight Guidance controls. The controls on the AFS Control Panel operate in either &amp;quot;managed mode&amp;quot; or &amp;quot;selected mode&amp;quot;. Managed mode is the normal operating position for most controls and is enabled by pushing the control. Managed Mode allows the FMC to calculate that control and will take parameters from; &lt;br /&gt;
# the flight plan as entered on the MFD&lt;br /&gt;
# the current phase of flight&lt;br /&gt;
# the performance characteristics as entered on the MFD&lt;br /&gt;
Selected Mode is enabled by pulling the control, the pilot can enter a value before enabling the control, the Flight Guidance system will attain and hold that value once the control is enabled. Use the Glareshield AFS Control Panel rather than the Autopilot Dialog (F11) as the autopilot values will be over-written by the FMC.&lt;br /&gt;
[[File:Cockpit a380.png|right|thumb|A380 Cockpit during managed climb]]&lt;br /&gt;
&lt;br /&gt;
=== Flight Management System ===&lt;br /&gt;
The Flight Management Computer requires airport SID/STAR data files to be located under the FMS directory under the aircraft install path (ie: $FG_ROOT/Aircraft/A380/FMS/ ), the files are in the Level-D 767 XML Format and can be downloaded from various public websites for free or for a fee. These are used to calculate the Runway Transition, SID, SID Transition, Top of Descent, STAR Transition, STAR and Instrument Approach Path.&lt;br /&gt;
&lt;br /&gt;
If you use the MFD to enter a departure and arrival airports, flight level and SID/STAR routes, the ILS frequencies will also be tuned with the current airport ILS frequency set in the active NAV1 and the destination ILS frequency set in the standby NAV1 frequency. You can then remain in &amp;quot;managed mode&amp;quot; from cruise level to ILS interception.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Volunteers with knowledge of object-orientated-programming and Nasal-scripting are needed to script the AFDX system.  Those who are interested in helping should contact Ampere on the developers' mailing list or react at the [[Talk:Airbus|talk page]].&lt;br /&gt;
&lt;br /&gt;
=== Complete ===&lt;br /&gt;
* basic model&lt;br /&gt;
** fuselage&lt;br /&gt;
** wings (with wing flex)&lt;br /&gt;
** vertical and horizontal stabilisers&lt;br /&gt;
** flaps and slats&lt;br /&gt;
** engines, pylons and wing-tips&lt;br /&gt;
* FDM&lt;br /&gt;
* autopilot tuning&lt;br /&gt;
* engine, wind, seat-belt chime sounds&lt;br /&gt;
* pushback&lt;br /&gt;
* gear retraction and doors&lt;br /&gt;
* fuel tanks&lt;br /&gt;
* cargo, crew and passenger point mass&lt;br /&gt;
* CL, FLEX and TOGA thrust detents and A/THR&lt;br /&gt;
* majority of FMS&lt;br /&gt;
* SID/STAR parser&lt;br /&gt;
* Flight Guidance Computer&lt;br /&gt;
* simple electrical system&lt;br /&gt;
* door system, just needs objects to animate! &lt;br /&gt;
* animated jetway positions&lt;br /&gt;
* auto changeover level&lt;br /&gt;
* Environment Control System (cabin pressurisation)&lt;br /&gt;
* auto-tuned VOR on NAV2&lt;br /&gt;
* anti-ice and air packs take bleed air&lt;br /&gt;
* Rembrandt lighting for;&lt;br /&gt;
** cockpit lighting&lt;br /&gt;
** cockpit panel lighting&lt;br /&gt;
** wing lighting&lt;br /&gt;
** landing lights&lt;br /&gt;
** tail logo lighting&lt;br /&gt;
** cabin lighting&lt;br /&gt;
&lt;br /&gt;
==== Glareshield ====&lt;br /&gt;
* altitude selected mode&lt;br /&gt;
* heading selected mode&lt;br /&gt;
* speed selected mode&lt;br /&gt;
* vertical managed mode&lt;br /&gt;
** SRS&lt;br /&gt;
** CLB&lt;br /&gt;
** OP CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
** OP DES&lt;br /&gt;
* lateral managed mode&lt;br /&gt;
** NAV&lt;br /&gt;
** LOC&lt;br /&gt;
* speed managed mode&lt;br /&gt;
** CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
* localizer and approach&lt;br /&gt;
* Flight Director, AP 1 and AP 2&lt;br /&gt;
* EFIS baro select (inHg/kPa) and pressure and 'Std' setting&lt;br /&gt;
* ND VOR/ADF 1 and VOR/ADF 2 display switch on EFIS&lt;br /&gt;
* ND nearby airports display switch on EFIS&lt;br /&gt;
* ND traffic display switch on EFIS&lt;br /&gt;
* airspeed AP control on FCU selectable between knots or mach value&lt;br /&gt;
* altitude selectable between 100ft and 1000ft&lt;br /&gt;
* Pre-flight and take-off tutorial (it contains useful stuff, recommended reading)&lt;br /&gt;
&lt;br /&gt;
==== Front Panel ====&lt;br /&gt;
* FMA on PFD (active and some armed lateral, vertical and thrust)&lt;br /&gt;
* indicated speed ribbon on PFD&lt;br /&gt;
* localiser and Glidescope indicators on PFD&lt;br /&gt;
* E/WD&lt;br /&gt;
* updated Nav Display&lt;br /&gt;
** ARC mode&lt;br /&gt;
** ROSE mode&lt;br /&gt;
** aerodrome moving map with 'ZOOM' scale in PLAN mode&lt;br /&gt;
** nearby airports on ND^&lt;br /&gt;
** multi-player and AI traffic on ND&lt;br /&gt;
** VOR/ADF left-hand and right-hand display&lt;br /&gt;
* E/WD checklists&lt;br /&gt;
* gear lever and indicators&lt;br /&gt;
&lt;br /&gt;
==== Overhead ====&lt;br /&gt;
* apu start&lt;br /&gt;
* engine IGN &lt;br /&gt;
* strobe, beacon, nav lights, landing, nose&lt;br /&gt;
* seat-belt and no-smoking switches&lt;br /&gt;
* electrical panel&lt;br /&gt;
* air panel&lt;br /&gt;
* anti-ice panel&lt;br /&gt;
&lt;br /&gt;
==== Pedestal ====&lt;br /&gt;
* Flaps lever&lt;br /&gt;
* MFD keyboard and number pad&lt;br /&gt;
* ECAM/SD page select&lt;br /&gt;
* System Display (ECAM/SD) (many pages)&lt;br /&gt;
** permanent data zone&lt;br /&gt;
** doors&lt;br /&gt;
** cruise&lt;br /&gt;
** engines&lt;br /&gt;
** apu&lt;br /&gt;
** fuel&lt;br /&gt;
** electrical AC&lt;br /&gt;
** electrical DC&lt;br /&gt;
* engine master switches&lt;br /&gt;
* MFD (several pages)&lt;br /&gt;
** active init&lt;br /&gt;
** active departure and SID&lt;br /&gt;
** active arrival and STAR&lt;br /&gt;
** T.O. Performance&lt;br /&gt;
** CRZ Performance&lt;br /&gt;
** Active Flight Plan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== To Do ===&lt;br /&gt;
* window and door cut-outs (to work with door system and lighting)&lt;br /&gt;
* animate parking brake and &amp;lt;del&amp;gt;speed brake&amp;lt;/del&amp;gt;&lt;br /&gt;
* cabin interior&lt;br /&gt;
* &amp;lt;del&amp;gt;tune LOC and G/S&amp;lt;/del&amp;gt;&lt;br /&gt;
* flap/slat position on PFD&lt;br /&gt;
* &amp;lt;del&amp;gt;livery refresh&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;landing&amp;lt;/del&amp;gt;, wing, tail and cabin lighting&lt;br /&gt;
* &amp;lt;del&amp;gt;landing, wing, tail lighting switches&amp;lt;/del&amp;gt;&lt;br /&gt;
* engine start sounds^&lt;br /&gt;
* complete PFD and EFIS selection switches&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND EFIS selection switches&amp;lt;/del&amp;gt;^&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND display modes&amp;lt;/del&amp;gt;&lt;br /&gt;
** PLAN&lt;br /&gt;
** LS^&lt;br /&gt;
** VOR^&lt;br /&gt;
** &amp;lt;del&amp;gt;MAP&amp;lt;/del&amp;gt;&lt;br /&gt;
* add standard procedure check-lists to EWD&lt;br /&gt;
* complete remaining ECAM pages (skeleton pages already in-place)&lt;br /&gt;
** &amp;lt;del&amp;gt;DOOR&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;APU&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ENGINE&amp;lt;/del&amp;gt;&lt;br /&gt;
** COND&lt;br /&gt;
** WHEEL&lt;br /&gt;
** PRESSURE&lt;br /&gt;
** BLEED&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC AC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC DC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;FUEL&amp;lt;/del&amp;gt;&lt;br /&gt;
** HYDRAULIC&lt;br /&gt;
* complete remaining MFD pages (too numerous to list)&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for air/cond overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for elec overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* complete fuel overhead panel&lt;br /&gt;
* radio panels on pedestal&lt;br /&gt;
* &amp;lt;del&amp;gt;gear lever and indicators&amp;lt;/del&amp;gt;&lt;br /&gt;
* thrust levers&lt;br /&gt;
* auto-brake selector&lt;br /&gt;
* standby instruments&lt;br /&gt;
* &amp;lt;del&amp;gt;calculation of V speeds as part of FMS&amp;lt;/del&amp;gt;&lt;br /&gt;
* air systems; &amp;lt;del&amp;gt;cabin pressure&amp;lt;/del&amp;gt; and temperature &lt;br /&gt;
* &amp;lt;del&amp;gt;complete DC and AC electrical system&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;replace digit textures with text animation&amp;lt;/del&amp;gt;&lt;br /&gt;
* fix up scaling of texture sizes^&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^ = in recent Git development repository&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.condoreng.com/support/downloads/tutorials/AFDXTutorial.pdf AFDX Tutorial]&lt;br /&gt;
* [http://www.arinc.com/aeec/general_session/gs_reports/2002/presentations/18_adn/adn_summary.pdf ARINC 664 presentation]&lt;br /&gt;
* [http://www.airbus.com/en/aircraftfamilies/a380/ Airbus A380 Family Official Homepage]&lt;br /&gt;
* [http://www.gillesvidal.com/blogpano/cockpit1.htm Airbus A380 Panoramic 3D Photo]&lt;br /&gt;
&lt;br /&gt;
{{Airbus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Quadjets]]&lt;br /&gt;
[[Category:Cargo aircraft]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56371</id>
		<title>Airbus A380</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=56371"/>
		<updated>2012-12-17T22:24:38Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Glareshield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= A380 in flight.png&lt;br /&gt;
|name 		= Airbus A380&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery 	= Airbus, Singapore, Qantas&lt;br /&gt;
|liverydbid 	= 5&lt;br /&gt;
|authors 	= Ampere K, Innis Cunningham, Fahim Dalvi, S.Hamilton&lt;br /&gt;
|fdm 		= JSBSim&lt;br /&gt;
|status-fdm	= 4&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 4&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|fgname 	= A380&lt;br /&gt;
|download 	= &lt;br /&gt;
|development 	= http://gitorious.org/airbus-aircraft/a380&lt;br /&gt;
}}&lt;br /&gt;
The '''Airbus A380''' is a double-deck, wide-body, four-engine [[:Category:Airliners|airliner]] manufactured by the European corporation [[:Category:Airbus|Airbus]], an EADS subsidiary. The largest passenger airliner in the world, the A380 made its maiden flight on 27 April 2005 from Toulouse, France, and made its first commercial flight on 25 October 2007 from Singapore to Sydney with Singapore Airlines. The aircraft was known as the Airbus '''A3XX''' during much of its development phase, but the nickname '''Superjumbo''' has since become associated with it.&lt;br /&gt;
&lt;br /&gt;
The A380's upper deck extends along the entire length of the fuselage. This allows for a cabin with 50% more floor space than the next-largest airliner, the [[Boeing 747-400]], and provides seating for 525 people in standard three-class configuration or up to 853 people in all economy class configuration. The A380 is offered in passenger and freighter versions. The A380-800, the passenger model, is the largest passenger airliner in the world, superseding the Boeing 747, but has a shorter fuselage than the Airbus [[Airbus A340|A340-600]] which is Airbus' next biggest passenger aeroplane. The A380-800F, the freighter model, is offered as one of the largest freight aircraft, with a listed payload capacity exceeded only by the [[Antonov AN-225]]. The A380-800 has a design range of 15,200 kilometres (8,200 nm), sufficient to fly from New York to Hong Kong for example, and a cruising speed of Mach 0.85 (about 900 km/h or 560 mph at cruise altitude).&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
