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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cespenar</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=Cespenar"/>
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	<updated>2026-04-05T14:43:37Z</updated>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Gallery&amp;diff=3984</id>
		<title>Template:Gallery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Gallery&amp;diff=3984"/>
		<updated>2007-10-16T08:57:35Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; style=&amp;quot;width:720px&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{1|none}}}|picture={{{2}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{3|none}}}|picture={{{4}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{5|none}}}|picture={{{6}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{7|none}}}|picture={{{8}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{9|none}}}|picture={{{10}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{11|none}}}|picture={{{12}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{13|none}}}|picture={{{14}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{15|none}}}|picture={{{16}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{17|none}}}|picture={{{18}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{19|none}}}|picture={{{20}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{21|none}}}|picture={{{22}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{23|none}}}|picture={{{24}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{25|none}}}|picture={{{26}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{27|none}}}|picture={{{28}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{29|none}}}|picture={{{30}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{31|none}}}|picture={{{32}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{33|none}}}|picture={{{34}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{35|none}}}|picture={{{36}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{37|none}}}|picture={{{38}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{39|none}}}|picture={{{40}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{41|none}}}|picture={{{42}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{43|none}}}|picture={{{44}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{45|none}}}|picture={{{46}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{47|none}}}|picture={{{48}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{49|none}}}|picture={{{50}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{51|none}}}|picture={{{52}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{53|none}}}|picture={{{54}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{55|none}}}|picture={{{56}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{57|none}}}|picture={{{58}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{59|none}}}|picture={{{60}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{61|none}}}|picture={{{62}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{63|none}}}|picture={{{64}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{65|none}}}|picture={{{66}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{67|none}}}|picture={{{68}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{69|none}}}|picture={{{70}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{71|none}}}|picture={{{72}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{73|none}}}|picture={{{74}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{75|none}}}|picture={{{76}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{77|none}}}|picture={{{78}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{79|none}}}|picture={{{80}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{81|none}}}|picture={{{82}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{83|none}}}|picture={{{84}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{85|none}}}|picture={{{86}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{87|none}}}|picture={{{88}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{89|none}}}|picture={{{90}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{91|none}}}|picture={{{92}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{93|none}}}|picture={{{94}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{95|none}}}|picture={{{96}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{97|none}}}|picture={{{98}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{99|none}}}|picture={{{100}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{101|none}}}|picture={{{102}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{103|none}}}|picture={{{104}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{105|none}}}|picture={{{106}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{107|none}}}|picture={{{108}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{109|none}}}|picture={{{110}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{111|none}}}|picture={{{112}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{113|none}}}|picture={{{114}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{115|none}}}|picture={{{116}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{117|none}}}|picture={{{118}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{119|none}}}|picture={{{120}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{121|none}}}|picture={{{122}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{123|none}}}|picture={{{124}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{125|none}}}|picture={{{126}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{127|none}}}|picture={{{128}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{129|none}}}|picture={{{130}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{131|none}}}|picture={{{132}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{133|none}}}|picture={{{134}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{135|none}}}|picture={{{136}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{137|none}}}|picture={{{138}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{139|none}}}|picture={{{140}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{141|none}}}|picture={{{142}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{143|none}}}|picture={{{144}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{145|none}}}|picture={{{146}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{147|none}}}|picture={{{148}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{149|none}}}|picture={{{150}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{151|none}}}|picture={{{152}}}}}&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
{{Gallery single|aircraft={{{153|none}}}|picture={{{154}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{155|none}}}|picture={{{156}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{157|none}}}|picture={{{158}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{159|none}}}|picture={{{160}}}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Template for an easy-to-maintain aircraft gallery. Current limit for number of aircrafts: '''80'''&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=3983</id>
		<title>Aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=3983"/>
		<updated>2007-10-16T08:35:03Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: sorted case-insensitive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gallery|&lt;br /&gt;
[[Airbus A300]]|A300.png|&lt;br /&gt;
[[Airbus A320]]|A320.jpg|&lt;br /&gt;
[[Airbus A330]]|A330.jpg|&lt;br /&gt;
[[Airbus A340]]|A340.jpg|&lt;br /&gt;
[[Airbus A380]]|A380.jpg|&lt;br /&gt;
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|&lt;br /&gt;
[[Antonov AN-225]]|Antonov_AN-225.jpg|&lt;br /&gt;
[[Antonov An-2]]|Antonov_An-2.jpg|&lt;br /&gt;
[[ASW-20 sailplane]]|Asw20.jpg|&lt;br /&gt;
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|&lt;br /&gt;
[[Beechcraft Model 99]]|Beech99.jpg|&lt;br /&gt;
[[Bell 206 JetRanger Helicopter]]|Bell_206.jpg|&lt;br /&gt;
[[Boeing 737]]|737-300.jpg|&lt;br /&gt;
[[Boeing 747]]|747.jpg|&lt;br /&gt;
[[Boeing B-52]]|B-52F.jpg|&lt;br /&gt;
[[British Aerospace Harrier]]|Harrier.jpg|&lt;br /&gt;
[[Cessna C172]]|Cessna_172P.jpg|&lt;br /&gt;
[[Cessna C182]]|Cessna_182.jpg|&lt;br /&gt;
[[Cessna C310]]|Cessna_C310.jpg|&lt;br /&gt;
[[Cessna T-37]]|Cessna_T-37.jpg|&lt;br /&gt;
[[CH-47 Chinook Helicopter]]|CH-47_Chinook.jpg|&lt;br /&gt;
[[ComperSwift Comper]]|ComperSwift.jpg|&lt;br /&gt;
[[Douglas A4 Skyhawk]]|Douglas_A4.jpg|&lt;br /&gt;
[[Douglas DC-3]]|Douglas_DC3.jpg|&lt;br /&gt;
[[Ecureuil AS 350 Helicopter]]|Ecureuil_AS_350.jpg|&lt;br /&gt;
[[Eurocopter EC135]]|Ec135.png|&lt;br /&gt;
[[Fairchild A-10]]|A-10.jpg|&lt;br /&gt;
[[Fokker 100]]|Fokker100.jpg|&lt;br /&gt;
[[Fokker 50]]|Fokker50.jpg|&lt;br /&gt;
[[Fokker Dr.I]]|Fokker_DrI.jpg|&lt;br /&gt;
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|&lt;br /&gt;
[[Hawker Hunter]]|Hawker_Hunter.png|&lt;br /&gt;
[[Hawker Seahawk]]|Hawker_Seahawk.jpg|&lt;br /&gt;
[[Lockheed 1049]]|Lockheed_1049.jpg|&lt;br /&gt;
[[Lockheed F-104 Starfighter]]|Lockheed_F104.jpg|&lt;br /&gt;
[[McDonnell Douglas F-15 Eagle]]|McDonnell_Douglas_F-15.jpg|&lt;br /&gt;
[[North American OV-10A Bronco]]|OV-10A2.jpg|&lt;br /&gt;
[[North American X-15]]|X15.jpg|&lt;br /&gt;
[[Northrop T-38]]|Northrop_T-38.jpg|&lt;br /&gt;
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg|&lt;br /&gt;
[[P-51D]]|P51d-mustang.png|&lt;br /&gt;
[[Paraglider]]|Paraglider.jpg|&lt;br /&gt;
[[Pilatus PC-7]]|Pilatus_PC-7.jpg|&lt;br /&gt;
[[Piper Cherokee Warrior II]]|Piper_Cherokee_Warrior_II.png|&lt;br /&gt;
[[Piper J3 Cub]]|Piper_j3cub.jpg|&lt;br /&gt;
[[Piper PA34-200T Seneca II]]|Piper_SenecaII.jpg|&lt;br /&gt;
[[Saab J 35Ö Draken]]|Saab_J35.jpg|&lt;br /&gt;
[[Schweizer 2-33]]|Sgs233.jpg|&lt;br /&gt;
[[Siai Marchetti S.211]]|Siai_Marchetti_S211.jpg|&lt;br /&gt;
[[Soko J-22 Orao / IAR-93]]|J22.jpg|&lt;br /&gt;
[[Sopwith Camel]]|SopwithCamel.jpg|&lt;br /&gt;
[[Space Shuttle]]|Space_Shuttle.jpg|&lt;br /&gt;
[[Tupolev 154]]|Tu154.jpg|&lt;br /&gt;
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|&lt;br /&gt;
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg|&lt;br /&gt;
[[X24]]|X24.jpg}}&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Gallery&amp;diff=3982</id>
		<title>Template:Gallery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Gallery&amp;diff=3982"/>
		<updated>2007-10-16T08:27:08Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: reduced row height&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; style=&amp;quot;width:720px&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{1|none}}}|picture={{{2}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{3|none}}}|picture={{{4}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{5|none}}}|picture={{{6}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{7|none}}}|picture={{{8}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{9|none}}}|picture={{{10}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{11|none}}}|picture={{{12}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{13|none}}}|picture={{{14}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{15|none}}}|picture={{{16}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{17|none}}}|picture={{{18}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{19|none}}}|picture={{{20}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{21|none}}}|picture={{{22}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{23|none}}}|picture={{{24}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{25|none}}}|picture={{{26}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{27|none}}}|picture={{{28}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{29|none}}}|picture={{{30}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{31|none}}}|picture={{{32}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{33|none}}}|picture={{{34}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{35|none}}}|picture={{{36}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{37|none}}}|picture={{{38}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{39|none}}}|picture={{{40}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{41|none}}}|picture={{{42}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{43|none}}}|picture={{{44}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{45|none}}}|picture={{{46}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{47|none}}}|picture={{{48}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{49|none}}}|picture={{{50}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{51|none}}}|picture={{{52}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{53|none}}}|picture={{{54}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{55|none}}}|picture={{{56}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{57|none}}}|picture={{{58}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{59|none}}}|picture={{{60}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{61|none}}}|picture={{{62}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{63|none}}}|picture={{{64}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{65|none}}}|picture={{{66}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{67|none}}}|picture={{{68}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{69|none}}}|picture={{{70}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{71|none}}}|picture={{{72}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{73|none}}}|picture={{{74}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{75|none}}}|picture={{{76}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{77|none}}}|picture={{{78}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{79|none}}}|picture={{{80}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{81|none}}}|picture={{{82}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{83|none}}}|picture={{{84}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{85|none}}}|picture={{{86}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{87|none}}}|picture={{{88}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{89|none}}}|picture={{{90}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{91|none}}}|picture={{{92}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{93|none}}}|picture={{{94}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{95|none}}}|picture={{{96}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{97|none}}}|picture={{{98}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{99|none}}}|picture={{{100}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{101|none}}}|picture={{{102}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{103|none}}}|picture={{{104}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{105|none}}}|picture={{{106}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{107|none}}}|picture={{{108}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{109|none}}}|picture={{{110}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{111|none}}}|picture={{{112}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{113|none}}}|picture={{{114}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{115|none}}}|picture={{{116}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{117|none}}}|picture={{{118}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{119|none}}}|picture={{{120}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{121|none}}}|picture={{{122}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{123|none}}}|picture={{{124}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{125|none}}}|picture={{{126}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{127|none}}}|picture={{{128}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{129|none}}}|picture={{{130}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{131|none}}}|picture={{{132}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{133|none}}}|picture={{{134}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{135|none}}}|picture={{{136}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{137|none}}}|picture={{{138}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{139|none}}}|picture={{{140}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{141|none}}}|picture={{{142}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{143|none}}}|picture={{{144}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{145|none}}}|picture={{{146}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{147|none}}}|picture={{{148}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{149|none}}}|picture={{{150}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{151|none}}}|picture={{{152}}}}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;height: 200px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gallery single|aircraft={{{153|none}}}|picture={{{154}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{155|none}}}|picture={{{156}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{157|none}}}|picture={{{158}}}}}&lt;br /&gt;
{{Gallery single|aircraft={{{159|none}}}|picture={{{160}}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Template for an easy-to-maintain aircraft gallery. Current limit for number of aircrafts: '''80'''&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=3981</id>
		<title>Aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=3981"/>
		<updated>2007-10-16T08:25:15Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gallery|&lt;br /&gt;
[[ASW-20 sailplane]]|Asw20.jpg|&lt;br /&gt;
[[Airbus A300]]|A300.png|&lt;br /&gt;
[[Airbus A320]]|A320.jpg|&lt;br /&gt;
[[Airbus A330]]|A330.jpg|&lt;br /&gt;
[[Airbus A340]]|A340.jpg|&lt;br /&gt;
[[Airbus A380]]|A380.jpg|&lt;br /&gt;
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|&lt;br /&gt;
[[Antonov AN-225]]|Antonov_AN-225.jpg|&lt;br /&gt;
[[Antonov An-2]]|Antonov_An-2.jpg|&lt;br /&gt;
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|&lt;br /&gt;
[[Beechcraft Model 99]]|Beech99.jpg|&lt;br /&gt;
[[Bell 206 JetRanger Helicopter]]|Bell_206.jpg|&lt;br /&gt;
[[Boeing 737]]|737-300.jpg|&lt;br /&gt;
[[Boeing 747]]|747.jpg|&lt;br /&gt;
[[Boeing B-52]]|B-52F.jpg|&lt;br /&gt;
[[British Aerospace Harrier]]|Harrier.jpg|&lt;br /&gt;
[[CH-47 Chinook Helicopter]]|CH-47_Chinook.jpg|&lt;br /&gt;
[[Cessna C172]]|Cessna_172P.jpg|&lt;br /&gt;
[[Cessna C182]]|Cessna_182.jpg|&lt;br /&gt;
[[Cessna C310]]|Cessna_C310.jpg|&lt;br /&gt;
[[Cessna T-37]]|Cessna_T-37.jpg|&lt;br /&gt;
[[ComperSwift Comper]]|ComperSwift.jpg|&lt;br /&gt;
[[Douglas A4 Skyhawk]]|Douglas_A4.jpg|&lt;br /&gt;
[[Douglas DC-3]]|Douglas_DC3.jpg|&lt;br /&gt;
[[Ecureuil AS 350 Helicopter]]|Ecureuil_AS_350.jpg|&lt;br /&gt;
[[Eurocopter EC135]]|Ec135.png|&lt;br /&gt;
[[Fairchild A-10]]|A-10.jpg|&lt;br /&gt;
[[Fokker 100]]|Fokker100.jpg|&lt;br /&gt;
[[Fokker 50]]|Fokker50.jpg|&lt;br /&gt;
[[Fokker Dr.I]]|Fokker_DrI.jpg|&lt;br /&gt;
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|&lt;br /&gt;
[[Hawker Hunter]]|Hawker_Hunter.png|&lt;br /&gt;
[[Hawker Seahawk]]|Hawker_Seahawk.jpg|&lt;br /&gt;
[[Lockheed 1049]]|Lockheed_1049.jpg|&lt;br /&gt;
[[Lockheed F-104 Starfighter]]|Lockheed_F104.jpg|&lt;br /&gt;
[[McDonnell Douglas F-15 Eagle]]|McDonnell_Douglas_F-15.jpg|&lt;br /&gt;
[[North American OV-10A Bronco]]|OV-10A2.jpg|&lt;br /&gt;
[[North American X-15]]|X15.jpg|&lt;br /&gt;
[[Northrop T-38]]|Northrop_T-38.jpg|&lt;br /&gt;
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg|&lt;br /&gt;
[[P-51D]]|P51d-mustang.png|&lt;br /&gt;
[[Paraglider]]|Paraglider.jpg|&lt;br /&gt;
[[Pilatus PC-7]]|Pilatus_PC-7.jpg|&lt;br /&gt;
[[Piper Cherokee Warrior II]]|Piper_Cherokee_Warrior_II.png|&lt;br /&gt;
[[Piper J3 Cub]]|Piper_j3cub.jpg|&lt;br /&gt;
[[Piper PA34-200T Seneca II]]|Piper_SenecaII.jpg|&lt;br /&gt;
[[Saab J 35Ö Draken]]|Saab_J35.jpg|&lt;br /&gt;
[[Schweizer 2-33]]|Sgs233.jpg|&lt;br /&gt;
[[Siai Marchetti S.211]]|Siai_Marchetti_S211.jpg|&lt;br /&gt;
[[Soko J-22 Orao / IAR-93]]|J22.jpg|&lt;br /&gt;
[[Sopwith Camel]]|SopwithCamel.jpg|&lt;br /&gt;
[[Space Shuttle]]|Space_Shuttle.jpg|&lt;br /&gt;
[[Tupolev 154]]|Tu154.jpg|&lt;br /&gt;
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|&lt;br /&gt;
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg|&lt;br /&gt;
[[X24]]|X24.jpg}}&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Submit_patches&amp;diff=3980</id>
		<title>Howto:Submit patches</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Submit_patches&amp;diff=3980"/>
		<updated>2007-10-16T08:19:34Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Patch Guidelines ===&lt;br /&gt;
&lt;br /&gt;
Any invasive or non-trivial patches should preferably adhere to the following recommendations:&lt;br /&gt;
&lt;br /&gt;
* Search the [http://sourceforge.net/mailarchive/forum.php?forum_id=1919 flightgear-devel list archives] ([http://www.flightgear.org/mail.html old]) for any relevant discussion and then post to the flightgear-devel mailing list describing your idea and discussing the scope of effort required.&lt;br /&gt;
&lt;br /&gt;
* Try to make your patch optionally minimally invasive:&lt;br /&gt;
** provide compile time switches to generally enable or disable your modifications (i.e. using #ifdefs, [http://sources.redhat.com/autobook/ autoconf and automake] macros) That way, you will ensure that your patch can  be easily disabled (excluded from compilation while remaining in the source tree) if it should cause trouble while any issues are addressed. This applies in particular if your patch introduces any extra dependencies (i.e. libraries).&lt;br /&gt;
** provide capabilities to enable or disable your code modifications at startup time or even at  runtime, using command line options or preferably the PropertyTree and some simple GUI dialog to enable developers and users to decide whether  they want to activate your code. That way, it can be ensured that your code doesn't interfere with any other FlightGear components. This will make potential bug tracking much easier.&lt;br /&gt;
&lt;br /&gt;
* Try to carefully document those passages in your source code that:&lt;br /&gt;
** are non-obvious&lt;br /&gt;
** are hackish or workarounds&lt;br /&gt;
** use code where you yourself aren't entirely sure if you're doing the right thing&lt;br /&gt;
** are known to negatively interfere with other FlightGear code&lt;br /&gt;
&lt;br /&gt;
* Try to make sure that your code isn't platform-specific. Hence, it is generally a good idea to make any contributions as cross-platform capable as possible&lt;br /&gt;
&lt;br /&gt;
* If you need to print output to the terminal, make sure to use the SG_LOG logging mechanism, using the appropriate log level. Use this command sparingly, as excessive logging information has negative impact on framerate, especially on some platforms. When committing a patch, make sure you have either removed or commented out any cout or cerr statements that you have used during private debugging sessions.&lt;br /&gt;
&lt;br /&gt;
=== Patch Format ===&lt;br /&gt;
TODO:   unified diff vs. tarball (compressed archives)&lt;br /&gt;
&lt;br /&gt;
=== Howto Create Patches ===&lt;br /&gt;
&lt;br /&gt;
'''fg-submit script'''&lt;br /&gt;
&lt;br /&gt;
As of March 2007, a bash script &amp;quot;fg-submit&amp;quot; is available that simplifies the preparation of patches that are to be submitted for commit. It can be found in '/source/scripts/tools'.  It compares your changes to cvs, creates a diff file and an archive containing your changed files and the diff file. Run this script from within the CVS directory containing your changes. It's output will go to that same directory.&lt;br /&gt;
&lt;br /&gt;
fg-submit should work with any flavor of Unix/Linux. Windows users may use this script from within a Cygwin bash shell, assuming the necessary Devel tools have been installed.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&lt;br /&gt;
