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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chocboy</id>
	<title>FlightGear wiki - User contributions [en]</title>
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	<updated>2026-04-28T14:38:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_777_Tutorial:_Version_2.0&amp;diff=21945</id>
		<title>Boeing 777 Tutorial: Version 2.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_777_Tutorial:_Version_2.0&amp;diff=21945"/>
		<updated>2010-06-04T19:32:45Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It can fly an entire route on one engine. It can carry over 350 passengers for about 9,000 miles. And this gargantuan monster, with a wingspan of nearly 200 feet and a weight of over 300,000 pounds, is operated on fly-by-wire technology. It's the legend of airliners, as in FlightGear. It's the Boeing 777-200 ExtendedRange.&lt;br /&gt;
&lt;br /&gt;
So you've just sat down in the cockpit of this very complex aircraft. With a cockpit and instruments that were given a makeover in version 2.0, it's no surprise to see why you might be a bit overwhelmed. Today, that changes as you take to the skies, as the captain of the Triple 7. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Startup==&lt;br /&gt;
&lt;br /&gt;
The 777 is one of FlightGear's most ready-to-fly aircraft. You should start out with a good amount of fuel in your tanks, but to be certain, check it in your Equipment-Fuel and Payload box. Add or decrease fuel by dragging each indicator to the desired amount. Since there's a tank in the center and a tank on each wing, you should try and make it balanced; the amount of fuel in the center tank can be anything you want, but try to make the fuel in each wing equal.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT: There is some debate as to whether or not restarting/repositioning messes up the 777 ILS. Make sure that this your '''initial'''''' start from the wizard; not a restart or reposition. Just the first flight in FGFS since you clicked &amp;quot;run&amp;quot; on the wizard.  &lt;br /&gt;
&lt;br /&gt;
You can also adjust the amount of passengers (PAX) and crew.&lt;br /&gt;
&lt;br /&gt;
Once you've got your desired load, click on the &amp;quot;777&amp;quot; menu on the top of the screen. You should see an &amp;quot;autostart&amp;quot; pop up. Click on that, and the aircraft will come to life! Now, all we've got to do is set our instruments.&lt;br /&gt;
&lt;br /&gt;
==Getting AP/ILS info==&lt;br /&gt;
&lt;br /&gt;
Whether you're new to the triple 7 or confused about some new 2.0 stuff, the 777 Autopilot might seem a bit confusing. But there's one thing to remember: half of it you will never use. When navigating to an airport, there's really only two parts of the AP: using waypoints to get to the approach for a runway, and then using a localizer, or runway frequency, for your final approach (most localizers only extend for about 20 miles, meaning the waypoints are neccessary). &lt;br /&gt;
&lt;br /&gt;
Before you do anything involving AP, you must first get the neccessary data for it. [http://airnav.com airnav.com]is a great place to get it; simply go to the &amp;quot;airports&amp;quot; tab and type in the airport code. So, for example, if you typed in &amp;quot;KSFO&amp;quot;, you should get a whole page on it. Scroll down to the bottom where there's a bunch of PDFs labelled &amp;quot;IAPs- Instrument Approach procedures&amp;quot;. Decide on the runway you are going to use, but note that only certain runways are equipped with ILS; at KSFO, it's really only 28R/28L/ and 19L. Under IAPs, look for the &amp;quot;ILS OR LOC RWY __&amp;quot; or something like that, with the desired runway number in it. ONLY use the IAPs with &amp;quot;ILS/LOC&amp;quot; or &amp;quot;ILS RWY&amp;quot;. In other words, use the ones at the tippy top. &lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;download&amp;quot; on the IAP you want to use. I'm going to use &amp;quot;ILS OR LOC RWY 19L **CHANGED**&amp;quot;, for 19L at KSFO. You should see a chart, but it may be hard to distinguish the waypoints. So scroll to the bottom where you basically see a narrowing arrow with three waypoints. The ones with &amp;quot;int&amp;quot; mean intercept, so don't include the &amp;quot;INT&amp;quot;. The three waypoints in this case, in order, are &amp;quot;BERKS INT&amp;quot;, &amp;quot;SHAKE INT&amp;quot;, and &amp;quot;ROGGE INT&amp;quot;. So, you really only the first one &amp;quot;BERKS&amp;quot; to get within range of the localizer. For the localizer, you should see a box that says &amp;quot;LOCALIZER- 108.9, ISIA&amp;quot;. The ISIA is the identifier you should get on your NAV display. So write those two down- &amp;quot;BERKS&amp;quot; and &amp;quot;108.9, ISIA&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Setting your Instruments==&lt;br /&gt;
&lt;br /&gt;
Now, head on back to FlightGear and back to your cockpit. First, let's take a look at the Route manager: (under Autopilot-Route Manager): &lt;br /&gt;
[[File:B777 Route Manager.png]]&lt;br /&gt;
&lt;br /&gt;
So you've got your Departure Airport, Departure runway, Arrival Airport, Arrival Runway, and Waypoints; erase EVERYTHING in the boxes. Now, fill in the departure and arrival information. Click &amp;quot;X&amp;quot; for the runway dropdown menu. Make sure you pick the departure runway you intend to depart from. &lt;br /&gt;
&lt;br /&gt;
So: (let's say we're departing from KSJC).: &lt;br /&gt;
[[File:777 tutorialrm.png]]&lt;br /&gt;
&lt;br /&gt;
Now it's time to add in &amp;quot;BERKS&amp;quot;. We type &amp;quot;BERKS&amp;quot; into the &amp;quot;add waypoint&amp;quot; box and click Add Waypoint. Then, delete the 0s in the Altitude/speed box&amp;quot; and click activate, and it should look like this: [[File:777Tutorialrm2.png]].&lt;br /&gt;
&lt;br /&gt;
Now, go to your autopilot. To engage the route manager, the function is &amp;quot;LNAV&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TO REPEAT: There is some controversy over whether resetting/repositioning the 777 locks up the AP into one mode (it does for me), so make sure this is your initial startup! &lt;br /&gt;
&lt;br /&gt;
Now, let's get your localizer ready. When you get within a certain number of miles (generally at least 30), you'll capture the beacon for a certain runway. Head to your Radio Settings (or press F11). See the NAV1 box? There should be a &amp;quot;standby&amp;quot; box open for editing. Put the runway frequency-in this case, 108,9-, and then click the little arrow that switches it from standby to active. Then click apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We're almost done with this! All you've got to do now is zoom in on the cockpit buttons above your NAV display (the giant compass thing with a bar in the center). There should be one little 3-position switch that has the words NAV1 and ADF1 on the top and bottom. Click upwards to NAV1. Then, find the knob that has the words &amp;quot;MAP&amp;quot;, &amp;quot;VOR&amp;quot;, etc...and turn it to VOR. You should now have a little purple needle that is solid (click in the center to toggle different modes of the VOR).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Flight==&lt;br /&gt;
&lt;br /&gt;
Taking off is pretty straightforward. If you're stuck facing a gate/building&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:Armchair_Ace&amp;diff=21581</id>
		<title>User talk:Armchair Ace</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:Armchair_Ace&amp;diff=21581"/>
		<updated>2010-05-20T23:37:26Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Message Regarding JPA Continuation ==&lt;br /&gt;
&lt;br /&gt;
Are you still doing JPA?&lt;br /&gt;
If so, can I help? And if not, can we (SIA) acquire it?&lt;br /&gt;
:Woah!, not so fast! JPA has just had it's maiden flight (A cargo flight from Aomori to Vladivostok) and it is still getting itself airborne. I think I will make it a 75% cargo 25% passenger airline, as passengers seem to prefer SIA (lol). Thanks for your offer of help, but I think I'm OK just now. --[[User:Armchair Ace|Armchair Ace]] 13:31, 26 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AVA ==&lt;br /&gt;
&lt;br /&gt;
Regarding the &amp;quot;drawing board aspects&amp;quot;: I think AVE is acceptable because Jason has already planned out the whole AVE. All we need to decide on is our third aircraft.&lt;br /&gt;
&lt;br /&gt;
Now, stuff like ATC service and stuff does NOT belong there. Somebody put that in...which I do not know who.&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:AVA-MD81.png&amp;diff=21546</id>
		<title>File:AVA-MD81.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:AVA-MD81.png&amp;diff=21546"/>
		<updated>2010-05-16T20:00:11Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: uploaded a new version of &amp;quot;File:AVA-MD81.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:AVA-MD81.png&amp;diff=21545</id>
		<title>File:AVA-MD81.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:AVA-MD81.png&amp;diff=21545"/>
		<updated>2010-05-16T19:59:48Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:AVA-MD-81.png&amp;diff=21544</id>
		<title>File:AVA-MD-81.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:AVA-MD-81.png&amp;diff=21544"/>
		<updated>2010-05-16T19:59:25Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Princess_Juliana_International_Airport&amp;diff=21543</id>
		<title>Princess Juliana International Airport</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Princess_Juliana_International_Airport&amp;diff=21543"/>
		<updated>2010-05-16T19:58:04Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: /* FlightGear Community */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Princess Juliana International Airport&lt;br /&gt;
|image =TNCM.jpg&lt;br /&gt;
|alt =Low approach of a [[Boeing 747-400]] at TNCM.&lt;br /&gt;
|iata =SXM&lt;br /&gt;
|icao =TNCM&lt;br /&gt;
|type =Public&lt;br /&gt;
|owner =Princess Juliana Int'l Airport Holding Company N.V.&lt;br /&gt;
|city =Sint Maarten (St. Martin)&lt;br /&gt;
|runway= 10/28&lt;br /&gt;
|length= 2350 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|website =http://www.pjiae.com&lt;br /&gt;
}}&lt;br /&gt;
'''Princess Juliana International Airport''' (IATA: '''SXM''', ICAO: '''TNCM''') serves the [[Dutch]] part of the island of Saint Martin. It is the second busiest airport in the Eastern Caribbean, after Luis Muñoz Marín International Airport in San Juan, Puerto Rico. It is named after Juliana of the Netherlands, who was crown princess when the airport opened. &lt;br /&gt;
&lt;br /&gt;
== Runway ==&lt;br /&gt;
The airport is famous for its short runway — at only 2,180 metres (7,200 ft), it is barely long enough for heavy jets to land. Therefore, incoming airplanes approaching the island on short final for Runway 10 have to fly extremely low, passing only 10-20 meters (30-60 ft.) over relaxing tourists on Maho Beach.&lt;br /&gt;
&lt;br /&gt;
==Scenery==&lt;br /&gt;
Princess Juliana Airport is available from the [[FlightGear Scenery Database|scenemodels database]], located on tile w070n10.&lt;br /&gt;
&lt;br /&gt;
==FlightGear Community==&lt;br /&gt;
&lt;br /&gt;
[[Pilots of the Caribbean]] used this airport. &amp;lt;br&amp;gt;&lt;br /&gt;
Princess Juliana Intl was the base for [[Island Virtual Airways]].&lt;br /&gt;
&lt;br /&gt;
[[Atlas Virtual Airlines]] intends to fly flights to Princess Juliana.&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
*[[Suggested Airports]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_May_2010&amp;diff=21460</id>
		<title>Talk:FlightGear Newsletter May 2010</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_May_2010&amp;diff=21460"/>
		<updated>2010-05-14T15:21:04Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: Created page with 'Do we really want a &amp;quot;Flame War&amp;quot; news report?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we really want a &amp;quot;Flame War&amp;quot; news report?&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_777&amp;diff=21276</id>
		<title>Boeing 777</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_777&amp;diff=21276"/>
		<updated>2010-05-04T21:00:34Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: Sorry about that, linked to my own user page instead of the tutorial. Fixed!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:777-200.jpg|thumb|270px|[[Boeing 777-200]] in British Airways livery]]&lt;br /&gt;
[[Image:COA777.jpg|thumb|270px|[[Boeing 777-200]] in Continental livery]]&lt;br /&gt;
&lt;br /&gt;
The '''Boeing 777''' is a long-range, wide-body twin-engine airliner built by Boeing Commercial Airplanes. The world's largest twinjet and commonly referred to as the &amp;quot;Triple Seven&amp;quot;, it can carry between 283 and 368 passengers in a three-class configuration and has a range from 5,235 to 9,450 [[nautical mile]]s (9,695 to 17,500 km). Distinguishing features of the 777 include the six wheels on each main landing gear, its circular fuselage cross section, the largest diameter turbofan engines of any aircraft, the pronounced &amp;quot;neck&amp;quot; aft of the flight deck, and the blade-like tail cone.&lt;br /&gt;
&lt;br /&gt;
As of May 2008, 56 customers have placed orders for 1,080 777s. Direct market competitors to the 777 are the [[Airbus A330-300]], [[Airbus A340|A340]], and some variants of the [[Airbus A350|A350 XWB]], which is currently under development. The 777 may eventually be replaced by a new product family, the [[Boeing Y3]], which would draw upon technologies from the [[Boeing 787|787]].&lt;br /&gt;
&lt;br /&gt;
You can see a guide on how to fly this plane on [[User:Vaeronic|Vaeron's wikipage]]. For version 2.0, see [[Boeing 777 Tutorial: Version 2.0.|ChocBoy's tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* [[Boeing 777-200]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://sourceforge.net/projects/xpc-777 Boeing 777 aircraft systems simulator ]&lt;br /&gt;
&lt;br /&gt;
{{Boeing}}&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_777_Tutorial:_Version_2.0&amp;diff=21233</id>
		<title>Boeing 777 Tutorial: Version 2.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_777_Tutorial:_Version_2.0&amp;diff=21233"/>
		<updated>2010-05-03T20:29:14Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It can fly an entire route on one engine. It can carry over 350 passengers for about 9,000 miles. And this gargantuan monster, with a wingspan of nearly 200 feet and a weight of over 300,000 pounds, is operated on fly-by-wire technology. It's the legend of airliners, as in FlightGear. It's the Boeing 777-200 ExtendedRange.&lt;br /&gt;
&lt;br /&gt;
So you've just sat down in the cockpit of this very complex aircraft. With a cockpit and instruments that were given a makeover in version 2.0, it's no surprise to see why you might be a bit overwhelmed. Today, that changes as you take to the skies, as the captain of the Triple 7. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Startup==&lt;br /&gt;
&lt;br /&gt;
The 777 is one of FlightGear's most ready-to-fly aircraft. You should start out with a good amount of fuel in your tanks, but to be certain, check it in your Equipment-Fuel and Payload box. Add or decrease fuel by dragging each indicator to the desired amount. Since there's a tank in the center and a tank on each wing, you should try and make it balanced; the amount of fuel in the center tank can be anything you want, but try to make the fuel in each wing equal.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT: There is some debate as to whether or not restarting/repositioning messes up the 777 ILS. Make sure that this your '''initial'''''' start from the wizard; not a restart or reposition. Just the first flight in FGFS since you clicked &amp;quot;run&amp;quot; on the wizard.  &lt;br /&gt;
&lt;br /&gt;
You can also adjust the amount of passengers (PAX) and crew.&lt;br /&gt;
&lt;br /&gt;
Once you've got your desired load, click on the &amp;quot;777&amp;quot; menu on the top of the screen. You should see an &amp;quot;autostart&amp;quot; pop up. Click on that, and the aircraft will come to life! Now, all we've got to do is set our instruments.&lt;br /&gt;
&lt;br /&gt;
==Getting AP/ILS info==&lt;br /&gt;
&lt;br /&gt;
Whether you're new to the triple 7 or confused about some new 2.0 stuff, the 777 Autopilot might seem a bit confusing. But there's one thing to remember: half of it you will never use. When navigating to an airport, there's really only two parts of the AP: using waypoints to get to the approach for a runway, and then using a localizer, or runway frequency, for your final approach (most localizers only extend for about 20 miles, meaning the waypoints are neccessary). &lt;br /&gt;
&lt;br /&gt;