&lt;br /&gt;
An [[A380 Tutorial]] takes the reader through the detail of how to control the aircraft and use many of the Airbus specific Flight Control features. There is also in built-in tutorial to the aircraft model that helps the beginner start the aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
# Set fuel and CG (CG is displayed on centre pedestal ECAM screen)&lt;br /&gt;
# Start APU by clicking Master SW on the overhead&lt;br /&gt;
# Optionally enter flight plan on MFD&lt;br /&gt;
# Optionally set T.O. Performance on MFD  [[File:A380 mcdu01.png|thumb|right|Left MCDU shows PERF page, right MCDU shows INIT page]]&lt;br /&gt;
# click on strobe and beacon lighting&lt;br /&gt;
# Switch Engine Start to IGN/START on overhead&lt;br /&gt;
# Turn on engines in pairs from the inboard first, waiting for N2 to reach 25% before starting the next pair&lt;br /&gt;
# once all engines are running, use the middle-mouse button to return the Engine Start knob back to Normal&lt;br /&gt;
# you can turn off the APU by clicking the APU Master Sw.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
# release parking brake&lt;br /&gt;
# Flaps to position 2 (0-4)&lt;br /&gt;
# Push throttle to around 50% N1 and wait to stabilise&lt;br /&gt;
# use SHIFT+Page-Up to move thrust lever to FLEX or TOGA detent&lt;br /&gt;
# Get Vr speed (~165 kts) and rotate&lt;br /&gt;
# pitch up to around 10deg and maintain 210kts&lt;br /&gt;
# Gear up&lt;br /&gt;
# AP1 enabled, push HDG to managed mode if flight plan entered&lt;br /&gt;
# At THR LVR on PFD reduce thrust levers to CL detent using Shift+Page-Down&lt;br /&gt;
# Before THR ACCEL retract flaps fully&lt;br /&gt;
&lt;br /&gt;
=== Airbus Flight Guidance ===&lt;br /&gt;
This aircraft supports the Airbus Auto-Flight System Flight Guidance controls. The controls on the AFS Control Panel operate in either &amp;quot;managed mode&amp;quot; or &amp;quot;selected mode&amp;quot;. Managed mode is the normal operating position for most controls and is enabled by pushing the control. Managed Mode allows the FMC to calculate that control and will take parameters from; &lt;br /&gt;
# the flight plan as entered on the MFD&lt;br /&gt;
# the current phase of flight&lt;br /&gt;
# the performance characteristics as entered on the MFD&lt;br /&gt;
Selected Mode is enabled by pulling the control, the pilot can enter a value before enabling the control, the Flight Guidance system will attain and hold that value once the control is enabled. Use the Glareshield AFS Control Panel rather than the Autopilot Dialog (F11) as the autopilot values will be over-written by the FMC.&lt;br /&gt;
[[File:Cockpit a380.png|right|thumb|A380 Cockpit during managed climb]]&lt;br /&gt;
&lt;br /&gt;
=== Flight Management System ===&lt;br /&gt;
The Flight Management Computer requires airport SID/STAR data files to be located under the FMS directory under the aircraft install path (ie: $FG_ROOT/Aircraft/A380/FMS/ ), the files are in the Level-D 767 XML Format and can be downloaded from various public websites for free or for a fee. These are used to calculate the Runway Transition, SID, SID Transition, Top of Descent, STAR Transition, STAR and Instrument Approach Path.&lt;br /&gt;
&lt;br /&gt;
If you use the MFD to enter a departure and arrival airports, flight level and SID/STAR routes, the ILS frequencies will also be tuned with the current airport ILS frequency set in the active NAV1 and the destination ILS frequency set in the standby NAV1 frequency. You can then remain in &amp;quot;managed mode&amp;quot; from cruise level to ILS interception.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Volunteers with knowledge of object-orientated-programming and Nasal-scripting are needed to script the AFDX system.  Those who are interested in helping should contact Ampere on the developers' mailing list or react at the [[Talk:Airbus|talk page]].&lt;br /&gt;
&lt;br /&gt;
=== Complete ===&lt;br /&gt;
* basic model&lt;br /&gt;
** fuselage&lt;br /&gt;
** wings (with wing flex)&lt;br /&gt;
** vertical and horizontal stabilisers&lt;br /&gt;
** flaps and slats&lt;br /&gt;
** engines, pylons and wing-tips&lt;br /&gt;
* FDM&lt;br /&gt;
* autopilot tuning&lt;br /&gt;
* engine, wind, seat-belt chime sounds&lt;br /&gt;
* pushback&lt;br /&gt;
* gear retraction and doors&lt;br /&gt;
* fuel tanks&lt;br /&gt;
* cargo, crew and passenger point mass&lt;br /&gt;
* CL, FLEX and TOGA thrust detents and A/THR&lt;br /&gt;
* majority of FMS&lt;br /&gt;
* SID/STAR parser&lt;br /&gt;
* Flight Guidance Computer&lt;br /&gt;
* simple electrical system&lt;br /&gt;
* door system, just needs objects to animate! &lt;br /&gt;
* animated jetway positions&lt;br /&gt;
* auto changeover level&lt;br /&gt;
* Environment Control System (cabin pressurisation)&lt;br /&gt;
* auto-tuned VOR on NAV2&lt;br /&gt;
* anti-ice and air packs take bleed air&lt;br /&gt;
* Rembrandt lighting for;&lt;br /&gt;
** cockpit lighting&lt;br /&gt;
** cockpit panel lighting&lt;br /&gt;
** wing lighting&lt;br /&gt;
** landing lights&lt;br /&gt;
** tail logo lighting&lt;br /&gt;
** cabin lighting&lt;br /&gt;
&lt;br /&gt;
==== Glareshield ====&lt;br /&gt;
* altitude selected mode&lt;br /&gt;
* heading selected mode&lt;br /&gt;
* speed selected mode&lt;br /&gt;
* vertical managed mode&lt;br /&gt;
** SRS&lt;br /&gt;
** CLB&lt;br /&gt;
** OP CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
** OP DES&lt;br /&gt;
* lateral managed mode&lt;br /&gt;
** NAV&lt;br /&gt;
** LOC&lt;br /&gt;
* speed managed mode&lt;br /&gt;
** CLB&lt;br /&gt;
** CRZ&lt;br /&gt;
** DES&lt;br /&gt;
* localizer and approach&lt;br /&gt;
* FlightDirector, AP 1 and AP 2&lt;br /&gt;
* EFIS baro select (inHg/kPa) and pressure and 'Std' setting&lt;br /&gt;
* ND VOR/ADF 1 and VOR/ADF 2 display switch on EFIS&lt;br /&gt;
* ND nearby airports display switch on EFIS&lt;br /&gt;
* ND traffic display switch on EFIS&lt;br /&gt;
* airspeed AP control on FCU selectable between knots or mach value&lt;br /&gt;
* altitude selectable between 100ft and 1000ft&lt;br /&gt;
* Pre-flight and take-off tutorial (it contains useful stuff, recommended reading)&lt;br /&gt;
&lt;br /&gt;
==== Front Panel ====&lt;br /&gt;
* FMA on PFD (active and some armed lateral, vertical and thrust)&lt;br /&gt;
* indicated speed ribbon on PFD&lt;br /&gt;
* localiser and Glidescope indicators on PFD&lt;br /&gt;
* E/WD&lt;br /&gt;
* updated Nav Display&lt;br /&gt;
** ARC mode&lt;br /&gt;
** ROSE mode&lt;br /&gt;
** aerodrome moving map with 'ZOOM' scale in PLAN mode&lt;br /&gt;
** nearby airports on ND^&lt;br /&gt;
** multi-player and AI traffic on ND&lt;br /&gt;
** VOR/ADF left-hand and right-hand display&lt;br /&gt;
* E/WD checklists&lt;br /&gt;
* gear lever and indicators&lt;br /&gt;
&lt;br /&gt;
==== Overhead ====&lt;br /&gt;
* apu start&lt;br /&gt;
* engine IGN &lt;br /&gt;
* strobe, beacon, nav lights, landing, nose&lt;br /&gt;
* seat-belt and no-smoking switches&lt;br /&gt;
* electrical panel&lt;br /&gt;
* air panel&lt;br /&gt;
* anti-ice panel&lt;br /&gt;
&lt;br /&gt;
==== Pedestal ====&lt;br /&gt;
* Flaps lever&lt;br /&gt;
* MFD keyboard and number pad&lt;br /&gt;
* ECAM/SD page select&lt;br /&gt;
* System Display (ECAM/SD) (many pages)&lt;br /&gt;
** permanent data zone&lt;br /&gt;
** doors&lt;br /&gt;
** cruise&lt;br /&gt;
** engines&lt;br /&gt;
** apu&lt;br /&gt;
** fuel&lt;br /&gt;
** electrical AC&lt;br /&gt;
** electrical DC&lt;br /&gt;
* engine master switches&lt;br /&gt;
* MFD (several pages)&lt;br /&gt;
** active init&lt;br /&gt;
** active departure and SID&lt;br /&gt;
** active arrival and STAR&lt;br /&gt;
** T.O. Performance&lt;br /&gt;
** CRZ Performance&lt;br /&gt;
** Active Flight Plan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== To Do ===&lt;br /&gt;
* window and door cut-outs (to work with door system and lighting)&lt;br /&gt;
* animate parking brake and &amp;lt;del&amp;gt;speed brake&amp;lt;/del&amp;gt;&lt;br /&gt;
* cabin interior&lt;br /&gt;
* &amp;lt;del&amp;gt;tune LOC and G/S&amp;lt;/del&amp;gt;&lt;br /&gt;
* flap/slat position on PFD&lt;br /&gt;
* &amp;lt;del&amp;gt;livery refresh&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;landing&amp;lt;/del&amp;gt;, wing, tail and cabin lighting&lt;br /&gt;
* &amp;lt;del&amp;gt;landing, wing, tail lighting switches&amp;lt;/del&amp;gt;&lt;br /&gt;
* engine start sounds^&lt;br /&gt;
* complete PFD and EFIS selection switches&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND EFIS selection switches&amp;lt;/del&amp;gt;^&lt;br /&gt;
* &amp;lt;del&amp;gt;complete ND display modes&amp;lt;/del&amp;gt;&lt;br /&gt;
** PLAN&lt;br /&gt;
** LS^&lt;br /&gt;
** VOR^&lt;br /&gt;
** &amp;lt;del&amp;gt;MAP&amp;lt;/del&amp;gt;&lt;br /&gt;
* add standard procedure check-lists to EWD&lt;br /&gt;
* complete remaining ECAM pages (skeleton pages already in-place)&lt;br /&gt;
** &amp;lt;del&amp;gt;DOOR&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;APU&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ENGINE&amp;lt;/del&amp;gt;&lt;br /&gt;
** COND&lt;br /&gt;
** WHEEL&lt;br /&gt;
** PRESSURE&lt;br /&gt;
** BLEED&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC AC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;ELEC DC&amp;lt;/del&amp;gt;&lt;br /&gt;
** &amp;lt;del&amp;gt;FUEL&amp;lt;/del&amp;gt;&lt;br /&gt;
** HYDRAULIC&lt;br /&gt;
* complete remaining MFD pages (too numerous to list)&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for air/cond overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;animation for elec overhead panel&amp;lt;/del&amp;gt;&lt;br /&gt;
* complete fuel overhead panel&lt;br /&gt;
* radio panels on pedestal&lt;br /&gt;
* &amp;lt;del&amp;gt;gear lever and indicators&amp;lt;/del&amp;gt;&lt;br /&gt;
* thrust levers&lt;br /&gt;
* auto-brake selector&lt;br /&gt;
* standby instruments&lt;br /&gt;
* &amp;lt;del&amp;gt;calculation of V speeds as part of FMS&amp;lt;/del&amp;gt;&lt;br /&gt;
* air systems; &amp;lt;del&amp;gt;cabin pressure&amp;lt;/del&amp;gt; and temperature &lt;br /&gt;
* &amp;lt;del&amp;gt;complete DC and AC electrical system&amp;lt;/del&amp;gt;&lt;br /&gt;
* &amp;lt;del&amp;gt;replace digit textures with text animation&amp;lt;/del&amp;gt;&lt;br /&gt;
* fix up scaling of texture sizes^&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^ = in recent Git development repository&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.condoreng.com/support/downloads/tutorials/AFDXTutorial.pdf AFDX Tutorial]&lt;br /&gt;
* [http://www.arinc.com/aeec/general_session/gs_reports/2002/presentations/18_adn/adn_summary.pdf ARINC 664 presentation]&lt;br /&gt;
* [http://www.airbus.com/en/aircraftfamilies/a380/ Airbus A380 Family Official Homepage]&lt;br /&gt;
* [http://www.gillesvidal.com/blogpano/cockpit1.htm Airbus A380 Panoramic 3D Photo]&lt;br /&gt;
&lt;br /&gt;
{{Airbus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Quadjets]]&lt;br /&gt;
[[Category:Cargo aircraft]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_B-52&amp;diff=56310</id>
		<title>Boeing B-52</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_B-52&amp;diff=56310"/>
		<updated>2012-12-13T23:14:53Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Aircraft help */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = B-52F.jpg&lt;br /&gt;