$ cd $FG_ROOT/Aircraft/foo&lt;br /&gt;
&lt;br /&gt;
$ fg-submit&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
 links to diff/patch tutorials&lt;br /&gt;
link to diff/patch utilities for various platforms&lt;br /&gt;
&lt;br /&gt;
recommended: KDiff3 (QT based cross platform, GUI frontend to GNU diff/patch)&lt;br /&gt;
http://kdiff3.sourceforge.net&lt;br /&gt;
&lt;br /&gt;
=== Where to Send Patches ===&lt;br /&gt;
&lt;br /&gt;
'''Developers with CVS access :'''&lt;br /&gt;
&lt;br /&gt;
'''FlightGear developer mailing list(subscription required)'''&lt;br /&gt;
&lt;br /&gt;
(any non-trivial or larger patches should preferably not be sent by email, but rather made available by putting a tarball of your patch on some free webspace, so that people can simply download your patch if they are interested&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Code_cleanup&amp;diff=3979</id>
		<title>Code cleanup</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Code_cleanup&amp;diff=3979"/>
		<updated>2007-10-16T08:18:47Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purpose of this page is to provide a todo-list or check-list for anyone that wants to help clean up the Flightgear (FG) code. In addition to this list, you also want to try running FG in Valgrind, a very powerful memory debugger and profiler. http://freshmeat.net/projects/valgrind/ &lt;br /&gt;
&lt;br /&gt;
'''Feel free to add additional items to this page''' &lt;br /&gt;
&lt;br /&gt;
Thanks -- Cameron Moore&lt;br /&gt;
&lt;br /&gt;
== Major Task List ==&lt;br /&gt;
&lt;br /&gt;
* Move code out of fgMainLoop() and into separate functions or source files.&lt;br /&gt;
* Replace system() calls in simgear/io/sg_binobj.cxx to `mkdir`&lt;br /&gt;
* Replace system() call in simgear/io/sg_binobj.cxx to `gzip`&lt;br /&gt;
* Allow aircraft to be reliably changed at runtime, without requiring a restart of FlightGear&lt;br /&gt;
* Implement scenery support for dynamic LOD configuration at runtime&lt;br /&gt;
* Optimize the 3D panel code and optionally support display list usage&lt;br /&gt;
* Add OpenGL bindings to the scripting language Nasal to support scripted creation of instruments like the HUD&lt;br /&gt;
&lt;br /&gt;
== Persistent Checklist ==&lt;br /&gt;
&lt;br /&gt;
=== Carelessness ===&lt;br /&gt;
* Properly allocate and deallocate memory using malloc/new/new[{][}] and free/delete/delete[{][}]. Valgrind is helpful when looking for these.&lt;br /&gt;
&lt;br /&gt;
* Close any open file streams when you're through with them. Take care to not write to or close streams that aren't open. Avoid this by initializing file pointers/handles with 0 before use and verify that it is not 0 before accessing/closing.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility ===&lt;br /&gt;
&lt;br /&gt;
* Use the SG_LOG() facilities instead of cout and printf().&lt;br /&gt;
* Use the SG_USING_STD() facilities instead of explicitly using std::function.&lt;br /&gt;
* Use the STL_* variables defined in simgear/compiler.h when including STL headers.&lt;br /&gt;
* When including header files, only use double-quotes when the header is in the same directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
* Use C-string functions with fixed write buffers whenever possible to avoid buffer overflows.&lt;br /&gt;
&lt;br /&gt;
* Perform range/bounds checks on all data received from remote that could cause problems, especially those that specify an amount of data to be handled.&lt;br /&gt;
&lt;br /&gt;
For example, use snprintf() instead of sprintf() and strncpy() instead of strcpy().&lt;br /&gt;
&lt;br /&gt;
And please do not forget that snprintf and strncpy does not necessarily add a trailing 0 byte.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Technical_Reports&amp;diff=3977</id>
		<title>Technical Reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Technical_Reports&amp;diff=3977"/>
		<updated>2007-10-16T08:17:24Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
The intention of this page to provide a place where people can publish their FlightGear-related technical reports.  Such reports may include essays on technical issues within FlightGear, and reports on scientific experiments performed on/with FlightGear.  Please note that technical reports are formal papers.  They follow a proper structure and are not intended to be opened for editing.&lt;br /&gt;
&lt;br /&gt;
For a more in-depth definition of technical reports, please follow [http://en.wikipedia.org/wiki/Technical_report this link].&lt;br /&gt;
&lt;br /&gt;
=2006=&lt;br /&gt;
==March==&lt;br /&gt;
=== A New Architecture for FlightGear Flight Simulator ===&lt;br /&gt;
&lt;br /&gt;
''AJ MacLeod, Ampere K. Hardraade, Michael Koehne, Steve Knoblock''&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s)''': MVC architecture; FDM Server; FDM Instance; Client&lt;br /&gt;
&lt;br /&gt;
'''Abstract''': To continue improving existing features and add new ones, FlightGear must make better use of computing power. Preparing for the widespread adoption of multicore CPU architectures is an important step in FlightGear's development. Today, CPU clock rate has reached its peak. The old idea, that features can be added without regard to their effect on performance because computers will become ever faster, has ceased to hold. In addition, as more features are added, developers are inceasingly bumping up against existing limitations in the current FlightGear architecture. Now would be a good time to begin the process of restructuring FlightGear to address the above issues. This proposal decribes a new architecture for FlightGear, one which would greatly improve FlightGear's efficiency and flexibility by making extensive use of parallel processing. It is also hope that this new architecture will improve the quality of multiuser sessions, as well as providing a true support for the simulations of time-critical systems.&lt;br /&gt;
&lt;br /&gt;
9 Pages&lt;br /&gt;
&lt;br /&gt;
'''Full document''': &lt;br /&gt;
[[Media:New_FG_architecture.pdf]] (pdf)&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Main_Page&amp;diff=3975</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Main_Page&amp;diff=3975"/>
		<updated>2007-10-16T08:11:19Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: better table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
'''FlightGear''' Flight Simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available ([http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/?cvsroot=FlightGear-0.9#dirlist CVS repository]) and licensed under the [http://www.gnu.org/copyleft/gpl.html GNU General Public License]. &lt;br /&gt;
&lt;br /&gt;
The goal of the '''FlightGear''' project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in [[Volunteer|contributing]]. &lt;br /&gt;
&lt;br /&gt;
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.&lt;br /&gt;
&lt;br /&gt;
'''FlightGear''' comes with a set of illustrated documentation, notably&lt;br /&gt;
&amp;quot;The Manual&amp;quot;, which is available as&lt;br /&gt;
[ftp://ftp.de.flightgear.org/pub/fgfs/Docs/getstart.pdf PDF] and&lt;br /&gt;
[http://www.flightgear.org/Docs/getstart/getstart.html HTML]. If you&lt;br /&gt;
prefer to follow the 'bleeding edge' set of FlightGear instructions,&lt;br /&gt;
then the following articles are likely to make you happy. You will&lt;br /&gt;
notice that parts of this Wiki duplicate information that's already&lt;br /&gt;
present in &amp;quot;The Manual&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== User Documentation ==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
* [[ New to FlightGear ]]&lt;br /&gt;
* [[ Why FlightGear ]]&lt;br /&gt;
* [[ Features ]]&lt;br /&gt;
* [[ FAQ ]]&lt;br /&gt;
* [[ Hardware Recommendations ]]&lt;br /&gt;
* [[ Recommended Software ]]&lt;br /&gt;
* [[ Troubleshooting Problems ]]&lt;br /&gt;
* [[ Volunteer ]]&lt;br /&gt;
* [[ Real Life Experience ]]&lt;br /&gt;
=== Configuring Flightgear ===&lt;br /&gt;
* [[ Command Line Parameters ]]&lt;br /&gt;
* [[ Installing Scenery ]]&lt;br /&gt;
* [[ Improving Framerates ]]&lt;br /&gt;
* [[ Multiplayer Howto ]]&lt;br /&gt;
* [[ Linux software audio mixing with FlightGear ]]&lt;br /&gt;
=== Using Flightgear ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[ Suggested Flights ]]&lt;br /&gt;
* [[ Starting in the Air ]]&lt;br /&gt;
* [[ Instant Replay ]]&lt;br /&gt;
* [[ Preset Properties ]]&lt;br /&gt;
* [[ Realism ]]&lt;br /&gt;
* [[ Flying the Helicopter ]]&lt;br /&gt;
* [[ Doing aerotow over the net ]]&lt;br /&gt;
=== Interactive Scenarios ===&lt;br /&gt;
* [[ Carrier Howto ]]&lt;br /&gt;
* [[ Air-Air Refueling Howto ]]&lt;br /&gt;
* [[ AI Systems ]]&lt;br /&gt;
* [[ Interactive Traffic ]]&lt;br /&gt;
* [[ Soaring ]]&lt;br /&gt;
=== Flying Resources ===&lt;br /&gt;
* [[ Definitions Acronyms ]]&lt;br /&gt;
* [[ Getting IFR Charts ]]&lt;br /&gt;
* [[ Understanding Altitude ]]&lt;br /&gt;
* [[ Understanding Navigation ]]&lt;br /&gt;
* [[ Understanding Propeller Torque and P-Factor ]]&lt;br /&gt;
* [[ Understanding Aerodynamics ]]&lt;br /&gt;
* [[ Communications ]]&lt;br /&gt;
* [[ Weather ]]&lt;br /&gt;
* [[ Avionics and Instruments ]] &lt;br /&gt;
* [http://www.wingfiles.com/ Everything you need ]&lt;br /&gt;
* [http://www.faa.gov/library/manuals/ FAA Handbooks &amp;amp; Manuals]&lt;br /&gt;
| width=&amp;quot;20px&amp;quot; |&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
=== Compiling  ===&lt;br /&gt;
* [[ Building Flightgear ]]&lt;br /&gt;
* [[ Building Flightgear - Windows]]&lt;br /&gt;
* [[ Building Terragear ]]&lt;br /&gt;
* [[ OpenSceneGraph ]]&lt;br /&gt;
* [[ Building FlightGear Launch Control ]]&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
* [[ Submitting Patches ]] &lt;br /&gt;
* [[ Code Cleanup ]] &lt;br /&gt;
* [[ Development Resources ]]&lt;br /&gt;
* [[ Extension Support ]]&lt;br /&gt;
* [[ Technical Reports ]]&lt;br /&gt;
* [[ Changes since 0.9.10 ]]&lt;br /&gt;
=== Code Internals ===&lt;br /&gt;
* [[ Property Tree ]]&lt;br /&gt;
* [[ Subsystems ]] &lt;br /&gt;
* [[ UML Diagrams ]]&lt;br /&gt;
* [[ Commands ]] &lt;br /&gt;
* [[ FDM API ]]&lt;br /&gt;
* [[ Nasal scripting language ]]&lt;br /&gt;
* [[ File Formats ]]&lt;br /&gt;
* [[ Initialization Sequence ]]&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
* [[ Modeling - Getting Started ]]&lt;br /&gt;
* [[ Modelling - FAQ ]]&lt;br /&gt;
* [[ Model Import and Export ]]&lt;br /&gt;
* [[ Modeling Resources ]]&lt;br /&gt;
* [[ Autopilot Tuning Resources ]]&lt;br /&gt;
* [[ Aircraft Information Resources ]]&lt;br /&gt;
* [[ Blender Ground Signs Tutorial]]&lt;br /&gt;
* [[ Normals and Transparency Tutorial ]]&lt;br /&gt;
* [[ Creating_instruments_for_FG ]]&lt;br /&gt;
* [[ Writing_simple_scripts_in_%22nasal%22 ]]&lt;br /&gt;
=== Todo ===&lt;br /&gt;
* [[ Long Term Goals ]]&lt;br /&gt;
* [[ Bugs ]]&lt;br /&gt;
* [[ FGFS Todo ]]&lt;br /&gt;
* [[:Category:Aircraft TODO]]&lt;br /&gt;
* [[ Feature Requests / Proposals / Ideas ]]&lt;br /&gt;
* [[ FlightGear Expo Checklist ]]&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[ Glass Cockpit Projects ]]&lt;br /&gt;
* [[ Tutorial Resources ]]&lt;br /&gt;
* [[ Copyright Inquiry ]]&lt;br /&gt;
* [http://www.cafepress.com/fgfs_gear FlightGear - Gear] &lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[ Sign Specification Proposal ]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=3974</id>
		<title>Howto:Modeling Ground Signs with Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=3974"/>
		<updated>2007-10-16T08:06:33Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Flightgear: ground markings at the airport with Blender and XML ===&lt;br /&gt;
&lt;br /&gt;
''2006-06-22''&lt;br /&gt;
&lt;br /&gt;
''Roberto Inzerillo robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
''Blender v.2.40''&lt;br /&gt;
&lt;br /&gt;
''Tutorial Files (right click: Save Link As)''&lt;br /&gt;
* [[Media:catii-iii.ac|catii-iii.ac]]&lt;br /&gt;
* [[Media:catii-iii.blend|catii-iii.blend]]&lt;br /&gt;
* [[Media:catii-iii.xml|catii-iii.xml]]&lt;br /&gt;
* [[Media:catii-iii.rgb|catii-iii.rgb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There comes a time when you want to add a few details to an airport in order to improve realism to your flight experience. Every flight start (and ends) at the ground, on the airfield. You generally wont spend too much time there, you will immediately start at the beginning of a runway and be on air in a few seconds. But there are people who like learning how to move on the ground too, and learn how to maneuver their aircraft inside the airport. Well, in this case, having good ground signs/markings on the ground is mandatory, because most of the guiding has to be found there.&lt;br /&gt;
&lt;br /&gt;
Every pilot should know what ground signs to pay attention to during every phase of the maneuvering, prior to reach the runway start. There are paintings on the ground, taxi signs on the side of each runway/taxiway, you have to care about tower radio communications and so on. Here you will learn how to build custom ground markings, the one that are painted on the ground and tell you usefull informations about what you can and cannot do during your ground maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Holding position markings for CAT II/III operations ===&lt;br /&gt;
&lt;br /&gt;
This lesson will teach you how to create a basic ground marking, the one that informs the pilot he has to hold during CAT II/III operations to ensure proper aircraft separation. There are generally a few taxiway signs too, which helps locating those areas also. CAT II/III separation is not that big issue within Flightgear, there's still no automatic ground traffic management, and aircraft crashing is not very expensive; but this is a real ground marking, and we will concentrate on the modelling phase, not on the functional aspects of that sign.&lt;br /&gt;
&lt;br /&gt;
There is no way Flightgear could position those ground markings in an automatic way. There is no database telling where they are and how do they look like. Each airport customizes ground markings position/orientation in order to get maximum efficiency and to help pilots getting correct informations without filling the ground with too much of them. Rationalizing communication effectiveness is vital to an airport. Therefore you will create and position them manually.&lt;br /&gt;
&lt;br /&gt;
When looking from the air, those CAT II/III markings look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_6961c87a.jpg]]&lt;br /&gt;
&lt;br /&gt;
They are generally put in the middle of the runway, following the taxiway yellow line, just before the CAT II/III operations area. Here the pilot has to stop and wait for directives coming from the ATC.&lt;br /&gt;
&lt;br /&gt;
It's a simple red square with a big white CAT II/III writing, it's a lot stretched so that when looking from the aircraft, taxing over there, it looks quite proportional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modelling the marking with Blender ===&lt;br /&gt;
&lt;br /&gt;
That's very easy, it's a simple textured rectangle. First thing you need is the correct measurements and a nice texture to put on it. I will create this example with the same measures used at EDDF Frankfurt airport. The rectangle is 8m wide and 7m high.&lt;br /&gt;
&lt;br /&gt;
I will not explain how to paint the texture because it's trivial, just make use of your preferred painting software, I used The Gimp for this one, save the file as a .rgb format, and make shure its size (pixel resolution, not bytes) is a multiple of 8, otherwise Flightgear will not load it. Here you see a JPG version of the texture as an example, download catii-iii.rgb to get the RGB version you need for texturing, it has 512x512 pixel resolution. You can use smaller ones (ex. 128X128) if you think this resolution is too high.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m11bd5b93.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modelling the rectangle with Blender is trivial.&lt;br /&gt;
&lt;br /&gt;
Open Blender; from the main menu choose Add -&amp;gt; Mesh -&amp;gt; Plane&lt;br /&gt;
&lt;br /&gt;
This add a 2units width square plane.&lt;br /&gt;
&lt;br /&gt;
Our ground painting is 8m x 7m rectangle, we have to change the square dimensions.&lt;br /&gt;
&lt;br /&gt;
Enter Object mode. Object -&amp;gt; Transform Properties&lt;br /&gt;
&lt;br /&gt;
The Transform Properties window appears. Set “Size X : 4” and “Size Y: 3.5”.&lt;br /&gt;
&lt;br /&gt;
Notice here that the object name is “Plane” (OB: Plane), we will use this information later.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m352e2670.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you come to the texturing phase. Split the top window in two, and select UV/Image Editor for the right panel:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_39a834a0.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the 3D View window, select UV Face Select mode, the rectangle face should be still selected, if not, select it by right clicking on the rectangle. Now, while the mouse is in the 3D View window, make shure it's a top view (Numpad 7), hit the U key, and select “From window”.&lt;br /&gt;
&lt;br /&gt;
Now it's time to load the texture file. Inside the right panel, choose Image -&amp;gt; Open ... select the file catii-iii.rgb and hit Open Image.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m41735d75.jpg]]&lt;br /&gt;
&lt;br /&gt;
We have to move the rectangle UV vertices in order to make the texture cover the entire rectangle geometry. We will now work in the UV/Image Editor window. Make shure “UVs -&amp;gt; Snap to Pixel” is set, that will make our life easier. Hit the B key, click and drag the mouse around the left down corner in order to select it. We are not working on the 3d model, we are working on the Uvs, that's why the rectangle in the left window maintains its geometry. Once the vertex is selected, hit the G key (Grab mode) and drag the vertex to the bottom left.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m3011a2ff.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to zoom in a little bit in order to position it precisely, use the CTRL-MMB (MMB = Middle Mouse Button) to zoom in and out, use the SHIFT+MMB to drag the view around. Hit G again, and move the UV vertex in the right position. While doing this, you can select the Textured Draw Mode and interactively see what's happening.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3b879144.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can select and deselect all UV vertices hitting the A key.&lt;br /&gt;
&lt;br /&gt;
Now hit the A key to deselect the UV vertex; zoom out, hit B, by clicking and dragging select a new UV vertex, hit G and move it with the mouse to the correct position. Then do the same with the remaining two vertices. You will end up with the texture perfectly matching the geometry border:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3283723d.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can go back to Object Mode, make shure the object is selected and export it as AC3D formatted file.&lt;br /&gt;
&lt;br /&gt;
File -&amp;gt; Export -&amp;gt; AC3D (.ac) ... enter a filename and hit “Export AC3D”.&lt;br /&gt;
&lt;br /&gt;
The 3d model is ready and you can place it into your airport scenery right now. Make use of Flightgear Scenery Designer, the UFO object placing capability or whatever method you prefer.&lt;br /&gt;
&lt;br /&gt;
Result being:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_5db04368.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m1758ae9f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will go further and add a few details using an XML file which will describe peculiar attributes of such an object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Customizing object's attributes into Flightgear using XML ===&lt;br /&gt;
&lt;br /&gt;
We have three little details here that can be annoying.&lt;br /&gt;
&lt;br /&gt;
1) If you activate Shadow into Flightgear and fly very close (let's say 10meters) to those CAT II/III markings, you will notice that they cast a shadow underneath, especially if the plane has been positioned more then 20cm above the ground. This is not good at all because that should represent a painting on the ground (that could not cast any shadow, there should be no free space between the painting and ground) and a useless shadow consumes GPU power too, which is not desired.&lt;br /&gt;
&lt;br /&gt;
2) If you maneuver an aircraft on the ground, right above the marking, you will notice that the aircraft hits it with the wheels, and jumps a little, just like it encountered an obstacle on the ground. That is not good again, the painting should not oppose any resistance to any ground movement.&lt;br /&gt;
&lt;br /&gt;
3) If you fly high above the airport area you will not really see those little red rectangles, they are too small to be noticed from a height. Nonetheless, Flightgear will still render those little objects on the ground and consume GPU power without really giving any advantage to the simulation experience. That should be avoided, we need to make Flightgear render those markings only when the aircraft is near enough to make them visible to the pilot.&lt;br /&gt;
&lt;br /&gt;
We will eliminate those three cons creating a XML file that covers the issues. Please refer to Flightgear docs in order to get more informations about the usage of the XML markup language used.&lt;br /&gt;
&lt;br /&gt;
You can use any text editor you prefer, fill a new empty text file with the following content and save it as catii-iii.xml in the same directory with catii-iii.ac and catii-iii.rgb.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;noshadow&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;enable-hot type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/enable-hot&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
   &amp;lt;max-property&amp;gt;/sim/rendering/static-lod/detailed&amp;lt;/max-property&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt; statement means that all this refers to the 3d object file named catii-iii.ac.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every animation transformation here applies to the the object called “Plane” inside the catii-iii.ac file (which is our marking rectangle). We could have more then one object inside the .ac file and decide which should cast a shadow and which not. Our example is very simple though, but still this statement has to be included.&lt;br /&gt;
&lt;br /&gt;
1) The first “animation” transformation tells Flightgear not to apply any shadow to it.&lt;br /&gt;
&lt;br /&gt;
2) The second “animation” tells Flightgear not to consider the object “Plane” as an obstacle, so any vehicle will not hit it.&lt;br /&gt;
&lt;br /&gt;
3) The third “animation” tells Flightgear to render the object “Plane” only if the distance between it and the viewer is more then 0 meters and less then the value stored in Flightgear tree with the name /sim/rendering/static-lod/detailed. This value is a number that can be user customized; the default value is 1500m. When the object is more then 1500 meters distant, Flightgear will not render it; at such a distance you barely see a 8m x 7m square painting on the ground.&lt;br /&gt;
&lt;br /&gt;