Before you do anything involving AP, you must first get the neccessary data for it. [http://airnav.com airnav.com]is a great place to get it; simply go to the &amp;quot;airports&amp;quot; tab and type in the airport code. So, for example, if you typed in &amp;quot;KSFO&amp;quot;, you should get a whole page on it. Scroll down to the bottom where there's a bunch of PDFs labelled &amp;quot;IAPs- Instrument Approach procedures&amp;quot;. Decide on the runway you are going to use, but note that only certain runways are equipped with ILS; at KSFO, it's really only 28R/28L/ and 19L. Under IAPs, look for the &amp;quot;ILS OR LOC RWY __&amp;quot; or something like that, with the desired runway number in it. ONLY use the IAPs with &amp;quot;ILS/LOC&amp;quot; or &amp;quot;ILS RWY&amp;quot;. In other words, use the ones at the tippy top. &lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;download&amp;quot; on the IAP you want to use. I'm going to use &amp;quot;ILS OR LOC RWY 19L **CHANGED**&amp;quot;, for 19L at KSFO. You should see a chart, but it may be hard to distinguish the waypoints. So scroll to the bottom where you basically see a narrowing arrow with three waypoints. The ones with &amp;quot;int&amp;quot; mean intercept, so don't include the &amp;quot;INT&amp;quot;. The three waypoints in this case, in order, are &amp;quot;BERKS INT&amp;quot;, &amp;quot;SHAKE INT&amp;quot;, and &amp;quot;ROGGE INT&amp;quot;. So, you really only the first one &amp;quot;BERKS&amp;quot; to get within range of the localizer. For the localizer, you should see a box that says &amp;quot;LOCALIZER- 108.9, ISIA&amp;quot;. The ISIA is the identifier you should get on your NAV display. So write those two down- &amp;quot;BERKS&amp;quot; and &amp;quot;108.9, ISIA&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Setting your Instruments==&lt;br /&gt;
&lt;br /&gt;
Now, head on back to FlightGear and back to your cockpit. First, let's take a look at the Route manager: (under Autopilot-Route Manager): &lt;br /&gt;
[[File:B777 Route Manager.png]]&lt;br /&gt;
&lt;br /&gt;
So you've got your Departure Airport, Departure runway, Arrival Airport, Arrival Runway, and Waypoints; erase EVERYTHING in the boxes. Now, fill in the departure and arrival information. Click &amp;quot;X&amp;quot; for the runway dropdown menu. Make sure you pick the departure runway you intend to depart from. &lt;br /&gt;
&lt;br /&gt;
So: (let's say we're departing from KSJC).: &lt;br /&gt;
[[File:777 tutorialrm.png]]&lt;br /&gt;
&lt;br /&gt;
Now it's time to add in &amp;quot;BERKS&amp;quot;. We type &amp;quot;BERKS&amp;quot; into the &amp;quot;add waypoint&amp;quot; box and click Add Waypoint. Then, delete the 0s in the Altitude/speed box&amp;quot; and click activate, and it should look like this: [[File:777Tutorialrm2.png]].&lt;br /&gt;
&lt;br /&gt;
Now, go to your autopilot. To engage the route manager, the function is &amp;quot;LNAV&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=PAGE IN PROGRESS=&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_777_Tutorial:_Version_2.0&amp;diff=21232</id>
		<title>Boeing 777 Tutorial: Version 2.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_777_Tutorial:_Version_2.0&amp;diff=21232"/>
		<updated>2010-05-03T20:24:18Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: Created page with 'It can fly an entire route on one engine. It can carry over 350 passengers for about 9,000 miles. And this gargantuan monster, with a wingspan of nearly 200 feet and a weight of …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It can fly an entire route on one engine. It can carry over 350 passengers for about 9,000 miles. And this gargantuan monster, with a wingspan of nearly 200 feet and a weight of over 300,000 pounds, is operated on fly-by-wire technology. It's the legend of airliners, as in FlightGear. It's the Boeing 777-200 ExtendedRange.&lt;br /&gt;
&lt;br /&gt;
So you've just sat down in the cockpit of this very complex aircraft. With a cockpit and instruments that were given a makeover in version 2.0, it's no surprise to see why you might be a bit overwhelmed. Today, that changes as you take to the skies, as the captain of the Triple 7. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Startup==&lt;br /&gt;
&lt;br /&gt;
The 777 is one of FlightGear's most ready-to-fly aircraft. You should start out with a good amount of fuel in your tanks, but to be certain, check it in your Equipment-Fuel and Payload box. Add or decrease fuel by dragging each indicator to the desired amount. Since there's a tank in the center and a tank on each wing, you should try and make it balanced; the amount of fuel in the center tank can be anything you want, but try to make the fuel in each wing equal.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT: There is some debate as to whether or not restarting/repositioning messes up the 777 ILS. Make sure that this your '''initial'''''' start from the wizard; not a restart or reposition. Just the first flight in FGFS since you clicked &amp;quot;run&amp;quot; on the wizard.  &lt;br /&gt;
&lt;br /&gt;
You can also adjust the amount of passengers (PAX) and crew.&lt;br /&gt;
&lt;br /&gt;
Once you've got your desired load, click on the &amp;quot;777&amp;quot; menu on the top of the screen. You should see an &amp;quot;autostart&amp;quot; pop up. Click on that, and the aircraft will come to life! Now, all we've got to do is set our instruments.&lt;br /&gt;
&lt;br /&gt;
==Getting AP/ILS info==&lt;br /&gt;
&lt;br /&gt;
Whether you're new to the triple 7 or confused about some new 2.0 stuff, the 777 Autopilot might seem a bit confusing. But there's one thing to remember: half of it you will never use. When navigating to an airport, there's really only two parts of the AP: using waypoints to get to the approach for a runway, and then using a localizer, or runway frequency, for your final approach (most localizers only extend for about 20 miles, meaning the waypoints are neccessary). &lt;br /&gt;
&lt;br /&gt;
Before you do anything involving AP, you must first get the neccessary data for it. [http://airnav.com airnav.com]is a great place to get it; simply go to the &amp;quot;airports&amp;quot; tab and type in the airport code. So, for example, if you typed in &amp;quot;KSFO&amp;quot;, you should get a whole page on it. Scroll down to the bottom where there's a bunch of PDFs labelled &amp;quot;IAPs- Instrument Approach procedures&amp;quot;. Decide on the runway you are going to use, but note that only certain runways are equipped with ILS; at KSFO, it's really only 28R/28L/ and 19L. Under IAPs, look for the &amp;quot;ILS OR LOC RWY __&amp;quot; or something like that, with the desired runway number in it. ONLY use the IAPs with &amp;quot;ILS/LOC&amp;quot; or &amp;quot;ILS RWY&amp;quot;. In other words, use the ones at the tippy top. &lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;download&amp;quot; on the IAP you want to use. I'm going to use &amp;quot;ILS OR LOC RWY 19L **CHANGED**&amp;quot;, for 19L at KSFO. You should see a chart, but it may be hard to distinguish the waypoints. So scroll to the bottom where you basically see a narrowing arrow with three waypoints. The ones with &amp;quot;int&amp;quot; mean intercept, so don't include the &amp;quot;INT&amp;quot;. The three waypoints in this case, in order, are &amp;quot;BERKS INT&amp;quot;, &amp;quot;SHAKE INT&amp;quot;, and &amp;quot;ROGGE INT&amp;quot;. So, you really only the first one &amp;quot;BERKS&amp;quot; to get within range of the localizer. For the localizer, you should see a box that says &amp;quot;LOCALIZER- 108.9, ISIA&amp;quot;. The ISIA is the identifier you should get on your NAV display. So write those two down- &amp;quot;BERKS&amp;quot; and &amp;quot;108.9, ISIA&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Setting your Instruments==&lt;br /&gt;
&lt;br /&gt;
Now, head on back to FlightGear and back to your cockpit. First, let's take a look at the Route manager: (under Autopilot-Route Manager): &lt;br /&gt;
[[File:B777 Route Manager.png]]&lt;br /&gt;
&lt;br /&gt;
So you've got your Departure Airport, Departure runway, Arrival Airport, Arrival Runway, and Waypoints; erase EVERYTHING in the boxes. Now, fill in the departure and arrival information. Click &amp;quot;X&amp;quot; for the runway dropdown menu. Make sure you pick the departure runway you intend to depart from. &lt;br /&gt;
&lt;br /&gt;
So: (let's say we're departing from KSJC).: &lt;br /&gt;
[[File:777 tutorialrm.png]]&lt;br /&gt;
&lt;br /&gt;
Now it's time to add in &amp;quot;BERKS&amp;quot;. We type &amp;quot;BERKS&amp;quot; into the &amp;quot;add waypoint&amp;quot; box and click Add Waypoint. Then, delete the 0s in the Altitude/speed box&amp;quot; and click activate, and it should look like this: [[File:777Tutorialrm2.png]].&lt;br /&gt;
&lt;br /&gt;
Now, go to your autopilot. To engage the route manager, the function is &amp;quot;LNAV&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:777Tutorialrm2.png&amp;diff=21231</id>
		<title>File:777Tutorialrm2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:777Tutorialrm2.png&amp;diff=21231"/>
		<updated>2010-05-03T20:21:20Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:777_tutorialrm.png&amp;diff=21230</id>
		<title>File:777 tutorialrm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:777_tutorialrm.png&amp;diff=21230"/>
		<updated>2010-05-03T20:17:57Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: uploaded a new version of &amp;quot;File:777 tutorialrm.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:777_tutorialrm.png&amp;diff=21229</id>
		<title>File:777 tutorialrm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:777_tutorialrm.png&amp;diff=21229"/>
		<updated>2010-05-03T20:17:28Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:B777_Route_Manager.png&amp;diff=21228</id>
		<title>File:B777 Route Manager.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:B777_Route_Manager.png&amp;diff=21228"/>
		<updated>2010-05-03T20:14:02Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_777&amp;diff=21226</id>
		<title>Boeing 777</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_777&amp;diff=21226"/>
		<updated>2010-05-03T19:41:47Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:777-200.jpg|thumb|270px|[[Boeing 777-200]] in British Airways livery]]&lt;br /&gt;
[[Image:COA777.jpg|thumb|270px|[[Boeing 777-200]] in Continental livery]]&lt;br /&gt;
&lt;br /&gt;
The '''Boeing 777''' is a long-range, wide-body twin-engine airliner built by Boeing Commercial Airplanes. The world's largest twinjet and commonly referred to as the &amp;quot;Triple Seven&amp;quot;, it can carry between 283 and 368 passengers in a three-class configuration and has a range from 5,235 to 9,450 [[nautical mile]]s (9,695 to 17,500 km). Distinguishing features of the 777 include the six wheels on each main landing gear, its circular fuselage cross section, the largest diameter turbofan engines of any aircraft, the pronounced &amp;quot;neck&amp;quot; aft of the flight deck, and the blade-like tail cone.&lt;br /&gt;
&lt;br /&gt;
As of May 2008, 56 customers have placed orders for 1,080 777s. Direct market competitors to the 777 are the [[Airbus A330-300]], [[Airbus A340|A340]], and some variants of the [[Airbus A350|A350 XWB]], which is currently under development. The 777 may eventually be replaced by a new product family, the [[Boeing Y3]], which would draw upon technologies from the [[Boeing 787|787]].&lt;br /&gt;
&lt;br /&gt;
You can see a guide on how to fly this plane on [[User:Vaeronic|Vaeron's wikipage]]. For version 2.0, see [[User:Chocboy|ChocBoy's tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* [[Boeing 777-200]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://sourceforge.net/projects/xpc-777 Boeing 777 aircraft systems simulator ]&lt;br /&gt;
&lt;br /&gt;
{{Boeing}}&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_777-200&amp;diff=21224</id>
		<title>Boeing 777-200</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_777-200&amp;diff=21224"/>
		<updated>2010-05-03T19:38:01Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: /* Aircraft help */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This includes the following models: '''777-200''', '''777-200ER'''''&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =777-200.jpg&lt;br /&gt;
|name =Boeing 777-200&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|livery =Air Bagan, Air India, British Airways, Delta Air Lines, [[Island Virtual Airways]], Lufthansa, [[Air San Francisco]], [[Americair]]&lt;br /&gt;
|authors =Justin Smithies and Syd Adams&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =Development&lt;br /&gt;
|fgname =777-200, 777-200ER&lt;br /&gt;
}}&lt;br /&gt;
The '''777-200''' ('''772A''') was the initial A-market model of the [[Boeing 777]]. The first customer delivery was to United Airlines in May 1995. It is available with a maximum take-off weight (MTOW) from 505,000 to 545,000 pounds (229 to 247 tonnes) and range capability between 3,780 and 5,235 nautical miles (7,000 to 9,695 km).&lt;br /&gt;
&lt;br /&gt;
The direct equivalent from Airbus is the [[Airbus A330-300]]. A total of 88 -200s have been delivered to ten different customers as of July 2008.&lt;br /&gt;
&lt;br /&gt;
==Liveries==&lt;br /&gt;
All FlightGear liveries are available at [http://liveries.flightgear.org FlightGear Liveries]. For the 777-200, as of March 2009 the following liveries are available:&lt;br /&gt;
&lt;br /&gt;
* Air Austral&lt;br /&gt;
* Air Canada&lt;br /&gt;
* Air France&lt;br /&gt;
* American Airlines&lt;br /&gt;
* Asiana Airlines&lt;br /&gt;
* British Airways&lt;br /&gt;
* Continental Airlines&lt;br /&gt;
* Delta Airlines&lt;br /&gt;
** Old (2002-2007)&lt;br /&gt;
* EgyptAir&lt;br /&gt;
* Japan Airlines &lt;br /&gt;
* KLM Royal Dutch Airlines&lt;br /&gt;
* United Airlines&lt;br /&gt;
&lt;br /&gt;
These liveries are also available at [http://www.unitedfreeworld.com United Free World]&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
[[Image:Cockpit.jpg|thumb|270px|The 3D [[cockpit]] of a 777-200]]&lt;br /&gt;
You can see a guide on how to fly this plane on [[User:Vaeronic|Vaeron's wikipage]].&lt;br /&gt;
For version 2.0, an updated version is available on [[User:Chocboy|ChocBoy's wikipage]].&lt;br /&gt;
===Start Procedure===&lt;br /&gt;
* Go to Equipment &amp;gt; Fuel and Payload and set your fuel amounts and make sure your tanks are selected&lt;br /&gt;
* Right-click twice to get into the move view mode and look at the overhead panel then click all the electrical buttons until they are all lit up&lt;br /&gt;
* Hold the 's' button for 10 seconds or until the engines are running at idle.&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
* [http://sourceforge.net/projects/xpc-777 Boeing 777 aircraft systems simulator ]&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{boeing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Model with well-implemented cockpit]]&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Chocboy&amp;diff=21223</id>
		<title>User:Chocboy</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Chocboy&amp;diff=21223"/>
		<updated>2010-05-03T19:37:23Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: Created page with 'aaaa'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;aaaa&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21154</id>
		<title>FlightGear Newsletter April 2010</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21154"/>
		<updated>2010-04-28T22:25:12Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newsletter}}&lt;br /&gt;
&lt;br /&gt;
''First, we would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers (thanks to everyone that contributed this time!). Everyone (with a wiki account, free to register) can edit the newsletter of next month and every contribution is welcome.''&lt;br /&gt;
&lt;br /&gt;
==In the hangar==&lt;br /&gt;
===Aircraft===&lt;br /&gt;
====Fokker 50====&lt;br /&gt;
The F50 hasn't got totally new functions, but Gijs [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7542 spotted a problem] with the .xml files in the plane, thus making it unusable on version 2.0. The .xml files have been patched and are available at the forum. Behind the scenes, Charlie has been improving the Fokker and a new version could be released any time.&lt;br /&gt;
&lt;br /&gt;
In the mean time both Gijs and gooneybird have created a bunch of excellent new liveries which can be [http://flightgear.org/forums/viewtopic.php?f=13&amp;amp;t=7604 found in the forum] and downloaded from the [http://liveries.flightgear.org/aircraft.php?id=7 livery database]. All of these are based on aircraft that actually fly (or flew) somewhere out there.&lt;br /&gt;
&lt;br /&gt;
====IL-96-400====&lt;br /&gt;
The IL96-400 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7439 was released] on 06 Apr 2010, and is downloadable from [http://www.unitedfreeworld.com UnitedFreeWorld].&lt;br /&gt;
&lt;br /&gt;
====Boeing 747SP====&lt;br /&gt;
The Boeing 747SP, a special ultra-long-haul version of the B747, is being developed by shervin88 on [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7572 the forum]. It is still at an alpha stage.&lt;br /&gt;
&lt;br /&gt;
====VMX22 Osprey====&lt;br /&gt;
The Osprey [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7205 is being revamped] by ot-666, with a totally new model and FDM.&lt;br /&gt;
&lt;br /&gt;
====Boeing 717====&lt;br /&gt;
The 717 is still at a pre-alpha stage at the forum.&lt;br /&gt;