|alt =Boeing B-52F&lt;br /&gt;
|name = B-52 Stratofortress&lt;br /&gt;
|type = Military aircraft&lt;br /&gt;
|fdm = YASim&lt;br /&gt;
|status = beta&lt;br /&gt;
|authors = Lee Elliott&lt;br /&gt;
|fgname = B-52F&lt;br /&gt;
|download=http://flightgear.org/Downloads/aircraft/index.shtml#B-52F&lt;br /&gt;
}}&lt;br /&gt;
The '''Boeing B-52 Stratofortress''' is a long-range, subsonic, jet-powered, strategic bomber operated by the United States Air Force (USAF) since 1955.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
Currently only one variant is modeled in [[FlightGear]]:&lt;br /&gt;
* '''B-52F''', the aircraft was given J57-P-43W engines with a larger capacity water injection system and new alternators. The aircraft had a problem with fuel leaks, which were eventually solved by service modifications Blue Band, Hard Shell, and QuickClip.&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|Ctrl-z&lt;br /&gt;
|Steer right&lt;br /&gt;
|-&lt;br /&gt;
|Ctrl-\&lt;br /&gt;
|Steer left&lt;br /&gt;
|-&lt;br /&gt;
|K&lt;br /&gt;
|Toggle trajectory markers on &amp;amp; off&lt;br /&gt;
|-&lt;br /&gt;
|U&lt;br /&gt;
|Update the drop-view location&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Approach AoA 1.0 deg&lt;br /&gt;
* Flaps have only two settings: extended or retracted&lt;br /&gt;
* Flap cycle time 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== AP Altitude Mode Controller ===&lt;br /&gt;
The altitude mode controller appears as a strip reading&lt;br /&gt;
&lt;br /&gt;
[[File:AP_mode_B52.jpg]]&lt;br /&gt;
&lt;br /&gt;
The meaning of the different modes are:&lt;br /&gt;
* AH = Altitude Hold&lt;br /&gt;
* TF = Terrain Following&lt;br /&gt;
* TO = Automatic Take-Off&lt;br /&gt;
* IL = Automatic Instrument Landing&lt;br /&gt;
* MC = Mach Climb&lt;br /&gt;
&lt;br /&gt;
==== AH Mode ====&lt;br /&gt;
The AH (Altitude Hold) function is intended to hold the aircraft at the altitude set in /autopilot/settings/target-altitude-ft. When engaged, the set altitude can be changed by using the standard FG keystrokes.&lt;br /&gt;
&lt;br /&gt;
==== TF Mode ====&lt;br /&gt;
The TF (Terrain Following) function is intended to hold the aircraft at a constant distance above ground level (agl). The separation distance is set in /autopilot/settings/target-agl-ft. It is not currently possible to change this setting from either of the panels - it must be changed via the property browser.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that FG does not currently provide a look-ahead function that could be used for a proper terrain following system so the current terrain following function works by simply checking the agl directly below the a/c. This means that the TF function can only react after the separation has increased or decreased and will not stop you from flying into steep sided ground elevations i.e. cliffs.&lt;br /&gt;
&lt;br /&gt;
==== TO Mode ====&lt;br /&gt;
The TO (automatic take-off) mode will attempt to perform a take-off in the direction that the a/c is pointing - there's no way that I know of&lt;br /&gt;
to actually track the runway.&lt;br /&gt;
&lt;br /&gt;
You need to be on the ground and with the flaps fully extended before this mode will function.&lt;br /&gt;
&lt;br /&gt;
Once the a/c has achieved 260 kias it will switch to altitude-hold and true heading-hold.&lt;br /&gt;
&lt;br /&gt;
==== IL Mode ====&lt;br /&gt;
The IL (automatic instrument landing) mode will attempt to get the a/c on the nav1 ILS heading &amp;amp; then follow it, configure the a/c for landing and get it on to the glideslope, follow the glide-slope down and perform a landing.  Both the front and rear landing gear will be correctly aligned for any cross-winds but you will need to steer the front gear as the rear gear are aligned with the fuselage during the roll-out.&lt;br /&gt;
&lt;br /&gt;
The engines and elevator, however, will remain under the control of the auto-landing script until touchdown.&lt;br /&gt;
&lt;br /&gt;
The auto-landing script limits the max descent-rate on the glideslope so you will need to ensure that you're not too high/too close when trying this mode.&lt;br /&gt;
&lt;br /&gt;
It is, of course, not very reliable, but gives some idea of what needs to be done at various phases of landing i.e. getting the speed down and&lt;br /&gt;
coping with the huge trim changes required when the flaps are extended.&lt;br /&gt;
&lt;br /&gt;
==== MC Mode ====&lt;br /&gt;
The MC (Mach Climb Mode) function is designed to command the highest climb rate that can be sustained for a given mach setting and is only enabled when mach-hold-by-throttle is selected on the AP Speed Controller.  This function has some limitations, one being that it works best when the aircraft is travelling below the set mach number and is accelerating to achieve it.  If the aircraft is already travelling at the set mach number the climb rate is likely to be very low and it may be necessary to temporarily reduce speed, and then increase it again (using the AP Speed Controller) or force a climb by pulling back on the stick.&lt;br /&gt;
&lt;br /&gt;
* Click on AP Mode to turn off all A/P locks.&lt;br /&gt;
* The 2D VFR panel is just a place-holder for the radio instruments - use the 2D mini-panel to control the aircraft (Shift-s).&lt;br /&gt;
* Set the Altitude hold and TF/AGL settings via the autopilot menu. If an AP Mode is grayed out it is not available&lt;br /&gt;
* Use the yaw display to align the landing main gear in cross-wind landings - the rear gear will center itself once the speed is below the transition speed for normal steering.&lt;br /&gt;
* To use Mach-Climb mode click on the light blue M in the speed instrument to select mach-hold mode, set the required mach you want to maintain, select MC and then either turn off speed locks (Ctrl-s) and set the throttles manually or select KIAS hold (yellow K) and set a high speed - this will force the throttles to 100%.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
'''Outside:'''&lt;br /&gt;
* flaps are animated, but the shape of the wing does not change when flaps are extended. This means we have 2 flaps. One that is animated and another one that is not animated&lt;br /&gt;
* cockpit windows are transparent, but you can see the runway instead of the cockpit when looking through them from the outside&lt;br /&gt;
* turbines do not rotate&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
* there are no flaps when using reverse thrust - weapons bay door can't be opened&lt;br /&gt;
&lt;br /&gt;
'''3d Cockpit:'''&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
'''General:'''&lt;br /&gt;
* no engine sound when running at lowest engine power&lt;br /&gt;
* aircraft is not set on the correct elevation when starting flightsgear.  Lowest part of the aircraft is approximately 0.40 m below the ground&lt;br /&gt;
* when you take off,you must close your flaps or you will not be able to fly higher&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/B-52 Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
{{Boeing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bomber aircraft]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Understand_console_output&amp;diff=56100</id>
		<title>Howto:Understand console output</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Understand_console_output&amp;diff=56100"/>
		<updated>2012-12-06T00:48:24Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Unknown Chunk: ***UNKNOWN*** (0xA08A) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document lists '''[[FlightGear]] errors''', how to get rid of them and other '''console output'''. If FlightGear quits but does not give you any error, try increasing the [[FlightGear Launch Control#Debugging|Log Level]].&lt;br /&gt;
&lt;br /&gt;
Errors can appear in various locations, but the most common one is the console (a black window), which pops up when you run fgfs.exe.&lt;br /&gt;
&lt;br /&gt;
== Errors with known solutions ==&lt;br /&gt;
=== Aircraft uses deprecated node egt_degf. Please upgrade to egt-degf ===&lt;br /&gt;
The aircraft should be updated to make use of the renamed egt-degf property but it will still work as expected. You could contact the aircraft's author but he/she is probably already aware of this.&lt;br /&gt;
&lt;br /&gt;
=== Airports/.... ... Done ===&lt;br /&gt;
This is not an error. The message lets us know that [[TerraSync]] is updating the &amp;lt;tt&amp;gt;[[$FG SCENERY]]/Airports&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
=== Bad operation output detected in configuration file ===&lt;br /&gt;
[[JSBSim]] reports that a &amp;lt;output&amp;gt; tag is incorrectly placed in the aircraft's FDM. When used in a &amp;lt;fcs_function&amp;gt;, it should be outside the innter &amp;lt;function&amp;gt; tags, so like:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	&amp;lt;fcs_function name=&amp;quot;Flap Cmd Deg&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;function&amp;gt;&lt;br /&gt;
			&amp;lt;product&amp;gt;&lt;br /&gt;
				   &amp;lt;property&amp;gt;fcs/flap-cmd-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
				   &amp;lt;value&amp;gt;30&amp;lt;/value&amp;gt;&lt;br /&gt;
			&amp;lt;/product&amp;gt;&lt;br /&gt;
		&amp;lt;/function&amp;gt;&lt;br /&gt;
		&amp;lt;output&amp;gt;fcs/flap-cmd-deg1&amp;lt;/output&amp;gt;&lt;br /&gt;
	&amp;lt;/fcs_function&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Base package check failed ... Found version ... at: ...&amp;lt;br /&amp;gt;Please upgrade to version: ===&lt;br /&gt;
When using [[Git]], the data must match the binary or compilation. You cannot use data from a different date than the binary's release date. &lt;br /&gt;
&lt;br /&gt;
=== Base package check failed ... Found version [none] at: ...&amp;lt;br /&amp;gt;Please upgrade to version: ===&lt;br /&gt;
FlightGear was unable to find the [[$FG ROOT]] directory. Set it using the &amp;lt;tt&amp;gt;--fg-root=&amp;lt;/tt&amp;gt; commandline option.&lt;br /&gt;
&lt;br /&gt;
=== Cannot find specified aircraft ===&lt;br /&gt;
Shows up when you use an incorrect aircraft name in the --aircraft=... command. Check the correct name by running --show-aircraft, or by looking at the aircraft's -set.xml file (eg. &amp;lt;tt&amp;gt;--aircraft=737-300&amp;lt;/tt&amp;gt; for &amp;lt;tt&amp;gt;737-300-set.xml&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== condition: comparison without property[1] or value ===&lt;br /&gt;
A condition (like &amp;lt;tt&amp;gt;&amp;lt;less-than&amp;gt;&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;lt;equals&amp;gt;&amp;lt;/tt&amp;gt;) exists, without either:&lt;br /&gt;
* a property to check&lt;br /&gt;
* a value to check the property against&lt;br /&gt;
&lt;br /&gt;
=== Could not find at least one of the following objects for animation: ===&lt;br /&gt;
This means that FlightGear is unable to find an object in a .ac file. Check the .xml file (where the animation is stored) to see if the object-names match those in the .ac file. Also in the .xml file make sure that there are not spaces at the beginning or end of the object name. If you are not the aircraft's author you can safely ignore such warnings.&lt;br /&gt;
&lt;br /&gt;
=== creating 3D noise texture... DONE ===&lt;br /&gt;
Tells you that a new noise texture is created. It is not an error and can be ignored.&lt;br /&gt;
&lt;br /&gt;
===Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel format found based on traits specified====&lt;br /&gt;
Try changing the [[FlightGear Launch Control#Page Four - Options and Run|BPP]] value of your FlightGear setup. If that does not work, your graphics card is probably not able to run FlightGear 1.9 and higher. Another graphics card, or an older FlightGear version will likely &amp;quot;fix&amp;quot; the problem.&lt;br /&gt;
&lt;br /&gt;
=== Error: bind() failed in make_server_socket() ===&lt;br /&gt;
When using [[Howto: Multiplayer|multiplayer]] or socket input, this usually means you specified an invalid ip address or the port is in use. Note: for multiplayer, you don't need to use the ''--multiplay=in,...'' option at all, FlightGear (since version 1.0) figures out the proper setting automatically. Only use when you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
=== Error Building Technique: findAttr: could not find attribute bool ===&lt;br /&gt;
Make sure that your data and source (or binary) match. They must be from the same date, to provide the best performance.&lt;br /&gt;
&lt;br /&gt;
=== Error: connect() failed in make_client_socket()&amp;lt;br /&amp;gt;SG_IO_OUT socket creation failed ===&lt;br /&gt;
Your computer is not connected with the internet, while a certain enabled feature (eg. multiplayer) does require an internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Error: RenderTexture requires the following unsupported OpenGL extensions... ===&lt;br /&gt;
Your graphics card doesn't support some graphics feature that FG requires. Update your drivers, change the BPP value and/or try disabling some of the visual goodies like [[3D Clouds]].&lt;br /&gt;
&lt;br /&gt;
=== Failed to find .... in apt.dat.gz ===&lt;br /&gt;
You need to edit ATC/default.tower and ATC/default.atis. You can open these files with any text editor. Either remove or fix the entries containing your airports ICAO code (like KSFO).&lt;br /&gt;
&lt;br /&gt;
===Failed to locate aircraft carrier = ...===&lt;br /&gt;
FlightGear is unable to find a [[Aircraft carrier|carrier]] under the set name. Check your commandline (&amp;lt;tt&amp;gt;--carrier=...&amp;lt;/tt&amp;gt;) or the [[FlightGear Launch Control#Page Three - Airport Selection|airport page]] of the launcher. Note that you might need to enable a scenario in combination with a --carrier= command.&lt;br /&gt;
&lt;br /&gt;
'''Hint:''' Make sure your park position and carrier name is correct. See the [[Howto: Carrier|wiki's carrier page]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Failed to open file ... ===&lt;br /&gt;
Check if the file exists on your system. If the missing file is a scenery object; be sure you have the latest [http://scenemodels.flightgear.org/download/SharedModels.tgz Shared Models] from the [[FlightGear Scenery Database]].&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: illegal character after . or .. ===&lt;br /&gt;
Some .xml file contains a fault. Possible solutions:&lt;br /&gt;
* To refer to a top-level property in the tree, &amp;lt;tt&amp;gt;../&amp;lt;/tt&amp;gt; should be used instead of &amp;lt;tt&amp;gt;.../&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: mismatched tag ... ===&lt;br /&gt;
In some .xml file, an opening tag (like &amp;lt;tt&amp;gt;&amp;lt;sim&amp;gt;&amp;lt;/tt&amp;gt;) does not match its closing tag (like &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt;). This error is hard to track down, best method is to comment (place code between &amp;lt;nowiki&amp;gt;&amp;lt;!-- and --&amp;gt;&amp;lt;/nowiki&amp;gt;) most of the aircraft. Then uncomment code one by one, until the error appears again.&lt;br /&gt;
&lt;br /&gt;
'''Hint for Developers:''' Pre-test all your .xml files in Windows by opening them with Internet Explorer (usually by double clicking). IE can tell you if a tag is mis-matched and which tag is mis-matched. You'll probably know there's a problem if IE displays an error message.&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: name must begin with alpha or '_' ===&lt;br /&gt;
This error comes up when a property should be formed of which the name does not start with a letter of the alphabet or _. If this error only happens with certain planes, contact their authors.&lt;br /&gt;
&lt;br /&gt;
=== Failed to tie property fcs/ to object methods ===&lt;br /&gt;
This [[JSBSim]] error comes up when there are unnamed components (eg. switches) in the FDM of an aircraft. Components must have unique names, from which properties will be created. As long as you are not overwriting an existing property, the &amp;lt;tt&amp;gt;name=&amp;quot;...&amp;quot;&amp;lt;/tt&amp;gt; can be used to output the components result to a property.&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: unclosed token ===&lt;br /&gt;
A token (&amp;lt;nowiki&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;/nowiki&amp;gt;) has been started, but not closes. Add &amp;lt;nowiki&amp;gt;--&amp;gt;&amp;lt;/nowiki&amp;gt; at the correct line.&lt;br /&gt;
&lt;br /&gt;
'''Hint for Developers:''' Pre-test all your .xml files in Windows by opening them with Internet Explorer (usually by double clicking). IE can tell you if a comment/token is not closed.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayerMgr::Open - Failed to bind receive socket ===&lt;br /&gt;
This means FlightGear was unable to open the listening network socket required by the --multiplay=in option. Frequently this option can be omitted and FlightGear will figure out the necessary parameters automatically.&lt;br /&gt;
Common reasons are:&lt;br /&gt;
* Address given in the option does not resolve to one of the IP addresses of the local machine. This parameter should only be required if you want to fine-tune the network behavior. Omitting it directs FlightGear to listen on all local interfaces automatically. Example:&lt;br /&gt;
 --multiplay=in,10,,5001&lt;br /&gt;
Notice that you still need the comma.&lt;br /&gt;
* The UDP port given in the option (or the default port 5000 if no option given) is already in use. Verify nothing is using the port.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr::MP_ProcessData: No such file or directory ===&lt;br /&gt;
This is telling you that there's someone online on the multiplayerserver, using a plane that you do not have installed on your own system. In order to remove the error (and see the other plane) you have to install the plane that the other pilot is using.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr - No receiver port, Multiplayermode disabled ===&lt;br /&gt;
FlightGear [[Howto: Multiplayer|multiplayer]] has not been set.&lt;br /&gt;
&lt;br /&gt;
=== FGPropertyManager::GetNode() No node found for ...&amp;lt;br /&amp;gt; In component: ... unknown property ... referenced. Aborting ===&lt;br /&gt;
FlightGear found a reference in the [[FDM]] to a non-existing property.&lt;br /&gt;
&lt;br /&gt;
=== FGPropertyManager::GetNode() No node found for ...&amp;lt;br /&amp;gt; The property ... is undefined. ===&lt;br /&gt;
FlightGear found a reference in the [[FDM]] to a non-existing property. Keep in mind that JSBSim reads the FDM from top to bottom. Properties should always be created before they are needed somewhere.&lt;br /&gt;
&lt;br /&gt;
=== Fgtzfile_read(): : Invalid argument&amp;lt;br /&amp;gt;Fatal error: Timezone reading failed ===&lt;br /&gt;
This one is caused by wrong line ending in a timezone file. Solution might be to download the Timezone/time.tab file manually from [http://gitorious.org/fg/fgdata/blobs/raw/master/Timezone/zone.tab Gitorious] (Right mouseclick &amp;gt; Save target as) and overwrite the file in &amp;lt;tt&amp;gt;[[$FG ROOT]]/Timezone/time.tab&amp;lt;/tt&amp;gt; with it.&lt;br /&gt;
&lt;br /&gt;
=== Found unexpected subsystem: system exiting. JSBSim failed to load aircraft and/or engine model ===&lt;br /&gt;
You are probably trying to run an aircraft on a out-of-date version of FlightGear. The planes on the official download page are intended to be used with the latest version of FlightGear. Usage on any older systems may not work.&lt;br /&gt;
&lt;br /&gt;
=== freeglut (fgfs): Unable to create direct context rendering for window 'FlightGear'&amp;lt;br /&amp;gt;This may hurt performance ===&lt;br /&gt;
This reports that you do not have proper hardware accelerated 3D (direct rendering) configured.&lt;br /&gt;
&lt;br /&gt;
=== Gate ... doesn't seem to have routes associated with it ===&lt;br /&gt;
A startup location in the [[Interactive Traffic#Ground networks|groundnetwork]] is not (properly) connected to a taxi route. Contact the airport author, or import the network to [[TaxiDraw]] and run the Verify network command to find the corrupted gate.&lt;br /&gt;
&lt;br /&gt;
=== glLinkProgram &amp;quot;&amp;quot; Failed ===&lt;br /&gt;
Update your drivers; they have to support atleast OpenGL 2.0 for FlightGear 2.0 and later.&lt;br /&gt;
&lt;br /&gt;
=== loading scenario '...' ===&lt;br /&gt;
This is not an error. It shows that an [[AI Systems#AI Models|AI scenario]] is loaded.&lt;br /&gt;
&lt;br /&gt;
=== Model not found: ... ===&lt;br /&gt;
This one tells you that FlightGear was unable to find a certain file. The nice thing is that it also tells you excactly what file. &lt;br /&gt;
&lt;br /&gt;
# Check if the file really does not exist at your computer.&lt;br /&gt;
# Try to locate the file in which the missing file is referenced. This is likely to be &amp;lt;tt&amp;gt;-set.xml&amp;lt;/tt&amp;gt; in the root directory of the loaded [[aircraft]]. Between the &amp;lt;model&amp;gt; tags, the base model file is referenced. This file references to all other models that are displayed with the aircraft.&lt;br /&gt;
# Contact the aircraft author with a detailed bug-report, in which you state the excact location of the missing file and (if you found it) the file in which it is referenced.&lt;br /&gt;
&lt;br /&gt;
=== Nasal runtime error: nil used in numeric context ===&lt;br /&gt;
This error is [[Nasal]] triggered by a Nasal file (the console should show what file (and line) and from where it was referenced). The Nasal script tried to do something with a [[Property Tree|property]] with an empty value. A solution is to fill the property before the Nasal is loaded. This can be done by setting the property in an [[aircraft]]'s &amp;lt;tt&amp;gt;-set.xml&amp;lt;/tt&amp;gt; file or by adding a [[Nasal scripting language#Listeners and Signals|listener]] to the script. &lt;br /&gt;
&lt;br /&gt;
[[Howto: Contact the developers|Contact the developers]] if this error is shown for a &amp;lt;tt&amp;gt;[[$FG ROOT]]/Nasal/&amp;lt;/tt&amp;gt; script.&lt;br /&gt;
&lt;br /&gt;
=== Near camera not rendering ===&lt;br /&gt;
[[File:Near_camera_off.png|500px]]&lt;br /&gt;
&lt;br /&gt;
If you screen looks like the image above; make sure you have at least [[OSG]] version 2.7.6.&lt;br /&gt;
&lt;br /&gt;
=== No render bin name specified in render bin section ===&lt;br /&gt;
Update [[SimGear]] (or binary) and your data directory.&lt;br /&gt;
&lt;br /&gt;
=== No render bin number specified in render bin section ===&lt;br /&gt;
Update [[SimGear]] (or binary) and your data directory.&lt;br /&gt;
&lt;br /&gt;
=== ... not a valid win32 application ===&lt;br /&gt;
This Windows error could have various reasons to pop up. Usually, the file that is causing troubles is mentioned. Re-installing this file might solve the problem.&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_SIGN: unexpected } in sign contents ===&lt;br /&gt;