Now, insert the 3d object into your scenery but do not use the .ac file, make use of the .xml file instead; it will call the corresponding .ac file when needed. The following snapshot includes the yellow ILS critical area boundary stripes and the taxiway A ground marking which I made using the same technique, the only difference being those have partially transparent texture file.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ground_marking_full_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding some realism to the texture ===&lt;br /&gt;
&lt;br /&gt;
Aircraft and ground vehicles do move above those markings, that makes them dirty after a short while. I like adding a touch of realism to the textures I use into my Flightgear models. Adding some dirt to the ground marking is pretty easy. I'll show you how to modify the texture with The Gimp, you can use similar techniques with every common graphic editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open up Gimp and load the file catii-iii.rgb&lt;br /&gt;
&lt;br /&gt;
Create a new layer by SHIFT clicking on the left button of the Layers Dialog Box:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_21146099.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the image window, go to: Filters -&amp;gt; Render -&amp;gt; Clouds -&amp;gt; Plasma ...&lt;br /&gt;
&lt;br /&gt;
You can customize the Clouds rendering settings in order to get a nicely random cloud rendering. Now, you just use what I suggest in the picture and hit OK. It does not matter if it looks colored now, we will convert to greyscale and use the light values only to add some noise to the underlaying layer.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_1dad0e33.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will get this in your image window.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m30fea806.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Erase the saturation with: Layer -&amp;gt; Colors -&amp;gt; Desaturate&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_7db38b6e.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to the Layers dialog box, change the clouds layer mode to Multiply and the Opacity to 40.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_54e9cda0.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also tend not to use huge texture files, that's why I rescale it to smaller resolution; keep in mind that we need it to be a multiple of 8; in this case I decided a 256x128pixel resolution would look good enough. In the image window: Image -&amp;gt; Scale Image ...&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_23b912fa.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlock the resolution proportion constrains by clicking on the little chains at the right of the Image Size resolution boxe (the chain opens up in two pieces), then set Width:256, Height:128 and hit Scale.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m19c5fb92.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the image is ready to be saved with RGB format as usual, and can replace the old one. The result in Flightgear looks more realistic then the previous one, that bit of dirt smooths out the visual break caused by the perfectly clean texture used before. It integrates better with the surrounding taxiway texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_a5eaae.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope you will enjoy this little lesson. Consider this as an example, because there are a lot more things to do with the XML animations provided by Simgear to Flightgear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Normals_and_Transparency_Tutorial&amp;diff=3973</id>
		<title>Normals and Transparency Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Normals_and_Transparency_Tutorial&amp;diff=3973"/>
		<updated>2007-10-16T08:06:19Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Blender and AC3D: Normals, Single and Double-sided faces, Transparency ===&lt;br /&gt;
&lt;br /&gt;
''2006-06-19''&lt;br /&gt;
&lt;br /&gt;
''Roberto Inzerillo robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
''Blender v.2.41 - AC3D Exporter v. 2.37a - AC3D 5.0.21''&lt;br /&gt;
&lt;br /&gt;
''Tutorial Files (right click: Save Link As)''&lt;br /&gt;
* [[Media:box.ac|box.ac]]&lt;br /&gt;
* [[Media:box.blend|box.blend]]&lt;br /&gt;
* [[Media:Schermo.blend|schermo.blend]]&lt;br /&gt;
* [[Media:Schermo2.blend|schermo2.blend]]&lt;br /&gt;
* [[Media:Schermo3.ac|schermo3.ac]]&lt;br /&gt;
&lt;br /&gt;
These short notes are aimed at providing new Blender users with a few ideas about how to work with Face-Normals and Transparency, keeping in mind what happens when you convert the model to AC3D file format in order to use it inside FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a first example I created a box, I removed its upper face, so I ended up with a 5 sided (A,B,C,D and E) box. That way I can look inside it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every face has a Normal vector that tells Blender where the face “faces”. While in Edit Mode, hit F9 (Editing), then you hit the Draw Normals buttons inside the Mesh Tools 1 panel in order to make the face Normals appear. They are short blue lines, starting from each face. I increased the Normal vector's dimension to 1.5 (NSize: 1.500) otherwise they would be too small. With default settings Blender does not display the normals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can download the [[Media:box.blend|box.blend]] file.&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_m74d3a410.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to help our minds understand what normals can be, we could think each 3d face having an inside and an outside. E.g. a closed box has 6 faces, each having a side that faces the inner part of the box and a side facing outwards. In this case, each face has the normal vector pointing outwards. We consider the outer sides the positive one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example I changed things a little bit. I erased the upper face and I changed face B normal vector direction. Originally, it pointed outwards like faces A,C,D and E. Now face B normal vector points inside the box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each face we have two sides. We will call Positive the side pointing in the normal's direction. We will call Negative the side pointing in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, remember that in order to see normals you have to be in Edit Mode. While in Object Mode you can't see them.&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_6305e44f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AC3D ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I exported the box to a [[Media:box.ac|box.ac]] file, in order to get you an idea how things work with other modelling software. In this case I used the AC3D file format because FGFS uses AC3D files very often, and there are a couple of things you should know about that.&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_1aa54ede.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First thing you will notice is that while in Blender you see all faces' sides, in AC3D you see just one side of them. At first sight the exported 3d object looks messed up. Well, it's not. It's just that the AC3D eporter plugin does a conversion, result being each face of the object having a side which is transparent and the other one visible. The visible side of the face is the positive one (remember: Normal's direction). When looking at the same face from the other side, it becomes transparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take a look at Face A. The face's normal was pointing to the viewer, and the face result being visible. Faces B,C,D,E all have normals pointing in the opposite direction. You can't see them, they become transparent. You have to rotate the object in order to see faces B,C,D and E. Only the positive side of each face is visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's the basic behaviour of Blender and AC3D but you can customize a lot of things, as you wish.&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's a way to make Blender consider a face to be visible from both sides: you use the material property called “Double Sided” (which is set by default). But why (if that's the default) we got one-sided faces in our AC3D exported box? That's because the AC3D exporter plugin does not take into account this material attribute, it simply discards it.&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_29135093.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But there's another setting that influences how each face is visible to the user. This is hidden inside the UV Face Select mode, default being Twosided not set. This basically affects the UV mapping process inside Blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_m18adee58.jpg]]&lt;br /&gt;
&lt;br /&gt;
As you see, while in UV Face Select mode you have the same view as with AC3D, you only see positive faces' sides (in this case only face A) only, the others are rendered as being transparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can change this, by selecting a face and hitting the Twosides button, this will make the face visible from both directions, and you get a bonus with that: after exporting the model to AC3D format, this face will be two-sided in AC3D file also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's the basic way you can get double-sided faces (i.e. faces which are visible from both directions) into an .ac file from within Blender. Otherwise you will always end up having one-sided faces objects in your .ac files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic behaviour of the Blender AC3D eporter plugin is to not consider the Material Attribute ”Double Sided” at all. The exporter reads the Twosided attribute instead, and sets those faces regardless this attribute. Since Twosides is off by default, the AC3D exporter plugin will export each face as one sided (i.e. only the positive side of each face will be visible) unless you change that manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Working pipeline ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating an AC3D file for FGFS is very simple, customizing face visibility could be tricky; nonetheless, once you know how to do, it will be very easy.&lt;br /&gt;
&lt;br /&gt;
I'll explain here how to customize polygon object's faces visibility, ready to be exported by the AC3D exporter plugin (i.e. making a few of them visible from both sides and letting the others be visible from one side only). That's needed inside FGFS sometime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I start with a basic polygon object in Blender. The file is [[Media:schermo.blend|schermo.blend]].&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_m287d4e3f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you see, the polygon object has a basic material, a default Doublesided one, but in UV Face Select mode you only see the positive sides; when looking from back they become transparent. Exporting this to AC3D file format, you get a shield whose faces are visible when seen from the positive side only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, in UV Face Select mode, select a few faces (I selected all of them expect the two marked as I and II), hit the Editing (F9) button, hit the Twoside button, and finally hit the Copy Draw Mode button. This will make the selected faces UV mapping double-sided and tell (later on) the AC3D eporter plugin to consider those faces as double-sided.&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_m2b0949d2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we have a shield which is completely opaque when viewed from both sides except for a little window that is transparent when looking from inside. The file is [[Media:schermo2.blend|schermo2.blend]] .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exporting this to AC3D format will get the file [[Media:schermo3.ac|schermo3.ac]] .&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_1b6ede36.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:blender-ac3d-normals_html_5ba51d69.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Have fun with that :-)'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Modeling_-_FAQ&amp;diff=3972</id>
		<title>Modeling - FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modeling_-_FAQ&amp;diff=3972"/>
		<updated>2007-10-16T08:03:06Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
'''FlightGear Modelling FAQ''' contains interesting answers to FAQ. &lt;br /&gt;
It is work in progress...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Which axis in Blender is pointing north?&lt;br /&gt;
&lt;br /&gt;
A: The X-Axis will point north in FlightGear, after you have placed your model using the UFO. Please note that it can be rotated after hitting TAB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: What is the unit used for models in FlightGear?&lt;br /&gt;
&lt;br /&gt;
A: Models are created in Meters. So one Blender Unit will be displayed as one Meter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Blender does not export the texture reference to AC3 files! What can i do?&lt;br /&gt;
&lt;br /&gt;
A: Propably you have tried to use material textures. These are not exported to AC3 files. Use UV mapped textures instead and they will appear in FlightGear! (see tutorials)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Modeling_resources&amp;diff=3971</id>
		<title>Modeling resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modeling_resources&amp;diff=3971"/>
		<updated>2007-10-16T08:02:57Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is supposed to eventually become a directory of 4D-modelling related resources (i.e. Tutorials, 3D models, textures, images, sounds etc.) that are freely available on the internet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that while many webpages offer free downloads and use of files, it may be necessary and is indeed recommended to explicitly ask the individual copyright holders for their permission to include their work within FlightGear.  In order to become part of the FlightGear base package, it will be necessary to for the copyrighted work to be licensed under the GPL.&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* http://www.gamasutra.com/features/20060622/ahearn_01.shtml&lt;br /&gt;
* first page of [http://www.gamasutra.com/features/20060126/ivanov_01.shtml Practical Texture Atlases]&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* http://www.m3corp.com&lt;br /&gt;
* http://www.help3d.com&lt;br /&gt;
* http://www.mr-cad.com&lt;br /&gt;
* http://www.3dmodelsharing.com&lt;br /&gt;
* http://www.pitchup.com&lt;br /&gt;
* http://www.primeportal.net/the_airstrip.htm (photos of aircraft details)&lt;br /&gt;
&lt;br /&gt;
=== 3 Way Views ===&lt;br /&gt;
* http://www.stevelange.net/waco/plans.html&lt;br /&gt;
* http://www.fortunecity.com/marina/manatee/272&lt;br /&gt;
* http://www.pioneeraeroplanes.com&lt;br /&gt;
* http://www.theplanpage.com&lt;br /&gt;
* http://www.hotkey.net.au/~ue626/index.htm&lt;br /&gt;
* http://www.simviation.com/designresources.htm&lt;br /&gt;
* http://www.airwar.ru/indexe.html (en)&lt;br /&gt;
* http://www.airwar.ru/index.html (ru)&lt;br /&gt;
* http://www.dfrc.nasa.gov/gallery/graphics/index.html&lt;br /&gt;
&lt;br /&gt;
=== Free 3D Models, Textures etc ===&lt;br /&gt;
* http://www.3dcafe.com/index.php?option=com_wrapper&amp;amp;Itemid=38&lt;br /&gt;
* http://www.amazing3d.com/modfree.html&lt;br /&gt;
* http://www.greatbuildings.com/types/models/models.html&lt;br /&gt;
* http://www.huntfor.com/3d/links/freemodels.htm&lt;br /&gt;
* http://www.3dlinks.com/links.cfm?categoryid=9&amp;amp;subcategoryid=91&lt;br /&gt;
* http://www.rocky3d.com/free3d.htm&lt;br /&gt;
* http://www.amazing3d.com/free/free.shtml&lt;br /&gt;
* http://free-textures.got3d.com/index.html&lt;br /&gt;
* http://www.3dtotal.com/home2/links/links.asp?cat=texture&lt;br /&gt;
* http://www.3dlinks.com/oldsite/textures_free.cfm&lt;br /&gt;
* http://dmoz.org/Computers/Software/Graphics/3D/Models/&lt;br /&gt;
* http://madmetzi.smokers-board.de/free3d.htm&lt;br /&gt;
* http://www.3dtotal.com/home2/links/links.asp?cat=meshes&lt;br /&gt;
* http://objects.povworld.org/links6.html&lt;br /&gt;
* http://www.creative-3d.net/free3D.cfm&lt;br /&gt;
* http://www.3dlinks.com/oldsite/objects_free.cfm&lt;br /&gt;
* http://www.grsites.com/textures&lt;br /&gt;
&lt;br /&gt;
=== Free Aircraft Sounds ===&lt;br /&gt;
* http://rareaviation.com/spaiso.html&lt;br /&gt;
* http://avanimation.avsupport.com/Sound.htm&lt;br /&gt;
* http://www.geocities.com/CapeCanaveral/Lab/4515/other.htm&lt;br /&gt;
* http://www.soundrangers.com/&lt;br /&gt;
* http://www.audiosparx.com/sa/display/sounds.cfm?start=101&amp;amp;sound_group_iid=34&lt;br /&gt;
* http://images.military.com/Resources/ResourceSubmittedFileView?file=multimedia_sounds.htm&lt;br /&gt;
* http://www.aviationshoppe.com/Sounds1.html&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
* Detail and scale series by Alwyn T. Lloyd and Bery Kinzey&lt;br /&gt;
* http://www.jbwholesalers.com.au/detailandscale/detailandscale.htm&lt;br /&gt;
* http://www.nchsinc.com/shop/BOOKS.HTM&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=3970</id>
		<title>Modeling - Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=3970"/>
		<updated>2007-10-16T08:02:32Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: /* Problems and Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Notice for Volunteers ==&lt;br /&gt;
&lt;br /&gt;
Developing scenery and models for use with scenery is an important and very visible contribution to Flightgear. New users of Flightgear often ask how they can contribute, and this is a good place to start. Try looking at some of the following:&lt;br /&gt;
&lt;br /&gt;
* We need people to go out and take good pictures of all the buildings at their local airports, build models, and create textures (that could be different people for each task).&lt;br /&gt;
* We need people to go over paper lists and airport diagrams for countries that don't publish air navigation data free online (i.e. almost everyone but the U.S.) and fill in the blanks in our navaid and airport databases.&lt;br /&gt;
* We need people to collect geodata to give us more accurate roads, rivers, etc., especially outside the U.S.&lt;br /&gt;
* We need people to start modelling identifiable human-made landmarks like bridges, stadiums, and major buildings. Around the San Francisco Bay area, bridges are especially important. Once you have identified some buildings or objects you would like to have (Aircraft carriers, fuel bowsers, cars, towers, ...) you will need to check out the tools for creating and placing these objects. &lt;br /&gt;
&lt;br /&gt;
It would be helpful if people would model the area they are interested in. Generally contributions are going to be from Flightgear users who find scenery lacking in some area and choose to improve it. You are encouraged to research your own area for airport, navaid and scenery information, to contribute the data or dive right in to airport and scenery design.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
To begin, you will need to create models in a 3d modeling appliction. Two popular ones are AC3D and Blender. FlightGear can display models in several formats, any format supported by PLIB is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format.&lt;br /&gt;
&lt;br /&gt;
If you do not have AC3D, Blender offers many import and export tools. See the Blender website for further information.&lt;br /&gt;
&lt;br /&gt;
=== AC3D ===&lt;br /&gt;
&lt;br /&gt;
Flightgear uses the ac3d model format for objects such as buildings. To create a model, you will need one of two modelling packages. Either go directly to AC3D (http://www.ac3d.org) itself, or use Blender (http://www.blender.org) and then convert via a Python script (see below). AC3D seems to be a much easier program to learn, while still being very powerful. The downside is that you have to buy a licence to get more than 14 days use.&lt;br /&gt;
&lt;br /&gt;
* [http://wine.techlab.info/AC3D_Tutorials/ AC3D Modeling Tutorials]&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
Blender (http://www.blender.org) is more difficult to learn to use, since it is not quite as intuitive and is far more powerful. However it is GPL'd, and there are lots of tutorials to help with learning.&lt;br /&gt;
&lt;br /&gt;
* Blender Manual - http://mediawiki.blender.org/index.php/Main_Page&lt;br /&gt;
&lt;br /&gt;
* An excellent forum for discussing Blender issues. - http://blenderartists.org/forum/&lt;br /&gt;
&lt;br /&gt;
=== Placing Objects on Scenery ===&lt;br /&gt;
&lt;br /&gt;
There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]]. &lt;br /&gt;
&lt;br /&gt;
The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file. &lt;br /&gt;
&lt;br /&gt;
Another method is to use [[FlightGear Scenery Designer]] ([http://fgsd.sourceforge.net/ Project Site]). After setting the paths to your scenery data, simply load up the area where you want to place the object. Load your .ac format model, and right click on the desired spot to place your model there. Export the modifed scenery to save it, rerun Flightgear and your model should be there.&lt;br /&gt;
&lt;br /&gt;
=== Finding, Creating, or Using Textures ===&lt;br /&gt;
&lt;br /&gt;
Once you have made your model building, you will want to apply some textures to it, so it looks as realistic as possible. This is possibly one of the hardest areas, as a good model with bad textures will still look bad. Since Flightgear and the scenery data are all released under the GPL, any textures that you use must also be able to be released under this licence. This will probably prevent you from just using anything you come across on the net, unless it is already under the GPL. It is quite common for people to state that their pictures or textures are free. Since Flightgear can be sold for profit, and is released on Linux distributions that are sold, check that there are no clauses stating that the item can not be sold or used for commercial use.&lt;br /&gt;
&lt;br /&gt;
=== Generation of textured light objects in Blender ===&lt;br /&gt;
&lt;br /&gt;
http://members.aon.at/mfranz/flightgear/blender-textured-lights.html&lt;br /&gt;
&lt;br /&gt;
=== Import/Export of AC3D files into/from Blender ===&lt;br /&gt;
&lt;br /&gt;
To work with AC3D files in Blender download the Python scripts for your Blender version:&lt;br /&gt;
&lt;br /&gt;
'''Blender 2.25 to 2.27:'''&lt;br /&gt;
Import: http://members.aon.at/mfranz/ac-in_2-25-B.py&lt;br /&gt;
Export: http://members.aon.at/mfranz/ac-out_2-25-B.py&lt;br /&gt;
&lt;br /&gt;
'''Blender 2.28 and later (but not 2.28c):'''&lt;br /&gt;
Import: http://members.aon.at/mfranz/ac3d_import.py&lt;br /&gt;
Export: http://members.aon.at/mfranz/ac3d_export.py&lt;br /&gt;
&lt;br /&gt;
The scripts are to be executed from within the Blender application:&lt;br /&gt;
&lt;br /&gt;
* Start Blender.&lt;br /&gt;
* Switch one of the views to &amp;quot;Text Editor&amp;quot; mode (leftmost button).&lt;br /&gt;
* Load the script by clicking on the &amp;quot;-&amp;quot; button and selecting &amp;quot;OPEN NEW&amp;quot;.&lt;br /&gt;
* Execute the script by pressing ALT-P.&lt;br /&gt;
* Select the file to import/to export to. &lt;br /&gt;
&lt;br /&gt;
'''Blender 2.32 and later (or cvs versions after 2004/01/15):'''&lt;br /&gt;