&lt;br /&gt;
====North American P-51D====&lt;br /&gt;
The P-51D, a legendary fighter, was [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7494 remodeled] under JSBSim only by hvengel.&lt;br /&gt;
&lt;br /&gt;
====C-5====&lt;br /&gt;
The C-5 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7557 is being modeled] by jonbourg.&lt;br /&gt;
&lt;br /&gt;
====IAR80====&lt;br /&gt;
The IAR80 prop [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7225 is near completion].&lt;br /&gt;
&lt;br /&gt;
====747-8I====&lt;br /&gt;
The Boeing 747-8 Intercontinental is being modeled by MOJO.&lt;br /&gt;
&lt;br /&gt;
====A318====&lt;br /&gt;
The A318 is being modeled from the A319. Read more about this project at [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6524 the forum].&lt;br /&gt;
&lt;br /&gt;
====C-17====&lt;br /&gt;
The awesome C-17 has been in work by jonbourg for a while now and it looks great. The model is fantastic and it includes a working cargo door, animation and now fully operating thrust reverse. Upcoming updates will include an airdrop feature and 3D cockpit instrumentation. Also in the works is DATCOM information for a realistic flying experience.&lt;br /&gt;
&lt;br /&gt;
====P-47N====&lt;br /&gt;
Jon Bourgeois (jonbourg) also is currently working on the P-47N from [http://home.comcast.net/~davidculp2/hangar/hangar.html Dave Culp's hangar].&lt;br /&gt;
&lt;br /&gt;
====Quest Kodiak 100====&lt;br /&gt;
The Quest Kodiak is a modern STOL turboprop single built to be a back-country aircraft to help in areas in which humanitarian help is needed. At the moment only a basic FDM and outside 3D model with animations exists. We are currently working on the cockpit. If you want to help developing please write a mail to not.everyone.lives [at] googlemail [dot] com. You can download the Kodiak [http://takhadnotor.github.com/kodiak/ from here]. Also a [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6804 forum thread] represents the project.&lt;br /&gt;
&lt;br /&gt;
====B-29 Superfortress====&lt;br /&gt;
The original author of the B-29 model is not active in FlightGear at the moment due to the pressures of real-life work. So Vivian Meazza has been busy with bringing the B-29 model up-to-date. The ambient light levels have been brought into line with current practice and the YASim FDM has been lightly worked over. Some effects have been added: the reflective effect, exhaust staining, and contrails.&lt;br /&gt;
&lt;br /&gt;
====ASK-13 Glider====&lt;br /&gt;
[[Image:ASK13.jpg|thumb|The ASK-13 by Patrice Poly. ]]&lt;br /&gt;
&lt;br /&gt;
The gliders fleet is growing, with this Schleicher twin seat glider. It has a accurate fdm based on real experiences of the author. It contains the new bumbspec shader, detailled interior with AmbientShadows baked, DualCockpit over MP and many things more. See [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7531 this thread] for details and download. It is available in CVS as well now!&lt;br /&gt;
&lt;br /&gt;
====Piper J3 Cub====&lt;br /&gt;
[[Image:J3cup.1.jpg|thumb|New Piper J3 Cub by Don Lavelle. Custom Scenery &amp;quot;France&amp;quot; in the background.]]&lt;br /&gt;
This taildragger has been now completly remodelled in Blender by Don Lavelle. It features an accurate 3d-modell, high resolution textures, paintkit, pilotmodel, smoke effect and detailled interior. The new Piper J3 Cub is now available in the  [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6890&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a forum] or in CVS.&lt;br /&gt;
 &lt;br /&gt;
===Liveries===&lt;br /&gt;
Just two months after its (re)launch, the [http://liveries.flightgear.org livery database] has been visited by more than 1100 unique visitors, from 77 different countries. Together they have viewed over 25.000 pages. As of April, more than 200 liveries are available and the database is still expanding.&lt;br /&gt;
&lt;br /&gt;
New liveries are continously being accepted, through [http://liveries.flightgear.org/contribute.php the contribute page].&lt;br /&gt;
&lt;br /&gt;
==CVS news==&lt;br /&gt;
&lt;br /&gt;
=== New and improved shaders===&lt;br /&gt;
[[Image:B29 shader.jpg|thumb|New Reflection Shader applied to the B29. It shows a shiny, high-reflective blank metal, which can be achieved now with the new shader.]]&lt;br /&gt;
[[Image:EC135 shader2.jpg|thumb|New Reflection Shader applied to the Ec135 for testing. It is here controlled by a greymap, but could be controlled by the materials setting as well]]&lt;br /&gt;
&lt;br /&gt;
Frederic Bouvier improved the Urban Shader - it now supports nightlighting and snow as well. He improved the landmass-shader too, which gives us a more realistic 3d-look to the forest. There is also a new slider in the rendering settings to adjust the level of eye-candy to the available hardware power.&lt;br /&gt;
&lt;br /&gt;
Vivian Meazza added a Reflection Shader. This now gives us shiny surfaces on any object. So you can now have shiny blank metals, or a glossy coating like we can see on cars and modern aircraft, or shiny windows, which even show a nice rainbow effect (like the  Airbus shows). These effects are completely configurable and can be controlled in many ways.&lt;br /&gt;
&lt;br /&gt;
It support Cubemaps as well, and as this influences the look of the shader effect a lot, people are invited to create as many and different as we could need.&lt;br /&gt;
&lt;br /&gt;
Finally, there is a new wiki article ([[Howto: Use The Normal Map Effect in Aircraft]]) on using the normal mapping shader, which is very useful for adding bump maps to aircraft. The standard Cessna 172p already uses this effect to show the rivets on the wings and fuselage.&lt;br /&gt;
&lt;br /&gt;
If you are interested in doing some shader development yourself, e.g. by customizing existing shaders or creating completely new ones, make sure to take a look at [[Howto: Shader Programming in FlightGear]] which aims to provide an introduction about shader programming for FlightGear.&lt;br /&gt;
&lt;br /&gt;
===Weather development very active===&lt;br /&gt;
In the end of March and start of April, lots of developers have released, [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=7358 in the forum], contributions to a local weather system.&lt;br /&gt;
&lt;br /&gt;
The aim of a local weather system is to simulate weather phenomena tied to specific locations. Examples for this are a thunderstorm, a rainfront or thermal development. In the case of the thunderstorm, severe rain and turbulence occur in a location a few kilometers in scale, i.e. one can easily view it 'from outside' or fly in and out of this region. Similarly, the development of thermal convection clouds is strongly tied to features of the terrain - thermal development does not occur easily over open water or snow, but it is strong over rock or similar surfaces which heat in the sun. Finally, a rainfront is a phenomenon like a thunderstorm that divides the sky into two regions - one with essentially good visibility and clear sky, the other with severe clouds and rain, and both are visible at the same time.&lt;br /&gt;
&lt;br /&gt;
This is in contrast to the current standard weather system of Flightgear where weather changes affect the weather everywhere in the simulated world and are (with few exceptions) not tied to specific locations. In such a system, it is impossible to observe e.g. the approach of a rainfront while flying in sunshine. In contrast, the local weather system allows for visual impressions such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Clouds-nimbostratus.jpg|500px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [http://www.phy.duke.edu/~trenk/files/local_weather_fgfs2.0.0_v0.51.tgz current release v0.51] is still limited to simulating weather in a 40x40 km tile, but  supports placement of regions in which visibility, rain, snow and thermal lift are set, as well as interpolation of visibility, pressure, temperature and dewpoint between preset weather stations. The system also automatically creates thermals below convective clouds which can be utilized by gliders using a CVS patch, thus providing greatly enhanced soaring capability. More details in the forum or in the Wiki article [[A local weather system]].&lt;br /&gt;
&lt;br /&gt;
Help with texturing cloud models, developing and improving shader effects, testing, merging with the C++ code or increasing the library of available weather tiles is highly appreciated!&lt;br /&gt;
&lt;br /&gt;
The data and source code for these clouds are now in CVS.&lt;br /&gt;
&lt;br /&gt;
===AI traffic becomes more interactive ===&lt;br /&gt;
Early April, a patch was was committed to [[TaxiDraw]], FlightGear's airport design program, which allows a more thorough checking of AI ground networks for internal consistency. This patch, and the consequential improvement in ground network quality serves as a lead-up to a batch of new functionality in the [[AI Interactive Traffic]] code. Communication between taxiing AI aircraft and and ground control can be tracked by tuning your comm radios to the appropriate ground frequency. Although the system is designed to work at any airport, best chances of for witnessing this ground activity is at [[EHAM]], by tuning into 121.7 for startup clearance procedures or 121.8 for push back approval, taxi clearance and all hold position / resume taxi instructions. &lt;br /&gt;
&lt;br /&gt;
===New dogfighting scenarios available!===&lt;br /&gt;
Developers been interested in developing dogfighting scenarios over the month. Some AI balloon experiments have been released too.&lt;br /&gt;
&lt;br /&gt;
==Scenery Corner==&lt;br /&gt;
===Malpensa being developed===&lt;br /&gt;
The Milan/Malpensa airport is being developed by brisa [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2852 here].&lt;br /&gt;
&lt;br /&gt;
==Multiplayer news==&lt;br /&gt;
===TransGear Airways: the new way===&lt;br /&gt;
As announced in last months edition, the monthly [[TransGear Airways|TransGear]] events' format has been completely redrawn. In total, 12 pilots and four controllers showed up. Apart from the (unfortunately) usual problems, resulting in a few dropouts, it can be considered as a &amp;quot;decent turnout for a first 'new' event&amp;quot; according to organiser Rob (MD-Terp).&lt;br /&gt;
&lt;br /&gt;
Solicitation for the May event will soon start. Watch [http://transgear.treborlogic.com/ the website] for the latest news.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Atlas Virtual Airlines debuts!===&lt;br /&gt;
FlightGear's new, unified, Virtual Airline, [[Atlas Virtual Airlines]] (AVA), finally opened its doors to the public in early April. AVA offers numerous pioneering aspects for its pilots, such as a fully functional Pilot Report page for flights completed. The Airline's debut, after months of waiting, sparked a major recruitment, and Atlas is approaching the 30-member mark! Other achievements include its own forum, a sophisticated aircraft tracking system, and the addition of the newly designed IL-96, which was added to the airlines fleet to serve under a separate section, Atlas Virtual Cargo (AVC). The Airline has also received liveries for all of its aircraft, minus the IL-96. These are available only to registered pilots. &lt;br /&gt;
&lt;br /&gt;
So far, the airline has been a fantastic success, and Atlas thanks all of its devoted members for a great start! Those interested can check it out here[http://atlasvirtualairlines.com]. Remember, most discussion is held off of the FlightGear forums, and you need to be a member to get involved! &lt;br /&gt;
&lt;br /&gt;
===Flight Gear Flying Club===&lt;br /&gt;
There is a new Flightgear flying club, located at: '''http://flightgearfans.wordpress.com/'''&lt;br /&gt;
 &lt;br /&gt;
Piloter, Trennor, Gargleflump, and Reeed are all looking forward to seeing anyone who might want to connect for a few hours flying, organize virtual fly-ins, and other fun stuff on an irregular basis. There is a channel on the FG IRC net, &amp;quot;#fg_flying_club,&amp;quot; where you can come and connect with those of us who've so far committed. The current channel topic states, &amp;quot;Fly Together - Organize Fly-Ins - Suggest New Areas to Fly - Helping Each Other Learn by Having Fun.&amp;quot; This might sound like a rehash of the multi-player forum, but it's designed more for the spur-of-the-moment flights one might like to make with a friend (or a new friend!) or to get together to organize something more substantial. One or two requests: please take FG programming or technical discussions to their respective channels, rather than get into them in the FC. And, please be willing to share and help other pilots with their flying skills, sharing yours, and helping others. This is meant to be light-hearted, happy and FUN!! So come join us, leave your cares, worries and problems at the door, and just hook up with someone, pick a locale, plan your flight, and GO. See you in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==And finally...==&lt;br /&gt;
Did you know?&lt;br /&gt;
&lt;br /&gt;
...that the visibility of FlightGear's menubar can be toggled by hitting the F10 key or by starting your FlightGear with --prop:/sim/menubar/autovisibility/enabled=1 once. The menubar automatically pops up when your mouse is near the top edge of the FlightGear window. A click with the left mouse button hides the menubar again. If you have autosave on (which is on by default), this feature will be enabled every time you start FlightGear. This nice little utility can also be selected using the checkbox in the latest version of FGRun.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2010 04]]&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Virtual_airlines&amp;diff=21119</id>
		<title>Virtual airlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Virtual_airlines&amp;diff=21119"/>
		<updated>2010-04-27T00:27:12Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''virtual airline''' (VA) is a dedicated hobby organization that uses flight simulation to model the operations of an airline. Virtual airlines generally have a presence on the internet, similar to a real airline. There are over 100 virtual airlines of significance currently active in the internet (supporting a number of flightsims), with thousands of participants involved at any one time each using different simulator platforms.&lt;br /&gt;
&lt;br /&gt;
[[Image:virtualairlines.jpg|thumb|430px|The logos of most of the currently existing Virtual Airlines operating in FlightGear.]]&lt;br /&gt;
&lt;br /&gt;
==Virtual Airlines in FlightGear==&lt;br /&gt;
Currently, some number of virtual airlines exist, with airlines made of various experiences, fleets and operations. Here is a list of some of the known virtual airlines to have existed.&lt;br /&gt;
&lt;br /&gt;
===Current Flightgear Virtual Airlines===&lt;br /&gt;
These are the current virtual airlines in operation. Major Virtual Airlines include (In order of start announcement):&lt;br /&gt;
&lt;br /&gt;
* [http://transgear.treborlogic.com TransGear Airways]&lt;br /&gt;
* [[Star Alliance]]&lt;br /&gt;
*[[Atlas Virtual Airlines]]&lt;br /&gt;
&lt;br /&gt;
===Current Flightgear Flying Clubs===&lt;br /&gt;
[http://flightgearfans.wordpress.com/]&lt;br /&gt;
===Flightgear Virtual Airline Merger Program===&lt;br /&gt;
[[Atlas Virtual Airlines]] was borne out of the concept that a VA merger could elminate underpopulation and help consolidate the number of virtual airlines into one, unified VA. In early April 2010, Atlas Virtual, after months of planning, went live to the public. Thus, the number of virtual airlines was substantially reduced, leaving the number of active VAs at 3. As of April 2010, these include Transgear Airways, Star Alliance, and Atlas. &lt;br /&gt;
==Airlines  merged into Atlas==&lt;br /&gt;
*[[Japan Pacific Airlines]]&lt;br /&gt;
*[[Coastal Air Systems]]&lt;br /&gt;
*[[Skynet International Airlines]]&lt;br /&gt;
*[[Europe Airlines]]&lt;br /&gt;
&lt;br /&gt;
===Current Alliances===&lt;br /&gt;
* [[Star Alliance]]&lt;br /&gt;
&lt;br /&gt;
*Transgear Airways and Atlas are considered &amp;quot;sister VAs&amp;quot;, and work side by side during events. Plans call for a combined TGA-AVA event, and at the moment, each airline helps the other. &lt;br /&gt;
&lt;br /&gt;
===Proposed Airlines===&lt;br /&gt;
These are the airlines proposed but not seen actual operations as of today.&lt;br /&gt;
* Sandy Oceania Airlines&lt;br /&gt;
* Triangle Airlines&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
Virtual airlines were started to give a sense of purpose to activities conducted within a flight simulator. This basic premise has evolved over time, along with available technology, to provide increasing levels of immersion but always with the same core purpose. When combined with increasingly powerful personal computers, advancing flight simulation software, and communications networks, virtual airlines are often able to provide compelling, realistic, experiences similar to operations inside a real airline. Virtual airlines also provide an avenue for members to gain access to additional content, such as aircraft and scenery, for use with their simulator. The appeal varies; for younger members, virtual airlines provide a sandbox environment where they can experience the corporate environment of commercial business in the airline industry, without the risk of financial loss. These organizations also provide an outlet for those who are interested in aviation but unable to fly themselves in real life due to financial, health, or other reasons.&lt;br /&gt;
