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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cri</id>
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	<updated>2026-04-07T18:10:30Z</updated>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=81353</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=81353"/>
		<updated>2015-02-22T13:59:52Z</updated>

		<summary type="html">&lt;p&gt;Cri: add link to forum thread about full spherical panorama&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. To see many examples of spherical panorama, take a look at this forum thread: http://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=7713. The semi-automated process is useful for everyone that wants to contribute to the flightgear wiki by adding one of this panorama to each aircraft's page in order to display the cockpit. Here is an example of what can be achieved:&lt;br /&gt;
&lt;br /&gt;
[[File:C172p-cockpit-pano.jpg|480px|thumb|center|A full spherical panorama of the 3d cessna c172p cockpit]]&lt;br /&gt;
&lt;br /&gt;
=== The tools ===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
=== The automatic process ===&lt;br /&gt;
To make the process easier I've created a [[Nasal scripting language|nasal]] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
To get rid of the popup window telling you that the screenshots was saved, you can follow this guidance: http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=13810#p140388&lt;br /&gt;
&lt;br /&gt;
==== Taking the required screenshots ====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The {{key press|F3}} key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[Nasal scripting language|nasal]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the {{key press|F3}} key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
==== Stitching the panorama with Hugin ====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
 # hugin project file&lt;br /&gt;
 #hugin_ptoversion 2&lt;br /&gt;
 p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
 m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
  &lt;br /&gt;
 # image lines&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # specify variables that should be optimized&lt;br /&gt;
 v r1&lt;br /&gt;
 v p1&lt;br /&gt;
 v y1&lt;br /&gt;
 v r2&lt;br /&gt;
 v p2&lt;br /&gt;
 v y2&lt;br /&gt;
 v r3&lt;br /&gt;
 v p3&lt;br /&gt;
 v y3&lt;br /&gt;
 v r4&lt;br /&gt;
 v p4&lt;br /&gt;
 v y4&lt;br /&gt;
 v r5&lt;br /&gt;
 v p5&lt;br /&gt;
 v y5&lt;br /&gt;
 v r6&lt;br /&gt;
 v p6&lt;br /&gt;
 v y6&lt;br /&gt;
 v r7&lt;br /&gt;
 v p7&lt;br /&gt;
 v y7&lt;br /&gt;
 v &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # control points&lt;br /&gt;
 &lt;br /&gt;
 #hugin_optimizeReferenceImage 0&lt;br /&gt;
 #hugin_blender enblend&lt;br /&gt;
 #hugin_remapper nona&lt;br /&gt;
 #hugin_enblendOptions &lt;br /&gt;
 #hugin_enfuseOptions &lt;br /&gt;
 #hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
 #hugin_outputLDRBlended true&lt;br /&gt;
 #hugin_outputLDRLayers false&lt;br /&gt;
 #hugin_outputLDRExposureRemapped false&lt;br /&gt;
 #hugin_outputLDRExposureLayers false&lt;br /&gt;
 #hugin_outputLDRExposureBlended false&lt;br /&gt;
 #hugin_outputLDRExposureLayersFused false&lt;br /&gt;
 #hugin_outputHDRBlended false&lt;br /&gt;
 #hugin_outputHDRLayers false&lt;br /&gt;
 #hugin_outputHDRStacks false&lt;br /&gt;
 #hugin_outputLayersCompression LZW&lt;br /&gt;
 #hugin_outputImageType jpg&lt;br /&gt;
 #hugin_outputImageTypeCompression LZW&lt;br /&gt;
 #hugin_outputJPEGQuality 100&lt;br /&gt;
 #hugin_outputImageTypeHDR exr&lt;br /&gt;
 #hugin_outputImageTypeHDRCompression LZW &lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you told Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Make full spherical panorama]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=81341</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=81341"/>
		<updated>2015-02-22T09:18:47Z</updated>

		<summary type="html">&lt;p&gt;Cri: add tip to remove popup from screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that wants to contribute to the flightgear wiki by adding one of this panorama to each aircraft's page in order to display the cockpit. Here is an example of what can be achieved:&lt;br /&gt;
&lt;br /&gt;
[[File:C172p-cockpit-pano.jpg|480px|thumb|center|A full spherical panorama of the 3d cessna c172p cockpit]]&lt;br /&gt;
&lt;br /&gt;
=== The tools ===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
=== The automatic process ===&lt;br /&gt;
To make the process easier I've created a [[Nasal scripting language|nasal]] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