Import/Export: The scripts are now part of the Blender package You just need to tell Blender where the script directory is (info window) and can then find the importer/exporter in the file menu. No need to load the scripts explicitly. If you can't find the scripts directory after installing Blender, you can also download the scripts here for Blender 2.32: http://members.aon.at/mfranz/scripts.tar.gz)&lt;br /&gt;
&lt;br /&gt;
== Problems and Solutions ==&lt;br /&gt;
[[3D Model Rotates Around Nose]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Configuring Views in FlightGear]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=3969</id>
		<title>Modeling - Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=3969"/>
		<updated>2007-10-16T08:01:38Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Notice for Volunteers ==&lt;br /&gt;
&lt;br /&gt;
Developing scenery and models for use with scenery is an important and very visible contribution to Flightgear. New users of Flightgear often ask how they can contribute, and this is a good place to start. Try looking at some of the following:&lt;br /&gt;
&lt;br /&gt;
* We need people to go out and take good pictures of all the buildings at their local airports, build models, and create textures (that could be different people for each task).&lt;br /&gt;
* We need people to go over paper lists and airport diagrams for countries that don't publish air navigation data free online (i.e. almost everyone but the U.S.) and fill in the blanks in our navaid and airport databases.&lt;br /&gt;
* We need people to collect geodata to give us more accurate roads, rivers, etc., especially outside the U.S.&lt;br /&gt;
* We need people to start modelling identifiable human-made landmarks like bridges, stadiums, and major buildings. Around the San Francisco Bay area, bridges are especially important. Once you have identified some buildings or objects you would like to have (Aircraft carriers, fuel bowsers, cars, towers, ...) you will need to check out the tools for creating and placing these objects. &lt;br /&gt;
&lt;br /&gt;
It would be helpful if people would model the area they are interested in. Generally contributions are going to be from Flightgear users who find scenery lacking in some area and choose to improve it. You are encouraged to research your own area for airport, navaid and scenery information, to contribute the data or dive right in to airport and scenery design.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
To begin, you will need to create models in a 3d modeling appliction. Two popular ones are AC3D and Blender. FlightGear can display models in several formats, any format supported by PLIB is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format.&lt;br /&gt;
&lt;br /&gt;
If you do not have AC3D, Blender offers many import and export tools. See the Blender website for further information.&lt;br /&gt;
&lt;br /&gt;
=== AC3D ===&lt;br /&gt;
&lt;br /&gt;
Flightgear uses the ac3d model format for objects such as buildings. To create a model, you will need one of two modelling packages. Either go directly to AC3D (http://www.ac3d.org) itself, or use Blender (http://www.blender.org) and then convert via a Python script (see below). AC3D seems to be a much easier program to learn, while still being very powerful. The downside is that you have to buy a licence to get more than 14 days use.&lt;br /&gt;
&lt;br /&gt;
* [http://wine.techlab.info/AC3D_Tutorials/ AC3D Modeling Tutorials]&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
Blender (http://www.blender.org) is more difficult to learn to use, since it is not quite as intuitive and is far more powerful. However it is GPL'd, and there are lots of tutorials to help with learning.&lt;br /&gt;
&lt;br /&gt;
* Blender Manual - http://mediawiki.blender.org/index.php/Main_Page&lt;br /&gt;
&lt;br /&gt;
* An excellent forum for discussing Blender issues. - http://blenderartists.org/forum/&lt;br /&gt;
&lt;br /&gt;
=== Placing Objects on Scenery ===&lt;br /&gt;
&lt;br /&gt;
There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]]. &lt;br /&gt;
&lt;br /&gt;
The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file. &lt;br /&gt;
&lt;br /&gt;
Another method is to use [[FlightGear Scenery Designer]] ([http://fgsd.sourceforge.net/ Project Site]). After setting the paths to your scenery data, simply load up the area where you want to place the object. Load your .ac format model, and right click on the desired spot to place your model there. Export the modifed scenery to save it, rerun Flightgear and your model should be there.&lt;br /&gt;
&lt;br /&gt;
=== Finding, Creating, or Using Textures ===&lt;br /&gt;
&lt;br /&gt;
Once you have made your model building, you will want to apply some textures to it, so it looks as realistic as possible. This is possibly one of the hardest areas, as a good model with bad textures will still look bad. Since Flightgear and the scenery data are all released under the GPL, any textures that you use must also be able to be released under this licence. This will probably prevent you from just using anything you come across on the net, unless it is already under the GPL. It is quite common for people to state that their pictures or textures are free. Since Flightgear can be sold for profit, and is released on Linux distributions that are sold, check that there are no clauses stating that the item can not be sold or used for commercial use.&lt;br /&gt;
&lt;br /&gt;
=== Generation of textured light objects in Blender ===&lt;br /&gt;
&lt;br /&gt;
http://members.aon.at/mfranz/flightgear/blender-textured-lights.html&lt;br /&gt;
&lt;br /&gt;
=== Import/Export of AC3D files into/from Blender ===&lt;br /&gt;
&lt;br /&gt;
To work with AC3D files in Blender download the Python scripts for your Blender version:&lt;br /&gt;
&lt;br /&gt;
'''Blender 2.25 to 2.27:'''&lt;br /&gt;
Import: http://members.aon.at/mfranz/ac-in_2-25-B.py&lt;br /&gt;
Export: http://members.aon.at/mfranz/ac-out_2-25-B.py&lt;br /&gt;
&lt;br /&gt;
'''Blender 2.28 and later (but not 2.28c):'''&lt;br /&gt;
Import: http://members.aon.at/mfranz/ac3d_import.py&lt;br /&gt;
Export: http://members.aon.at/mfranz/ac3d_export.py&lt;br /&gt;
&lt;br /&gt;
The scripts are to be executed from within the Blender application:&lt;br /&gt;
&lt;br /&gt;
* Start Blender.&lt;br /&gt;
* Switch one of the views to &amp;quot;Text Editor&amp;quot; mode (leftmost button).&lt;br /&gt;
* Load the script by clicking on the &amp;quot;-&amp;quot; button and selecting &amp;quot;OPEN NEW&amp;quot;.&lt;br /&gt;
* Execute the script by pressing ALT-P.&lt;br /&gt;
* Select the file to import/to export to. &lt;br /&gt;
&lt;br /&gt;
'''Blender 2.32 and later (or cvs versions after 2004/01/15):'''&lt;br /&gt;
Import/Export: The scripts are now part of the Blender package You just need to tell Blender where the script directory is (info window) and can then find the importer/exporter in the file menu. No need to load the scripts explicitly. If you can't find the scripts directory after installing Blender, you can also download the scripts here for Blender 2.32: http://members.aon.at/mfranz/scripts.tar.gz)&lt;br /&gt;
&lt;br /&gt;
== Problems and Solutions ==&lt;br /&gt;
[[ 3D Model Rotates Around Nose ]]&lt;br /&gt;
[[Configuring Views in FlightGear]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Model_import_and_export&amp;diff=3968</id>
		<title>Model import and export</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Model_import_and_export&amp;diff=3968"/>
		<updated>2007-10-16T08:01:22Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Problem ==&lt;br /&gt;
When you create an aircraft model, generally an object like a wing is composed of other parts. A wing may consist of the wing body, the aileron, the flap and perhaps a wingtip. There may be hardware such as stays, guidelines, actuators, etc. It is desirable to export the entire wing with all its parts intact and _independent_. Some export or import tools may not support independent 'sub-objects' and will merge all the parts of a wing into single object (or 'mesh' as objects consisting of polygons are generally called in the 3d world).&lt;br /&gt;
&lt;br /&gt;
What happens if you export or import using a tool that does not support sub objects? You get a wing with all its parts 'welded' together so they cannot be individually manipulated. This is not a good thing.&lt;br /&gt;
&lt;br /&gt;
== FlightGear Import/Export ==&lt;br /&gt;
In FlightGear, a utility called '3dconvert' is bundled with the source (Windows binary available  [ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/3dconvert-win32.zip here]), which has the ability to convert a number of 3d file formats. Exporting and importing 3d files for FlightGear can involve using the bundled '3dconvert', although it does not have to, given there are a number of third-party converters and import/export tools for 3d modeling applications.&lt;br /&gt;
&lt;br /&gt;
It depends on a library called PLIB for making conversions between formats. As of this writing, _3dconvert_ can only open or save in formats supported by PLIB with any restrictions PLIB places on them.&lt;br /&gt;
&lt;br /&gt;
This utility is dependent on the PLIB library. If you dig deep enough into PLIB documentation, you may find in a very obscure page&lt;br /&gt;
&lt;br /&gt;
Non-class Functions&lt;br /&gt;
http://plib.sourceforge.net/ssg/non_class.html&lt;br /&gt;
(subject to change)&lt;br /&gt;
&lt;br /&gt;
containing a table of formats PLIB is capable of opening and saving. Not all features of certain formats are supported in a given version of the library. This chart explains which formats PLIB recognizes and what features it supports. It also can tell you which features some formats lack.&lt;br /&gt;
&lt;br /&gt;
The problem to solve is getting an aircraft model from GMAX's proprietary binary 3d format into a format more in keeping with the FlightGear community. Moreover, it is desirable to store 3d models in a format that has some longevity and is human readable. Those are two good reasons to get your model out from GMAX's trap.&lt;br /&gt;
&lt;br /&gt;
Two major 3d design applications are AC3D and Blender. AC3D is the format FlightGear uses 'natively' for aircraft models. It is good that FlightGear uses a non-binary format for aircraft models. The AC3D model files are in 'ac' format and have an '.ac' file extension. Blender is another popular 3d modeling application, its files are in Blender format and have a '.blend' extension. Blender can import or export a number of 3d formats using Python scripts (don't worry, the scripts are easy to use and bundled with the latest version of Blender).&lt;br /&gt;
&lt;br /&gt;
This tutorial will focus on Blender, because I am currently using it for my modeling.&lt;br /&gt;
&lt;br /&gt;
== Getting Your Model Out of GMAX ==&lt;br /&gt;
&lt;br /&gt;
An intermediate format is needed to get our model from GMAX into Blender, because GMAX cannot export non-binary 3d files. This is our first problem to solve. Fortunately, others have found a workaround for this situation. Data can be extracted from GMAX objects by writing a Maxscript (the native scripting language used in GMAX) program that collects the data and prints it to the conveniently provided &amp;quot;script listener&amp;quot; which listens to the output of scripts and displays it in a text window. The clever person can then copy the data from the window and paste into a text editor, which can then save the data into a file.&lt;br /&gt;
&lt;br /&gt;
(I will not go into using GMAX plugins. These are issued by game companies that partner with GMAX and distributed software you can plug in to GMAX to export to a particular 3d format used by the game. Feel free to search for these and use them if you can find them and get them to work.)&lt;br /&gt;
&lt;br /&gt;
This file can then be fed into another conversion or import tool. Either directly into a 3d modeling application or another conversion tool.&lt;br /&gt;
&lt;br /&gt;
I found only one workable script for GMAX, one that displays object data in Wavefront OBJ format in the listener window. It is called {NAME HERE} and you can possibly get it {HERE} before it disappears. (See below)&lt;br /&gt;
&lt;br /&gt;
Or you can try my own script that displays AC3D data in in the window.&lt;br /&gt;
&lt;br /&gt;
In any case, you must go through the tedious task of copying and pasting the data. The listener window has some limit on the number of characters you can copy to the clipboard, so you will need to carefully break up the copying into several small selections for large objects.&lt;br /&gt;
&lt;br /&gt;
Sorry.&lt;br /&gt;
&lt;br /&gt;
Note: You may encounter a problem where the script reports an error. This is typically caused by a &amp;quot;grouped&amp;quot; object. You need to select any compound grouped objects and &amp;quot;ungroup&amp;quot; them before export.&lt;br /&gt;
&lt;br /&gt;
== Getting Your Objects into Blender ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you've got your objects into an intermediate format, you need to get them into your 3d modeling application. I will focus on Blender, but it applies to other applications as well.&lt;br /&gt;
&lt;br /&gt;
If you have the latest version of Blender {version} you _should_ have at least one script for importing Wavefront (.obj) format files. The scripts can be found on the File --&amp;gt; Import or File --&amp;gt; Export menus. Any import or export scripts installed should show up on these menus. Naturally, you will want to look on the Import menu. There is another OBJ filter you may encounter. I found this one limited, so skipped it for the one that seemed more full featured. The one you want is called Wavefront (.obj) and is authored by {author}.&lt;br /&gt;
&lt;br /&gt;
The only step left is to import the OBJ files created by your cutting and pasting into Blender.&lt;br /&gt;
&lt;br /&gt;
Each independent object in your GMAX 'scene' should be there in Blender. Try selecting a part, say the aileron. It should be separately manipulable.&lt;br /&gt;
&lt;br /&gt;
== Getting your objects out of Blender ==&lt;br /&gt;
&lt;br /&gt;
Roberto Inzerillo has written a page at http://www.geocities.com/robitabu/blender_ac3d_material_translation/blender.html describing some issues regarding the differences between Blender and ac3d's material formats.&lt;br /&gt;
&lt;br /&gt;
== Getting the Aircraft into FlightGear ==&lt;br /&gt;
&lt;br /&gt;
Suppose your object was an entire aircraft (you have a strong constitution, doing all that copying and pasting, I disassembled by aircraft into parts, exported them and reassembled them to avoid too much copying at once) or you have created one in Blender from your imported parts.&lt;br /&gt;
&lt;br /&gt;
To use the aircraft in FlightGear, you export in AC format. This is available on the File --&amp;gt; Export menu in Blender. Look for the one called AC.&lt;br /&gt;
&lt;br /&gt;
== Exporting in AC from GMAX ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This discusses a little script I wrote to export objects from GMAX into AC3D format.&lt;br /&gt;
&lt;br /&gt;
[[ gMax2AC ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Issues ==&lt;br /&gt;
&lt;br /&gt;
Suppose the scripts to import additional 3d file formats did not exist in Blender. It only natively recognizes three formats (at time of writing), VRML 1.0, DXF, Videoscape and STL. Most are not widely in use today for 3d modeling (in my experience). DXF is a widely used standard format for CAD, but it lacks sub-object support. As far as I know, you cannot use DXF as an intermediate format and have your parts survive unmerged. (According to PLIB chart).&lt;br /&gt;
&lt;br /&gt;
Here are some failed attempts:&lt;br /&gt;
&lt;br /&gt;
GMAX-&amp;gt;AC3D-&amp;gt;VRML 1.0&lt;br /&gt;
using _threedeconvert_ merges objects.&lt;br /&gt;
&lt;br /&gt;
Of course, if you have the Blender AC3D importer, this is unnecessary and not an issue.&lt;br /&gt;
&lt;br /&gt;
GMAX-OBJ-&amp;gt;VRML 2.0&lt;br /&gt;
&lt;br /&gt;
Here I used a third-party file converter. Unfortunately, it only outputs VRML 2.0 and vanilla Blender only imports VRML1.0, which meant this is not a good path.&lt;br /&gt;
&lt;br /&gt;
It just makes clear that you must be careful about which conversion tool or import/export tool you use, be sure it supports sub-objects.&lt;br /&gt;
&lt;br /&gt;
What happens if objects are merged? Have fun picking all the parts of of a complex landing gear out of a single merged object!&lt;br /&gt;
&lt;br /&gt;
== Why Export from GMAX? ==&lt;br /&gt;
&lt;br /&gt;
Several reasons:&lt;br /&gt;
&lt;br /&gt;
* GMAX is a &amp;quot;dead end&amp;quot;, an application developed as a &amp;quot;crippled&amp;quot; version of a high end 3d design suite, deployed for game modding. This year (2005) all support by its make has been dropped. GMAX will only be distributed and supported within individual game environments, if at all.&lt;br /&gt;
&lt;br /&gt;
* GMAX 3d files are in a proprietary binary format, which means humans cannot read them, it makes it difficult to translate to other formats because the format is only known to the developer. This reduces the &amp;quot;longevity&amp;quot; and ability to share your files.&lt;br /&gt;
&lt;br /&gt;
Both of these issues add up to a situation that can leave your files &amp;quot;orphaned.&amp;quot; I put hundreds of hours into my models and do not want them trapped on a &amp;quot;sinking ship&amp;quot; platform that I cannot get them out again to work on.&lt;br /&gt;
&lt;br /&gt;
The official gmax website now points to the parent company AutoDesk, which apparently has discontinued or dropped support for the application.&lt;br /&gt;
&lt;br /&gt;
If you go to the Discreet website (the company that released and managed GMAX)&lt;br /&gt;
&lt;br /&gt;
http://www.discreet.com/products/gmax/&lt;br /&gt;
&lt;br /&gt;
it takes you to&lt;br /&gt;
&lt;br /&gt;
http://usa.autodesk.com/adsk/servlet/index?id=5562445&amp;amp;siteID=123112&lt;br /&gt;
&lt;br /&gt;
which states&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As of October 6, 2005, Autodesk will no longer offer Gmax® software as a stand-alone product. If you are interested in other 3D animation, modeling, and rendering applications from Autodesk please check out Autodesk® 3ds Max® software. You can download a free 30-day trial, view product demonstrations, read customer success stories, and get more information about this powerful, versatile product.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Maxscript Resources ==&lt;br /&gt;
&lt;br /&gt;
There appears very little Maxscript material online. No tutorials, instructions, specifications, other than the official 3ds Maxscript help file I got somewhere. Many of the Maxscript sites are down, gone, password protected or otherwise unavailable. There were several versions of GMAX released, I find that many plugins and scripts are incompatible. I just don't have the time or interest for such a scattered set of resources and community, when there exist strong communities around open source applications such as Blender.&lt;br /&gt;
&lt;br /&gt;
I will not be responsible for the chaotic state of these resources or their applicability or availability, but here are some helpful ones if they still exist by the time you go to them.&lt;br /&gt;
&lt;br /&gt;
Chris Cookson was the author of several important Maxscript import/export scripts, which are no longer easily available.&lt;br /&gt;
&lt;br /&gt;
See this thread&lt;br /&gt;
&lt;br /&gt;
http://www.turbosquid.com/Forum/Index.cfm/stgAct/PostList/intThreadID/16045&lt;br /&gt;
&lt;br /&gt;
for current 2005 status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The OBJ importers are&lt;br /&gt;
&lt;br /&gt;
v1.1&lt;br /&gt;
http://www.turbosquid.com/Forum/Index.cfm/stgAct/PostList/intThreadID/16045&lt;br /&gt;
&lt;br /&gt;
v1.1a&lt;br /&gt;
http://pages.videotron.com/browser/Downloads/GMAX/scripts/importobj.ms&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://tutorials.city-of-doors.com/gmax.html&lt;br /&gt;
&lt;br /&gt;
Mentions the 10kb limit on cut and paste from script listener.&lt;br /&gt;
&lt;br /&gt;
The script mentioned here for working around this for at least one file format is here&lt;br /&gt;
&lt;br /&gt;
http://nwvault.ign.com/View.php?view=Other.Detail&amp;amp;id=148&lt;br /&gt;
&lt;br /&gt;
and still available at the time of writing. It was last updated in 2003. Perhaps you can adapt it. Good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=other.Detail&amp;amp;id=149&lt;br /&gt;
&lt;br /&gt;
This is a GMax-compatible Maxscript which will import and export (via the listener) ASCII mdl files...&lt;br /&gt;
&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=other.Detail&amp;amp;id=290&lt;br /&gt;
&lt;br /&gt;
This Maxscript © utility will import/export Bioware's © mdl model files for Neverwinter Nights ©.&lt;br /&gt;
&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=other.Detail&amp;amp;id=604&lt;br /&gt;
DLA presents 'Aurora Importer' by Joco. This maxscript utility serves one function: it imports an as...&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Creating_3D_instruments&amp;diff=3966</id>
		<title>Howto:Creating 3D instruments</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Creating_3D_instruments&amp;diff=3966"/>
		<updated>2007-10-16T08:00:35Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Introduction:'''&lt;br /&gt;
This tutorial describes the basic process of creating a 3d instrument for use in FlightGear.  For now, we're assuming that you have created the actual 3d model to use and wish to include it in a cockpit and animate it.  As an example, we will be animating the ITT gauge for the Fokker 50.&lt;br /&gt;
&lt;br /&gt;
'''What you need:'''&lt;br /&gt;
You will need; a text editor (even notepad will do, but one that does syntax highlighting might help you spot typos more easily; if you're on Windows, [http://notepad-plus.sourceforge.net/uk/site.htm Notepad++] looks suitable.)&lt;br /&gt;
&lt;br /&gt;
You will also need your 3d modelling package, and of course a copy of FlightGear.&lt;br /&gt;
&lt;br /&gt;
'''Creating the XML file:'''&lt;br /&gt;
The first step is to create an XML file which will load the 3d model and animate it.  There are no hard and fast rules about where these files should live or what they must be called, but we'll follow the fairly standard procedure of calling it itt.xml and placing it in the Models directory.&lt;br /&gt;
&lt;br /&gt;
So, using your favourite text editor, create a file called itt.xml in the Aircraft/fokker50/Models directory (folder).&lt;br /&gt;
&lt;br /&gt;
It should start like this (and please remember that case is ALWAYS important);&lt;br /&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;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything you will add to this file '''must''' go between the &amp;lt;PropertyList&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
Now, our file does nothing useful at this point.  First of all, we want to tell FG to load the 3d model of our instrument.  Add a section under &amp;lt;PropertyList&amp;gt; like this;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;path&amp;gt;itt.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is obviously the name of the 3d model file we wish to load.  The model in question looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Fokker51_ITT_screenshot1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Adding an animation:'''&lt;br /&gt;
&lt;br /&gt;
As you can see, the main item to animate is the temperature needle, and its name is &amp;quot;needle&amp;quot; (you can animate either ac3d &amp;quot;objects&amp;quot; or complete &amp;quot;groups&amp;quot;).  We will want to use a &amp;quot;rotate&amp;quot; animation (for more details on available animation types, see &amp;quot;model-howto.html&amp;quot; which is provided with FG in the Docs directory.)&lt;br /&gt;