One of the OBJECT_SIGN lines in the .stg file (of the tile that was loaded when this error showed up) contains a fault. Note that &amp;lt;tt&amp;gt;}&amp;lt;/tt&amp;gt; must be preceded by a &amp;lt;tt&amp;gt;{&amp;lt;/tt&amp;gt; character.&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_SIGN: unsupported glyph `.' ===&lt;br /&gt;
Check the OBJECT_SIGN lines in the .stg file of the tile that was loaded when this error showed up.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error &amp;lt;AL_INVALID_VALUE&amp;gt;: bind source &amp;lt;alGenSources&amp;gt;&amp;lt;br /&amp;gt;Failed to generate audio source. ===&lt;br /&gt;
This error is probably displayed because of some misdirected audio settings in the [[aircraft]]s setup. Check the -sound.xml file of the aircraft and see if all files refered to really exist. If not, try to contact the author of the plane, so he can fix the problem in the [[Git]] version or solve the problem yourself and let someone commit the patch.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error (AL_INVALID_VALUE): constructor (alBufferData)&amp;lt;br /&amp;gt;Fatal error: Failed to buffer data. ===&lt;br /&gt;
Disabling sound is a temporarily solution for this problem.&lt;br /&gt;
&lt;br /&gt;
=== osgDB ac3d reader: could not find texture... ===&lt;br /&gt;
See [[#Failed to open file ...|Failed to open file ...]]&lt;br /&gt;
&lt;br /&gt;
=== osgDB ac3d reader: detected surface with less than 3 vertices! ===&lt;br /&gt;
In one of the loaded models a non-existing surface is found. This can be a single line (sometimes used to simulate thin wires) or a fault in the model.&lt;br /&gt;
&lt;br /&gt;
=== Program's vertex attrib binding ..., usrAttr... ===&lt;br /&gt;
Tells you that an effect binded certain attributes to a [[Shaders|shader]].&lt;br /&gt;
&lt;br /&gt;
=== QNAN ===&lt;br /&gt;
(Q)NAN stands for (Quiet) Not A Number, produced by 0/0 or other floating point break downs. There can be various causes for this:&lt;br /&gt;
* Using a &amp;quot;flap start&amp;quot; value of 0 in the [[YASim]] [[FDM]]. Use some small value like 0.001 instead.&lt;br /&gt;
&lt;br /&gt;
=== Scaling image... ===&lt;br /&gt;
This means a texture, whether in the scenery on your aircraft or anyone elses (when multiplayer is enabled), is not sized to powers of two. All textures in FlightGear have to be sized to power of two (eg. 16*16, 32*64, 32*1024). As of version 1.9 textures are resized automaticly, but it does slow your computer down, so it's better to resize the noted textures.&lt;br /&gt;
&lt;br /&gt;
=== ssgInit called without a valid OpenGL context ===&lt;br /&gt;
In short, your GL libraries are broken. So far only Red Hat 7.x users have experienced this (see http://www.redhat.com/bugzilla/show_bug.cgi?id=18867). The only solutions are possibly complicated ones: you can either change distributions (most of us prefer Debian) or upgrade/downgrade your Mesa libs.&lt;br /&gt;
&lt;br /&gt;
=== The system cannot find the file specified ===&lt;br /&gt;
* If you are running Windows Vista; start by looking in &amp;lt;tt&amp;gt;C:\Users\Owner\AppData\Local\VirtualStore&amp;lt;/tt&amp;gt; and seeing if you have a folder called FlightGear in there. If you do, cut-and-paste (merge) that one with &amp;lt;tt&amp;gt;C:\Program Files\Flightgear&amp;lt;/tt&amp;gt; and try to launch FlightGear again.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;'''Hint:''' you may need to go under Tools and Folder Options to specify &amp;quot;Show Hidden/System Files and Folders&amp;quot; in order for AppData to be visible.&lt;br /&gt;
* Make sure you did set the right executable (&amp;lt;tt&amp;gt;fgfs.exe&amp;lt;/tt&amp;gt;) on the first page of the [[FlightGear Launch Control]].&lt;br /&gt;
&lt;br /&gt;
=== Time zone reading failed ===&lt;br /&gt;
This is probably caused by a line-ending problem in the timezone files. Win32 users can resolve the problem by downloading a DOS to UNIX conversion utility available at http://www.nottingham.ac.uk/~eazdluf/d2u.zip. Run as `d2u *.tab` from within the timezone directory to fix your timezone files&lt;br /&gt;
&lt;br /&gt;
=== Traffic manager could not find airport ===&lt;br /&gt;
There is either an airport missing from apt.dat, or there is a wrong ICAO code in a [[Interactive Traffic#Building Traffic Files|traffic file]]. An airport missing from apt.dat could be due to a recent opening.&lt;br /&gt;
&lt;br /&gt;
=== Unable to choose requested pixel format ===&lt;br /&gt;
Error should be solved as of version 1.9. If not, try changing your [[FlightGear Launch Control#Page Four - Options and Run|BPP]] and/or resolution.&lt;br /&gt;
&lt;br /&gt;
=== Unable to find airport details for .... in FGTower::Init() ===&lt;br /&gt;
This error can be surpressed by disabling [[Interactive Traffic|AI Traffic]], via the AI/ATC [[menu]].&lt;br /&gt;
&lt;br /&gt;
The error appears when an airport in &amp;lt;tt&amp;gt;[[$FG ROOT]]/Airports/apt.dat.gz&amp;lt;/tt&amp;gt; cannot be found in &amp;lt;tt&amp;gt;[[$FG ROOT]]/ATC/default.tower&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;[[$FG ROOT]]/ATC/default.atis&amp;lt;/tt&amp;gt;. Renaming the airports in the apt.dat.gz file ór in both default ATC files will fix the problem.&lt;br /&gt;
&lt;br /&gt;
=== Unable to open aircraft directory ===&lt;br /&gt;
The [[aircraft]] that you are trying to run most likely relies on another aircraft, which you did not install (yet). The error shows what aircraft, so go download that one!&lt;br /&gt;
=== Unexpected tag '...' found in YASim aircraft description ===&lt;br /&gt;
FlightGear found a non-existing tag in the [[FDM]] of the aircraft you are trying to launch. If you have not changed the original aircraft, contact the aircraft author. Else, check the FDM througly for mistakes.&lt;br /&gt;
&lt;br /&gt;
Also, make sure you didn't force a FDM to be loaded.&lt;br /&gt;
* '''Commandline:''' &amp;lt;tt&amp;gt;--fdm=...&amp;lt;/tt&amp;gt; should be left out.&lt;br /&gt;
* '''[[FGRun]]:''' &amp;lt;tt&amp;gt;Advanced &amp;gt; Flight Model&amp;lt;/tt&amp;gt; should be set to jsb (which will leave the whole command out of the commandline, so you can use this setting with any FDM).&lt;br /&gt;
&lt;br /&gt;
=== Unknown ... aircraft: ... defaulting to C172 ===&lt;br /&gt;
FlightGear is unable to load the forced [[FDM]] (set through &amp;lt;tt&amp;gt;--fdm=...&amp;lt;/tt&amp;gt; or via &amp;lt;tt&amp;gt;Advanced &amp;gt; Flight Model&amp;lt;/tt&amp;gt; in [[FGRun]]) for this aircraft. FlightGear automatically picks the right FDM for each aircraft, so there is no need to set it manually, unless you know what you are doing. In the Flight Model dialog of FGRun, set the FDM to &amp;lt;tt&amp;gt;jsb&amp;lt;/tt&amp;gt;; that is the &amp;quot;auto setting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Unknown exception to the main loop. Aborting... &amp;lt;br /&amp;gt;Possible cause: No such file or directory ===&lt;br /&gt;
This error could have a variety of sources, among them missing files but also other things. Increasing the [[FlightGear Launch Control#Debugging|log level]] to debug and repeating excactly what you did when the error came up, might provide some more information on what FlightGear was doing when the error occurred.&lt;br /&gt;
* Setting your [[FlightGear Launch Control#Page Four - Options and Run|BPP]] to a lower value might work.&lt;br /&gt;
* Changing the resolution to a smaller one might work as well.&lt;br /&gt;
&lt;br /&gt;
=== Unknown exception in main loop. Aborting...&amp;lt;br/&amp;gt;Possible cause: Not enough space ===&lt;br /&gt;
See [[Howto: Improve framerates#Optimus Technology]].&lt;br /&gt;
&lt;br /&gt;
When your computer does not have the Optimus Technolog (NVidia) or Hybrid Graphics technology (ATI), you are likely to be unable to run FlightGear. Integrated graphics cards are very weak; too weak for FlightGear. You can try to switch of some of the eye-candy though, but even then the same error may appear...&lt;br /&gt;
It may be useful to check the latest drivers for your graphic card. &lt;br /&gt;
•If you have a Nvidia GPU, then visit http://wiki.flightgear.org/Howto:Improve_framerates#nVidia.&lt;br /&gt;
•For '''ATI line''' of video cards, look at this site: http://www.amd.com/us/products/technologies/amd-catalyst/pages/catalyst.aspx .You should find a file named &amp;quot;Catalyst control center&amp;quot;, which allow you to modify the behaviour of your GPU with flightgear. I mean the Antialiasing control, the triple buffering, etc.&lt;br /&gt;
=== WARNING: Couldn't convert texture... ===&lt;br /&gt;
You are trying to run an aircraft not compatible with your FlightGear version. Most of the time, this error appears when you fly an aircraft, textured with .png files on versions older than 1.9. Convert the textures manually to .rgb or upgrade your FlightGear version.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Could not find plugin to read objects from file ... ===&lt;br /&gt;
A library is missing from your computer. Therefore, certain fileformats cannot be read. Try to reinstall/update [[OSG]], as the libraries used by FlightGear should be part of the standard package.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Picked up TriangleIntersect ===&lt;br /&gt;
Reduce your [[FlightGear Launch Control#Debugging|Log Level]] to alert. Or [[Showstoppers|send the fgfs output to /dev/null (unix systems) or 2&amp;gt;nul (Windows)]]. The errors might still be shown, but do not affect the sim anymore.&lt;br /&gt;
&lt;br /&gt;
=== Warning: TangentSpaceGenerator: unknown primitive mode 9 ===&lt;br /&gt;
This is an [[OSG]] error, showing up when an effect needs tangent vectors, but polygons are not support. The error itself can be ignored, altough some [[shaders]] may look wrong. Shader developers should try to minimise the use of polygons and use triangles and quads instead.&lt;br /&gt;
&lt;br /&gt;
=== YASim SOLUTION FAILURE: Solution failed to converge after 10000 iterations ===&lt;br /&gt;
Some control in the [[YASim]] [[FDM]] is too weak, according to YASim, to control the aircraft. An effectiveness tag will be required in the FDM to solve this error.&lt;br /&gt;
&lt;br /&gt;
=== YASim SOLUTION FAILURE:&amp;lt;br /&amp;gt;Zero length fuselage ===&lt;br /&gt;
There is a problem in the [[FDM]]. A fuselage section with similar ax and ay was created. Change the ax and/or ay values to match the aircraft.&lt;br /&gt;
&lt;br /&gt;
=== YOU HAVE AN INCOMPATIBLE CFG FILE FOR THIS AIRCRAFT. RESULTS WILL BE UNPREDICTABLE !! ===&lt;br /&gt;
Make sure the [[JSBSim]] [[FDM]] of the aircraft has a &amp;lt;code&amp;gt;&amp;lt;fdm_config version=&amp;quot;2.0&amp;quot;&amp;lt;/code&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
== Errors without known solutions ==&lt;br /&gt;
Please take a look at the upcoming errors and see if you know a solution to get rid of them. Your additions are greatly appreciated!&lt;br /&gt;
&lt;br /&gt;
=== Aircraft propulsion element has problems in file ... ===&lt;br /&gt;
&lt;br /&gt;
=== AL Error (fx): Invalid Value at pitch and gain ===&lt;br /&gt;
The sound effect's pitch (high or low) and gain (volume multiplication factor) values are not valid.&lt;br /&gt;
&lt;br /&gt;
=== AL Error (sound manager): Invalid Operation at update ===&lt;br /&gt;
&lt;br /&gt;
=== AL Error (sound manager): Invalid Value at buffer add data&amp;lt;br /&amp;gt;No such buffer! ===&lt;br /&gt;