Most of all, its one step closer to enthusiasts feeling more involved in an airline environment and share their interests with others.&lt;br /&gt;
&lt;br /&gt;
Virtual Airlines also benefit the flight simulator community by providing valuable services such as ATC, events, and general help and knowledge.&lt;br /&gt;
&lt;br /&gt;
==Common elements==&lt;br /&gt;
&lt;br /&gt;
There are several elements that are common across many virtual airlines:&lt;br /&gt;
A website as the focal point of the community&lt;br /&gt;
Internet forum where discussion and social interaction can occur&lt;br /&gt;
Customized livery that users can download together with aircraft and install in their flight simulator&lt;br /&gt;
Route schedules for members to fly in their simulators&lt;br /&gt;
Multiplayer events, often on a game network such as VATSIM or IVAO&lt;br /&gt;
Less common elements include:&lt;br /&gt;
An Online database for recording and reporting flights and membership statistics&lt;br /&gt;
Dedicated game server hosting to provide private areas for members to complete flights&lt;br /&gt;
Award, rank and recognition systems&lt;br /&gt;
Voice over Internet Protocol servers for members to communicate freely by voice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Controversies==&lt;br /&gt;
&lt;br /&gt;
===Copyright Issues===&lt;br /&gt;
When a virtual airline is created in the image of a real world airline legal issues can arise out of copyright violations. In 2003, a real world airline, Qantas Airways Ltd, announced a new low-cost carrier by the name of Jetstar Airways. However, a virtual airline named Jetstar International Airlines already existed, complete with a web site. As part of their startup promotion, Qantas sold 100,000 airline tickets at a discount price, and the virtual airline's web site was swamped with would-be customers, job-seekers, and prospective vendors. The virtual airline sued Qantas, claiming that Qantas stole the virtual airline's livery and trademark.&lt;br /&gt;
&lt;br /&gt;
* If you wish to create a virtual airline- Which Flightgear would be eager for you to do, Please do not base it on real life airlines to save copyright issues!&lt;br /&gt;
&lt;br /&gt;
===Association with terrorism===&lt;br /&gt;
Claims have been made of the use of both flight simulators and virtual airlines as training devices for terrorist activities, although to date no conclusive link has ever been provided to indicate a situation where a virtual airline has provided flight simulation training to anyone involved in a terrorist activity.&lt;br /&gt;
Jermaine Lindsay, one of the four 7 July 2005 London bombings, may have used flight simulators to practice flying an airliner, with an accusation that he was registered with a virtual airline. A person of the same name listed his nearest major airport as Heathrow and clocked up 30 hours in two months with SimAirline.net. The website later denied the member's linking with the bombing, and indicated it was working with the Metropolitan Police to establish whether its former member was the bomber. The website stated that it provides information about airlines and free add-on software for Microsoft Flight Simulator and does not provide flight instruction to its members.&lt;br /&gt;
The 9/11 Commission in the US concluded in 2004 that those responsible for flying the planes into World Trade Center and Pentagon had used PC-based flight simulators for training. Despite the initial concerns of the involvement of virtual airlines in these terrorist activities, largely little has come from these claims to date and no changes have been noted as occurring in their operation as a result.&lt;br /&gt;
&lt;br /&gt;
===Underpopulation===&lt;br /&gt;
So far, a mere estimate of one hundred people use the FlightGear multiplayer community. Despite this, more and more virtual airlines are emerging and cannot collect as many people as it wishes. Theories of &amp;quot;college students wanting power&amp;quot; and other ideas have been brought up several times inside the FlightGear forum, but has not been dealt with yet in the present. The underpopulation and overorganization issue has made the multiplayer networks confusing to use, possibly scaring users away to other simulators such as X-Plane and Microsoft Flight Simulator, where virtual airlines and multiplayer services are more organized and population-managed. Due to underpopulation, some airlines were forced to close due to hardship of managment, including former major airline Euroair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Suggestions to address the underpopulation issue:'''&lt;br /&gt;
* Administration  and management should be carefully controlled. For instance promoting ranks amongst members. Another management idea is to keep people in charge of certain sectors of the airline, for instance: route management, fleet management, advertising management, application/enrolment management, or whatever else is felt required for an airline. Over-administration is a big issue; In the past the main problem has been that the only people involved in a virtual airline was the creators, and one or two in-active users who didn't bother recruiting or flying- i.e. it was a &amp;quot;ghost airline&amp;quot; and nothing more. It is very important that the airline is not inundated with administrators and actually has a few pilots.&lt;br /&gt;
* Fleet size should be kept to the bare minimum, and suited to their routes and serving airports. Real life operators typically use a small fleet size to suit their operations. Ryanair for example operates a total of 146 Boeing 737-800's, as their only aircraft type. This suits their short-haul European destinations and therefore do not require additional fleet models.&lt;br /&gt;
* Routes should be also kept to a minimum, accurately maintained, well informed and carefully chosen. A rough guideline would be about five pilots for every route, so an airline with 15 pilots would be suited to an airline with three routes. Once an airline grows rapidly, routes can expand and increase when necessary (or decrease if you lose pilots), which is all part of the fun of expanding a network carefully and sufficiently. Try not to be over-enthusiastic and create a network of say 20 routes when you only have a small number of some 6 pilots, for instance.&lt;br /&gt;
* Airports should be chosen for their location, and to suit the fleet using it. Using a large amount of airport's clustered together in a small region is not a good idea, as it would (in real life) mean high airport charges, when airports should be shared and codeshared.&lt;br /&gt;
* Hub airports should not be used too often, 1 hub is suitable and looks better over the Multiplayer servers, if it is well used. ATC should be used at the hub airport, at least. This should be a well-modelled base for your flights.&lt;br /&gt;
* The website should contain detailed information, accurate maps, Weather data, Navigation data, Airport details, Fleet and suitably house community discussions. It should of course have simple instructions on how to join your airline, as well as an up-to-date list of pilots. It should be intended to attract as many budding pilots as possible!&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21118</id>
		<title>FlightGear Newsletter April 2010</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21118"/>
		<updated>2010-04-27T00:26:04Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: Removed &amp;quot;Community News&amp;quot;, same as multiplayer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newsletter}}&lt;br /&gt;
&lt;br /&gt;
''First, we would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers (thanks to everyone that contributed this time!). Everyone (with a wiki account, free to register) can edit the newsletter of next month and every contribution is welcome.''&lt;br /&gt;
&lt;br /&gt;
==In the hangar==&lt;br /&gt;
===Aircraft===&lt;br /&gt;
====Fokker 50====&lt;br /&gt;
The F50 hasn't got totally new functions, but Gijs [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7542 spotted a problem] with the .xml files in the plane, thus making it unusable on version 2.0. The .xml files have been patched and are available at the forum. Behind the scenes, Charlie has been improving the Fokker and a new version could be released any time.&lt;br /&gt;
&lt;br /&gt;
In the mean time both Gijs and gooneybird have created a bunch of excellent new liveries which can be [http://flightgear.org/forums/viewtopic.php?f=13&amp;amp;t=7604 found in the forum] and downloaded from the [http://liveries.flightgear.org/aircraft.php?id=7 livery database]. All of these are based on aircraft that actually fly (or flew) somewhere out there.&lt;br /&gt;
&lt;br /&gt;
====IL-96-400====&lt;br /&gt;
The IL96-400 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7439 was released] on 06 Apr 2010, and is downloadable from [http://www.unitedfreeworld.com UnitedFreeWorld].&lt;br /&gt;
&lt;br /&gt;
====Boeing 747SP====&lt;br /&gt;
The Boeing 747SP, a special ultra-long-haul version of the B747, is being developed by shervin88 on [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7572 the forum]. It is still at an alpha stage.&lt;br /&gt;
&lt;br /&gt;
====VMX22 Osprey====&lt;br /&gt;
The Osprey [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7205 is being revamped] by ot-666, with a totally new model and FDM.&lt;br /&gt;
&lt;br /&gt;
====Boeing 717====&lt;br /&gt;
The 717 is still at a pre-alpha stage at the forum.&lt;br /&gt;
&lt;br /&gt;
====North American P-51D====&lt;br /&gt;
The P-51D, a legendary fighter, was [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7494 remodeled] under JSBSim only by hvengel.&lt;br /&gt;
&lt;br /&gt;
====C-5====&lt;br /&gt;
The C-5 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7557 is being modeled] by jonbourg.&lt;br /&gt;
&lt;br /&gt;
====IAR80====&lt;br /&gt;
The IAR80 prop [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7225 is near completion].&lt;br /&gt;
&lt;br /&gt;
====747-8I====&lt;br /&gt;
The Boeing 747-8 Intercontinental is being modeled by MOJO.&lt;br /&gt;
&lt;br /&gt;
====A318====&lt;br /&gt;
The A318 is being modeled from the A319. Read more about this project at [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6524 the forum].&lt;br /&gt;
&lt;br /&gt;
====C-17====&lt;br /&gt;
The awesome C-17 has been in work by jonbourg for a while now and it looks great. The model is fantastic and it includes a working cargo door, animation and now fully operating thrust reverse. Upcoming updates will include an airdrop feature and 3D cockpit instrumentation. Also in the works is DATCOM information for a realistic flying experience.&lt;br /&gt;
&lt;br /&gt;
====P-47N====&lt;br /&gt;
Jon Bourgeois (jonbourg) also is currently working on the P-47N from [http://home.comcast.net/~davidculp2/hangar/hangar.html Dave Culp's hangar].&lt;br /&gt;
&lt;br /&gt;
====Quest Kodiak 100====&lt;br /&gt;
The Quest Kodiak is a modern STOL turboprop single built to be a back-country aircraft to help in areas in which humanitarian help is needed. At the moment only a basic FDM and outside 3D model with animations exists. We are currently working on the cockpit. If you want to help developing please write a mail to not.everyone.lives [at] googlemail [dot] com. You can download the Kodiak [http://takhadnotor.github.com/kodiak/ from here]. Also a [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6804 forum thread] represents the project.&lt;br /&gt;
&lt;br /&gt;
====B-29 Superfortress====&lt;br /&gt;
The original author of the B-29 model is not active in FlightGear at the moment due to the pressures of real-life work. So Vivian Meazza has been busy with bringing the B-29 model up-to-date. The ambient light levels have been brought into line with current practice and the YASim FDM has been lightly worked over. Some effects have been added: the reflective effect, exhaust staining, and contrails.&lt;br /&gt;
&lt;br /&gt;
====ASK-13 Glider====&lt;br /&gt;
[[Image:ASK13.jpg|thumb|The ASK-13 by Patrice Poly. ]]&lt;br /&gt;
&lt;br /&gt;
The gliders fleet is growing, with this Schleicher twin seat glider. It has a accurate fdm based on real experiences of the author. It contains the new bumbspec shader, detailled interior with AmbientShadows baked, DualCockpit over MP and many things more. See [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7531 this thread] for details and download. It is available in CVS as well now!&lt;br /&gt;
&lt;br /&gt;
====Piper J3 Cub====&lt;br /&gt;
[[Image:J3cup.1.jpg|thumb|New Piper J3 Cub by Don Lavelle. Custom Scenery &amp;quot;France&amp;quot; in the background.]]&lt;br /&gt;
This taildragger has been now completly remodelled in Blender by Don Lavelle. It features an accurate 3d-modell, high resolution textures, paintkit, pilotmodel, smoke effect and detailled interior. The new Piper J3 Cub is now available in the  [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6890&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a forum] or in CVS.&lt;br /&gt;
 &lt;br /&gt;
===Liveries===&lt;br /&gt;
Just two months after its (re)launch, the [http://liveries.flightgear.org livery database] has been visited by more than 1100 unique visitors, from 77 different countries. Together they have viewed over 25.000 pages. As of April, more than 200 liveries are available and the database is still expanding.&lt;br /&gt;
&lt;br /&gt;
New liveries are continously being accepted, through [http://liveries.flightgear.org/contribute.php the contribute page].&lt;br /&gt;
&lt;br /&gt;
==CVS news==&lt;br /&gt;
&lt;br /&gt;
=== New and improved shaders===&lt;br /&gt;
[[Image:B29 shader.jpg|thumb|New Reflection Shader applied to the B29. It shows a shiny, high-reflective blank metal, which can be achieved now with the new shader.]]&lt;br /&gt;
[[Image:EC135 shader2.jpg|thumb|New Reflection Shader applied to the Ec135 for testing. It is here controlled by a greymap, but could be controlled by the materials setting as well]]&lt;br /&gt;
&lt;br /&gt;
Frederic Bouvier improved the Urban Shader - it now supports nightlighting and snow as well. He improved the landmass-shader too, which gives us a more realistic 3d-look to the forest. There is also a new slider in the rendering settings to adjust the level of eye-candy to the available hardware power.&lt;br /&gt;
&lt;br /&gt;
Vivian Meazza added a Reflection Shader. This now gives us shiny surfaces on any object. So you can now have shiny blank metals, or a glossy coating like we can see on cars and modern aircraft, or shiny windows, which even show a nice rainbow effect (like the  Airbus shows). These effects are completely configurable and can be controlled in many ways.&lt;br /&gt;
&lt;br /&gt;
It support Cubemaps as well, and as this influences the look of the shader effect a lot, people are invited to create as many and different as we could need.&lt;br /&gt;
&lt;br /&gt;
Finally, there is a new wiki article ([[Howto: Use The Normal Map Effect in Aircraft]]) on using the normal mapping shader, which is very useful for adding bump maps to aircraft. The standard Cessna 172p already uses this effect to show the rivets on the wings and fuselage.&lt;br /&gt;
&lt;br /&gt;
If you are interested in doing some shader development yourself, e.g. by customizing existing shaders or creating completely new ones, make sure to take a look at [[Howto: Shader Programming in FlightGear]] which aims to provide an introduction about shader programming for FlightGear.&lt;br /&gt;
&lt;br /&gt;
===Weather development very active===&lt;br /&gt;
In the end of March and start of April, lots of developers have released, [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=7358 in the forum], contributions to a local weather system.&lt;br /&gt;
&lt;br /&gt;
The aim of a local weather system is to simulate weather phenomena tied to specific locations. Examples for this are a thunderstorm, a rainfront or thermal development. In the case of the thunderstorm, severe rain and turbulence occur in a location a few kilometers in scale, i.e. one can easily view it 'from outside' or fly in and out of this region. Similarly, the development of thermal convection clouds is strongly tied to features of the terrain - thermal development does not occur easily over open water or snow, but it is strong over rock or similar surfaces which heat in the sun. Finally, a rainfront is a phenomenon like a thunderstorm that divides the sky into two regions - one with essentially good visibility and clear sky, the other with severe clouds and rain, and both are visible at the same time.&lt;br /&gt;