To get rid of the popup window telling you that the screenshots was saved, you can follow this guidance: http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=13810#p140388&lt;br /&gt;
&lt;br /&gt;
==== Taking the required screenshots ====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The {{key press|F3}} key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[Nasal scripting language|nasal]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the {{key press|F3}} key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
==== Stitching the panorama with Hugin ====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
 # hugin project file&lt;br /&gt;
 #hugin_ptoversion 2&lt;br /&gt;
 p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
 m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
  &lt;br /&gt;
 # image lines&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # specify variables that should be optimized&lt;br /&gt;
 v r1&lt;br /&gt;
 v p1&lt;br /&gt;
 v y1&lt;br /&gt;
 v r2&lt;br /&gt;
 v p2&lt;br /&gt;
 v y2&lt;br /&gt;
 v r3&lt;br /&gt;
 v p3&lt;br /&gt;
 v y3&lt;br /&gt;
 v r4&lt;br /&gt;
 v p4&lt;br /&gt;
 v y4&lt;br /&gt;
 v r5&lt;br /&gt;
 v p5&lt;br /&gt;
 v y5&lt;br /&gt;
 v r6&lt;br /&gt;
 v p6&lt;br /&gt;
 v y6&lt;br /&gt;
 v r7&lt;br /&gt;
 v p7&lt;br /&gt;
 v y7&lt;br /&gt;
 v &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # control points&lt;br /&gt;
 &lt;br /&gt;
 #hugin_optimizeReferenceImage 0&lt;br /&gt;
 #hugin_blender enblend&lt;br /&gt;
 #hugin_remapper nona&lt;br /&gt;
 #hugin_enblendOptions &lt;br /&gt;
 #hugin_enfuseOptions &lt;br /&gt;
 #hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
 #hugin_outputLDRBlended true&lt;br /&gt;
 #hugin_outputLDRLayers false&lt;br /&gt;
 #hugin_outputLDRExposureRemapped false&lt;br /&gt;
 #hugin_outputLDRExposureLayers false&lt;br /&gt;
 #hugin_outputLDRExposureBlended false&lt;br /&gt;
 #hugin_outputLDRExposureLayersFused false&lt;br /&gt;
 #hugin_outputHDRBlended false&lt;br /&gt;
 #hugin_outputHDRLayers false&lt;br /&gt;
 #hugin_outputHDRStacks false&lt;br /&gt;
 #hugin_outputLayersCompression LZW&lt;br /&gt;
 #hugin_outputImageType jpg&lt;br /&gt;
 #hugin_outputImageTypeCompression LZW&lt;br /&gt;
 #hugin_outputJPEGQuality 100&lt;br /&gt;
 #hugin_outputImageTypeHDR exr&lt;br /&gt;
 #hugin_outputImageTypeHDRCompression LZW &lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you told Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Make full spherical panorama]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=75338</id>
		<title>Beechcraft B1900D</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=75338"/>
		<updated>2014-08-18T16:56:31Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add template note and link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= Beechcraft B1900D.png&lt;br /&gt;
|name 		= Beechcraft B1900D&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery		= Air New Zealand, Central Mountain Air, Northern Thunderbird Air&lt;br /&gt;
|liverydbid	= 21&lt;br /&gt;
|authors 	= Syd Adams (3D model/FDM), Jean-Yves Lefort (MKVIII gpws)&lt;br /&gt;
|fdm 		= YASim&lt;br /&gt;
|status-fdm     = &lt;br /&gt;
|status-systems = &lt;br /&gt;
|status-cockpit = &lt;br /&gt;
|status-model   = &lt;br /&gt;
|fgname 	= b1900d&lt;br /&gt;
|download 	= &lt;br /&gt;
}}&lt;br /&gt;
[[File:b1900d-cockpit-pano.jpg|thumb|270px|[[Howto: Make full spherical panorama|A full spherical panorama]] of the 3d Beechcraft B1900d cockpit]]&lt;br /&gt;
&lt;br /&gt;
The '''Beechcraft 1900''' series [[aircraft]] is the most popular 19-passenger [[:Category:Airliners|airliner]] in history. It is a pressurized, twin-engine [[Powerplant#Turboprop|turboprop]] manufactured by the [[Beechcraft|Beechcraft Division]] of the Raytheon Company (now Hawker Beechcraft). Designed primarily as an all weather regional airliner capable of landing on relatively short runways it has also been used by the United States military and other governments.&lt;br /&gt;
&lt;br /&gt;
Beech announced the improved '''1900D''', simulated here, at the US Regional Airlines Association meeting in 1989. The main difference in the 1900D was the substantially deeper fuselage allowing stand up headroom in the cabin. It also had larger passenger and cargo doors and windows, twin ventral strakes and auxiliary horizontal fixed tails. To carry the extra weight Beech upgraded to two PT6A-67D engines, each rated at 1,279 shaft horsepower. Although rarely used a fully fueled Beechcraft 1900 has a range of 860 miles.&lt;br /&gt;
&lt;br /&gt;