&lt;br /&gt;
=== Failed to execute command nasal ===&lt;br /&gt;
Has something to do with the [[Nasal]] scripting language used by FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Failed to tie (or untie while closing) property ... to object methods ===&lt;br /&gt;
A JSBSim error.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr::MP_ProcessData - message from ... has invalid length! ===&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr::MP_ProcessData: Result too large ===&lt;br /&gt;
&lt;br /&gt;
===GPS: malformed route, index=1===&lt;br /&gt;
&lt;br /&gt;
=== Mesa 7.3 implementation error: bad texture level in r300UploadSubImage ===&lt;br /&gt;
http://www.flightgear.org/forums/viewtopic.php?f=2&amp;amp;t=6706&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&lt;br /&gt;
&lt;br /&gt;
=== Nasal runtime error: stack overflow ===&lt;br /&gt;
&lt;br /&gt;
=== No image file for texture, using white ===&lt;br /&gt;
A [[Shaders|shader]] error, possibly you (or the developer) have/has not specified a texture for a surface while modeling the aircraft model in AC3D, Blender, Wings...&lt;br /&gt;
&lt;br /&gt;
=== No path in /sim/sound/path ===&lt;br /&gt;
You (or the developer) have/has not specified a proper sound file in the aircraft's -set.xml file.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error (AL_ILLEGAL_COMMAND): set_source_pos ===&lt;br /&gt;
&lt;br /&gt;
Has something to do with OpenAL not understanding where the sound comes from.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error (AL_ILLEGAL_COMMAND): set_volume ===&lt;br /&gt;
&lt;br /&gt;
Has something to do with OpenAL not understanding the sound volume.&lt;br /&gt;
&lt;br /&gt;
=== PT_vs_hpt: ran out of layers ===&lt;br /&gt;
This is issued from the atmosphere implementation in FlightGear's environment system. A comment in the code says: &amp;quot;''should never get here''&amp;quot;. Please provide input when this happens: excessive altitudes? Negative altitudes?&lt;br /&gt;
&lt;br /&gt;
=== Tried to initialize a non-existent engine! ===&lt;br /&gt;
The developer of the aircraft did not code the engine properly. &lt;br /&gt;
&lt;br /&gt;
'''Developers:''' Check that the engine.xml file, FDM.xml, and -set.xml is coded properly.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Chunk: ***UNKNOWN*** (0xA08A) ===&lt;br /&gt;
I use Autodesk 3ds Max (.3ds) occurs when the 3D data model.&lt;br /&gt;
&lt;br /&gt;
Solution converts the file format AC3D.&lt;br /&gt;
&lt;br /&gt;
=== Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,) ===&lt;br /&gt;
This warning is generated from OSG. Set your environment variable&lt;br /&gt;
 OSG_NOTIFY_LEVEL=FATAL&lt;br /&gt;
&lt;br /&gt;
=== Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus ===&lt;br /&gt;
It seems that this happens when you have another window open and you are &amp;quot;focusing&amp;quot; (the window is active) on it. FlightGear will try to grab itself infront of the other window.&lt;br /&gt;
&lt;br /&gt;
=== WARNING: PUI: Too many live puInterfaces open at once! ===&lt;br /&gt;
Appears when printing large outputs (very) frequently on the screen.&lt;br /&gt;
&lt;br /&gt;
=== Warning: State::drawQuads(0, 154400) too large handle in remapping to ushort glDrawElements ===&lt;br /&gt;
[[fr:Howto: Débarrassez-vous des erreurs les plus fréquentes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Console output]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Understand_console_output&amp;diff=56099</id>
		<title>Howto:Understand console output</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Understand_console_output&amp;diff=56099"/>
		<updated>2012-12-06T00:44:44Z</updated>

		<summary type="html">&lt;p&gt;Anton: /* Unknown Chunk: ***UNKNOWN*** (0xA08A) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document lists '''[[FlightGear]] errors''', how to get rid of them and other '''console output'''. If FlightGear quits but does not give you any error, try increasing the [[FlightGear Launch Control#Debugging|Log Level]].&lt;br /&gt;
&lt;br /&gt;
Errors can appear in various locations, but the most common one is the console (a black window), which pops up when you run fgfs.exe.&lt;br /&gt;
&lt;br /&gt;
== Errors with known solutions ==&lt;br /&gt;
=== Aircraft uses deprecated node egt_degf. Please upgrade to egt-degf ===&lt;br /&gt;
The aircraft should be updated to make use of the renamed egt-degf property but it will still work as expected. You could contact the aircraft's author but he/she is probably already aware of this.&lt;br /&gt;
&lt;br /&gt;
=== Airports/.... ... Done ===&lt;br /&gt;
This is not an error. The message lets us know that [[TerraSync]] is updating the &amp;lt;tt&amp;gt;[[$FG SCENERY]]/Airports&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
=== Bad operation output detected in configuration file ===&lt;br /&gt;
[[JSBSim]] reports that a &amp;lt;output&amp;gt; tag is incorrectly placed in the aircraft's FDM. When used in a &amp;lt;fcs_function&amp;gt;, it should be outside the innter &amp;lt;function&amp;gt; tags, so like:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	&amp;lt;fcs_function name=&amp;quot;Flap Cmd Deg&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;function&amp;gt;&lt;br /&gt;
			&amp;lt;product&amp;gt;&lt;br /&gt;
				   &amp;lt;property&amp;gt;fcs/flap-cmd-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
				   &amp;lt;value&amp;gt;30&amp;lt;/value&amp;gt;&lt;br /&gt;
			&amp;lt;/product&amp;gt;&lt;br /&gt;
		&amp;lt;/function&amp;gt;&lt;br /&gt;
		&amp;lt;output&amp;gt;fcs/flap-cmd-deg1&amp;lt;/output&amp;gt;&lt;br /&gt;
	&amp;lt;/fcs_function&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Base package check failed ... Found version ... at: ...&amp;lt;br /&amp;gt;Please upgrade to version: ===&lt;br /&gt;
When using [[Git]], the data must match the binary or compilation. You cannot use data from a different date than the binary's release date. &lt;br /&gt;
&lt;br /&gt;
=== Base package check failed ... Found version [none] at: ...&amp;lt;br /&amp;gt;Please upgrade to version: ===&lt;br /&gt;
FlightGear was unable to find the [[$FG ROOT]] directory. Set it using the &amp;lt;tt&amp;gt;--fg-root=&amp;lt;/tt&amp;gt; commandline option.&lt;br /&gt;
&lt;br /&gt;
=== Cannot find specified aircraft ===&lt;br /&gt;
Shows up when you use an incorrect aircraft name in the --aircraft=... command. Check the correct name by running --show-aircraft, or by looking at the aircraft's -set.xml file (eg. &amp;lt;tt&amp;gt;--aircraft=737-300&amp;lt;/tt&amp;gt; for &amp;lt;tt&amp;gt;737-300-set.xml&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== condition: comparison without property[1] or value ===&lt;br /&gt;
A condition (like &amp;lt;tt&amp;gt;&amp;lt;less-than&amp;gt;&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;lt;equals&amp;gt;&amp;lt;/tt&amp;gt;) exists, without either:&lt;br /&gt;
* a property to check&lt;br /&gt;
* a value to check the property against&lt;br /&gt;
&lt;br /&gt;
=== Could not find at least one of the following objects for animation: ===&lt;br /&gt;
This means that FlightGear is unable to find an object in a .ac file. Check the .xml file (where the animation is stored) to see if the object-names match those in the .ac file. Also in the .xml file make sure that there are not spaces at the beginning or end of the object name. If you are not the aircraft's author you can safely ignore such warnings.&lt;br /&gt;
&lt;br /&gt;
=== creating 3D noise texture... DONE ===&lt;br /&gt;
Tells you that a new noise texture is created. It is not an error and can be ignored.&lt;br /&gt;
&lt;br /&gt;
===Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel format found based on traits specified====&lt;br /&gt;
Try changing the [[FlightGear Launch Control#Page Four - Options and Run|BPP]] value of your FlightGear setup. If that does not work, your graphics card is probably not able to run FlightGear 1.9 and higher. Another graphics card, or an older FlightGear version will likely &amp;quot;fix&amp;quot; the problem.&lt;br /&gt;
&lt;br /&gt;
=== Error: bind() failed in make_server_socket() ===&lt;br /&gt;
When using [[Howto: Multiplayer|multiplayer]] or socket input, this usually means you specified an invalid ip address or the port is in use. Note: for multiplayer, you don't need to use the ''--multiplay=in,...'' option at all, FlightGear (since version 1.0) figures out the proper setting automatically. Only use when you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
=== Error Building Technique: findAttr: could not find attribute bool ===&lt;br /&gt;
Make sure that your data and source (or binary) match. They must be from the same date, to provide the best performance.&lt;br /&gt;
&lt;br /&gt;
=== Error: connect() failed in make_client_socket()&amp;lt;br /&amp;gt;SG_IO_OUT socket creation failed ===&lt;br /&gt;
Your computer is not connected with the internet, while a certain enabled feature (eg. multiplayer) does require an internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Error: RenderTexture requires the following unsupported OpenGL extensions... ===&lt;br /&gt;
Your graphics card doesn't support some graphics feature that FG requires. Update your drivers, change the BPP value and/or try disabling some of the visual goodies like [[3D Clouds]].&lt;br /&gt;
&lt;br /&gt;
=== Failed to find .... in apt.dat.gz ===&lt;br /&gt;
You need to edit ATC/default.tower and ATC/default.atis. You can open these files with any text editor. Either remove or fix the entries containing your airports ICAO code (like KSFO).&lt;br /&gt;
&lt;br /&gt;
===Failed to locate aircraft carrier = ...===&lt;br /&gt;
FlightGear is unable to find a [[Aircraft carrier|carrier]] under the set name. Check your commandline (&amp;lt;tt&amp;gt;--carrier=...&amp;lt;/tt&amp;gt;) or the [[FlightGear Launch Control#Page Three - Airport Selection|airport page]] of the launcher. Note that you might need to enable a scenario in combination with a --carrier= command.&lt;br /&gt;
&lt;br /&gt;
'''Hint:''' Make sure your park position and carrier name is correct. See the [[Howto: Carrier|wiki's carrier page]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Failed to open file ... ===&lt;br /&gt;
Check if the file exists on your system. If the missing file is a scenery object; be sure you have the latest [http://scenemodels.flightgear.org/download/SharedModels.tgz Shared Models] from the [[FlightGear Scenery Database]].&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: illegal character after . or .. ===&lt;br /&gt;
Some .xml file contains a fault. Possible solutions:&lt;br /&gt;
* To refer to a top-level property in the tree, &amp;lt;tt&amp;gt;../&amp;lt;/tt&amp;gt; should be used instead of &amp;lt;tt&amp;gt;.../&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: mismatched tag ... ===&lt;br /&gt;
In some .xml file, an opening tag (like &amp;lt;tt&amp;gt;&amp;lt;sim&amp;gt;&amp;lt;/tt&amp;gt;) does not match its closing tag (like &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt;). This error is hard to track down, best method is to comment (place code between &amp;lt;nowiki&amp;gt;&amp;lt;!-- and --&amp;gt;&amp;lt;/nowiki&amp;gt;) most of the aircraft. Then uncomment code one by one, until the error appears again.&lt;br /&gt;
&lt;br /&gt;