&lt;br /&gt;
This is in contrast to the current standard weather system of Flightgear where weather changes affect the weather everywhere in the simulated world and are (with few exceptions) not tied to specific locations. In such a system, it is impossible to observe e.g. the approach of a rainfront while flying in sunshine. In contrast, the local weather system allows for visual impressions such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Clouds-nimbostratus.jpg|500px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [http://www.phy.duke.edu/~trenk/files/local_weather_fgfs2.0.0_v0.51.tgz current release v0.51] is still limited to simulating weather in a 40x40 km tile, but  supports placement of regions in which visibility, rain, snow and thermal lift are set, as well as interpolation of visibility, pressure, temperature and dewpoint between preset weather stations. The system also automatically creates thermals below convective clouds which can be utilized by gliders using a CVS patch, thus providing greatly enhanced soaring capability. More details in the forum or in the Wiki article [[A local weather system]].&lt;br /&gt;
&lt;br /&gt;
Help with texturing cloud models, developing and improving shader effects, testing, merging with the C++ code or increasing the library of available weather tiles is highly appreciated!&lt;br /&gt;
&lt;br /&gt;
The data and source code for these clouds are now in CVS.&lt;br /&gt;
&lt;br /&gt;
===AI traffic becomes more interactive ===&lt;br /&gt;
Early April, a patch was was committed to [[TaxiDraw]], FlightGear's airport design program, which allows a more thorough checking of AI ground networks for internal consistency. This patch, and the consequential improvement in ground network quality serves as a lead-up to a batch of new functionality in the [[AI Interactive Traffic]] code. Communication between taxiing AI aircraft and and ground control can be tracked by tuning your comm radios to the appropriate ground frequency. Although the system is designed to work at any airport, best chances of for witnessing this ground activity is at [[EHAM]], by tuning into 121.7 for startup clearance procedures or 121.8 for push back approval, taxi clearance and all hold position / resume taxi instructions. &lt;br /&gt;
&lt;br /&gt;
===New dogfighting scenarios available!===&lt;br /&gt;
Developers been interested in developing dogfighting scenarios over the month. Some AI balloon experiments have been released too.&lt;br /&gt;
&lt;br /&gt;
==Scenery Corner==&lt;br /&gt;
===Malpensa being developed===&lt;br /&gt;
The Milan/Malpensa airport is being developed by brisa [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2852 here].&lt;br /&gt;
&lt;br /&gt;
==Multiplayer news==&lt;br /&gt;
===TransGear Airways: the new way===&lt;br /&gt;
As announced in last months edition, the monthly [[TransGear Airways|TransGear]] events' format has been completely redrawn. In total, 12 pilots and four controllers showed up. Apart from the (unfortunately) usual problems, resulting in a few dropouts, it can be considered as a &amp;quot;decent turnout for a first 'new' event&amp;quot; according to organiser Rob (MD-Terp).&lt;br /&gt;
&lt;br /&gt;
Solicitation for the May event will soon start. Watch [http://transgear.treborlogic.com/ the website] for the latest news.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flight Gear Flying Club===&lt;br /&gt;
There is a new Flightgear flying club, located at: '''http://flightgearfans.wordpress.com/'''&lt;br /&gt;
 &lt;br /&gt;
Piloter, Trennor, Gargleflump, and Reeed are all looking forward to seeing anyone who might want to connect for a few hours flying, organize virtual fly-ins, and other fun stuff on an irregular basis. There is a channel on the FG IRC net, &amp;quot;#fg_flying_club,&amp;quot; where you can come and connect with those of us who've so far committed. The current channel topic states, &amp;quot;Fly Together - Organize Fly-Ins - Suggest New Areas to Fly - Helping Each Other Learn by Having Fun.&amp;quot; This might sound like a rehash of the multi-player forum, but it's designed more for the spur-of-the-moment flights one might like to make with a friend (or a new friend!) or to get together to organize something more substantial. One or two requests: please take FG programming or technical discussions to their respective channels, rather than get into them in the FC. And, please be willing to share and help other pilots with their flying skills, sharing yours, and helping others. This is meant to be light-hearted, happy and FUN!! So come join us, leave your cares, worries and problems at the door, and just hook up with someone, pick a locale, plan your flight, and GO. See you in the air.&lt;br /&gt;
&lt;br /&gt;
===Atlas Virtual Airlines debuts!===&lt;br /&gt;
FlightGear's new, unified, Virtual Airline, [[Atlas Virtual Airlines]] (AVA), finally opened its doors to the public in early April. AVA offers numerous pioneering aspects for its pilots, such as a fully functional Pilot Report page for flights completed. The Airline's debut, after months of waiting, sparked a major recruitment, and Atlas is approaching the 30-member mark! Other achievements include its own forum, a sophisticated aircraft tracking system, and the addition of the newly designed IL-96, which was added to the airlines fleet to serve under a separate section, Atlas Virtual Cargo (AVC). The Airline has also received liveries for all of its aircraft, minus the IL-96. These are available only to registered pilots. &lt;br /&gt;
&lt;br /&gt;
So far, the airline has been a fantastic success, and Atlas thanks all of its devoted members for a great start! Those interested can check it out here[http://atlasvirtualairlines.com]. Remember, most discussion is held off of the FlightGear forums, and you need to be a member to get involved! &lt;br /&gt;
&lt;br /&gt;
==And finally...==&lt;br /&gt;
Did you know?&lt;br /&gt;
&lt;br /&gt;
...that the visibility of FlightGear's menubar can be toggled by hitting the F10 key or by starting your FlightGear with --prop:/sim/menubar/autovisibility/enabled=1 once. The menubar automatically pops up when your mouse is near the top edge of the FlightGear window. A click with the left mouse button hides the menubar again. If you have autosave on (which is on by default), this feature will be enabled every time you start FlightGear. This nice little utility can also be selected using the checkbox in the latest version of FGRun.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2010 04]]&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:IL-96-400_Atlas_Virtual_Cargo.png&amp;diff=21091</id>
		<title>File:IL-96-400 Atlas Virtual Cargo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:IL-96-400_Atlas_Virtual_Cargo.png&amp;diff=21091"/>
		<updated>2010-04-21T20:14:16Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21065</id>
		<title>FlightGear Newsletter April 2010</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&amp;diff=21065"/>
		<updated>2010-04-19T19:46:39Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: /* Community news */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newsletter}}&lt;br /&gt;
&lt;br /&gt;
(Feel free to contribute to next month's newsletter. Have a look at [[:Category:FlightGear Newsletter|the archive]] and in the forum or mailing lists for ideas on what can be included.)&lt;br /&gt;
&lt;br /&gt;
We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers (thanks to everyone that contributed this time!). Everyone (with a wiki account, free to register) can edit the newsletter of next month  and every contribution is welcome. &lt;br /&gt;
&lt;br /&gt;
==In the hangar==&lt;br /&gt;
===Aircraft===&lt;br /&gt;
====Fokker 50====&lt;br /&gt;
The F50 hasn't got totally new functions, but Gijs [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7542 spotted a problem] with the .xml files in the plane, thus making it unable to fly on version 2.0. The .xml files have been patched and are available at the forum. Behind the (computer)screens, Charlie has been improving the Fokker and a new version could be released any time.&lt;br /&gt;
&lt;br /&gt;
In the mean time both Gijs and gooneybird have created a bunch of excellent new liveries which can be [http://flightgear.org/forums/viewtopic.php?f=13&amp;amp;t=7604 found in the forum] and downloaded from the [http://liveries.flightgear.org/aircraft.php?id=7 livery database]. All of these are based on aircraft that actually fly (or flew) somewhere out there.&lt;br /&gt;
&lt;br /&gt;
====IL-96-400====&lt;br /&gt;
The IL96-400 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7439 was released] on 06 Apr 2010, and is downloadable from UnitedFreeWorld.&lt;br /&gt;
&lt;br /&gt;
====Boeing 747SP====&lt;br /&gt;
The Boeing 747SP, a special ultra-long-haul version of the B747, is being developed by shervin88 on [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7572 the forum]. It is still at an alpha stage.&lt;br /&gt;
&lt;br /&gt;
====VMX22 Osprey====&lt;br /&gt;
The Osprey [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7205 is being revamped] by ot-666, with a totally new model and FDM.&lt;br /&gt;
&lt;br /&gt;
====Boeing 717====&lt;br /&gt;
The 717 is still at a pre-alpha stage at the forum.&lt;br /&gt;
&lt;br /&gt;
====North American P-51D====&lt;br /&gt;
The P-51D, a legendary fighter, was [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7494 remodeled] under JSBSim only by hvengel.&lt;br /&gt;
&lt;br /&gt;
====C-5====&lt;br /&gt;
The C-5 [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7557 is being modeled] by jonbourg.&lt;br /&gt;
&lt;br /&gt;
====IAR80====&lt;br /&gt;
The IAR80 prop [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7225 is near completion].&lt;br /&gt;
&lt;br /&gt;
====747-8I====&lt;br /&gt;
The Boeing 747-8 Intercontinental is being modeled by MOJO.&lt;br /&gt;
&lt;br /&gt;
====A318====&lt;br /&gt;
The A318 is being modeled from the A319. Read more about this project at [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6524 the forum].&lt;br /&gt;
&lt;br /&gt;
====C-17====&lt;br /&gt;
The awesome C-17 has been in work by jonbourg for a while now and it looks great. The model is fantastic and it includes a working cargo door, animation and now fully operating thrust reverse. Upcoming updates will include an airdrop feature and 3D cockpit instrumentation. Also in the works is DATCOM information for a realistic flying experience.&lt;br /&gt;
&lt;br /&gt;
====P-47N====&lt;br /&gt;
Jon Bourgeois (jonbourg) also is currently working on the P-47N from [http://home.comcast.net/~davidculp2/hangar/hangar.html Dave Culp's hangar].&lt;br /&gt;
&lt;br /&gt;
====Quest Kodiak 100====&lt;br /&gt;
The Quest Kodiak is a modern STOL turboprop single built to be a back-country aircraft to help in areas in which humanitarian help is needed. At the moment exists a basic FDM and an outside 3D model with animations of it. We are currently working on the cockpit. If you want to help developing please write a mail to not.everyone.lives [at] googlemail [dot] com. You can download the Kodiak [http://takhadnotor.github.com/kodiak/ from here]. Also a [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6804 forum thread] represents the project.&lt;br /&gt;
&lt;br /&gt;
====B-29 Superfortress====&lt;br /&gt;
The original author of the B-29 model is not active in FlightGear at the moment due to the pressures of real-life work. So Vivian Meazza has been busy with bringing the B-29 model up-to-date. The ambient light levels have been brought into line with current practice and the YASim FDM has been lightly worked over. Some effects have been added: the reflective effect, exhaust staining, and contrails.&lt;br /&gt;
&lt;br /&gt;
====ASK-13 Glider====&lt;br /&gt;
[[Image:ASK13.jpg|thumb|The ASK-13 by Patrice Poly. ]]&lt;br /&gt;
&lt;br /&gt;
The gliders fleet is growing, with this Schleicher twin seat glider. It has a accurate fdm based on real experiences of the author. It contains the new bumbspec shader, detailled interior with AmbientShadows baked, DualCockpit over MP and many things more. See [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7531 this thread] for details and download. It is available in CVS as well now!&lt;br /&gt;
&lt;br /&gt;
====Piper J3 Cub====&lt;br /&gt;
[[Image:J3cup.1.jpg|thumb|New Piper J3 Cub by Don Lavelle. Custom Scenery &amp;quot;France&amp;quot; in the background.]]&lt;br /&gt;
This taildragger has been now completly remodelled in Blender by Don Lavelle. It features an accurate 3d-modell, high resolution textures, paintkit, pilotmodel, smoke effect and detailled interior. The new Piper J3 Cub is now available in the  [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=6890&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a forum] or in CVS.&lt;br /&gt;
 &lt;br /&gt;
===Liveries===&lt;br /&gt;
Just two months after its (re)launch, the [http://liveries.flightgear.org livery database] has been visited by more than 1100 unique visitors, from 77 different countries. Together they have viewed over 25.000 pages. As of April, more than 200 liveries are available and the database is still expanding.&lt;br /&gt;
&lt;br /&gt;
New liveries are continously being accepted, through [http://liveries.flightgear.org/contribute.php the contribute page].&lt;br /&gt;
&lt;br /&gt;
==CVS news==&lt;br /&gt;
&lt;br /&gt;
=== New and improved shaders===&lt;br /&gt;
[[Image:B29 shader.jpg|thumb|New Reflection Shader applied to the B29. It shows a shiny, high-reflective blank metal, which can be achieved now with the new shader.]]&lt;br /&gt;
[[Image:EC135 shader2.jpg|thumb|New Reflection Shader applied to the Ec135 for testing. It is here controlled by a greymap, but could be controlled by the materials setting as well]]&lt;br /&gt;
&lt;br /&gt;
Frederic Bouvier improved the Urban Shader - it now supports nightlighting and snow as well. He improved the landmass-shader too, which gives us a more realistic 3d-look to the forest. There is also a new slider in the rendering settings to adjust the level of eye-candy to the available hardware power.&lt;br /&gt;
&lt;br /&gt;
Vivian Meazza added a Reflection Shader. This now gives us shiny surfaces on any object. So you can now have shiny blank metals, or a glossy coating like we can see on cars and modern aircraft, or shiny windows, which even show a nice rainbow effect (like the  Airbus shows). These effects are completely configurable and can be controlled in many ways.&lt;br /&gt;
&lt;br /&gt;
It support Cubemaps as well, and as this influences the look of the shader effect a lot, people are invited to create as many and different as we could need.&lt;br /&gt;
&lt;br /&gt;
Finally, there is a new wiki article ([[Howto: Use The Normal Map Effect in Aircraft]]) on using the normal mapping shader, which is very useful for adding bump maps to aircraft. The standard Cessna 172p already uses this effect to show the rivets on the wings and fuselage.&lt;br /&gt;
&lt;br /&gt;
If you are interested in doing some shader development yourself, e.g. by customizing existing shaders or creating completely new ones, make sure to take a look at [[Howto: Shader Programming in FlightGear]] which aims to provide an introduction about shader programming for FlightGear.&lt;br /&gt;
&lt;br /&gt;
===Weather development very active===&lt;br /&gt;
In the end of March and start of April, lots of developers have released, [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=7358 in the forum], contributions to a local weather system.&lt;br /&gt;
&lt;br /&gt;
The aim of a local weather system is to simulate weather phenomena tied to specific locations. Examples for this are a thunderstorm, a rainfront or thermal development. In the case of the thunderstorm, severe rain and turbulence occur in a location a few kilometers in scale, i.e. one can easily view it 'from outside' or fly in and out of this region. Similarly, the development of thermal convection clouds is strongly tied to features of the terrain - thermal development does not occur easily over open water or snow, but it is strong over rock or similar surfaces which heat in the sun. Finally, a rainfront is a phenomenon like a thunderstorm that divides the sky into two regions - one with essentially good visibility and clear sky, the other with severe clouds and rain, and both are visible at the same time.&lt;br /&gt;
&lt;br /&gt;
This is in contrast to the current standard weather system of Flightgear where weather changes affect the weather everywhere in the simulated world and are (with few exceptions) not tied to specific locations. In such a system, it is impossible to observe e.g. the approach of a rainfront while flying in sunshine. In contrast, the local weather system allows for visual impressions such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Clouds-nimbostratus.jpg|500px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [http://www.phy.duke.edu/~trenk/files/local_weather_fgfs2.0.0_v0.51.tgz current release v0.51] is still limited to simulating weather in a 40x40 km tile, but  supports placement of regions in which visibility, rain, snow and thermal lift are set, as well as interpolation of visibility, pressure, temperature and dewpoint between preset weather stations. The system also automatically creates thermals below convective clouds which can be utilized by gliders using a CVS patch, thus providing greatly enhanced soaring capability. More details in the forum or in the Wiki article [[A local weather system]].&lt;br /&gt;