&lt;br /&gt;
So, we add an &amp;lt;animation&amp;gt; section to our XML file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;needle&amp;lt;/object-name&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, we need to specify a property which will determine the amount of rotation required; in other words, the property that provides the ITT value at any one time.  To find the name of this property, we need to start FlightGear in the usual manner with the correct aircraft (fokker50 in this case).  Once FG has started, open the property browser (file/browse internal properties).  You will see the top level of the property tree.  Click on &amp;quot;engines&amp;quot; and you will see a list of engines; click on the first one (engine) and you will see a long list of properties and their current values.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fokker50_prop_browser_screenshot1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now, we have a slight problem at this stage; the fokker50 was created before JSBSim could model turboprops, and so the ITT property is not available right now.  For the purposes of this tutorial though, we'll just use the exhaust temperature instead; the process is what's important.&lt;br /&gt;
&lt;br /&gt;
So, the next line in our XML file will specify the property to use;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;property&amp;gt;engines/engine/egt_degf&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next we need to specify exactly how much that property moves the needle.  There are several ways to do this, but we'll use a simple interpolation table since these are especially useful in more complicated situations.  The ITT gauge is marked from 0 degC to 1200 degC; since we're having to use a value that's reported in degF for now, we'll just convert those two values.  0 degC is about 32 degF and 1200 degC is about 2192 degF.  Two handy tips here; for Linux/unix users, the &amp;quot;units&amp;quot; program is truly invaluable; for everyone, google has a useful units converter; for example search for &amp;quot;&lt;br /&gt;
1200 degrees celsius in fahrenheit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On to our table then.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;lt;interpolation&amp;gt;&lt;br /&gt;
            &amp;lt;entry&amp;gt;&amp;lt;ind&amp;gt;32&amp;lt;/ind&amp;gt;&amp;lt;dep&amp;gt;0&amp;lt;/dep&amp;gt;&amp;lt;/entry&amp;gt;&lt;br /&gt;
            &amp;lt;entry&amp;gt;&amp;lt;ind&amp;gt;2192&amp;lt;/ind&amp;gt;&amp;lt;dep&amp;gt;230&amp;lt;/dep&amp;gt;&amp;lt;/entry&amp;gt;&lt;br /&gt;
        &amp;lt;/interpolation&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;ind&amp;gt; entries are what's indicated on the gauge; the &amp;lt;dep&amp;gt; entries determine how many degrees the object will be rotated by.  In this case I found that number by rotating the needle in AC3D from one end of the scale to the other and reading off the rotation value reported (see screenshot)&lt;br /&gt;
&lt;br /&gt;
[[Image:Fokker50_rotation_value.jpg]]&lt;br /&gt;
&lt;br /&gt;
Having configured the type of animation, the controlling property, and specified the effect of that property, we need to describe an axis and centre for the animation.&lt;br /&gt;
&lt;br /&gt;
In this case, the centre is easy, because the needle centre is at the origin of the 3d model.  If you wanted the rotation centre to be somewhere else, you could use your modelling app to obtain these values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;lt;center&amp;gt;&lt;br /&gt;
            &amp;lt;x-m&amp;gt;0&amp;lt;/x-m&amp;gt;&lt;br /&gt;
            &amp;lt;y-m&amp;gt;0&amp;lt;/y-m&amp;gt;&lt;br /&gt;
            &amp;lt;z-m&amp;gt;0&amp;lt;/z-m&amp;gt;&lt;br /&gt;
        &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The axis is also very simple in this case;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;lt;axis&amp;gt;&lt;br /&gt;
            &amp;lt;x&amp;gt;-1&amp;lt;/x&amp;gt;&lt;br /&gt;
            &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
            &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
        &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The negative sign on the x axis means that the rotation will be clockwise when viewed from the -x direction (i.e. looking &amp;quot;forwards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
That concludes the rotation animation and so (as always) we need to add a suitable closing tag;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital display:'''&lt;br /&gt;
Our itt.xml file, as it stands, should now &amp;quot;work&amp;quot; in flightgear; that is, it will animate the needle object to display exhaust temperature on the first engine, in degC (despite the input property being in degF!)&lt;br /&gt;
&lt;br /&gt;
However, the bottom half of the gauge contains a digital readout of the same information, and we haven't mentioned that yet.  In order to only introduce one new aspect at a time, for the moment I am going to ignore the fact that our input property is in degF and simply display it using the digits; there are several ways we could display degC (or indeed any kind of value) instead, but those are probably best left to another tutorial.&lt;br /&gt;
&lt;br /&gt;
Now, in order to give the illusion of a digital display, we are going to use a slightly less obvious technique than the simple rotation used for the needle.  Our digits are going to come from this texture, freshly borrowed from another model in FlightGear (remember, this is open source software - don't reinvent the wheel unless it's absolutely necessary!).&lt;br /&gt;
&lt;br /&gt;
[[Image:digits.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now, each &amp;quot;digit&amp;quot; in the 3d model is a separate rectangle, and each is mapped to the number zero on that texture.  What we are going to do is use a &amp;quot;textranslate&amp;quot; animation to slide the texture along to the relevant number in each case.  Here's the code for the first digit;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Digital Display --&amp;gt;&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;textranslate&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;digit1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property&amp;gt;engines/engine/egt_degf&amp;lt;/property&amp;gt;&lt;br /&gt;
        &amp;lt;factor&amp;gt;0.0001&amp;lt;/factor&amp;gt;&lt;br /&gt;
        &amp;lt;step&amp;gt;1000&amp;lt;/step&amp;gt;&lt;br /&gt;
        &amp;lt;axis&amp;gt;&lt;br /&gt;
            &amp;lt;x&amp;gt;1&amp;lt;/x&amp;gt;&lt;br /&gt;
            &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
            &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
        &amp;lt;/axis&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As always, if you need more detailed explanations of any of these animations, remember to RTFM which in this case is the model-howto.html referred to previously.&lt;br /&gt;
&lt;br /&gt;
Each subsequent digit is handled in the same way, though with the object-name, factor and step values modified accordingly.&lt;br /&gt;
&lt;br /&gt;
For example, the next digit along, the &amp;quot;hundreds&amp;quot; digit;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;textranslate&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;digit2&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property&amp;gt;engines/engine/egt_degf&amp;lt;/property&amp;gt;&lt;br /&gt;
        &amp;lt;factor&amp;gt;0.001&amp;lt;/factor&amp;gt;&lt;br /&gt;
        &amp;lt;step&amp;gt;100&amp;lt;/step&amp;gt;&lt;br /&gt;
        &amp;lt;axis&amp;gt;&lt;br /&gt;
            &amp;lt;x&amp;gt;1&amp;lt;/x&amp;gt;&lt;br /&gt;
            &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
            &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
        &amp;lt;/axis&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so on, for the remaining two.  Now, your itt instrument should display the EGT in degC using the needle, and give a &amp;quot;digital&amp;quot; readout of the same in degF.&lt;br /&gt;
&lt;br /&gt;
'''Level Of Detail:'''&lt;br /&gt;
To prevent objects like this instrument being drawn when the aircraft is actually too far away for them to be seen anyway we use a Level Of Detail section (a &amp;quot;range&amp;quot; &amp;quot;animation&amp;quot;.)  Notice the &amp;lt;pre&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;/pre&amp;gt; section; this is a comment, feel free to add them where you need a reminder of what's going on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;!-- LoD --&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
   &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
   &amp;lt;max-m&amp;gt;30&amp;lt;/max-m&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, if you've managed to stay with us the whole way through, the file should look something like this one, which you can download and compare with. [[Media:itt.xml]]  Notice that under each new opening xml tag (such as &amp;lt;animation&amp;gt;) the text is indented one more level.  Sensible people(!) use one tab to indent each level, others try to use various numbers of spaces to indent; whatever you use, the single most important thing is to be consistent.  Consistent indentation makes the file much easier to read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Including the instrument in an aircraft:'''&lt;br /&gt;
&lt;br /&gt;
Now to the exciting bit, actually seeing the fruits of our labour in FlightGear!  &lt;br /&gt;
Including our itt.xml file in the fokker50 is actually an easy step.  The &amp;quot;model&amp;quot; XML file controls the 3d model; this is often called aircraftname-model.xml and nearly always lives in the aircraftname/Models directory.  However, FG is very flexible and in this case, the model XML file is  fokker50/Models/fokker50.xml .  To avoid confusion, it would be preferable for this to be called fokker50-model.xml, and if you're creating one from scratch, please use that convention.&lt;br /&gt;
&lt;br /&gt;
If we open that file in a text editor, it should look quite familiar; you will recognise the way it specifies an ac3d file, and animates the various parts of it.  However, we wish to include an instrument, and that is done very simply.  Below the &amp;lt;offsets&amp;gt; section, add a section like this;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;!-- ITT Gauge --&amp;gt;&lt;br /&gt;
  &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;path&amp;gt;Aircraft/fokker50/Models/itt.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
    &amp;lt;offsets&amp;gt;&lt;br /&gt;
      &amp;lt;x-m&amp;gt;-8.9088&amp;lt;/x-m&amp;gt;&lt;br /&gt;
      &amp;lt;y-m&amp;gt;-0.0811&amp;lt;/y-m&amp;gt;&lt;br /&gt;
      &amp;lt;z-m&amp;gt;-1.0722&amp;lt;/z-m&amp;gt;&lt;br /&gt;
      &amp;lt;pitch-deg&amp;gt;-10&amp;lt;/pitch-deg&amp;gt;&lt;br /&gt;
    &amp;lt;/offsets&amp;gt;&lt;br /&gt;
  &amp;lt;/model&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those numbers can be easily obtained from your 3d modelling app; just open the aircraft model and place an object in the correct position, then use the distances here.  The usual FG model coordinate system is used; x=back, y=right, z=up, from the pilot's perspective; the origin is the one in the 3d model (.ac file).  The &amp;quot;pitch&amp;quot; entry is fairly obvious; pitch of zero is a completely vertical instrument, pitch of -90 is one tilted &amp;quot;top edge forwards&amp;quot; to lie flat.&lt;br /&gt;
&lt;br /&gt;
Now, when you start flightgear, you should see your fully-working instrument in all its glory, situated where it ought to be!  If you need to move it later, it's trivial to tweak the numbers above to suit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=3D_Model_rotates_around_the_nose&amp;diff=3965</id>
		<title>3D Model rotates around the nose</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=3D_Model_rotates_around_the_nose&amp;diff=3965"/>
		<updated>2007-10-16T07:59:44Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A sort of &amp;quot;optical illusion&amp;quot; occurs when the 3D model origin is positioned at the nose. Often the FDM models are configured so that 0,0,0 is located at the &amp;quot;nose&amp;quot;. In order to have the 3D model positioned correctly in the 3D world, it should have an origin at the &amp;quot;nose&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
The problem is this doesn't &amp;quot;look&amp;quot; right. The cause of this problem is similar to the experience of looking out the window of a stopped train and thinking you are moving when it is actually the train next to you going the other way. 3D Rendering does the same sort of thing. Since you are looking through a &amp;quot;2D window&amp;quot; on your screen you tend to lose the &amp;quot;fixed references&amp;quot; that in the real world help you see how something is really moving. In the case of the external &amp;quot;views&amp;quot; (anything not in the cockpit) of FlightGear you have to remember that the camera (and therefore your eye) is tied to the motion of the aircraft and is always focused on the point that the FDM outputs. You can move that 3D model anywhere you want and it will always appear to move around whereever you have the 3D model's origin set, regardless of where the real movement occurs.&lt;br /&gt;
&lt;br /&gt;
To counteract the effect you need to tell the viewer's camera to look elsewhere. So pick a spot where you think the aircraft should look like it is rotating and then provide view &amp;quot;target&amp;quot; offsets to that location. In most cases this just means moving the target location back toward the wings of the aircraft. Keep in mind that you are merely controlling the way FlightGear renders the image. You are not moving the aircraft's location, or changing the data that drives the instruments, or affecting the way it flies. The following entries in the p51d-set.xml file add this &amp;quot;offset&amp;quot; to the various external views of the P51-D. These entries cause the external view camera to point at a location that is 3.949 meters behind the nose of the aircraft in four different views:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;view n=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;config&amp;gt;&lt;br /&gt;
    &amp;lt;target-z-offset-m archive=&amp;quot;y&amp;quot; type=&amp;quot;double&amp;quot;&amp;gt;3.949&lt;br /&gt;
   &amp;lt;/config&amp;gt;&lt;br /&gt;
  &amp;lt;/view&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;view n=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;config&amp;gt;&lt;br /&gt;
    &amp;lt;target-z-offset-m archive=&amp;quot;y&amp;quot; type=&amp;quot;double&amp;quot;&amp;gt;3.949&lt;br /&gt;
   &amp;lt;/config&amp;gt;&lt;br /&gt;
  &amp;lt;/view&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;view n=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;config&amp;gt;&lt;br /&gt;
    &amp;lt;target-z-offset-m archive=&amp;quot;y&amp;quot; type=&amp;quot;double&amp;quot;&amp;gt;3.949&lt;br /&gt;
   &amp;lt;/config&amp;gt;&lt;br /&gt;
  &amp;lt;/view&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;view n=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;config&amp;gt;&lt;br /&gt;
    &amp;lt;target-z-offset-m archive=&amp;quot;y&amp;quot; type=&amp;quot;double&amp;quot;&amp;gt;3.949&lt;br /&gt;
   &amp;lt;/config&amp;gt;&lt;br /&gt;
  &amp;lt;/view&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Modeling&amp;diff=3964</id>
		<title>Category:Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Modeling&amp;diff=3964"/>
		<updated>2007-10-16T07:57:28Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: created cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category for everything related to creating 3D-Models for FlightGear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Development&amp;diff=3963</id>
		<title>Category:Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Development&amp;diff=3963"/>
		<updated>2007-10-16T07:56:16Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: created cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category for everything related to development of FlightGear code, modeling aircrafts, creating scenery, ...&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Frequently_asked_questions&amp;diff=3961</id>
		<title>Frequently asked questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Frequently_asked_questions&amp;diff=3961"/>
		<updated>2007-10-15T13:57:00Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''' Feel free to make additions, changes, or corrections.'''&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The FAQ ==&lt;br /&gt;
=== Where can I get the latest version of this FAQ? ===&lt;br /&gt;
&lt;br /&gt;
http://www.flightgear.org/Docs/FlightGear-FAQ.html&lt;br /&gt;
&lt;br /&gt;
=== Who do I contact if I have comments about this FAQ? ===&lt;br /&gt;
&lt;br /&gt;
Add your comment to this FAQ's discussion page [[Talk:FAQ]]&lt;br /&gt;
&lt;br /&gt;
=== How old is this document? ===&lt;br /&gt;
&lt;br /&gt;
Click the History button in the menu on the left.&lt;br /&gt;
&lt;br /&gt;
=== What other important documentation should I read? ===&lt;br /&gt;
&lt;br /&gt;
* [http://flightgear.org/Docs/getstart/getstart.html Getting Started Guide]&lt;br /&gt;
* [[New to FlightGear]]&lt;br /&gt;
* Also see the FlightGear/docs-mini/ directory in the source distribution for various other helpful documents.&lt;br /&gt;
&lt;br /&gt;
== Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Where can I get FlightGear? ===&lt;br /&gt;
&lt;br /&gt;
The official download page is http://www.flightgear.org/Downloads/. Source code is our primary form of distribution, but precompiled binaries are available for Windows and SGI IRIX.&lt;br /&gt;
&lt;br /&gt;
Alternatively, FlightGear is packaged for Linux by SuSE, Debian (sid), and Mandrake (Cooker) and can be directly installed through those distributions.&lt;br /&gt;
&lt;br /&gt;
=== What is the password for the FTP server? ===&lt;br /&gt;
&lt;br /&gt;
The FTP server uses standard anonymous login procedures. Login with the username &amp;quot;anonymous&amp;quot; and use your email address as the password. Most FTP clients and web browsers will do this automatically for you.&lt;br /&gt;
&lt;br /&gt;
=== Why won't the FTP server let me in with the right login info? ===&lt;br /&gt;
&lt;br /&gt;
This generally means that the server is at it's capacity. You should receive a message saying such, but your FTP client may be hiding it from you. Your options are to keep trying until a slot opens up or try connecting to one of our FTP mirrors listed at http://flightgear.org/mirrors.html.&lt;br /&gt;
&lt;br /&gt;
=== Where can I find the latest development source code? ===&lt;br /&gt;
&lt;br /&gt;
The latest development code is available for everyone through our CVS repository. See http://www.flightgear.org/cvsResources/ for details.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can get relatively up-to-date snapshots of the development tree at ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/.&lt;br /&gt;
&lt;br /&gt;
=== What is SimGear, and why do I need it? ===&lt;br /&gt;
&lt;br /&gt;
SimGear is a library of supporting code. SimGear is only needed if you plan on compiling FlightGear -- it is not needed to run precompiled binaries. For more information see http://www.simgear.org/.&lt;br /&gt;
&lt;br /&gt;
=== Where can I fly and where do I get the scenery? ===&lt;br /&gt;
&lt;br /&gt;
While the base package only comes with scenery for the San Francisco Bay area, you can currently fly just about anywhere in the world. See the &amp;quot;Additional Scenery&amp;quot; section of http://www.flightgear.org/Downloads/ for more information or go directly to our graphical downloader at http://www.flightgear.org/Downloads/world-scenery.html.&lt;br /&gt;
&lt;br /&gt;
Also visit our &amp;quot;Places to Fly&amp;quot; section of the website (http://www.flightgear.org/Places/) for some help navigating to some awesome locations.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get different 3D models for my plane? ===&lt;br /&gt;
&lt;br /&gt;
While we are working toward building our own 3D models, we have been given permission by several people to convert their models (which where originally intended for use with Microsoft Flight Simulator) to use with FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== How current is the data in FlightGear compared to the real world? ===&lt;br /&gt;
&lt;br /&gt;
We use the same navaid and airport dataset that X-Plane uses. The current dataset can be found in the $FGROOT/Navaids/ and $FGROOT/Airports/ directories. If you have updates or corrections to the dataset, see http://www.flightgear.org/Docs/AirNav/AptNavFAQ.FlightGear.html for instructions on contacting the database maintainer.&lt;br /&gt;
&lt;br /&gt;
=== Where is the moving map? ===&lt;br /&gt;
&lt;br /&gt;
A popular moving map display is avaliable under a separate project called Atlas. See http://atlas.sf.net/.&lt;br /&gt;
&lt;br /&gt;
=== Why don't you charge money for this? ===&lt;br /&gt;
&lt;br /&gt;
We could do that, since the initial download is about 132 megabytes. Especially for people who have to pay per-minute charges for internet access, buying a CD is a convenient and possibly cheaper option. Although we offer that service (see the website), we encourage other groups to redistribute it for their users, especially within an operating system distribution which makes installation even faster and easier for new users.&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
=== Why won't FlightGear compile? ===&lt;br /&gt;
&lt;br /&gt;
Well, that depends. First make sure you are using the appropriate versions of FlightGear, SimGear, plib, zlib. If any of the packages are out of sync with the others, compilation may fail.&lt;br /&gt;
&lt;br /&gt;
The FlightGear Downloads page (http://www.flightgear.org/Downloads/) should tell you what versions you need if you are trying to compile the latest stable release. If you are using a development snapshot, make sure all three packages are up-to-date.&lt;br /&gt;
&lt;br /&gt;
Also ensure that you have some implementation of OpenGL with glut support with the appropriate header files. Linux users with nVidia cards should make sure you have the latest drivers from nVidia. Other Linux users make sure you have Mesa3D (http://mesa3d.org/) and your X server installed correctly. &lt;br /&gt;
&lt;br /&gt;
If your problems persist, subscribe to our FlightGear-Users mailing list and let us know what problem you're having. See http://www.flightgear.org/mail.html for help with this.&lt;br /&gt;
&lt;br /&gt;
=== I'm using RedHat 7, and ...? ===&lt;br /&gt;
&lt;br /&gt;
Update your gcc packages. See http://redhat.com/errata/ to fix it and http://www.gnu.org/software/gcc/gcc-2.96.html for an explanation why.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
&lt;br /&gt;
=== How do I install new scenery? ===&lt;br /&gt;
&lt;br /&gt;
The scenery archive files (ie. w100n30.tar.gz) should be untarred into the Scenery/Terrain directory in your $FG_ROOT.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup my joystick(s)? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear should come with a helpful program called `fgjs` that can help configure your joystick. Run `fgjs` and then copy the dot file it created into your home directory or add its contents to your existing rc file.&lt;br /&gt;