'''Hint for Developers:''' Pre-test all your .xml files in Windows by opening them with Internet Explorer (usually by double clicking). IE can tell you if a tag is mis-matched and which tag is mis-matched. You'll probably know there's a problem if IE displays an error message.&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: name must begin with alpha or '_' ===&lt;br /&gt;
This error comes up when a property should be formed of which the name does not start with a letter of the alphabet or _. If this error only happens with certain planes, contact their authors.&lt;br /&gt;
&lt;br /&gt;
=== Failed to tie property fcs/ to object methods ===&lt;br /&gt;
This [[JSBSim]] error comes up when there are unnamed components (eg. switches) in the FDM of an aircraft. Components must have unique names, from which properties will be created. As long as you are not overwriting an existing property, the &amp;lt;tt&amp;gt;name=&amp;quot;...&amp;quot;&amp;lt;/tt&amp;gt; can be used to output the components result to a property.&lt;br /&gt;
&lt;br /&gt;
=== Fatal error: unclosed token ===&lt;br /&gt;
A token (&amp;lt;nowiki&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;/nowiki&amp;gt;) has been started, but not closes. Add &amp;lt;nowiki&amp;gt;--&amp;gt;&amp;lt;/nowiki&amp;gt; at the correct line.&lt;br /&gt;
&lt;br /&gt;
'''Hint for Developers:''' Pre-test all your .xml files in Windows by opening them with Internet Explorer (usually by double clicking). IE can tell you if a comment/token is not closed.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayerMgr::Open - Failed to bind receive socket ===&lt;br /&gt;
This means FlightGear was unable to open the listening network socket required by the --multiplay=in option. Frequently this option can be omitted and FlightGear will figure out the necessary parameters automatically.&lt;br /&gt;
Common reasons are:&lt;br /&gt;
* Address given in the option does not resolve to one of the IP addresses of the local machine. This parameter should only be required if you want to fine-tune the network behavior. Omitting it directs FlightGear to listen on all local interfaces automatically. Example:&lt;br /&gt;
 --multiplay=in,10,,5001&lt;br /&gt;
Notice that you still need the comma.&lt;br /&gt;
* The UDP port given in the option (or the default port 5000 if no option given) is already in use. Verify nothing is using the port.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr::MP_ProcessData: No such file or directory ===&lt;br /&gt;
This is telling you that there's someone online on the multiplayerserver, using a plane that you do not have installed on your own system. In order to remove the error (and see the other plane) you have to install the plane that the other pilot is using.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr - No receiver port, Multiplayermode disabled ===&lt;br /&gt;
FlightGear [[Howto: Multiplayer|multiplayer]] has not been set.&lt;br /&gt;
&lt;br /&gt;
=== FGPropertyManager::GetNode() No node found for ...&amp;lt;br /&amp;gt; In component: ... unknown property ... referenced. Aborting ===&lt;br /&gt;
FlightGear found a reference in the [[FDM]] to a non-existing property.&lt;br /&gt;
&lt;br /&gt;
=== FGPropertyManager::GetNode() No node found for ...&amp;lt;br /&amp;gt; The property ... is undefined. ===&lt;br /&gt;
FlightGear found a reference in the [[FDM]] to a non-existing property. Keep in mind that JSBSim reads the FDM from top to bottom. Properties should always be created before they are needed somewhere.&lt;br /&gt;
&lt;br /&gt;
=== Fgtzfile_read(): : Invalid argument&amp;lt;br /&amp;gt;Fatal error: Timezone reading failed ===&lt;br /&gt;
This one is caused by wrong line ending in a timezone file. Solution might be to download the Timezone/time.tab file manually from [http://gitorious.org/fg/fgdata/blobs/raw/master/Timezone/zone.tab Gitorious] (Right mouseclick &amp;gt; Save target as) and overwrite the file in &amp;lt;tt&amp;gt;[[$FG ROOT]]/Timezone/time.tab&amp;lt;/tt&amp;gt; with it.&lt;br /&gt;
&lt;br /&gt;
=== Found unexpected subsystem: system exiting. JSBSim failed to load aircraft and/or engine model ===&lt;br /&gt;
You are probably trying to run an aircraft on a out-of-date version of FlightGear. The planes on the official download page are intended to be used with the latest version of FlightGear. Usage on any older systems may not work.&lt;br /&gt;
&lt;br /&gt;
=== freeglut (fgfs): Unable to create direct context rendering for window 'FlightGear'&amp;lt;br /&amp;gt;This may hurt performance ===&lt;br /&gt;
This reports that you do not have proper hardware accelerated 3D (direct rendering) configured.&lt;br /&gt;
&lt;br /&gt;
=== Gate ... doesn't seem to have routes associated with it ===&lt;br /&gt;
A startup location in the [[Interactive Traffic#Ground networks|groundnetwork]] is not (properly) connected to a taxi route. Contact the airport author, or import the network to [[TaxiDraw]] and run the Verify network command to find the corrupted gate.&lt;br /&gt;
&lt;br /&gt;
=== glLinkProgram &amp;quot;&amp;quot; Failed ===&lt;br /&gt;
Update your drivers; they have to support atleast OpenGL 2.0 for FlightGear 2.0 and later.&lt;br /&gt;
&lt;br /&gt;
=== loading scenario '...' ===&lt;br /&gt;
This is not an error. It shows that an [[AI Systems#AI Models|AI scenario]] is loaded.&lt;br /&gt;
&lt;br /&gt;
=== Model not found: ... ===&lt;br /&gt;
This one tells you that FlightGear was unable to find a certain file. The nice thing is that it also tells you excactly what file. &lt;br /&gt;
&lt;br /&gt;
# Check if the file really does not exist at your computer.&lt;br /&gt;
# Try to locate the file in which the missing file is referenced. This is likely to be &amp;lt;tt&amp;gt;-set.xml&amp;lt;/tt&amp;gt; in the root directory of the loaded [[aircraft]]. Between the &amp;lt;model&amp;gt; tags, the base model file is referenced. This file references to all other models that are displayed with the aircraft.&lt;br /&gt;
# Contact the aircraft author with a detailed bug-report, in which you state the excact location of the missing file and (if you found it) the file in which it is referenced.&lt;br /&gt;
&lt;br /&gt;
=== Nasal runtime error: nil used in numeric context ===&lt;br /&gt;
This error is [[Nasal]] triggered by a Nasal file (the console should show what file (and line) and from where it was referenced). The Nasal script tried to do something with a [[Property Tree|property]] with an empty value. A solution is to fill the property before the Nasal is loaded. This can be done by setting the property in an [[aircraft]]'s &amp;lt;tt&amp;gt;-set.xml&amp;lt;/tt&amp;gt; file or by adding a [[Nasal scripting language#Listeners and Signals|listener]] to the script. &lt;br /&gt;
&lt;br /&gt;
[[Howto: Contact the developers|Contact the developers]] if this error is shown for a &amp;lt;tt&amp;gt;[[$FG ROOT]]/Nasal/&amp;lt;/tt&amp;gt; script.&lt;br /&gt;
&lt;br /&gt;
=== Near camera not rendering ===&lt;br /&gt;
[[File:Near_camera_off.png|500px]]&lt;br /&gt;
&lt;br /&gt;
If you screen looks like the image above; make sure you have at least [[OSG]] version 2.7.6.&lt;br /&gt;
&lt;br /&gt;
=== No render bin name specified in render bin section ===&lt;br /&gt;
Update [[SimGear]] (or binary) and your data directory.&lt;br /&gt;
&lt;br /&gt;
=== No render bin number specified in render bin section ===&lt;br /&gt;
Update [[SimGear]] (or binary) and your data directory.&lt;br /&gt;
&lt;br /&gt;
=== ... not a valid win32 application ===&lt;br /&gt;
This Windows error could have various reasons to pop up. Usually, the file that is causing troubles is mentioned. Re-installing this file might solve the problem.&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_SIGN: unexpected } in sign contents ===&lt;br /&gt;
One of the OBJECT_SIGN lines in the .stg file (of the tile that was loaded when this error showed up) contains a fault. Note that &amp;lt;tt&amp;gt;}&amp;lt;/tt&amp;gt; must be preceded by a &amp;lt;tt&amp;gt;{&amp;lt;/tt&amp;gt; character.&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_SIGN: unsupported glyph `.' ===&lt;br /&gt;
Check the OBJECT_SIGN lines in the .stg file of the tile that was loaded when this error showed up.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error &amp;lt;AL_INVALID_VALUE&amp;gt;: bind source &amp;lt;alGenSources&amp;gt;&amp;lt;br /&amp;gt;Failed to generate audio source. ===&lt;br /&gt;
This error is probably displayed because of some misdirected audio settings in the [[aircraft]]s setup. Check the -sound.xml file of the aircraft and see if all files refered to really exist. If not, try to contact the author of the plane, so he can fix the problem in the [[Git]] version or solve the problem yourself and let someone commit the patch.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error (AL_INVALID_VALUE): constructor (alBufferData)&amp;lt;br /&amp;gt;Fatal error: Failed to buffer data. ===&lt;br /&gt;
Disabling sound is a temporarily solution for this problem.&lt;br /&gt;
&lt;br /&gt;
=== osgDB ac3d reader: could not find texture... ===&lt;br /&gt;
See [[#Failed to open file ...|Failed to open file ...]]&lt;br /&gt;
&lt;br /&gt;
=== osgDB ac3d reader: detected surface with less than 3 vertices! ===&lt;br /&gt;
In one of the loaded models a non-existing surface is found. This can be a single line (sometimes used to simulate thin wires) or a fault in the model.&lt;br /&gt;
&lt;br /&gt;
=== Program's vertex attrib binding ..., usrAttr... ===&lt;br /&gt;
Tells you that an effect binded certain attributes to a [[Shaders|shader]].&lt;br /&gt;
&lt;br /&gt;
=== QNAN ===&lt;br /&gt;
(Q)NAN stands for (Quiet) Not A Number, produced by 0/0 or other floating point break downs. There can be various causes for this:&lt;br /&gt;
* Using a &amp;quot;flap start&amp;quot; value of 0 in the [[YASim]] [[FDM]]. Use some small value like 0.001 instead.&lt;br /&gt;
&lt;br /&gt;
=== Scaling image... ===&lt;br /&gt;
This means a texture, whether in the scenery on your aircraft or anyone elses (when multiplayer is enabled), is not sized to powers of two. All textures in FlightGear have to be sized to power of two (eg. 16*16, 32*64, 32*1024). As of version 1.9 textures are resized automaticly, but it does slow your computer down, so it's better to resize the noted textures.&lt;br /&gt;
&lt;br /&gt;
=== ssgInit called without a valid OpenGL context ===&lt;br /&gt;
In short, your GL libraries are broken. So far only Red Hat 7.x users have experienced this (see http://www.redhat.com/bugzilla/show_bug.cgi?id=18867). The only solutions are possibly complicated ones: you can either change distributions (most of us prefer Debian) or upgrade/downgrade your Mesa libs.&lt;br /&gt;
&lt;br /&gt;
=== The system cannot find the file specified ===&lt;br /&gt;
* If you are running Windows Vista; start by looking in &amp;lt;tt&amp;gt;C:\Users\Owner\AppData\Local\VirtualStore&amp;lt;/tt&amp;gt; and seeing if you have a folder called FlightGear in there. If you do, cut-and-paste (merge) that one with &amp;lt;tt&amp;gt;C:\Program Files\Flightgear&amp;lt;/tt&amp;gt; and try to launch FlightGear again.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;'''Hint:''' you may need to go under Tools and Folder Options to specify &amp;quot;Show Hidden/System Files and Folders&amp;quot; in order for AppData to be visible.&lt;br /&gt;