&lt;br /&gt;
Help with texturing cloud models, developing and improving shader effects, testing, merging with the C++ code or increasing the library of available weather tiles is highly appreciated!&lt;br /&gt;
&lt;br /&gt;
The data and source code for these clouds are now in CVS.&lt;br /&gt;
&lt;br /&gt;
===AI traffic becomes more interactive ===&lt;br /&gt;
Early April, a patch was was committed to [[TaxiDraw]], FlightGear's airport design program, which allows a more thorough checking of AI ground networks for internal consistency. This patch, and the consequential improvement in ground network quality serves as a lead-up to a batch of new functionality in the [[AI Interactive Traffic]] code. Communication between taxiing AI aircraft and and ground control can be tracked by tuning your comm radios to the appropriate ground frequency. Although the system is designed to work at any airport, best chances of for witnessing this ground activity is at [[EHAM]], by tuning into 121.7 for startup clearance procedures or 121.8 for push back approval, taxi clearance and all hold position / resume taxi instructions. &lt;br /&gt;
&lt;br /&gt;
===New dogfighting scenarios available!===&lt;br /&gt;
Developers been interested in developing dogfighting scenarios over the month. Some AI balloon experiments have been released too.&lt;br /&gt;
&lt;br /&gt;
==Scenery Corner==&lt;br /&gt;
===Malpensa being developed===&lt;br /&gt;
The Milan/Malpensa airport is being developed by brisa [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2852 here].&lt;br /&gt;
&lt;br /&gt;
==Multiplayer news==&lt;br /&gt;
===TransGear Airways: the new way===&lt;br /&gt;
As announced in last months edition, the monthly [[TransGear Airways|TransGear]] events' format has been completely redrawn. In total, 12 pilots and four controllers showed up. Apart from the (unfortunately) usual problems, resulting in a few dropouts, it can be considered as a &amp;quot;decent turnout for a first 'new' event&amp;quot; according to organiser Rob (MD-Terp).&lt;br /&gt;
&lt;br /&gt;
Solicitation for the May event will soon start. Watch [http://transgear.treborlogic.com/ the website] for the latest news.&lt;br /&gt;
&lt;br /&gt;
==Community news==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Atlas Virtual Airlines debuts!===&lt;br /&gt;
FlightGear's new, unified, Virtual Airline, [[Atlas Virtual Airlines]] (AVA), finally opened its doors to the public in early April. AVA offers numerous pioneering aspects for its pilots, such as a fully functional Pilot Report page for flights completed. The Airline's debut, after months of waiting, sparked a major recruitment, and Atlas is approaching the 30-member mark! Other achievements include its own forum, a sophisticated aircraft tracking system, and the addition of the newly designed IL-96, which was added to the airlines fleet to serve under a separate section, Atlas Virtual Cargo (AVC). The Airline has also received liveries for all of its aircraft, minus the IL-96. These are available only to registered pilots. &lt;br /&gt;
&lt;br /&gt;
So far, the airline has been a fantastic success, and Atlas thanks all of its devoted members for a great start! Those interested can check it out here[http://atlasvirtualairlines.com]. Remember, most discussion is held off of the FlightGear forums, and you need to be a member to get involved! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flight Gear Flying Club===&lt;br /&gt;
ALL NEW FLIGHT GEAR FLYING CLUB . . . http://flightgearfans.wordpress.com/ &lt;br /&gt;
Piloter, Trennor &amp;amp; Reeed are all looking forward to seeing anyone who might want to connect for a few hours flying, organize virtual fly-ins, and other fun stuff on an irregular basis. There is a channel on the FG IRC net #fg_flying_club where you can come and connect with those of us who've so far committed. The current channel topic states, &amp;quot; . . . Fly Together - Organize Fly-Ins - Suggest New Areas to Fly - Helping Each Other Learn by Having Fun.&amp;quot; This might sound like a rehash of the multi-player forum, but it's designed more for the spur-of-the-moment flights one might like to make with a friend (or a new friend!) or to get together to organize something more substantial. One or two requests: please take FG programming or technical discussions to their respective channels, rather than get into them in the FC. And, please be willing to share and help other pilots with their flying skills, sharing yours, and helping others. This is meant to be light-hearted, happy and FUN!! So come join us, leave your cares, worries and problems at the door, and just hook up with someone, pick a locale, plan your flight, and Go. See you in the air.&lt;br /&gt;
&lt;br /&gt;
==And finally==&lt;br /&gt;
Did you know, that the visibility of FlightGear's menubar can be toggled by hitting the F10 key? Or start your FlightGear with --prop:/sim/menubar/autovisibility/enabled=1 once. The menubar automatically pops up when your mouse is near the top edge of the FlightGear window. A click with the left mouse button hides the menubar again. If you have autosave on (which is on by default), this feature will be enabled every time you start FlightGear. This nice little utility can also be selected using the checkbox in the latest version of FGRun.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2010 04]]&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Fgfs-screen-031.png&amp;diff=21060</id>
		<title>File:Fgfs-screen-031.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Fgfs-screen-031.png&amp;diff=21060"/>
		<updated>2010-04-19T19:30:32Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Fgfs-screen-037.png&amp;diff=21058</id>
		<title>File:Fgfs-screen-037.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Fgfs-screen-037.png&amp;diff=21058"/>
		<updated>2010-04-19T19:28:54Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Fgfs-screen-041.png&amp;diff=21056</id>
		<title>File:Fgfs-screen-041.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Fgfs-screen-041.png&amp;diff=21056"/>
		<updated>2010-04-19T19:26:13Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Fokker_50_Atlas_VA.png&amp;diff=21055</id>
		<title>File:Fokker 50 Atlas VA.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Fokker_50_Atlas_VA.png&amp;diff=21055"/>
		<updated>2010-04-19T19:21:51Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=San_Francisco_International_Airport&amp;diff=18727</id>
		<title>San Francisco International Airport</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=San_Francisco_International_Airport&amp;diff=18727"/>
		<updated>2009-12-21T23:56:41Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: /* Runways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = San Francisco International Airport&lt;br /&gt;
|image =KSFO.jpg&lt;br /&gt;
|iata =SFO&lt;br /&gt;
|icao =KSFO&lt;br /&gt;
|type =Public&lt;br /&gt;
|owner =San Francisco Airport Commission&lt;br /&gt;
|city = San Fransisco, California, USA&lt;br /&gt;
|runway= 10L/28R&lt;br /&gt;
|length= 3618 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 10R/28L&lt;br /&gt;
|length2= 3231 m   &lt;br /&gt;
|material2= Asphalt &lt;br /&gt;
|runway3= 1R/19L&lt;br /&gt;
|length3= 2636 m   &lt;br /&gt;
|material3= Asphalt &lt;br /&gt;
|runway4 = 1L/19R&lt;br /&gt;
|length4= 2286 m  &lt;br /&gt;
|material4= Asphalt &lt;br /&gt;
|website =http://www.flysfo.com&lt;br /&gt;
}}&lt;br /&gt;
'''San Francisco International Airport''' (often abreviated to as '''SFO''' or '''KSFO''') is [[FlightGear]]'s main [[:Category:Airports|airport]], and therefore included in the base package.  It has a range of custom [[scenery]] building models including Alcatraz, downtown San Fransisco, and the Golden Gate Bridge. Because of the large amount of [[Howto: Multiplayer|multiplayer]] traffic around SFO, some systems might crash (or extremely lag) when launched at SFO or a nearby airport.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Image:KSFO_747-400_approach_1.jpg|thumb|left|270px|[[Boeing 747-400]] on final, above the night lighting pier for runway 28R]]&lt;br /&gt;
==Airline Hubs==&lt;br /&gt;
===Real Airlines===&lt;br /&gt;
*United Airlines&lt;br /&gt;
*Virgin America&lt;br /&gt;
===Virtual Airlines===&lt;br /&gt;
*[[Air San Francisco]]&lt;br /&gt;
*[[Coastal Air Systems]]&lt;br /&gt;
*[[Skynet Virtual|Skynet International]]&lt;br /&gt;
&lt;br /&gt;
==Runways==&lt;br /&gt;
SFO has 4 runways. The runways are positioned parallel in two pairs. Two of them are north-south, two are east-west.&lt;br /&gt;
&lt;br /&gt;
The separation between parallel runways is 750ft. While simultaneous landings can take place on parallel runways in good weather, Federal Aviation Authority (FAA) rules for landing aircraft restrict the airport to one runway in bad weather which can lead to increased delays.&lt;br /&gt;
&lt;br /&gt;
Most common runway usage is 28R for arrivals and 28L for departures.&lt;br /&gt;
&lt;br /&gt;
When approaching, the localizer 111.7 may be used to direct the pilot the runway 28.&lt;br /&gt;
&lt;br /&gt;
===Runway 01R-19L===&lt;br /&gt;
Runway 10R-28L is 2636 meters long.&lt;br /&gt;
&lt;br /&gt;
===Runway 01L-19R===&lt;br /&gt;
Runway 10R-28L is 2286 meters long, therefore the smallest runway of the airport.&lt;br /&gt;
&lt;br /&gt;
===Runway 10R-28L===&lt;br /&gt;
Runway 10R-28L is 3231 meters long. When the 28 runways are in use, 28L is normally used for takeoffs.&lt;br /&gt;
&lt;br /&gt;
===Runway 10L-28R===&lt;br /&gt;
Runway 28R-10L is the airports longest runway, with 3618 meters. When the 28 runways are in use, 28R is normally used for landings.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://upload.wikimedia.org/wikipedia/commons/c/ce/SFO_map.png Airport Diagram]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the United States of America]]&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18714</id>
		<title>Route manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18714"/>
		<updated>2009-12-20T20:14:18Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: /* Lining up with Runways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A real route-manager page!&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
(in the following sections, familiarity with basic IFR concepts, [[Autopilot]] usage and radio navigation is assumed)&lt;br /&gt;
&lt;br /&gt;
The route-manager models part of the functionality found in real-world [[GPS]] and FMS devices, but is usable in any aircraft. Some panel instruments may provide access to the route manager via their own UI, but the route-manager is always available through a generic dialog box. The route-manager is also how a flight plan is made available to FlightGear - in the future this will hopefully permit better [[ATC]] and multi-player interactions, since [[ATC]] logic or controllers will be able to observe the filed plan associated with a pilot.&lt;br /&gt;
&lt;br /&gt;
It's important to realize that the route-manager (and [[GPS]]) are pieces that a panel instrument might present as a single real world device - the mapping between C++ modules, generic user interface and in-panel instruments is very fluid, by design. In general core features exist in whichever place seems the most natural, and it's up to instruments to aggregate the core modules as they require.&lt;br /&gt;
&lt;br /&gt;
==Concepts==&lt;br /&gt;
The route-manager maintains a flight-plan, consisting of departure, destination, alternate airport and cruise information, as well as a list of waypoints (technically, route segments, or legs). A flight plan must have a departure airport and destination airport specified; all other information is currently optional, which is highly unrealistic, but convenient.&lt;br /&gt;
&lt;br /&gt;
Route manager waypoints are entered as a navaid ident, an explicit latitude/longitude pair, or as an offset (bearing and distance) from another navaid. Each waypoint may also have an altitude associated with it, for vertical navigation modes (VNAV). In the future, other data, especially speed restrictions, may also be associated with waypoints.&lt;br /&gt;
&lt;br /&gt;
==Defining a Route==&lt;br /&gt;
The simplest way to define a route is to add waypoints one at a time by identifier. Since navaid identifiers are not unique, the route-manager uses your departure airport or the previously defined waypoint to 'locate' the identifier search. In practice, navaids with conflicting names are located far enough apart that this works automatically in practice.&lt;br /&gt;
&lt;br /&gt;
Until departure and arrival procedures are supported, you can often define them yourself, by creating offset waypoints. The syntax is &amp;lt;tt&amp;gt;ident/radial/distance&amp;lt;/tt&amp;gt;, for example &amp;lt;tt&amp;gt;TLA/347/13&amp;lt;/tt&amp;gt; defines a waypoint (which will be named 'TLA13') which is 13nm away from the TLA VOR on magnetic radial 347.&lt;br /&gt;
&lt;br /&gt;
Routes can be loaded (and soon, saved) to a simple XML format, so you may prefer to create the routes in a text editor, and load them instead of entering them by hand. Support for flight-planning tools is also planned, contact the developer list if you are interested on working on such a feature.&lt;br /&gt;
&lt;br /&gt;
In the future, auto-routing using airways or VOR-VOR routing will also be added.&lt;br /&gt;
&lt;br /&gt;
==Activating a Route==&lt;br /&gt;
Activating a route performs certain checks, and creates start and end waypoints based on the selected departure and arrival info. For the moment, that consists of adding the departure runway as waypoint zero, but in the future (when departure procedures are supported) this will create the appropriate  procedure waypoints.&lt;br /&gt;
&lt;br /&gt;
This will also be the hook point for calculating cruise information, such as top-of-climb and top-of-descent points in the future.&lt;br /&gt;
&lt;br /&gt;
Other devices (especially a GPS/FMS) may trigger other changes based on activating a route, such as sequencing the first leg of the route, resetting internal counters / timers, and so on.&lt;br /&gt;
&lt;br /&gt;
==Flying a Route==&lt;br /&gt;
&lt;br /&gt;
When a route is activated, the GPS system enters 'leg' mode, and will automatically sequence waypoints as they are overflow. Note that all aircraft can use the default route-manager and GPS functions, even aircraft that would never (historically) has such systems. This is a convenience to casual users, testing, and so on.&lt;br /&gt;
&lt;br /&gt;
In particular, the GPS drives some properties of the generic autopilot, so 'true heading hold' mode can be used to fly the route manager route (or any other GPS course).&lt;br /&gt;
&lt;br /&gt;
In aircraft with realistic navigation systems, or customised autopilots, the default behaviours above may not work; hopefully the aircraft author has provided alternative methods, such as panel instruments, to control things.&lt;br /&gt;
==Finding an Airport==&lt;br /&gt;
Route Manager is so simple to use that a player can simply input an airport code (e.g. KSFO) and select &amp;quot;true heading&amp;quot; under the autopilot heading control, and end up at the airport. Doing so will NOT line the pilot up with the runway, and will simply fly the plane over the airport. However, every waypoint name is unique; a player could be on the other side of the world, 5,000 miles away, and Route Manager would still lock onto the desired airport. &lt;br /&gt;
==Lining up with Runways==&lt;br /&gt;
Those who wish to end up lined with the runway must considerably more work. &lt;br /&gt;
They must find out a waypoint that is directly in front of a runway, and then find out the runway's localizer. Since a localizer will not extend more than 20 miles, it is imperative to reach the waypoint first. When the player inputs the localizer frequency into their NAV1, it will direct them to the runway. For example, a waypoint near and in front of 28R of KSFO is AXMUL (see the chart HERE[http://204.108.4.16/d-tpp/0912/00375IL28R.PDF]). On the chart, it appears as &amp;quot;AXMUL INT&amp;quot;, which stands for AXMUL intercept. A player is &amp;quot;intercepting&amp;quot; the runway course when they reach AXMUL. When a player reached AXMUL via Route Manager, they would follow the NAV1 Localizer. In this case, 28R's frequency is 111.7, as seen on the chart above. AXMUL is not far enough from 28R to keep turning. It's the closest waypoint to 28R, so you may want to use the waypoint before it. In this case, one of the waypoints before AXMUL is CEDES INT, or CEDES. A player can input CEDES into Route Manager, and then AXMUL, so they would reach AXMUL from CEDES. The course from CEDES to AXMUL, as seen on the chart, is straight to the runway, so a player would reach AXMUL lined up well. &lt;br /&gt;