&lt;br /&gt;
Also, see the README.Joystick file located in the FlightGear/docs-mini/ directory of the source distribution.&lt;br /&gt;
&lt;br /&gt;
=== What format should my personal .fgfsrc file be in? ===&lt;br /&gt;
&lt;br /&gt;
Your .fgfsrc file should simply be a list of command-line options with one option per line. The file is not an XML file.&lt;br /&gt;
&lt;br /&gt;
If you would rather use an XML configuration file, you can add something like the following in your .fgfsrc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; --config=/path/to/my/config.xml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost every option corresponds to a property, so you can choose to use whichever method best suits your needs.&lt;br /&gt;
&lt;br /&gt;
== Running ==&lt;br /&gt;
&lt;br /&gt;
===  Why do I get an error loading libopenal.so.0? ===&lt;br /&gt;
&lt;br /&gt;
With the default installation, libopenal.so.0 is installed into /usr/local/lib. You need to ensure that that path is listed in /etc/ld.so.conf, then run `ldconfig`as root.&lt;br /&gt;
&lt;br /&gt;
=== Why do I get &amp;quot;ssgInit called without a valid OpenGL context&amp;quot;? ===&lt;br /&gt;
&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;
Why do some other GL applications work though? Well, Steve Baker (Mr. PLIB) has explained this on the plib-users list (http://www.geocrawler.com/lists/3/SourceForge/1867/0/6470648/).&lt;br /&gt;
&lt;br /&gt;
=== What happened to the panel, keyboard, etc? ===&lt;br /&gt;
&lt;br /&gt;
The problem is almost certainly that your base package is out of sync with FlightGear. Many configurable parts of FlightGear are defined in XML files contained in the base package.&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't audio work properly under Irix? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear (as of June 2001) uses the Portable Libraries (PLIB) for playing audio. The audio queue implementation of PLIB is far from optimal (in fact it's just wrong). This seems to work on other platforms quite well, but Irix expects things to be programmed properly.&lt;br /&gt;
&lt;br /&gt;
There has been discussion about using OpenAL (http://www.openal.org/) for the next release of both PLIB and FlightGear. Tests show that the OpenAL audio implementation does the job right, meaning that these audio problems should be gone by then. In the mean time it is best to disable audio on Irix completely (by adding --disable-sound either on the command line or to your $HOME/.fgfsrc file).&lt;br /&gt;
&lt;br /&gt;
=== Why is FlightGear so slow? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear supports hardware acceleration, but it seems not to be activated. Make sure you have OpenGL libraries installed and configured properly and make sure you have the latest drivers for your video card.&lt;br /&gt;
&lt;br /&gt;
Linux users: If you are an nVidia user, follow their directions on getting your card working. For most other users, make sure Mesa is installed property and ensure that you have the appropriate kernel device drivers for your card. Most people (and distributions) use modules for their video card device drivers; run `lsmod` as root to see what modules are loaded. You should also make sure that you are loading the appropriate modules in your XF86Config and that your video device section is correct. Now try running an OpenGL application (other than FlightGear) to see how it performs. You can try the gears demo from Mesa or something like Quake3.&lt;br /&gt;
&lt;br /&gt;
=== Why is my SGI machine so slow? ===&lt;br /&gt;
&lt;br /&gt;
First of all, one of the most common mistakes on SGI hardware is to forget to specify --fog-fastest. On most SGI machines the EXP2 shading model isn't hardware supported resulting in frame rates below 1 frame per second (fps).&lt;br /&gt;
&lt;br /&gt;
FlightGear makes extensive use of the OpenGL z-buffer feature,which on most older SGI hardware is only supported in software. This means that the CPU has to do all the z-buffer calculations in addition to the other tasks FlightGear involves (flight dynamics, scenery tracking, pushing commands into the graphics queue, etc). The following features are software rendered on low-end SGI machines (like Indy and Indigo):&lt;br /&gt;
&lt;br /&gt;
* stencil and accumulation buffer&lt;br /&gt;
* depth queuing and depth buffering&lt;br /&gt;
* fogging, lighting, clipping and transforms&lt;br /&gt;
* texturing&lt;br /&gt;
&lt;br /&gt;
This means that running FlightGear with the following options may not even get the desired result:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ./runfgfs --fog-disable --shading-flat --disable-skyblend  --disable-textures --disable-clouds --disable-sound --disable-panel --enable-hud --disable-anti-alias-hud &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could even imagine that adding --enable-wireframe doesn't work on these machines (I would be happy to be proven wrong though).&lt;br /&gt;
&lt;br /&gt;
On a machine like O2 the following options give an acceptable result:&lt;br /&gt;
&amp;lt;code&amp;gt;./runfgfs --fog-fastest --disable-sound&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since I don't have access to other SGI hardware I can't tell which options would be appropriate for your situation.&lt;br /&gt;
&lt;br /&gt;
=== How do I see the frame rate? ===&lt;br /&gt;
&lt;br /&gt;
There are two ways. One way is to hide the panel without the HUD showing. To hide the panel, use Shift+P; To make the HUD disappear, use H. The second way is to use the alternative HUD by Shift+I (Use I to switch back).&lt;br /&gt;
=== Stuck upside down after &amp;quot;crash&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
In his infinite wisdom the FlightGear Grand Master decided that planes were to valuable to allow them to be destroyed by novice pilots who seemed to crash a lot. The fact that nobody has bothered to model crashes may have something to do with it too. :-)&lt;br /&gt;
&lt;br /&gt;
The result of this as you have noticed is that with a little practice an ingenuity you can trim the ship to fly inverted along the ground.&lt;br /&gt;
&lt;br /&gt;
The quick answer is to hit Ctrl+U (with the default key bindings) to warp the plane up 1000ft.&lt;br /&gt;
&lt;br /&gt;
For the stubborn people out there: The trick to learn is to roll back to normal (non inverted) do this by nursing the elevator to get to about 500 feet or so and use the ailerons to snap roll 180*. This is all good avionics except for the plane not destroying itself. Remember the controls work in reverse when you are inverted and keep that airspeed up!!!&lt;br /&gt;
&lt;br /&gt;
=== Why does FlightGear die on startup saying &amp;quot;time zone reading failed&amp;quot;? ===&lt;br /&gt;
&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;
== Hacking ==&lt;br /&gt;
&lt;br /&gt;
=== What language is FlightGear written in? ===&lt;br /&gt;
&lt;br /&gt;
Mostly C++ with some supporting C code that's primarily contained within SimGear.&lt;br /&gt;
&lt;br /&gt;
=== How do I design a flight dynamics model for a new aircraft? ===&lt;br /&gt;
&lt;br /&gt;
To define an aircraft for FlightGear's primary FDM (JSBSIM), see http://jsbsim.sf.net/.&lt;br /&gt;
&lt;br /&gt;
If you want a simpler FDM to work with, try your hand at YASim, an alternative FDM. For an guide on creating a YASim aircraft, look in the FlightGear base package for Aircraft-yasim/README.yasim.&lt;br /&gt;
&lt;br /&gt;
=== How do I import planes from Microsoft Flight Simulator? ===&lt;br /&gt;
&lt;br /&gt;
You can import the 3D model and textures, but the flight dynamics (the .AIR file) must be completely redone for FlightGear.&lt;br /&gt;
&lt;br /&gt;
If you wish to import a model made with gmax, you will need to convert it to .MDL format using Microsoft's MakeMDL SDK which is available at http://zone.msn.com/flightsim/FS02DevDeskSDK08.asp.&lt;br /&gt;
&lt;br /&gt;
=== How do I import BGL scenery from Microsoft Flight Simulator? ===&lt;br /&gt;
&lt;br /&gt;
See http://chiangt.virtualave.net/BGL/bgl_index.html.&lt;br /&gt;
&lt;br /&gt;
=== How do I design or modify a panel? ===&lt;br /&gt;
&lt;br /&gt;
See the README.xmlpanel file located in the FlightGear/docs-mini/ directory of the source distribution. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== How do I place objects, like buildings, into FlightGear? ===&lt;br /&gt;
&lt;br /&gt;
First, ensure that you have v0.7.7 or later, the scenery files where you plan to place the object, the actual model, and the longitude and latitude where you plan to place the object.&lt;br /&gt;
&lt;br /&gt;
Now get the altitude for your point. If you don't want to calculate this yourself, start FlightGear at your location and take note of the altitude. Here's an example command:&lt;br /&gt;
&lt;br /&gt;
fgfs --lat=45.50 --lon=-75.73 2&amp;gt;&amp;amp;1 | tee fgfs.log&lt;br /&gt;
&lt;br /&gt;
The altitude is probably in feet, so divide the starting altitude by 3.28.&lt;br /&gt;
&lt;br /&gt;
Search the output log file for the first occurrence of the string &amp;quot;Loading tile&amp;quot; and take note of the filename. In the above example, the output line looks like:&lt;br /&gt;
&lt;br /&gt;
Loading tile /usr/local/Scenery/w080n40/w076n45/1712601&lt;br /&gt;
&lt;br /&gt;
Copy a 3D model in a format that Plib understands to the same directory as the tile file. Edit the text file in that directory consisting of the tile name with the extension &amp;quot;.stg&amp;quot;. The file will already exist if there is an airport on the tile; otherwise, you can create it from scratch. In our example, the filename is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/usr/local/Scenery/w080n40/w076n45/1712601.stg&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the file, add a new entry for your object, consisting of the word &amp;quot;OBJECT_STATIC&amp;quot; followed by the model name, the longitude in degrees, the latitude in degrees, the altitude in meters, and the heading in degrees. In our example the line looks like:&lt;br /&gt;
&lt;br /&gt;
OBJECT_STATIC Towerax.ac -75.73 45.40 60 0&lt;br /&gt;
&lt;br /&gt;
Save the changes to the .stg file, restart FlightGear, and enjoy.&lt;br /&gt;
&lt;br /&gt;
NOTE: The above information was taken from the following mailing list post: http://www.geocrawler.com/archives/3/11854/2001/6/0/5991409/. See that page if this one doesn't make sense.&lt;br /&gt;
&lt;br /&gt;
An alternative approach using PPE is described at http://mail.flightgear.org/pipermail/flightgear-devel/2001-December/002239.html by Norman Vine.&lt;br /&gt;
&lt;br /&gt;
With Flightgear 0.9.10 there is an easy way for [[ Placing 3D Objects with the UFO ]]&lt;br /&gt;
&lt;br /&gt;
See also [[ FlightGear Scenery Designer ]].&lt;br /&gt;
&lt;br /&gt;
===  Where can I learn 3D programming and how do I get involved? ===&lt;br /&gt;
&lt;br /&gt;
Contributing to the 2D panel doesn't require any coding at all, just a minimal knowledge of XML syntax (i.e. five minutes' worth) and good skills with drawing and/or paint programs. Every instrument on the current panel, with the partial exception of the magnetic compass, is defined entirely in XML with no custom C++ code. If you want to get started, take a look at John Check's excellent intro (http://rockfish.net/fg/README.xmlpanel).&lt;br /&gt;
&lt;br /&gt;
Likewise, if you want to create a 3D cockpit for FlightGear, or to create buildings, external aircraft models, etc., your help is *desperately* needed. The only rule is to go easy on the triangles -- a model with 50,000 triangles probably won't be usable in FlightGear, and one with 5,000 triangles, only marginally. If you can design a nice 3D cockpit interior for a Cessna 172 (for example) in a 3D design program such as ac3D or ppe, we have coders who will be happy to add the support code in the C++.&lt;br /&gt;
&lt;br /&gt;
If, on the other hand, you really want to get your hands dirty with C++ coding, you'll have to buy a good OpenGL book eventually. However, FlightGear uses a high-level library, plib, that hides most of the details of OpenGL. To get started with 3D C++ coding, you can take a look at the plib documentation and learn only as much OpenGL as you need, when you need it.&lt;br /&gt;
&lt;br /&gt;
=== How do I add an airport? ===&lt;br /&gt;
&lt;br /&gt;
You can add your airport to the $FGROOT/Airports/default.apt.gz file, but to get the airport to show up visually, you will have to rebuild the scenery around the airport. The format of the default.apt file is documented at http://www.flightgear.org/Docs/AirNav/AptNavFAQ.FlightGear.html.&lt;br /&gt;
&lt;br /&gt;
=== How do I generate my own scenery? ===&lt;br /&gt;
&lt;br /&gt;
Yes, though it can be a difficult task. FlightGear's scenery generation is handled by a sister project, TerraGear. For more details, see http://terragear.org/.&lt;br /&gt;
&lt;br /&gt;
== Flying ==&lt;br /&gt;
&lt;br /&gt;
=== Where can I learn about instrument flying and navigation? ===&lt;br /&gt;
&lt;br /&gt;
http://www.navfltsm.addr.com/ is a very good site for learning techniques for navigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.av8n.com/how/ See How It Flies] a very nice book by John S. Denker, freely accessible online&lt;br /&gt;
&lt;br /&gt;
Please see [[Understanding Navigation]]&lt;br /&gt;
&lt;br /&gt;
=== What is the difference between Aileron and Rudder? ===&lt;br /&gt;
&lt;br /&gt;
There is a bit of info on aileron vs. rudder in the very same book...&lt;br /&gt;
&lt;br /&gt;
=== Is there support for multi-player flying? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Both the Windows and *nix versions of FlightGear are capable of multi-player flying on FlightGear servers.&lt;br /&gt;
&lt;br /&gt;
Wiki: [http://wiki.flightgear.org/flightgear_wiki/index.php?title=Multiplayer_Howto Multiplayer_Howto]&lt;br /&gt;
&lt;br /&gt;
A map showing players aircfart online in real time is available:&lt;br /&gt;
[http://pigeond.net/flightgear/fg_server_map.html FlightGear Online Server Map]&lt;br /&gt;
&lt;br /&gt;
=== Is there support for any military scenarios like dog fighting or bomb dropping? ===&lt;br /&gt;
&lt;br /&gt;
No, not at this time. Most of our developers are primarily interested and focused on civilian aviation. We aren't explicitly excluding these features -- we just haven't had anyone who seriously wanted to develop these areas.&lt;br /&gt;
&lt;br /&gt;
== FlightGear v0.7.6 ==&lt;br /&gt;
&lt;br /&gt;
=== Why do I get an error in viewer.cxx about `exit' being undeclared? ===&lt;br /&gt;
&lt;br /&gt;
This error cropped up after the release of v0.7.6. To fix the problem, add &amp;quot;#include &amp;lt;stdlib.h&amp;gt;&amp;quot; to the top of viewer.cxx.&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3958</id>
		<title>FlightGear 1.0 hardware recommendations</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3958"/>
		<updated>2007-10-14T17:12:18Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: /* 3D graphic cards that are known to work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Recommended hardware specs ==&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
x86 PC:&lt;br /&gt;
&lt;br /&gt;
* 0.8-2 GHZ&lt;br /&gt;
* 512-1024 MB RAM&lt;br /&gt;
* 3D hardware accelerator, 128-256 MB, OpenGL 1.2 capable (2.0 even better!)&lt;br /&gt;
* 100 MB free HD space (1 GB for compilations recommended)&lt;br /&gt;
* Soundblaster compatible soundcard (optional?) - preferably with EAX support&lt;br /&gt;
* Gameport or USB (HID compatible) joystick/yoke and/or pedals (optional)&lt;br /&gt;
&lt;br /&gt;
== 3D graphic cards that are known to work  ==&lt;br /&gt;
&lt;br /&gt;
* NVIDIA GeForce MX420/440 (64Mb), GeForce 4 series, GeForce FX series, GeForce 6 series, GeForce 7600&lt;br /&gt;
* ATI Radeon 9000/9200/9250 series, Radeon 9600/9800 series&lt;br /&gt;
&lt;br /&gt;
Basically, you should be fine with any NVIDIA or ATI card that is not older than 12-18 months; however, you need to take into account that some of the newer features in FlightGear may not work as expected or may not even work altogether with older hardware. In general, 3D cards that make use of shared memory should be avoided (PCI express cards that share memory are ok). Also, if you intend to use FlightGear under Linux you may first want to check whether the driver for your card is fully supported under Linux (and your X version) or not.&lt;br /&gt;
&lt;br /&gt;
Currently, you can basically forget about using any Matrox cards as FlightGear is very heavy on textures, but only the high-end matrox cards will have sufficient capabilities to deal with FlightGear's requirements.&lt;br /&gt;
&lt;br /&gt;
TODO: explain PCI vs. AGP (2x,4x,8x) vs. PCI-E&lt;br /&gt;
&lt;br /&gt;
== Input Hardware (Joysticks, Pedals &amp;amp; Yokes) known to work ==&lt;br /&gt;
(Please check  $FG_ROOT/Input/Joysticks)&lt;br /&gt;
&lt;br /&gt;
* CH PRODUCTS PRO PEDALS (USB/GAMEPORT)&lt;br /&gt;
* CH PRODUCTS PRO YOKE   (USB/GAMEPORT)&lt;br /&gt;
* Logitech Attack 3 joystick (USB)&lt;br /&gt;
* Logitech Extreme 3d Pro (USB) (Windows and OS-X)&lt;br /&gt;
* Microsoft Sidewinder Precision Pro&lt;br /&gt;
* Saitek ST290 Pro joystick (USB)(Linux)&lt;br /&gt;
* Saitek X45 and Throttle (USB)(Linux, Windows)&lt;br /&gt;
* Rockfire Gameport to USB adaptor with 4-axis gameport joystick&lt;br /&gt;
&lt;br /&gt;
== Hardware Incompatabilities ==&lt;br /&gt;
&lt;br /&gt;
* Cyborg-3d-force-usb from Saitek leads to a crash under Linux&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3957</id>
		<title>FlightGear 1.0 hardware recommendations</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3957"/>
		<updated>2007-10-14T17:11:40Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: /* 3D graphic cards that are known to work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Recommended hardware specs ==&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
x86 PC:&lt;br /&gt;
&lt;br /&gt;
* 0.8-2 GHZ&lt;br /&gt;
* 512-1024 MB RAM&lt;br /&gt;
* 3D hardware accelerator, 128-256 MB, OpenGL 1.2 capable (2.0 even better!)&lt;br /&gt;
* 100 MB free HD space (1 GB for compilations recommended)&lt;br /&gt;
* Soundblaster compatible soundcard (optional?) - preferably with EAX support&lt;br /&gt;
* Gameport or USB (HID compatible) joystick/yoke and/or pedals (optional)&lt;br /&gt;
&lt;br /&gt;
== 3D graphic cards that are known to work  ==&lt;br /&gt;
&lt;br /&gt;
* NVIDIA GeForce MX420/440 (64Mb), GeForce 4 series, GeForce FX series, GeForce 6 series, GeForce 7600&lt;br /&gt;
* ATI Radeon 9000/9200/9250 series, Radeon 9600 series, Radeon 9800 series&lt;br /&gt;
&lt;br /&gt;
Basically, you should be fine with any NVIDIA or ATI card that is not older than 12-18 months; however, you need to take into account that some of the newer features in FlightGear may not work as expected or may not even work altogether with older hardware. In general, 3D cards that make use of shared memory should be avoided (PCI express cards that share memory are ok). Also, if you intend to use FlightGear under Linux you may first want to check whether the driver for your card is fully supported under Linux (and your X version) or not.&lt;br /&gt;
&lt;br /&gt;
Currently, you can basically forget about using any Matrox cards as FlightGear is very heavy on textures, but only the high-end matrox cards will have sufficient capabilities to deal with FlightGear's requirements.&lt;br /&gt;
&lt;br /&gt;
TODO: explain PCI vs. AGP (2x,4x,8x) vs. PCI-E&lt;br /&gt;
&lt;br /&gt;
== Input Hardware (Joysticks, Pedals &amp;amp; Yokes) known to work ==&lt;br /&gt;
(Please check  $FG_ROOT/Input/Joysticks)&lt;br /&gt;
&lt;br /&gt;
* CH PRODUCTS PRO PEDALS (USB/GAMEPORT)&lt;br /&gt;
* CH PRODUCTS PRO YOKE   (USB/GAMEPORT)&lt;br /&gt;
* Logitech Attack 3 joystick (USB)&lt;br /&gt;
* Logitech Extreme 3d Pro (USB) (Windows and OS-X)&lt;br /&gt;
* Microsoft Sidewinder Precision Pro&lt;br /&gt;
* Saitek ST290 Pro joystick (USB)(Linux)&lt;br /&gt;
* Saitek X45 and Throttle (USB)(Linux, Windows)&lt;br /&gt;
* Rockfire Gameport to USB adaptor with 4-axis gameport joystick&lt;br /&gt;
&lt;br /&gt;
== Hardware Incompatabilities ==&lt;br /&gt;
&lt;br /&gt;
* Cyborg-3d-force-usb from Saitek leads to a crash under Linux&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3956</id>
		<title>FlightGear 1.0 hardware recommendations</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3956"/>
		<updated>2007-10-14T17:05:32Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: /* Input Hardware (Joysticks, Pedals &amp;amp; Yokes) known to work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Recommended hardware specs ==&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
x86 PC:&lt;br /&gt;
&lt;br /&gt;
* 0.8-2 GHZ&lt;br /&gt;
* 512-1024 MB RAM&lt;br /&gt;
* 3D hardware accelerator, 128-256 MB, OpenGL 1.2 capable (2.0 even better!)&lt;br /&gt;
* 100 MB free HD space (1 GB for compilations recommended)&lt;br /&gt;
* Soundblaster compatible soundcard (optional?) - preferably with EAX support&lt;br /&gt;
* Gameport or USB (HID compatible) joystick/yoke and/or pedals (optional)&lt;br /&gt;
&lt;br /&gt;
== 3D graphic cards that are known to work  ==&lt;br /&gt;
&lt;br /&gt;
* NVIDIA GeForce MX420/440 (64Mb), Ti4200, FX5200, 5500, 6200, 6600, 6800, 7600&lt;br /&gt;
* ATI RADEON 9000,9200,9250,9600,9800/PRO&lt;br /&gt;
&lt;br /&gt;
Basically, you should be fine with any NVIDIA or ATI card that is not older than 12-18 months; however, you need to take into account that some of the newer features in FlightGear may not work as expected or may not even work altogether with older hardware. In general, 3D cards that make use of shared memory should be avoided (PCI express cards that share memory are ok). Also, if you intend to use FlightGear under Linux you may first want to check whether the driver for your card is fully supported under Linux (and your X version) or not.&lt;br /&gt;
&lt;br /&gt;
Currently, you can basically forget about using any Matrox cards as FlightGear is very heavy on textures, but only the high-end matrox cards will have sufficient capabilities to deal with FlightGear's requirements.&lt;br /&gt;
&lt;br /&gt;
TODO: explain PCI vs. AGP (2x,4x,8x) vs. PCI-E&lt;br /&gt;
&lt;br /&gt;
== Input Hardware (Joysticks, Pedals &amp;amp; Yokes) known to work ==&lt;br /&gt;
(Please check  $FG_ROOT/Input/Joysticks)&lt;br /&gt;
&lt;br /&gt;
* CH PRODUCTS PRO PEDALS (USB/GAMEPORT)&lt;br /&gt;
* CH PRODUCTS PRO YOKE   (USB/GAMEPORT)&lt;br /&gt;
* Logitech Attack 3 joystick (USB)&lt;br /&gt;
* Logitech Extreme 3d Pro (USB) (Windows and OS-X)&lt;br /&gt;
* Microsoft Sidewinder Precision Pro&lt;br /&gt;
* Saitek ST290 Pro joystick (USB)(Linux)&lt;br /&gt;
* Saitek X45 and Throttle (USB)(Linux, Windows)&lt;br /&gt;
* Rockfire Gameport to USB adaptor with 4-axis gameport joystick&lt;br /&gt;
&lt;br /&gt;
== Hardware Incompatabilities ==&lt;br /&gt;
&lt;br /&gt;
* Cyborg-3d-force-usb from Saitek leads to a crash under Linux&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3955</id>
		<title>FlightGear 1.0 hardware recommendations</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_1.0_hardware_recommendations&amp;diff=3955"/>
		<updated>2007-10-14T17:04:42Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: /* 3D graphic cards that are known to work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Recommended hardware specs ==&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
x86 PC:&lt;br /&gt;
&lt;br /&gt;
* 0.8-2 GHZ&lt;br /&gt;
* 512-1024 MB RAM&lt;br /&gt;