* Make sure you did set the right executable (&amp;lt;tt&amp;gt;fgfs.exe&amp;lt;/tt&amp;gt;) on the first page of the [[FlightGear Launch Control]].&lt;br /&gt;
&lt;br /&gt;
=== Time zone reading failed ===&lt;br /&gt;
This is probably caused by a line-ending problem in the timezone files. Win32 users can resolve the problem by downloading a DOS to UNIX conversion utility available at http://www.nottingham.ac.uk/~eazdluf/d2u.zip. Run as `d2u *.tab` from within the timezone directory to fix your timezone files&lt;br /&gt;
&lt;br /&gt;
=== Traffic manager could not find airport ===&lt;br /&gt;
There is either an airport missing from apt.dat, or there is a wrong ICAO code in a [[Interactive Traffic#Building Traffic Files|traffic file]]. An airport missing from apt.dat could be due to a recent opening.&lt;br /&gt;
&lt;br /&gt;
=== Unable to choose requested pixel format ===&lt;br /&gt;
Error should be solved as of version 1.9. If not, try changing your [[FlightGear Launch Control#Page Four - Options and Run|BPP]] and/or resolution.&lt;br /&gt;
&lt;br /&gt;
=== Unable to find airport details for .... in FGTower::Init() ===&lt;br /&gt;
This error can be surpressed by disabling [[Interactive Traffic|AI Traffic]], via the AI/ATC [[menu]].&lt;br /&gt;
&lt;br /&gt;
The error appears when an airport in &amp;lt;tt&amp;gt;[[$FG ROOT]]/Airports/apt.dat.gz&amp;lt;/tt&amp;gt; cannot be found in &amp;lt;tt&amp;gt;[[$FG ROOT]]/ATC/default.tower&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;[[$FG ROOT]]/ATC/default.atis&amp;lt;/tt&amp;gt;. Renaming the airports in the apt.dat.gz file ór in both default ATC files will fix the problem.&lt;br /&gt;
&lt;br /&gt;
=== Unable to open aircraft directory ===&lt;br /&gt;
The [[aircraft]] that you are trying to run most likely relies on another aircraft, which you did not install (yet). The error shows what aircraft, so go download that one!&lt;br /&gt;
=== Unexpected tag '...' found in YASim aircraft description ===&lt;br /&gt;
FlightGear found a non-existing tag in the [[FDM]] of the aircraft you are trying to launch. If you have not changed the original aircraft, contact the aircraft author. Else, check the FDM througly for mistakes.&lt;br /&gt;
&lt;br /&gt;
Also, make sure you didn't force a FDM to be loaded.&lt;br /&gt;
* '''Commandline:''' &amp;lt;tt&amp;gt;--fdm=...&amp;lt;/tt&amp;gt; should be left out.&lt;br /&gt;
* '''[[FGRun]]:''' &amp;lt;tt&amp;gt;Advanced &amp;gt; Flight Model&amp;lt;/tt&amp;gt; should be set to jsb (which will leave the whole command out of the commandline, so you can use this setting with any FDM).&lt;br /&gt;
&lt;br /&gt;
=== Unknown ... aircraft: ... defaulting to C172 ===&lt;br /&gt;
FlightGear is unable to load the forced [[FDM]] (set through &amp;lt;tt&amp;gt;--fdm=...&amp;lt;/tt&amp;gt; or via &amp;lt;tt&amp;gt;Advanced &amp;gt; Flight Model&amp;lt;/tt&amp;gt; in [[FGRun]]) for this aircraft. FlightGear automatically picks the right FDM for each aircraft, so there is no need to set it manually, unless you know what you are doing. In the Flight Model dialog of FGRun, set the FDM to &amp;lt;tt&amp;gt;jsb&amp;lt;/tt&amp;gt;; that is the &amp;quot;auto setting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Unknown exception to the main loop. Aborting... &amp;lt;br /&amp;gt;Possible cause: No such file or directory ===&lt;br /&gt;
This error could have a variety of sources, among them missing files but also other things. Increasing the [[FlightGear Launch Control#Debugging|log level]] to debug and repeating excactly what you did when the error came up, might provide some more information on what FlightGear was doing when the error occurred.&lt;br /&gt;
* Setting your [[FlightGear Launch Control#Page Four - Options and Run|BPP]] to a lower value might work.&lt;br /&gt;
* Changing the resolution to a smaller one might work as well.&lt;br /&gt;
&lt;br /&gt;
=== Unknown exception in main loop. Aborting...&amp;lt;br/&amp;gt;Possible cause: Not enough space ===&lt;br /&gt;
See [[Howto: Improve framerates#Optimus Technology]].&lt;br /&gt;
&lt;br /&gt;
When your computer does not have the Optimus Technolog (NVidia) or Hybrid Graphics technology (ATI), you are likely to be unable to run FlightGear. Integrated graphics cards are very weak; too weak for FlightGear. You can try to switch of some of the eye-candy though, but even then the same error may appear...&lt;br /&gt;
It may be useful to check the latest drivers for your graphic card. &lt;br /&gt;
•If you have a Nvidia GPU, then visit http://wiki.flightgear.org/Howto:Improve_framerates#nVidia.&lt;br /&gt;
•For '''ATI line''' of video cards, look at this site: http://www.amd.com/us/products/technologies/amd-catalyst/pages/catalyst.aspx .You should find a file named &amp;quot;Catalyst control center&amp;quot;, which allow you to modify the behaviour of your GPU with flightgear. I mean the Antialiasing control, the triple buffering, etc.&lt;br /&gt;
=== WARNING: Couldn't convert texture... ===&lt;br /&gt;
You are trying to run an aircraft not compatible with your FlightGear version. Most of the time, this error appears when you fly an aircraft, textured with .png files on versions older than 1.9. Convert the textures manually to .rgb or upgrade your FlightGear version.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Could not find plugin to read objects from file ... ===&lt;br /&gt;
A library is missing from your computer. Therefore, certain fileformats cannot be read. Try to reinstall/update [[OSG]], as the libraries used by FlightGear should be part of the standard package.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Picked up TriangleIntersect ===&lt;br /&gt;
Reduce your [[FlightGear Launch Control#Debugging|Log Level]] to alert. Or [[Showstoppers|send the fgfs output to /dev/null (unix systems) or 2&amp;gt;nul (Windows)]]. The errors might still be shown, but do not affect the sim anymore.&lt;br /&gt;
&lt;br /&gt;
=== Warning: TangentSpaceGenerator: unknown primitive mode 9 ===&lt;br /&gt;
This is an [[OSG]] error, showing up when an effect needs tangent vectors, but polygons are not support. The error itself can be ignored, altough some [[shaders]] may look wrong. Shader developers should try to minimise the use of polygons and use triangles and quads instead.&lt;br /&gt;
&lt;br /&gt;
=== YASim SOLUTION FAILURE: Solution failed to converge after 10000 iterations ===&lt;br /&gt;
Some control in the [[YASim]] [[FDM]] is too weak, according to YASim, to control the aircraft. An effectiveness tag will be required in the FDM to solve this error.&lt;br /&gt;
&lt;br /&gt;
=== YASim SOLUTION FAILURE:&amp;lt;br /&amp;gt;Zero length fuselage ===&lt;br /&gt;
There is a problem in the [[FDM]]. A fuselage section with similar ax and ay was created. Change the ax and/or ay values to match the aircraft.&lt;br /&gt;
&lt;br /&gt;
=== YOU HAVE AN INCOMPATIBLE CFG FILE FOR THIS AIRCRAFT. RESULTS WILL BE UNPREDICTABLE !! ===&lt;br /&gt;
Make sure the [[JSBSim]] [[FDM]] of the aircraft has a &amp;lt;code&amp;gt;&amp;lt;fdm_config version=&amp;quot;2.0&amp;quot;&amp;lt;/code&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
== Errors without known solutions ==&lt;br /&gt;
Please take a look at the upcoming errors and see if you know a solution to get rid of them. Your additions are greatly appreciated!&lt;br /&gt;
&lt;br /&gt;
=== Aircraft propulsion element has problems in file ... ===&lt;br /&gt;
&lt;br /&gt;
=== AL Error (fx): Invalid Value at pitch and gain ===&lt;br /&gt;
The sound effect's pitch (high or low) and gain (volume multiplication factor) values are not valid.&lt;br /&gt;
&lt;br /&gt;
=== AL Error (sound manager): Invalid Operation at update ===&lt;br /&gt;
&lt;br /&gt;
=== AL Error (sound manager): Invalid Value at buffer add data&amp;lt;br /&amp;gt;No such buffer! ===&lt;br /&gt;
&lt;br /&gt;
=== Failed to execute command nasal ===&lt;br /&gt;
Has something to do with the [[Nasal]] scripting language used by FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Failed to tie (or untie while closing) property ... to object methods ===&lt;br /&gt;
A JSBSim error.&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr::MP_ProcessData - message from ... has invalid length! ===&lt;br /&gt;
&lt;br /&gt;
=== FGMultiplayMgr::MP_ProcessData: Result too large ===&lt;br /&gt;
&lt;br /&gt;
===GPS: malformed route, index=1===&lt;br /&gt;
&lt;br /&gt;
=== Mesa 7.3 implementation error: bad texture level in r300UploadSubImage ===&lt;br /&gt;
http://www.flightgear.org/forums/viewtopic.php?f=2&amp;amp;t=6706&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&lt;br /&gt;
&lt;br /&gt;
=== Nasal runtime error: stack overflow ===&lt;br /&gt;
&lt;br /&gt;
=== No image file for texture, using white ===&lt;br /&gt;
A [[Shaders|shader]] error, possibly you (or the developer) have/has not specified a texture for a surface while modeling the aircraft model in AC3D, Blender, Wings...&lt;br /&gt;
&lt;br /&gt;
=== No path in /sim/sound/path ===&lt;br /&gt;
You (or the developer) have/has not specified a proper sound file in the aircraft's -set.xml file.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error (AL_ILLEGAL_COMMAND): set_source_pos ===&lt;br /&gt;
&lt;br /&gt;
Has something to do with OpenAL not understanding where the sound comes from.&lt;br /&gt;
&lt;br /&gt;
=== OpenAL error (AL_ILLEGAL_COMMAND): set_volume ===&lt;br /&gt;
&lt;br /&gt;
Has something to do with OpenAL not understanding the sound volume.&lt;br /&gt;
&lt;br /&gt;
=== PT_vs_hpt: ran out of layers ===&lt;br /&gt;
This is issued from the atmosphere implementation in FlightGear's environment system. A comment in the code says: &amp;quot;''should never get here''&amp;quot;. Please provide input when this happens: excessive altitudes? Negative altitudes?&lt;br /&gt;
&lt;br /&gt;
=== Tried to initialize a non-existent engine! ===&lt;br /&gt;
The developer of the aircraft did not code the engine properly. &lt;br /&gt;
&lt;br /&gt;
'''Developers:''' Check that the engine.xml file, FDM.xml, and -set.xml is coded properly.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Chunk: ***UNKNOWN*** (0xA08A) ===&lt;br /&gt;
I use Autodesk 3ds Max (.3ds) occurs when the 3D data model.&lt;br /&gt;
Solution converts the file format AC3D.&lt;br /&gt;
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=== Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,) ===&lt;br /&gt;
This warning is generated from OSG. Set your environment variable&lt;br /&gt;
 OSG_NOTIFY_LEVEL=FATAL&lt;br /&gt;
&lt;br /&gt;
=== Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus ===&lt;br /&gt;
It seems that this happens when you have another window open and you are &amp;quot;focusing&amp;quot; (the window is active) on it. FlightGear will try to grab itself infront of the other window.&lt;br /&gt;
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=== WARNING: PUI: Too many live puInterfaces open at once! ===&lt;br /&gt;
Appears when printing large outputs (very) frequently on the screen.&lt;br /&gt;
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=== Warning: State::drawQuads(0, 154400) too large handle in remapping to ushort glDrawElements ===&lt;br /&gt;
[[fr:Howto: Débarrassez-vous des erreurs les plus fréquentes]]&lt;br /&gt;
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[[Category:Howto|Console output]]&lt;/div&gt;</summary>
		<author><name>Anton</name></author>
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