In essence, a player can follow route manager until within range of navaids- first the general airport frequency (KSFO, its 115.8), and then the localizer. &lt;br /&gt;
Remember, the most effective waypoints are those that are on course for the runway. Any code with a triangle next to it or that says &amp;quot;INT&amp;quot;, or is attached to an approach course is probably a waypoint- basically, any mispelled name, like NATHN, WAKER, etc. and in all caps. Check your waypoints before you fly, though! Go to mpmap01.flightgear.org, click on the nav section, and input the waypoint you want to check&lt;br /&gt;
&lt;br /&gt;
You can use airnav.com to find charts- input the airport code into airports, then scroll down to the bottom to ILS approaches, and click on the runway you want. &lt;br /&gt;
I know a lot of people want to go to KLAX, so I've saved you the trouble of getting the chart:&lt;br /&gt;
[http://204.108.4.16/d-tpp/0912/00237IL6L.PDF]&lt;br /&gt;
So the waypoints in this case could be anything on the chart.&lt;br /&gt;
The 3 ones I use are: (input these into route manager, in order):&lt;br /&gt;
 WAKER,&lt;br /&gt;
 NATHN,&lt;br /&gt;
 KOYEV&lt;br /&gt;
and then follow the localizer, 108.5&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
When a route is active, the route-manage provides various pieces of information based upon current aircraft position / speed, and the route progress. These values would be calculated by the navigation computer in a real system, but are handled by route-manage in FG for convenience. Values logged include the takeoff time, estimated time enroute (ETE), distance remaining enroute, and so on - browse the property tree to see what's available.&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18713</id>
		<title>Route manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18713"/>
		<updated>2009-12-20T20:13:40Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: /* Lining up with Runways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A real route-manager page!&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
(in the following sections, familiarity with basic IFR concepts, [[Autopilot]] usage and radio navigation is assumed)&lt;br /&gt;
&lt;br /&gt;
The route-manager models part of the functionality found in real-world [[GPS]] and FMS devices, but is usable in any aircraft. Some panel instruments may provide access to the route manager via their own UI, but the route-manager is always available through a generic dialog box. The route-manager is also how a flight plan is made available to FlightGear - in the future this will hopefully permit better [[ATC]] and multi-player interactions, since [[ATC]] logic or controllers will be able to observe the filed plan associated with a pilot.&lt;br /&gt;
&lt;br /&gt;
It's important to realize that the route-manager (and [[GPS]]) are pieces that a panel instrument might present as a single real world device - the mapping between C++ modules, generic user interface and in-panel instruments is very fluid, by design. In general core features exist in whichever place seems the most natural, and it's up to instruments to aggregate the core modules as they require.&lt;br /&gt;
&lt;br /&gt;
==Concepts==&lt;br /&gt;
The route-manager maintains a flight-plan, consisting of departure, destination, alternate airport and cruise information, as well as a list of waypoints (technically, route segments, or legs). A flight plan must have a departure airport and destination airport specified; all other information is currently optional, which is highly unrealistic, but convenient.&lt;br /&gt;
&lt;br /&gt;
Route manager waypoints are entered as a navaid ident, an explicit latitude/longitude pair, or as an offset (bearing and distance) from another navaid. Each waypoint may also have an altitude associated with it, for vertical navigation modes (VNAV). In the future, other data, especially speed restrictions, may also be associated with waypoints.&lt;br /&gt;
&lt;br /&gt;
==Defining a Route==&lt;br /&gt;
The simplest way to define a route is to add waypoints one at a time by identifier. Since navaid identifiers are not unique, the route-manager uses your departure airport or the previously defined waypoint to 'locate' the identifier search. In practice, navaids with conflicting names are located far enough apart that this works automatically in practice.&lt;br /&gt;
&lt;br /&gt;
Until departure and arrival procedures are supported, you can often define them yourself, by creating offset waypoints. The syntax is &amp;lt;tt&amp;gt;ident/radial/distance&amp;lt;/tt&amp;gt;, for example &amp;lt;tt&amp;gt;TLA/347/13&amp;lt;/tt&amp;gt; defines a waypoint (which will be named 'TLA13') which is 13nm away from the TLA VOR on magnetic radial 347.&lt;br /&gt;
&lt;br /&gt;
Routes can be loaded (and soon, saved) to a simple XML format, so you may prefer to create the routes in a text editor, and load them instead of entering them by hand. Support for flight-planning tools is also planned, contact the developer list if you are interested on working on such a feature.&lt;br /&gt;
&lt;br /&gt;
In the future, auto-routing using airways or VOR-VOR routing will also be added.&lt;br /&gt;
&lt;br /&gt;
==Activating a Route==&lt;br /&gt;
Activating a route performs certain checks, and creates start and end waypoints based on the selected departure and arrival info. For the moment, that consists of adding the departure runway as waypoint zero, but in the future (when departure procedures are supported) this will create the appropriate  procedure waypoints.&lt;br /&gt;
&lt;br /&gt;
This will also be the hook point for calculating cruise information, such as top-of-climb and top-of-descent points in the future.&lt;br /&gt;
&lt;br /&gt;
Other devices (especially a GPS/FMS) may trigger other changes based on activating a route, such as sequencing the first leg of the route, resetting internal counters / timers, and so on.&lt;br /&gt;
&lt;br /&gt;
==Flying a Route==&lt;br /&gt;
&lt;br /&gt;
When a route is activated, the GPS system enters 'leg' mode, and will automatically sequence waypoints as they are overflow. Note that all aircraft can use the default route-manager and GPS functions, even aircraft that would never (historically) has such systems. This is a convenience to casual users, testing, and so on.&lt;br /&gt;
&lt;br /&gt;
In particular, the GPS drives some properties of the generic autopilot, so 'true heading hold' mode can be used to fly the route manager route (or any other GPS course).&lt;br /&gt;
&lt;br /&gt;
In aircraft with realistic navigation systems, or customised autopilots, the default behaviours above may not work; hopefully the aircraft author has provided alternative methods, such as panel instruments, to control things.&lt;br /&gt;
==Finding an Airport==&lt;br /&gt;
Route Manager is so simple to use that a player can simply input an airport code (e.g. KSFO) and select &amp;quot;true heading&amp;quot; under the autopilot heading control, and end up at the airport. Doing so will NOT line the pilot up with the runway, and will simply fly the plane over the airport. However, every waypoint name is unique; a player could be on the other side of the world, 5,000 miles away, and Route Manager would still lock onto the desired airport. &lt;br /&gt;
==Lining up with Runways==&lt;br /&gt;
Those who wish to end up lined with the runway must considerably more work. &lt;br /&gt;
They must find out a waypoint that is directly in front of a runway, and then find out the runway's localizer. Since a localizer will not extend more than 20 miles, it is imperative to reach the waypoint first. When the player inputs the localizer frequency into their NAV1, it will direct them to the runway. For example, a waypoint near and in front of 28R of KSFO is AXMUL (see the chart HERE[http://204.108.4.16/d-tpp/0912/00375IL28R.PDF]). On the chart, it appears as &amp;quot;AXMUL INT&amp;quot;, which stands for AXMUL intercept. A player is &amp;quot;intercepting&amp;quot; the runway course when they reach AXMUL. When a player reached AXMUL via Route Manager, they would follow the NAV1 Localizer. In this case, 28R's frequency is 111.7, as seen on the chart above. AXMUL is not far enough from 28R to keep turning. It's the closest waypoint to 28R, so you may want to use the waypoint before it. In this case, one of the waypoints before AXMUL is CEDES INT, or CEDES. A player can input CEDES into Route Manager, and then AXMUL, so they would reach AXMUL from CEDES. The course from CEDES to AXMUL, as seen on the chart, is straight to the runway, so a player would reach AXMUL lined up well. &lt;br /&gt;
In essence, a player can follow route manager until within range of navaids- first the general airport frequency (KSFO, its 115.8), and then the localizer. &lt;br /&gt;
Remember, the most effective waypoints are those that are on course for the runway. Any code with a triangle next to it or that says &amp;quot;INT&amp;quot;, or is attached to an approach course is probably a waypoint- basically, any mispelled name, like NATHN, WAKER, etc. and in all caps. Check your waypoints before you fly, though! Go to mpmap01.flightgear.org, click on the nav section, and input the waypoint you want to check&lt;br /&gt;
&lt;br /&gt;
You can use airnav.com to find charts- input the airport code into airports, then scroll down to the bottom to ILS approaches, and click on the runway you want. &lt;br /&gt;
I know a lot of people want to go to KLAX, so I've saved you the trouble of getting the chart:&lt;br /&gt;
[http://204.108.4.16/d-tpp/0912/00237IL6L.PDF]&lt;br /&gt;
So the waypoints in this case could be anything on the chart.&lt;br /&gt;
The 3 ones I use are: (input these into route manager, in order):&lt;br /&gt;
 WAKER,&lt;br /&gt;
 NATHN,&lt;br /&gt;
KOYEV&lt;br /&gt;
and then follow the localizer, 108.5&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
When a route is active, the route-manage provides various pieces of information based upon current aircraft position / speed, and the route progress. These values would be calculated by the navigation computer in a real system, but are handled by route-manage in FG for convenience. Values logged include the takeoff time, estimated time enroute (ETE), distance remaining enroute, and so on - browse the property tree to see what's available.&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18712</id>
		<title>Route manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18712"/>
		<updated>2009-12-20T20:12:47Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: /* Finding an Airport and Lining up with a Runway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A real route-manager page!&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
(in the following sections, familiarity with basic IFR concepts, [[Autopilot]] usage and radio navigation is assumed)&lt;br /&gt;
&lt;br /&gt;
The route-manager models part of the functionality found in real-world [[GPS]] and FMS devices, but is usable in any aircraft. Some panel instruments may provide access to the route manager via their own UI, but the route-manager is always available through a generic dialog box. The route-manager is also how a flight plan is made available to FlightGear - in the future this will hopefully permit better [[ATC]] and multi-player interactions, since [[ATC]] logic or controllers will be able to observe the filed plan associated with a pilot.&lt;br /&gt;
&lt;br /&gt;
It's important to realize that the route-manager (and [[GPS]]) are pieces that a panel instrument might present as a single real world device - the mapping between C++ modules, generic user interface and in-panel instruments is very fluid, by design. In general core features exist in whichever place seems the most natural, and it's up to instruments to aggregate the core modules as they require.&lt;br /&gt;
&lt;br /&gt;
==Concepts==&lt;br /&gt;
The route-manager maintains a flight-plan, consisting of departure, destination, alternate airport and cruise information, as well as a list of waypoints (technically, route segments, or legs). A flight plan must have a departure airport and destination airport specified; all other information is currently optional, which is highly unrealistic, but convenient.&lt;br /&gt;
&lt;br /&gt;
Route manager waypoints are entered as a navaid ident, an explicit latitude/longitude pair, or as an offset (bearing and distance) from another navaid. Each waypoint may also have an altitude associated with it, for vertical navigation modes (VNAV). In the future, other data, especially speed restrictions, may also be associated with waypoints.&lt;br /&gt;
&lt;br /&gt;
==Defining a Route==&lt;br /&gt;
The simplest way to define a route is to add waypoints one at a time by identifier. Since navaid identifiers are not unique, the route-manager uses your departure airport or the previously defined waypoint to 'locate' the identifier search. In practice, navaids with conflicting names are located far enough apart that this works automatically in practice.&lt;br /&gt;
&lt;br /&gt;
Until departure and arrival procedures are supported, you can often define them yourself, by creating offset waypoints. The syntax is &amp;lt;tt&amp;gt;ident/radial/distance&amp;lt;/tt&amp;gt;, for example &amp;lt;tt&amp;gt;TLA/347/13&amp;lt;/tt&amp;gt; defines a waypoint (which will be named 'TLA13') which is 13nm away from the TLA VOR on magnetic radial 347.&lt;br /&gt;
&lt;br /&gt;
Routes can be loaded (and soon, saved) to a simple XML format, so you may prefer to create the routes in a text editor, and load them instead of entering them by hand. Support for flight-planning tools is also planned, contact the developer list if you are interested on working on such a feature.&lt;br /&gt;
&lt;br /&gt;
In the future, auto-routing using airways or VOR-VOR routing will also be added.&lt;br /&gt;
&lt;br /&gt;
==Activating a Route==&lt;br /&gt;
Activating a route performs certain checks, and creates start and end waypoints based on the selected departure and arrival info. For the moment, that consists of adding the departure runway as waypoint zero, but in the future (when departure procedures are supported) this will create the appropriate  procedure waypoints.&lt;br /&gt;
&lt;br /&gt;
This will also be the hook point for calculating cruise information, such as top-of-climb and top-of-descent points in the future.&lt;br /&gt;
&lt;br /&gt;
Other devices (especially a GPS/FMS) may trigger other changes based on activating a route, such as sequencing the first leg of the route, resetting internal counters / timers, and so on.&lt;br /&gt;
&lt;br /&gt;
==Flying a Route==&lt;br /&gt;
&lt;br /&gt;
When a route is activated, the GPS system enters 'leg' mode, and will automatically sequence waypoints as they are overflow. Note that all aircraft can use the default route-manager and GPS functions, even aircraft that would never (historically) has such systems. This is a convenience to casual users, testing, and so on.&lt;br /&gt;
&lt;br /&gt;
In particular, the GPS drives some properties of the generic autopilot, so 'true heading hold' mode can be used to fly the route manager route (or any other GPS course).&lt;br /&gt;
&lt;br /&gt;
In aircraft with realistic navigation systems, or customised autopilots, the default behaviours above may not work; hopefully the aircraft author has provided alternative methods, such as panel instruments, to control things.&lt;br /&gt;
==Finding an Airport==&lt;br /&gt;
Route Manager is so simple to use that a player can simply input an airport code (e.g. KSFO) and select &amp;quot;true heading&amp;quot; under the autopilot heading control, and end up at the airport. Doing so will NOT line the pilot up with the runway, and will simply fly the plane over the airport. However, every waypoint name is unique; a player could be on the other side of the world, 5,000 miles away, and Route Manager would still lock onto the desired airport. &lt;br /&gt;
==Lining up with Runways==&lt;br /&gt;
Those who wish to end up lined with the runway must considerably more work. &lt;br /&gt;
They must find out a waypoint that is directly in front of a runway, and then find out the runway's localizer. Since a localizer will not extend more than 20 miles, it is imperative to reach the waypoint first. When the player inputs the localizer frequency into their NAV1, it will direct them to the runway. For example, a waypoint near and in front of 28R of KSFO is AXMUL (see the chart HERE[http://204.108.4.16/d-tpp/0912/00375IL28R.PDF]). On the chart, it appears as &amp;quot;AXMUL INT&amp;quot;, which stands for AXMUL intercept. A player is &amp;quot;intercepting&amp;quot; the runway course when they reach AXMUL. When a player reached AXMUL via Route Manager, they would follow the NAV1 Localizer. In this case, 28R's frequency is 111.7, as seen on the chart above. AXMUL is not far enough from 28R to keep turning. It's the closest waypoint to 28R, so you may want to use the waypoint before it. In this case, one of the waypoints before AXMUL is CEDES INT, or CEDES. A player can input CEDES into Route Manager, and then AXMUL, so they would reach AXMUL from CEDES. The course from CEDES to AXMUL, as seen on the chart, is straight to the runway, so a player would reach AXMUL lined up well. &lt;br /&gt;