* 3D hardware accelerator, 128-256 MB, OpenGL 1.2 capable (2.0 even better!)&lt;br /&gt;
* 100 MB free HD space (1 GB for compilations recommended)&lt;br /&gt;
* Soundblaster compatible soundcard (optional?) - preferably with EAX support&lt;br /&gt;
* Gameport or USB (HID compatible) joystick/yoke and/or pedals (optional)&lt;br /&gt;
&lt;br /&gt;
== 3D graphic cards that are known to work  ==&lt;br /&gt;
&lt;br /&gt;
* NVIDIA GeForce MX420/440 (64Mb), Ti4200, FX5200, 5500, 6200, 6600, 6800, 7600&lt;br /&gt;
* ATI RADEON 9000,9200,9250,9600,9800/PRO&lt;br /&gt;
&lt;br /&gt;
Basically, you should be fine with any NVIDIA or ATI card that is not older than 12-18 months; however, you need to take into account that some of the newer features in FlightGear may not work as expected or may not even work altogether with older hardware. In general, 3D cards that make use of shared memory should be avoided (PCI express cards that share memory are ok). Also, if you intend to use FlightGear under Linux you may first want to check whether the driver for your card is fully supported under Linux (and your X version) or not.&lt;br /&gt;
&lt;br /&gt;
Currently, you can basically forget about using any Matrox cards as FlightGear is very heavy on textures, but only the high-end matrox cards will have sufficient capabilities to deal with FlightGear's requirements.&lt;br /&gt;
&lt;br /&gt;
TODO: explain PCI vs. AGP (2x,4x,8x) vs. PCI-E&lt;br /&gt;
&lt;br /&gt;
== Input Hardware (Joysticks, Pedals &amp;amp; Yokes) known to work ==&lt;br /&gt;
(Please check  $FG_ROOT/Input/Joysticks)&lt;br /&gt;
&lt;br /&gt;
* CH PRODUCTS PRO PEDALS (USB/GAMEPORT)&lt;br /&gt;
* CH PRODUCTS PRO YOKE   (USB/GAMEPORT)&lt;br /&gt;
* Logitech Attack 3 joystick (USB)&lt;br /&gt;
* Logitech Extreme 3d Pro (USB) (Windows and OS-X)&lt;br /&gt;
* Saitek ST290 Pro joystick (USB)(Linux)&lt;br /&gt;
* Saitek X45 and Throttle (USB)(Linux, Windows)&lt;br /&gt;
* Rockfire Gameport to USB adaptor with 4-axis gameport joystick&lt;br /&gt;
&lt;br /&gt;
== Hardware Incompatabilities ==&lt;br /&gt;
&lt;br /&gt;
* Cyborg-3d-force-usb from Saitek leads to a crash under Linux&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Autopilot_tunning_ressources&amp;diff=3953</id>
		<title>Autopilot tunning ressources</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Autopilot_tunning_ressources&amp;diff=3953"/>
		<updated>2007-10-14T16:55:16Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: REDIRECT Autopilot_Tuning_Resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Autopilot_Tuning_Resources]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Martin_Marietta_X-24&amp;diff=3951</id>
		<title>Martin Marietta X-24</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Martin_Marietta_X-24&amp;diff=3951"/>
		<updated>2007-10-14T13:01:55Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alias for x24b. x24b Alias for x24b-jsbsim. x24b-jsbsim USAF/NACA X-24B reentry testbed&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:X24.jpg|320px]]&lt;br /&gt;
|name =X24&lt;br /&gt;
|type =&lt;br /&gt;
|fdm =JSBSim&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Jon S. Berndt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft has no 3d model&lt;br /&gt;
* 3d Cockpit:&lt;br /&gt;
* 3d cockpit is not available General:&lt;br /&gt;
* Hud is not available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Space_Shuttle_(FG_Space_Program)&amp;diff=3950</id>
		<title>Space Shuttle (FG Space Program)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Space_Shuttle_(FG_Space_Program)&amp;diff=3950"/>
		<updated>2007-10-14T13:00:49Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;shuttle Alias for shuttle-jsbsim.&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Space Shuttle.jpg|320px]]&lt;br /&gt;
|name =Space Shuttle&lt;br /&gt;
|type =&lt;br /&gt;
|fdm =JSBSim&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Jon S. Berndt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft has no 3d model 3d&lt;br /&gt;
&lt;br /&gt;
Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* no hud available&lt;br /&gt;
* Because the shuttle is a glider without engines after reentry the initial starting position should be somewhere at an altidude of over 80000 feet&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=UFO_from_the_%27White_Project%27_of_the_UNESCO&amp;diff=3948</id>
		<title>UFO from the 'White Project' of the UNESCO</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=UFO_from_the_%27White_Project%27_of_the_UNESCO&amp;diff=3948"/>
		<updated>2007-10-14T12:57:13Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:UFO.jpg|320px]]&lt;br /&gt;
|name =UFO from the 'White Project' of the UNESCO&lt;br /&gt;
|type =Other&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Wright_Flyer&amp;diff=3947</id>
		<title>Wright Flyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Wright_Flyer&amp;diff=3947"/>
		<updated>2007-10-14T12:56:51Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:1903_Wright_Flyer.jpg|320px]]&lt;br /&gt;
|name =Wright Flyer&lt;br /&gt;
|type =Historical aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Jim Wilson (3D), Michael Selig, PhD (FDM)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* propeller is not moving/turning when engine is running at low power&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Historical aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]s&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=3946</id>
		<title>Tupolev Tu-154 (YASim)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=3946"/>
		<updated>2007-10-14T12:56:43Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Tu154.jpg|320px]]&lt;br /&gt;
|name =Tupolev 154&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Ilia Pavlenko, Ilja Moderau, Denis Okan and Mike Savchenko&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* there is a small bug on the right wing when lowering the flaps&lt;br /&gt;
* you can see inside the hull from behind when moving the rudder to the left or right&lt;br /&gt;
* cockpit and passenger windows are not transparent&lt;br /&gt;
* wings, wheels and engines are not textured&lt;br /&gt;
* engine turbine does not rotate&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
* aircraft has no bay doors for the landing gears&lt;br /&gt;
* no jet stream visible&lt;br /&gt;
* nozzle do not change shape when changing thrust (nor does the real one, so it's not a fault)&lt;br /&gt;
* there are no flaps when using reverse thrust&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Sopwith_Camel&amp;diff=3945</id>
		<title>Sopwith Camel</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Sopwith_Camel&amp;diff=3945"/>
		<updated>2007-10-14T12:56:12Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alias for sopwithCamel-v1-nl-uiuc sopwithCamel-v1-nl-uiuc&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:SopwithCamel.jpg|320px]]&lt;br /&gt;
|name =Sopwith Camel&lt;br /&gt;
|type =Historical aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =production&lt;br /&gt;
|authors =A.F.Scrub &amp;quot;Scrubby PC&amp;quot; (3D), Michael Selig (FDM)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Soko_J-22_Orao_/_IAR-93&amp;diff=3944</id>
		<title>Soko J-22 Orao / IAR-93</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Soko_J-22_Orao_/_IAR-93&amp;diff=3944"/>
		<updated>2007-10-14T12:56:02Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:J22.jpg|320px]]&lt;br /&gt;
|name =Soko J-22 Orao / IAR-93&lt;br /&gt;
|type =Military Aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Matevz Jekovec&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* flaps are animated but flap sound can only be barely heard&lt;br /&gt;
* eninge turbine does not rotate or rotation is not visible&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&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&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* no cockpit instruments available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* pilot is present but not animated&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* hud can't be turned off&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Saab_J_35%C3%83%C6%92%C3%A2%E2%82%AC%E2%80%9C_Draken&amp;diff=3943</id>
		<title>Saab J 35Ãƒâ€“ Draken</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Saab_J_35%C3%83%C6%92%C3%A2%E2%82%AC%E2%80%9C_Draken&amp;diff=3943"/>
		<updated>2007-10-14T12:55:33Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tt&amp;gt;SaabJ35OeDraken&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Saab_J35.jpg|320px]]&lt;br /&gt;
|name =Saab J 35Ö Draken&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = beta&lt;br /&gt;
|authors = Oliver Reischl&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available (nor is a 2d one)&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Saab_35_Draken Wikipedia: Saab 35]&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Piper_PA34-200T_Seneca_II&amp;diff=3942</id>
		<title>Piper PA34-200T Seneca II</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Piper_PA34-200T_Seneca_II&amp;diff=3942"/>
		<updated>2007-10-14T12:54:52Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Piper_SenecaII.jpg|320px]]&lt;br /&gt;
|name =Piper PA34-200T Seneca II&lt;br /&gt;
|type =Civilian aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =early-production&lt;br /&gt;
|authors =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[Image:SenecaII_real.jpg|thumb|left|The real Seneca II]]&lt;br /&gt;
This is a model of a Piper PA34-200T Seneneca II. The Seneca is made by Piper since the early 1970's and some 4500 were made since then. It has six seats in a pretty large cabin, two turbocharged counterrotating engines producing 200hp up to 12,000 ft. It cruises at 170ktas in 12,000ft at 65% power. Certification for flights into known icing conditions and the nice single engine behaviour made the Seneca a popular multi engine trainer.&lt;br /&gt;
&lt;br /&gt;
The model was built using the  Pilots Operating Handbook, a real Seneca (D-GEJL) and some flight performance data derived in real flights.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;,&lt;br /&gt;
== Features ==&lt;br /&gt;
=== Full functional 3d cockpit ===&lt;br /&gt;
[[Image:SenecaII_cockpit.jpg|thumb|left|The 3d cockpit]]&lt;br /&gt;
Allmost all controls, switches, gauges and indicators are implemented and functional in the cockpit. For description of the panel have a look at the [[Seneca II Panel Reference]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Structural Icing ===&lt;br /&gt;
Since the Seneca provides anti- and deice equipment, I tried to model structural icing into flightgear. A little nasal script does most of the work: First it reads the property nodes under /sim/model/icing where any number of iceable elements configure the ice sensitive elements of the aircraft. Each element have a name, a sensitivity to icing, may have a salvage control and the name of a output property where the collected amount of ice is written to. After the initial configuration, a timed loop is executed every 2 seconds. It&lt;br /&gt;
* calculates the spread by OAT and dewpoint&lt;br /&gt;
* checks visibility (see remark) to tell if the aircraft is within clouds&lt;br /&gt;
* if the spread is below 0.1 degc and visibility is below 1000m, assumes potential icing condition and icing severity is calculated&lt;br /&gt;
* update all ice sensitive elements with the current icing conditions&lt;br /&gt;
&lt;br /&gt;
The icing severities are defined as&lt;br /&gt;
{|&lt;br /&gt;
! severity&lt;br /&gt;
! inches&lt;br /&gt;
! per NM (still air)&lt;br /&gt;
|-&lt;br /&gt;
| NONE&lt;br /&gt;
| -0.3&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| TRACE&lt;br /&gt;
| 0.5&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT&lt;br /&gt;
| 0.5&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| MODERATE&lt;br /&gt;
| 0.5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| SEVERE&lt;br /&gt;
| 0.5&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The rule for calculating the severity is&lt;br /&gt;
{|&lt;br /&gt;
! OAT_min&lt;br /&gt;
! OAT_max&lt;br /&gt;
! severity_min&lt;br /&gt;
! severity_max&lt;br /&gt;
|-&lt;br /&gt;
| -99&lt;br /&gt;
| -30&lt;br /&gt;
| NONE&lt;br /&gt;
| TRACE&lt;br /&gt;
|-&lt;br /&gt;
| -30&lt;br /&gt;
| -20&lt;br /&gt;
| TRACE&lt;br /&gt;
| LIGHT&lt;br /&gt;
|-&lt;br /&gt;
| -20&lt;br /&gt;
| -12&lt;br /&gt;
| LIGHT&lt;br /&gt;
| SEVERE&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| -0&lt;br /&gt;
| NONE&lt;br /&gt;
| MODERATE&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 999&lt;br /&gt;
| NONE&lt;br /&gt;
| NONE&lt;br /&gt;
|}&lt;br /&gt;
When oat is above zero degc, Ice melts at a rate of 0.5&amp;quot; per 10NM at 10degc, the warmer the faster.&lt;br /&gt;
&lt;br /&gt;
== Pilot Operating Handbook ==&lt;br /&gt;
=== General ===&lt;br /&gt;
==== Engines ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | Number of Engines&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
|Engine Manufacturer&lt;br /&gt;
|Continental&lt;br /&gt;
|-&lt;br /&gt;
|Engine Model Number&lt;br /&gt;
|(L)TSIO-360EB&lt;br /&gt;
|-&lt;br /&gt;
|Rated Horsepower&lt;br /&gt;
|Sea Lever: 200, 12,000ft.: 215&lt;br /&gt;
|-&lt;br /&gt;
|Rated Speed (rpm)&lt;br /&gt;
|2575&lt;br /&gt;
|-&lt;br /&gt;
|Bore (inches)&lt;br /&gt;
|4.438&lt;br /&gt;
|-&lt;br /&gt;
|Stroke (inches)&lt;br /&gt;
|3.875&lt;br /&gt;
|-&lt;br /&gt;
|Displacement (cubic inches)&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
|Compression Ratio&lt;br /&gt;
|7.5:1&lt;br /&gt;
|-&lt;br /&gt;
|Engine Type&lt;br /&gt;
| Six Cylinder, Direct Drive, Horizontally Opposed, Air Cooled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Propellers ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |Number of Propellers&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|Propeller Manufacturer&lt;br /&gt;
|Hartzell&lt;br /&gt;
|-&lt;br /&gt;
|Number of Blades&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Propeller Diameter&lt;br /&gt;
| Maximum: 76 inches, Minimum: 75 inches&lt;br /&gt;
|-&lt;br /&gt;
|Propeller Type&lt;br /&gt;
|Constant Speed, Hydraulically Actuated, Full Feathering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |Fuel Capacity (U.S.gal) (total)&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |128&lt;br /&gt;
|-&lt;br /&gt;
|Usable Fuel (U.S.gal) (total)&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Minumum Grade&lt;br /&gt;
|100 Green or 100LL Blue Aviation Grade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Oil ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |Oil Capacity (U.S.quarts) (per engine)&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Maximum Weights ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |Maximum Takeoff Weight (lbs)&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |4570&lt;br /&gt;
|-&lt;br /&gt;
|Maximum Landing Weight (lbs)&lt;br /&gt;
|4362&lt;br /&gt;
|-&lt;br /&gt;
|Maximum Zero Fuel Weight (lbs) - Standard&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|Maximum Weight in Baggage Compartment (lbs)&lt;br /&gt;
|Forward: 100, Aft: 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Standard Airplane Weights ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | Standard Empty Weight (lbs): Weight of a standard airplane including unusable fuel, full operating fluids and full oil.&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | 2823&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Useful Load (lbs): The difference between the Maximum Takeoff Weight and the Standard Empty Weight. (All weight in excess off 4000lbs must consist of fuel)&lt;br /&gt;
|1747&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Specific Loadings ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | Wing Loading (lbs per sq ft)&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | 22&lt;br /&gt;
|- &lt;br /&gt;
| Power Loading (lbs per hp)&lt;br /&gt;
| Sea Level: 11.4 - 12,000ft: 10.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
==== Airspeed Limitations ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot; | Speed&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;left&amp;quot; | KIAS&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;left&amp;quot; | KCAS&lt;br /&gt;
|-&lt;br /&gt;
| Never Exceed Speed (V&amp;lt;sub&amp;gt;NE&amp;lt;/sub&amp;gt;) - Do not exceed this speed in any operation&lt;br /&gt;
| 195&lt;br /&gt;
| 195&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Structural Cruising Speed (V&amp;lt;sub&amp;gt;NO&amp;lt;/sub&amp;gt;) - Do not exceed this speed except in smooth air and then only with caution.&lt;br /&gt;
| 163&lt;br /&gt;
| 165&lt;br /&gt;
|-&lt;br /&gt;
| Design Maneuvering Speed (V&amp;lt;sub&amp;gt;A&amp;lt;/sub&amp;gt;) - Do not make full or abrupt control movements above this speed.&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| At 4570 LBS G.W.&lt;br /&gt;
| 136&lt;br /&gt;
| 138&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|At 3068 LBS G.W.&lt;br /&gt;
| 121&lt;br /&gt;
| 122&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;b&amp;gt;CAUTION&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maneuvering speed decreases at lighter weight as the effects of aerodynamic forces become more pronounced. Linear interpolation may be used for imtermediate gross weights. maneuvering speed should not be exceeded while operating in rough air.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Flaps Extended Speed (V&amp;lt;sub&amp;gt;FE&amp;lt;/sub&amp;gt;) - Do not exceed this speed with flaps extended.&lt;br /&gt;
| 107&lt;br /&gt;
| 109&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Gear Extended Speed (V&amp;lt;sub&amp;gt;LE&amp;lt;/sub&amp;gt;) - Do not exceed this speed with landing gear extended&lt;br /&gt;
| 129&lt;br /&gt;
| 130&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Landing Gear Extending Speed (V&amp;lt;sub&amp;gt;LO&amp;lt;/sub&amp;gt;) - Do not extend landing gear above this speed&lt;br /&gt;
| 129&lt;br /&gt;
| 130&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Landing Gear Retracting Speed (V&amp;lt;sub&amp;gt;LO&amp;lt;/sub&amp;gt;) - Do not retract landing gear above this speed&lt;br /&gt;
| 107&lt;br /&gt;
| 109&lt;br /&gt;
|-&lt;br /&gt;
| Air Minimum Control Speed (V&amp;lt;sub&amp;gt;MC&amp;lt;/sub&amp;gt;) - Lowes airspeed at which airplane is controllable with one engine operating and no flaps&lt;br /&gt;
| 66&lt;br /&gt;
| 69&lt;br /&gt;
|-&lt;br /&gt;
| Best Single Engine Rate of Climb Speed&lt;br /&gt;
| 89&lt;br /&gt;
| 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Airspeed Indicator Markings ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot; | Marking&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot; | KIAS&lt;br /&gt;
|- &lt;br /&gt;
|Green Arc (Normal Operating Range)&lt;br /&gt;
|63 to 163&lt;br /&gt;
|- &lt;br /&gt;
|Yellow Arc (Caution Range - Smooth Air)&lt;br /&gt;
|163 to 195&lt;br /&gt;
|-&lt;br /&gt;
|White Arc (Flaps Extended Range)&lt;br /&gt;
|61 to 107&lt;br /&gt;
|-&lt;br /&gt;
|Radial Red Line (Never Exceed - Smooth Air)&lt;br /&gt;
|195&lt;br /&gt;
|-&lt;br /&gt;
|Radial Red Line (Minimum Control Speed - Single Engine)&lt;br /&gt;
|66&lt;br /&gt;
|-&lt;br /&gt;
|Radial Blue Line (Best Rate of Climb Speed - Single Engine)&lt;br /&gt;
|89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Plant Limitations ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | Maximum Rotational Speed&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | 2575&lt;br /&gt;
|- &lt;br /&gt;
| Maximum Manifold Pressure (Inches of Mercury)&lt;br /&gt;
| 40&lt;br /&gt;
|- &lt;br /&gt;
| Maximum Cylinder Head Temperature&lt;br /&gt;
| 460 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Oil Temperature&lt;br /&gt;
| 240 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Oil Pressure (red line)&lt;br /&gt;
| 10 PSI&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Oil Pressure (red line)&lt;br /&gt;
| 100 PSI&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | &lt;br /&gt;
&amp;lt;b&amp;gt;NOTES&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Avoid continuous operation between 2000 and 2000 RPM  above 32 IN. HG. manifold pressure.&lt;br /&gt;
&lt;br /&gt;
Avoid continuous ground operation between 1700 and 2100 RPM in cross and tail winds over 10 knots.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Plant Instrument Markings ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;left&amp;quot;| Tachometer&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| Green Arc (Normal Operating Range)&lt;br /&gt;
| 500 RPM to 2575 RPM&lt;br /&gt;
|- &lt;br /&gt;
| Red Line (Maximum)&lt;br /&gt;
| 2575 RPM&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Fuel Flow and Pressure&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Green Arc (Normal Operating Range)&lt;br /&gt;
| 3.5 PSI to 20 PSI&lt;br /&gt;
|-&lt;br /&gt;
| Red Line (Maximum at Sea Level)&lt;br /&gt;
| 25 GPH (20PSI)&lt;br /&gt;
|-&lt;br /&gt;
| Red Line (Minimum)&lt;br /&gt;
| 3.5 PSI&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cylinder Head Temperature&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Green Arc (Normal Range)&lt;br /&gt;
| either 360 &amp;amp;deg;F to 460 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| or 240 &amp;amp;deg;F to 460 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
| Red Line (Maximum)&lt;br /&gt;
| 460 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Oil Temperature&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Green Arc (Normal Operating Range)&lt;br /&gt;
| either 75 &amp;amp;deg;F to 240 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| or 100 &amp;amp;deg;F to 240 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
| Red Line (Maximum)&lt;br /&gt;
| 240 &amp;amp;deg;F&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Oil Pressure&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Green Arc (Normal Operating Range)&lt;br /&gt;
| either 30 PSI to 80 PSI&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| or 30 PSI to 60 PSI&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Arc (Caution)&lt;br /&gt;
| either 80 PSI to 100 PSI&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| or 60 PSI to 100 PSI&lt;br /&gt;
|-&lt;br /&gt;
| Red Line (Minimum)&lt;br /&gt;
| 10 PSI&lt;br /&gt;
|-&lt;br /&gt;
| Red Line (Maximum)&lt;br /&gt;
| 100 PSI&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Manifold Pressure&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Green Arc (Normal Operating Range)&lt;br /&gt;
| 10 IN. to 40 IN. HG.&lt;br /&gt;
|-&lt;br /&gt;
| Red Line (Maximum)&lt;br /&gt;
| 40 IN. HG.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Exhaust Gas Temperature&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Red Line&lt;br /&gt;
| 1650 &amp;amp;deg;F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Center of Gravity Limits ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; align=&amp;quot;left&amp;quot; | Weight&amp;lt;br&amp;gt;Ponds&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; align=&amp;quot;left&amp;quot;| Forward Limit&amp;lt;br&amp;gt;Inches Aft of Datum&lt;br /&gt;
! width=&amp;quot;34%&amp;quot; align=&amp;quot;left&amp;quot; | Aft Limit&amp;lt;br&amp;gt;Inches Aft of Datum&lt;br /&gt;
|-&lt;br /&gt;
|3400&lt;br /&gt;
|82.0&lt;br /&gt;
|94.6&lt;br /&gt;
|-&lt;br /&gt;
|4570&lt;br /&gt;
|90.6&lt;br /&gt;
|94.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;b&amp;gt;NOTES&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Straight line variation between the points given.&lt;br /&gt;
&lt;br /&gt;
Datum is 78.4 inches forward of wing leading edge from the inboard edge of the inboard fuel tank.&lt;br /&gt;
&lt;br /&gt;
==== Maneuver Limits ====&lt;br /&gt;
All intentional acrobatic maneuvers (including spins) are prohibited. Avoid abrupt maneuvers.&lt;br /&gt;
&lt;br /&gt;
==== Flight Load Factor Limits ====&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | Positive Load Factor (Maximum)&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; | 3.8 G&lt;br /&gt;
|-&lt;br /&gt;
| Negative Load Factor (Maximum)&lt;br /&gt;
| No inverted maneuvers approved&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Types of Operations ====&lt;br /&gt;
The airplane is approved for the following operations when equipped in accordance with FAR 91 or FAR 135&lt;br /&gt;
* Day VFR&lt;br /&gt;
* Night VFR&lt;br /&gt;
* Day IFR&lt;br /&gt;
* Night IFR&lt;br /&gt;
* Icing conditions when equipped.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Limitations ====&lt;br /&gt;
The usable fuel in this aircraft is 61.5 gallons in each wing or a total of 123 gallons.&lt;br /&gt;
&lt;br /&gt;
==== Gyro Pressuer Limits ====&lt;br /&gt;
The operating limits for the pressure system are 4.5 to 5.2 inches of mercury for all operations as indicated by the gyro pressure gauge.&lt;br /&gt;
&lt;br /&gt;
==== Flight Into Known Icing Conditions ====&lt;br /&gt;
For flight in icing conditions the following equipment must be installed inaccordance with Piper drawings or in an FAA approved manner:&lt;br /&gt;
* Pneumatic wing end empennage boots&lt;br /&gt;
* Electrothermal propeller boots&lt;br /&gt;
* Electric windshield panel&lt;br /&gt;
* Heated pitot head&lt;br /&gt;
* Wing ice light&lt;br /&gt;
* Heated lift detectors&lt;br /&gt;
* Propeller spinners must be installed&lt;br /&gt;
&lt;br /&gt;
==== Operating Altitude Limitations ====&lt;br /&gt;
Flight above 25,000 feet is not approved. Flight up to and including 25,000 feet is approved if equipped with oxygen in accordance with FAR 23.1441 and avionics in accordance with FAR 91 or FAR 135.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
FDM (JSBSim):&lt;br /&gt;
* poor single engine performance &lt;br /&gt;
* no EGT indication - EGT is to low&lt;br /&gt;
* supercharger code not realistic on low rpm&lt;br /&gt;
* fuel source not switchable or cuttable&lt;br /&gt;
&lt;br /&gt;
FDM (YASim)&lt;br /&gt;
* not converging&lt;br /&gt;
&lt;br /&gt;
Electrical system&lt;br /&gt;
* Master switch no electrical function&lt;br /&gt;
* Generator L/H and R/H produce the same output when on&lt;br /&gt;
&lt;br /&gt;
Autopilot&lt;br /&gt;
* Just interfacing the generic AP, Altimatic IIIC not implemented&lt;br /&gt;
* LOC NORM and LOC REV not implemented&lt;br /&gt;
* ILS not implemented&lt;br /&gt;
&lt;br /&gt;
Avionics&lt;br /&gt;
* GMA340: on some buttons, the first click after program start gets lost&lt;br /&gt;
* False frequency indication on some frequencies for nav/comm and dme. As a workaround, put the following to your .fgfsrc&lt;br /&gt;
 --prop:/instrumentation/comm/frequencies/selected-mhz=126.8501&lt;br /&gt;
 --prop:/instrumentation/comm/frequencies/standby-mhz=124.2201&lt;br /&gt;
 --prop:/instrumentation/comm[1]/frequencies/selected-mhz=121.8001&lt;br /&gt;
 --prop:/instrumentation/comm[1]/frequencies/standby-mhz=132.1201&lt;br /&gt;
 --prop:/instrumentation/nav/frequencies/selected-mhz=111.5001&lt;br /&gt;
 --prop:/instrumentation/nav/frequencies/standby-mhz=113.1001&lt;br /&gt;
 --prop:/instrumentation/nav[1]/frequencies/selected-mhz=113.1001&lt;br /&gt;
 --prop:/instrumentation/nav[1]/frequencies/standby-mhz=115.1001&lt;br /&gt;
 --prop:/instrumentation/dme/frequencies/selected-mhz=115.8001&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* animations of structural icing on wings, stabilizer, fin, etc.missing&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Seneca II Checklist]]&lt;br /&gt;
* [[Seneca II HOWTO]]&lt;br /&gt;
* [[Seneca II Panel Reference]]&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Piper_J3_Cub&amp;diff=3941</id>
		<title>Piper J3 Cub</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Piper_J3_Cub&amp;diff=3941"/>
		<updated>2007-10-14T12:54:41Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mergefrom|Piper J3 Cub Operations Manual}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Piper_j3cub.jpg|320px]]&lt;br /&gt;
|name =Piper J3 Cub&lt;br /&gt;
|type =Civilian aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =David Megginson (3D, FDM), Jim Wilson (Instruments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* no pilot present in cockpit -&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no rudder control pedals visible&lt;br /&gt;
* no switches and levers available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* Aaltimeter can't be adjusted with the mouse&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot present in cockpit&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
&lt;br /&gt;
Non-bugs:&lt;br /&gt;
* pilot door is open and partly in the the wing rods. - This is accurate, and how the J3 can be flown&lt;br /&gt;
* does this airplane has flaps? - No&lt;br /&gt;
* No electrical system, therefore no cockpit, intrument, or aircraft lights&lt;br /&gt;
* No HUD.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
[[Piper J3 Cub Operations Manual]]&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Piper_Cherokee_Warrior_II&amp;diff=3940</id>
		<title>Piper Cherokee Warrior II</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Piper_Cherokee_Warrior_II&amp;diff=3940"/>
		<updated>2007-10-14T12:54:15Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Piper_Cherokee_Warrior_II.png|320px]]&lt;br /&gt;
|name =Piper Cherokee Warrior II&lt;br /&gt;
|type =Civilian aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =David Megginson&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
* propeller is not visible (transparent) when rotating&lt;br /&gt;
* when looking through the cockpit windows and on the instrument panel i can see the runway trough the instrument panel&lt;br /&gt;
* flaps are moving in steps, they are not fluxional animated&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* wings and wheels are not textured&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit instruments are available but missing on the co-pilot side&lt;br /&gt;
* Usual Configuration in PA28s is left-side instrumentation only; radios not implemented yet&lt;br /&gt;
* cockpit instruments look flat, they don't have a 3d look&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot or co pilot present&lt;br /&gt;
* cockpit window has no windscreen wipers;&lt;br /&gt;
** PA28s are not equipped with wipers.&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* aircraft is not set on the correct elevation when starting flightsgear, lowest part of the aircraft is approximately 0.40 m above the ground.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Pilatus_PC-7&amp;diff=3939</id>
		<title>Pilatus PC-7</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Pilatus_PC-7&amp;diff=3939"/>
		<updated>2007-10-14T12:54:05Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;was: t6texan2 Alias for t6texan2-jsbsim.&lt;br /&gt;
t6texan2-jsbsim T-6A Texan II&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Pilatus_PC-7.jpg|320px]]&lt;br /&gt;
|name =Pilatus PC-7&lt;br /&gt;
|type =Civilian aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =beta&lt;br /&gt;
|authors =David Culp, Erik Hofman (based on Capt. Slug 3D model)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development Status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* no pilot in cockpit visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* no pilor or instructor&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
* no textures used&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* engine sound does not change when accelerating. This is common for turboprop engine though.&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Paraglider&amp;diff=3938</id>
		<title>Paraglider</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Paraglider&amp;diff=3938"/>
		<updated>2007-10-14T12:52:31Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alias for paraglider-jsbsim. paraglider-jsbsim paraglider&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Paraglider.jpg|320px]]&lt;br /&gt;
|name =Paraglider&lt;br /&gt;
|type =Glider&lt;br /&gt;
|fdm =JSBSim&lt;br /&gt;
|status =beta&lt;br /&gt;
|authors =David Culp (FDM), Capt. Slug (3D)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
* man in the paraglider is not moving his arms when steering the controls, paraglider is also not changing its shape&lt;br /&gt;
* man in the paraglider needs some running animation when starting from the ground&lt;br /&gt;
* when moving completly to the right, man turns upside down in this position paraglider is unstable&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* flightgear starts in unusable state because it can't find the file glider-panel.xml for the panel.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Gliders]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=3937</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=3937"/>
		<updated>2007-10-14T12:52:23Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mergefrom|P-51D Mustang Manual}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:P51d-mustang.png|320px]]&lt;br /&gt;
|name =P51D Mustang&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Jim Wilson&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* front wheels do rotate even when airplane is standing still&lt;br /&gt;
* when flaps are lowerd, you can see inside the 3d model where the flaps where before&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* propeller do rotate in wrong direction from some view points&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* landing lights and strobe lights are missing&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* switches and levers can't be controlled with mouse&lt;br /&gt;
* cockpit is only partly textured (sidewalls and cockpit fron have no textures)&lt;br /&gt;
* no pilot present in cockpit&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
[[P-51D Mustang Manual]]&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Northrop/McDonnell_Douglas_YF-23&amp;diff=3936</id>
		<title>Northrop/McDonnell Douglas YF-23</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Northrop/McDonnell_Douglas_YF-23&amp;diff=3936"/>
		<updated>2007-10-14T12:51:57Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;YF-23 ATF prototype (YASim FDM)&lt;br /&gt;
YF-23-yasim Northrop/McDonnell Douglas YF-23 ATF&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:YF-23.jpg|320px]]&lt;br /&gt;
|name =Northrop/McDonnell Douglas YF-23&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;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
* Outside:&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* weapon bay doors can't be opened&lt;br /&gt;
&lt;br /&gt;
3d Cockpit&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* no cockpit instruments available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot present in 3d cockpit&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* hud can't be turned off&lt;br /&gt;
* when pressing the &amp;quot;f&amp;quot; and &amp;quot;k&amp;quot; key I can extend some sort of flaps (don't know the name of them) but I can't retract them back.&lt;br /&gt;
* cockpit is open by default, but i don't know how to close it &lt;br /&gt;
** Press shift-b&lt;br /&gt;
* aircraft has the wrong elevation (approximately 20 meter above the runway) after pressing the reset key&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Northrop_T-38_Talon&amp;diff=3935</id>
		<title>Northrop T-38 Talon</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Northrop_T-38_Talon&amp;diff=3935"/>
		<updated>2007-10-14T12:51:45Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Northrop_T-38.jpg|320px]]&lt;br /&gt;
|name =Northrop T-38&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =early production&lt;br /&gt;
|authors =David Culp (FDM), Erik Hofman/Innis Cunningham/Capt. Slug (3D)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the mid-1950s, the USAF required a trainer with higher performance than the T-33 to better prepare student pilots for the latest tactical aircraft that were then coming into service. The aircraft chosen was the T-38A which offered high performance with low maintenance and operating costs. The T-38A became the USAF's first supersonic trainer.&amp;quot; Source: [http://www.wpafb.af.mil/museum/modern_flight/mf11.htm NORTHROP T-38A &amp;quot;TALON&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
Read more on the Wikipedia about the [http://en.wikipedia.org/wiki/T-38_Talon T38 Talon]&lt;br /&gt;
&lt;br /&gt;
The current model uses a 2D cockpit, and supports display of AI aircraft objects on an air-air radar screen. See the Aircraft/Instruments/radar.xml file for details, or fly the T-38 for a demo.  Yes, the T-38 does not actually have radar, but it was chosen here to be the demonstrator aircraft for radar.  It also demonstrates how instruments can be minimized and maximized in 2D panels.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* flaps are extended by default&lt;br /&gt;
* first cockpit seat is not solid, it can be seen through the seat when looking from behind.&lt;br /&gt;
* no pilot/co-pilot in cockpit visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
* there are no flaps when using reverse thrust (but this aircraft doesn't have reverse thrust)&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no textures used&lt;br /&gt;
* not stick, rudder, throttle gear and flap objects&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engines have no sound&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* no hud available&lt;br /&gt;
* no sound when toggling flaps&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_X-15&amp;diff=3934</id>
		<title>North American X-15</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_X-15&amp;diff=3934"/>
		<updated>2007-10-14T12:51:34Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:X15.jpg|320px]]&lt;br /&gt;
|name =North American X-15&lt;br /&gt;
|type =&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Mike Hill, Jon S. Berndt (FDM), John Check&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* textures are bumpy&lt;br /&gt;
* flaps are not animated&lt;br /&gt;
* rudder, ailerons and pitch elevator are not animated&lt;br /&gt;
* cockpit windows are not transparent&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* there is no stream behind the rocket engine visible&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no 3d cockpit available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engines have no sound&lt;br /&gt;
* no hud available&lt;br /&gt;
* aircraft has no braking parachutes &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=McDonnell_Douglas_F-15E_Strike_Eagle&amp;diff=3933</id>
		<title>McDonnell Douglas F-15E Strike Eagle</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=McDonnell_Douglas_F-15E_Strike_Eagle&amp;diff=3933"/>
		<updated>2007-10-14T12:50:54Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:McDonnell Douglas F-15.jpg|320px]]&lt;br /&gt;
|name =McDonnell Douglas F-15 Eagle&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =alpha&lt;br /&gt;
|authors =Erik Hofman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft has no 3d model&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_F-104_Starfighter&amp;diff=3932</id>
		<title>Lockheed F-104 Starfighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_F-104_Starfighter&amp;diff=3932"/>
		<updated>2007-10-14T12:49:14Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Lockheed_F104.jpg|320px]]&lt;br /&gt;
|name =Lockheed F-104 Starfighter&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =beta&lt;br /&gt;
|authors =Erik Hofman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* flaps are in wrong position by default after starting flightgear&lt;br /&gt;
* flaps can't be triggered&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* no pilot visible&lt;br /&gt;
* wings are not textured&lt;br /&gt;
* engine turbines do not rotate or are not visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
* baydoors for gears are missing&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&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* no cockpit instruments available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot and co pilot present&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound missing during flight and on ground&lt;br /&gt;
* hud is not available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Hawker_Sea_Hawk_FGA.6&amp;diff=3931</id>
		<title>Hawker Sea Hawk FGA.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Hawker_Sea_Hawk_FGA.6&amp;diff=3931"/>
		<updated>2007-10-14T12:49:02Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Hawker_Seahawk.jpg|320px]]&lt;br /&gt;
|name =Hawker Seahawk&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =early-production&lt;br /&gt;
|authors =Lee Elliott, Vivian Meazza&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
* engine turbine does not rotate or is not visible -- see [[Hawker Hunter|Hunter]]&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
** it doesn't&lt;br /&gt;
* there are no flaps when using reverse thrust&lt;br /&gt;
** there are none&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* the major part of the cockpit has no light at night available -- see Hunter&lt;br /&gt;
* no elevator trim control available -- see Hunter&lt;br /&gt;
* cockpit is not textured -- see Hunter&lt;br /&gt;
* pilot is not textured -- see Hunter&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound -- see Hunter&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
** needs improved fuel system&lt;br /&gt;
* no hud available&lt;br /&gt;
** none in real life - disabled in model&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Hawker_Hunter&amp;diff=3930</id>
		<title>Hawker Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Hawker_Hunter&amp;diff=3930"/>
		<updated>2007-10-14T12:48:38Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hunter-2tanks Hawker Hunter(YASim)&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Hawker_Hunter.png|320px]]&lt;br /&gt;
|name =Hawker Hunter&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =early-production&lt;br /&gt;
|authors =Vivian Meazza&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft is textured but hull could need a material texture (maybe we need multi texturing for that)&lt;br /&gt;
** possible in due course&lt;br /&gt;
* engine turbine does not rotate or is not visible&lt;br /&gt;
** only just visible from certain angles in real life&lt;br /&gt;
* low priority for implemenatation&lt;br /&gt;
* probably not worth the vertex count&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
** it doesn't&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
** controlled by the tophat on the control column in real life&lt;br /&gt;
* use the keyboard or joystick&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
** unlikely to be changed&lt;br /&gt;
* pilot is not textured&lt;br /&gt;
** too difficult right now&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
** later&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
** needs an improved fuel system to be modelled&lt;br /&gt;
* no hud available&lt;br /&gt;
**  no HUD in real life - disabled in model&lt;br /&gt;
* flightgear crashes when using hunter-2tanks alias&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=3929</id>
		<title>General Dynamics F-16 Fighting Falcon</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=3929"/>
		<updated>2007-10-14T12:48:29Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;f16-3d General Dynamics F-16 w. 3d cockpit&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:General_Dynamics_F16.jpg|320px]]&lt;br /&gt;
|name =General Dynamics F16&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =early-production&lt;br /&gt;
|authors =Erik Hofman, Martin &amp;quot;Pegasus&amp;quot; Schmitt (panel textures)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* flaps are in wrong position and can't be triggered.&lt;br /&gt;
** that's because the f16 is flight computer controlled, so this is correct and NOT an error.&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* no pilot and co pilot visible&lt;br /&gt;
* engine turbines do not rotate&lt;br /&gt;
* strobe and landing lights are available and bound to the right properties, but the properties are not triggered by any key stroke.&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* rudder/stick control is available but it is not animated&lt;br /&gt;
** Note: The stick in the F-16 doesn't move at all because it is driven by the pressure pushed on the stick, not the movement itself. So this is NOT an error. &lt;br /&gt;
* switches and leverls available but can't be triggered with the mouse&lt;br /&gt;
* no cockpit instruments available&lt;br /&gt;
* cockpit is only barely textured&lt;br /&gt;
* no pilot present in 3d cockpit&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* hud can't be turned off&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fokker_Dr.I&amp;diff=3928</id>
		<title>Fokker Dr.I</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fokker_Dr.I&amp;diff=3928"/>
		<updated>2007-10-14T12:48:19Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Fokker_DrI.jpg|320px]]&lt;br /&gt;
|name =Fokker Dr.I&lt;br /&gt;
|type =Historical aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =production&lt;br /&gt;
|authors =Michael Selig (FDM), Erik Hofman (3D model)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development Status/Issues/Todo ==&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related Content ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fokker_50&amp;diff=3927</id>
		<title>Fokker 50</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fokker_50&amp;diff=3927"/>
		<updated>2007-10-14T12:48:07Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Fokker50.jpg|320px]]&lt;br /&gt;
|name =Fokker 50&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =beta&lt;br /&gt;
|authors =Erik Hofman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* passenger windows are not transparent - wings and engines are not textured&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* hud is not available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fokker_100&amp;diff=3926</id>
		<title>Fokker 100</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fokker_100&amp;diff=3926"/>
		<updated>2007-10-14T12:47:34Z</updated>

		<summary type="html">&lt;p&gt;Cespenar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =[[Image:Fokker100.jpg|320px]]&lt;br /&gt;
|name =Fokker 100&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =beta&lt;br /&gt;
|authors =Erik Hofman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft is barely textured (wings are not textured)&lt;br /&gt;
* engine turbines do not rotate&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* there are no flaps when using reverse thrust (the animation is there but not implemented in the FDM)&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* hud is not available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cespenar</name></author>
	</entry>
</feed>