In essence, a player can follow route manager until within range of navaids- first the general airport frequency (KSFO, its 115.8), and then the localizer. &lt;br /&gt;
Remember, the most effective waypoints are those that are on course for the runway. Any code with a triangle next to it or that says &amp;quot;INT&amp;quot;, or is attached to an approach course is probably a waypoint- basically, any mispelled name, like NATHN, WAKER, etc. and in all caps. Check your waypoints before you fly, though! Go to mpmap01.flightgear.org, click on the nav section, and input the waypoint you want to check&lt;br /&gt;
&lt;br /&gt;
You can use airnav.com to find charts- input the airport code into airports, then scroll down to the bottom to ILS approaches, and click on the runway you want. &lt;br /&gt;
I know a lot of people want to go to KLAX, so I've saved you the trouble of getting the chart:&lt;br /&gt;
[http://204.108.4.16/d-tpp/0912/00237IL6L.PDF]&lt;br /&gt;
So the waypoints in this case could be anything on the chart.&lt;br /&gt;
The ones I use are: (input these into route manager, in order):&lt;br /&gt;
1. WAKER&lt;br /&gt;
2. NATHN&lt;br /&gt;
3. KOYEV&lt;br /&gt;
and then follow the localizer, 108.5&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
When a route is active, the route-manage provides various pieces of information based upon current aircraft position / speed, and the route progress. These values would be calculated by the navigation computer in a real system, but are handled by route-manage in FG for convenience. Values logged include the takeoff time, estimated time enroute (ETE), distance remaining enroute, and so on - browse the property tree to see what's available.&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18711</id>
		<title>Route manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18711"/>
		<updated>2009-12-20T20:02:57Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A real route-manager page!&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
(in the following sections, familiarity with basic IFR concepts, [[Autopilot]] usage and radio navigation is assumed)&lt;br /&gt;
&lt;br /&gt;
The route-manager models part of the functionality found in real-world [[GPS]] and FMS devices, but is usable in any aircraft. Some panel instruments may provide access to the route manager via their own UI, but the route-manager is always available through a generic dialog box. The route-manager is also how a flight plan is made available to FlightGear - in the future this will hopefully permit better [[ATC]] and multi-player interactions, since [[ATC]] logic or controllers will be able to observe the filed plan associated with a pilot.&lt;br /&gt;
&lt;br /&gt;
It's important to realize that the route-manager (and [[GPS]]) are pieces that a panel instrument might present as a single real world device - the mapping between C++ modules, generic user interface and in-panel instruments is very fluid, by design. In general core features exist in whichever place seems the most natural, and it's up to instruments to aggregate the core modules as they require.&lt;br /&gt;
&lt;br /&gt;
==Concepts==&lt;br /&gt;
The route-manager maintains a flight-plan, consisting of departure, destination, alternate airport and cruise information, as well as a list of waypoints (technically, route segments, or legs). A flight plan must have a departure airport and destination airport specified; all other information is currently optional, which is highly unrealistic, but convenient.&lt;br /&gt;
&lt;br /&gt;
Route manager waypoints are entered as a navaid ident, an explicit latitude/longitude pair, or as an offset (bearing and distance) from another navaid. Each waypoint may also have an altitude associated with it, for vertical navigation modes (VNAV). In the future, other data, especially speed restrictions, may also be associated with waypoints.&lt;br /&gt;
&lt;br /&gt;
==Defining a Route==&lt;br /&gt;
The simplest way to define a route is to add waypoints one at a time by identifier. Since navaid identifiers are not unique, the route-manager uses your departure airport or the previously defined waypoint to 'locate' the identifier search. In practice, navaids with conflicting names are located far enough apart that this works automatically in practice.&lt;br /&gt;
&lt;br /&gt;
Until departure and arrival procedures are supported, you can often define them yourself, by creating offset waypoints. The syntax is &amp;lt;tt&amp;gt;ident/radial/distance&amp;lt;/tt&amp;gt;, for example &amp;lt;tt&amp;gt;TLA/347/13&amp;lt;/tt&amp;gt; defines a waypoint (which will be named 'TLA13') which is 13nm away from the TLA VOR on magnetic radial 347.&lt;br /&gt;
&lt;br /&gt;
Routes can be loaded (and soon, saved) to a simple XML format, so you may prefer to create the routes in a text editor, and load them instead of entering them by hand. Support for flight-planning tools is also planned, contact the developer list if you are interested on working on such a feature.&lt;br /&gt;
&lt;br /&gt;
In the future, auto-routing using airways or VOR-VOR routing will also be added.&lt;br /&gt;
&lt;br /&gt;
==Activating a Route==&lt;br /&gt;
Activating a route performs certain checks, and creates start and end waypoints based on the selected departure and arrival info. For the moment, that consists of adding the departure runway as waypoint zero, but in the future (when departure procedures are supported) this will create the appropriate  procedure waypoints.&lt;br /&gt;
&lt;br /&gt;
This will also be the hook point for calculating cruise information, such as top-of-climb and top-of-descent points in the future.&lt;br /&gt;
&lt;br /&gt;
Other devices (especially a GPS/FMS) may trigger other changes based on activating a route, such as sequencing the first leg of the route, resetting internal counters / timers, and so on.&lt;br /&gt;
&lt;br /&gt;
==Flying a Route==&lt;br /&gt;
&lt;br /&gt;
When a route is activated, the GPS system enters 'leg' mode, and will automatically sequence waypoints as they are overflow. Note that all aircraft can use the default route-manager and GPS functions, even aircraft that would never (historically) has such systems. This is a convenience to casual users, testing, and so on.&lt;br /&gt;
&lt;br /&gt;
In particular, the GPS drives some properties of the generic autopilot, so 'true heading hold' mode can be used to fly the route manager route (or any other GPS course).&lt;br /&gt;
&lt;br /&gt;
In aircraft with realistic navigation systems, or customised autopilots, the default behaviours above may not work; hopefully the aircraft author has provided alternative methods, such as panel instruments, to control things.&lt;br /&gt;
==Finding an Airport and Lining up with a Runway==&lt;br /&gt;
Route Manager is so simple to use that a player can simply input an airport code (e.g. KSFO) and select &amp;quot;true heading&amp;quot; under the autopilot heading control, and end up at the airport. Doing so will NOT line the pilot up with the runway, and will simply fly the plane over the airport. However, every waypoint name is unique; a player could be on the other side of the world, 5,000 miles away, and Route Manager would still lock onto the desired airport. &lt;br /&gt;
Those who wish to end up lined with the runway must considerably more work. &lt;br /&gt;
They must find out a waypoint that is directly in front of a runway, and then find out the runway's localizer. Since a localizer will not extend more than 20 miles, it is imperative to reach the waypoint first. When the player inputs the localizer frequency into their NAV1, it will direct them to the runway. For example, a waypoint near and in front of 28R of KSFO is AXMUL (see the chart HERE[http://204.108.4.16/d-tpp/0912/00375IL28R.PDF]). On the chart, it appears as &amp;quot;AXMUL INT&amp;quot;, which stands for AXMUL intercept. A player is &amp;quot;intercepting&amp;quot; the runway course when they reach AXMUL. When a player reached AXMUL via Route Manager, they would follow the NAV1 Localizer. In this case, 28R's frequency is 111.7, as seen on the chart above. AXMUL is not far enough from 28R to keep turning. It's the closest waypoint to 28R, so you may want to use the waypoint before it. In this case, one of the waypoints before AXMUL is CEDES INT, or CEDES. A player can input CEDES into Route Manager, and then AXMUL, so they would reach AXMUL from CEDES. The course from CEDES to AXMUL, as seen on the chart, is straight to the runway, so a player would reach AXMUL lined up well. &lt;br /&gt;
In essence, a player can follow route manager until within range of navaids- first the general airport frequency (KSFO, its 115.8), and then the localizer. &lt;br /&gt;
Remember, the most effective waypoints are those that are on course for the runway. Any code with a triangle next to it or that says &amp;quot;INT&amp;quot;, or is attached to an approach course is probably a runway. Check your waypoints before you fly, though! Go to mpmap01.flightgear.org, click on the nav section, and input the waypoint you want to check&lt;br /&gt;
==Properties==&lt;br /&gt;
When a route is active, the route-manage provides various pieces of information based upon current aircraft position / speed, and the route progress. These values would be calculated by the navigation computer in a real system, but are handled by route-manage in FG for convenience. Values logged include the takeoff time, estimated time enroute (ETE), distance remaining enroute, and so on - browse the property tree to see what's available.&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18710</id>
		<title>Route manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=18710"/>
		<updated>2009-12-20T18:39:39Z</updated>

		<summary type="html">&lt;p&gt;Chocboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A real route-manager page!&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
(in the following sections, familiarity with basic IFR concepts, [[Autopilot]] usage and radio navigation is assumed)&lt;br /&gt;
&lt;br /&gt;
The route-manager models part of the functionality found in real-world [[GPS]] and FMS devices, but is usable in any aircraft. Some panel instruments may provide access to the route manager via their own UI, but the route-manager is always available through a generic dialog box. The route-manager is also how a flight plan is made available to FlightGear - in the future this will hopefully permit better [[ATC]] and multi-player interactions, since [[ATC]] logic or controllers will be able to observe the filed plan associated with a pilot.&lt;br /&gt;
&lt;br /&gt;
It's important to realize that the route-manager (and [[GPS]]) are pieces that a panel instrument might present as a single real world device - the mapping between C++ modules, generic user interface and in-panel instruments is very fluid, by design. In general core features exist in whichever place seems the most natural, and it's up to instruments to aggregate the core modules as they require.&lt;br /&gt;
&lt;br /&gt;
==Concepts==&lt;br /&gt;
The route-manager maintains a flight-plan, consisting of departure, destination, alternate airport and cruise information, as well as a list of waypoints (technically, route segments, or legs). A flight plan must have a departure airport and destination airport specified; all other information is currently optional, which is highly unrealistic, but convenient.&lt;br /&gt;
&lt;br /&gt;
Route manager waypoints are entered as a navaid ident, an explicit latitude/longitude pair, or as an offset (bearing and distance) from another navaid. Each waypoint may also have an altitude associated with it, for vertical navigation modes (VNAV). In the future, other data, especially speed restrictions, may also be associated with waypoints.&lt;br /&gt;
&lt;br /&gt;
==Defining a Route==&lt;br /&gt;
The simplest way to define a route is to add waypoints one at a time by identifier. Since navaid identifiers are not unique, the route-manager uses your departure airport or the previously defined waypoint to 'locate' the identifier search. In practice, navaids with conflicting names are located far enough apart that this works automatically in practice.&lt;br /&gt;
&lt;br /&gt;
Until departure and arrival procedures are supported, you can often define them yourself, by creating offset waypoints. The syntax is &amp;lt;tt&amp;gt;ident/radial/distance&amp;lt;/tt&amp;gt;, for example &amp;lt;tt&amp;gt;TLA/347/13&amp;lt;/tt&amp;gt; defines a waypoint (which will be named 'TLA13') which is 13nm away from the TLA VOR on magnetic radial 347.&lt;br /&gt;
&lt;br /&gt;
Routes can be loaded (and soon, saved) to a simple XML format, so you may prefer to create the routes in a text editor, and load them instead of entering them by hand. Support for flight-planning tools is also planned, contact the developer list if you are interested on working on such a feature.&lt;br /&gt;
&lt;br /&gt;
In the future, auto-routing using airways or VOR-VOR routing will also be added.&lt;br /&gt;
&lt;br /&gt;
==Activating a Route==&lt;br /&gt;
Activating a route performs certain checks, and creates start and end waypoints based on the selected departure and arrival info. For the moment, that consists of adding the departure runway as waypoint zero, but in the future (when departure procedures are supported) this will create the appropriate  procedure waypoints.&lt;br /&gt;
&lt;br /&gt;
This will also be the hook point for calculating cruise information, such as top-of-climb and top-of-descent points in the future.&lt;br /&gt;
&lt;br /&gt;
Other devices (especially a GPS/FMS) may trigger other changes based on activating a route, such as sequencing the first leg of the route, resetting internal counters / timers, and so on.&lt;br /&gt;
&lt;br /&gt;
==Flying a Route==&lt;br /&gt;
&lt;br /&gt;
When a route is activated, the GPS system enters 'leg' mode, and will automatically sequence waypoints as they are overflow. Note that all aircraft can use the default route-manager and GPS functions, even aircraft that would never (historically) has such systems. This is a convenience to casual users, testing, and so on.&lt;br /&gt;
&lt;br /&gt;
In particular, the GPS drives some properties of the generic autopilot, so 'true heading hold' mode can be used to fly the route manager route (or any other GPS course).&lt;br /&gt;
&lt;br /&gt;
In aircraft with realistic navigation systems, or customised autopilots, the default behaviours above may not work; hopefully the aircraft author has provided alternative methods, such as panel instruments, to control things.&lt;br /&gt;
==Finding an Airport and Lining up with a Runway==&lt;br /&gt;
Route Manager is so simple to use that a player can simply input an airport code (e.g. KSFO) and select &amp;quot;true heading&amp;quot; under the autopilot heading control, and end up at the airport. Doing so will NOT line the pilot up with the runway, and will simply fly the plane over the airport. However, every waypoint name is unique; a player could be on the other side of the world, 5,000 miles away, and Route Manager would still lock onto the desired airport. &lt;br /&gt;
Those who wish to end up lined with the runway must considerably more work. &lt;br /&gt;
They must find out a waypoint that is directly in front of a runway, and then find out the runway's localizer. Since a localizer will not extend more than 20 miles, it is imperative to reach the waypoint first. When the player inputs the localizer frequency into their NAV1, it will direct them to the runway. For example, a waypoint near 28R of KSFO is MENLO (see the chart HERE[http://204.108.4.16/d-tpp/0912/00375BIGSUR.PDF]). When a player reached MENLO via Route Manager, they would follow the NAV1 Localizer. In this case, 28R's frequency is 111.7, as seen on the chart above. MENLO is far enough from 28R to keep turning. In real life, you could also follow the heading indicated (330 degrees) from MENLO. However, the waypoints in FlightGear are not always exactly on the spot, so this method is not desirable. &lt;br /&gt;
In essence, a player can follow route manager until within range of navaids- first the general airport frequency (KSFO, its 115.8), and then the localizer.   &lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
When a route is active, the route-manage provides various pieces of information based upon current aircraft position / speed, and the route progress. These values would be calculated by the navigation computer in a real system, but are handled by route-manage in FG for convenience. Values logged include the takeoff time, estimated time enroute (ETE), distance remaining enroute, and so on - browse the property tree to see what's available.&lt;/div&gt;</summary>
		<author><name>Chocboy</name></author>
	</entry>
</feed>