The Beechcraft B1900D is one of the default aircraft in [[FlightGear]] and has been available since [[FlightGear 0.9.8]]. &lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Starting Procedure ===&lt;br /&gt;
[[File:Beechcraft_B1900D.JPG|thumb|270px|Cockpit of the B1900D]]&lt;br /&gt;
In the menu bar at the top of the screen you may select B1900D and then Autostart. You may also choose to start-up manually. In the help menu you will find a start up tutorial this is a quick summary.&lt;br /&gt;
&lt;br /&gt;
* Switch on the battery&lt;br /&gt;
* Switch on the left and right generators located on the lower left pilots panel. This should bring up the electrical systems and you should have instrumentation lights &lt;br /&gt;
* Switch on the AC BUSs above the generator switches&lt;br /&gt;
* Switch on the avionics located just below the battery and generator switches.&lt;br /&gt;
* Look at the throttle panel in between the pilot and co-pilot.  The two far right levers are labeled Condition. Move them fully forward by clicking at the top of the lever slots or by pressing “m”. You should now hear the engines starting up.&lt;br /&gt;
* Move the levers labeled Propeller forward by clicking at the top of the lever slots or by pressing “n”.&lt;br /&gt;
* Move the levers labeled Throttle to the idle position by clicking at the top of the lever slots or by pressing “9” or “PAGEUP”.  &lt;br /&gt;
* Switch on Master Panel and any lights needed on the left side of the overhead console.&lt;br /&gt;
* Reset the Master Caution Warning in the middle top of the pilot panel that is probably flashing red now that all systems are powered up.&lt;br /&gt;
* The aircraft is now ready for take off.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
* Decision at 105 KIAS&lt;br /&gt;
* Rotation at 110 KIAS &lt;br /&gt;
* Pitch	10-15 degrees&lt;br /&gt;
* Trim before engaging autopilot&lt;br /&gt;
&lt;br /&gt;
=== Climb ===&lt;br /&gt;
* Airspeed 160 KIAS&lt;br /&gt;
* Climb Rate 1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
* 220 –240 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Descent ===&lt;br /&gt;
* 180 KIAS&lt;br /&gt;
* Descent Rate –1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Approach ===&lt;br /&gt;
* Establish 150 KIAS&lt;br /&gt;
* Set flaps to approach&lt;br /&gt;
* Establish 130 KIAS&lt;br /&gt;
* Landing gear down – set flaps full down&lt;br /&gt;
* Final glide slope 110 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
* 100 KIAS&lt;br /&gt;
* Main wheels down first&lt;br /&gt;
* Lower nose gear&lt;br /&gt;
&lt;br /&gt;
=== [[V Speeds]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, dirty (Vs0)||88 kts&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, clean (Vs1)||104 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best angel of climb (Vx)||123 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best rate of climb (Vy)||135 kts&lt;br /&gt;
|-&lt;br /&gt;
|Maneuvering speed (Va)||184 kts&lt;br /&gt;
|-&lt;br /&gt;
|Never exceed speed (Vne)||247 kts&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;ref&amp;gt;{{cite web |url=http://aerolinea.simpilots.es/descargas/Beechcraft_b1900d.pdf |title=Beechcraft B1900D Aircraft Operating Manuals |publisher=SimPilots }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[GPS]] ==&lt;br /&gt;
The B1900D is equipped with a functioning [[Avionics_and_instruments#Further_instruments|Bendix/King KLN 908]] [[GPS]] that can be slaved to the autopilot. In the help menu you will find a tutorial on [[GPS]] navigation.&lt;br /&gt;
&lt;br /&gt;
== Liveries ==&lt;br /&gt;
Apart from the two liveries (SWISS AIR FORCE and AIR NEW ZEALAND) that comes with the b1900d aircraft, it is possible to download more on the [http://liveries.flightgear.org/aircraft.php?display=2&amp;amp;id=21 FlightGear Livery Database].&lt;br /&gt;
To create your own livery, a vector template (in svg format) is available in the [http://liveries.flightgear.org/download/paintkits/27.zip livery database].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The glas panel instruments (artificial horizon and horizontal situation indicator) don't show up with Rembrandt rendering&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
{{Beechcraft}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Twin-engined aircraft]]&lt;br /&gt;
[[fr:Beechcraft B1900D]]&lt;br /&gt;
[[Category:Aircraft with Route Manager support]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2014&amp;diff=75102</id>
		<title>FlightGear Newsletter August 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2014&amp;diff=75102"/>
		<updated>2014-08-13T20:04:33Z</updated>

		<summary type="html">&lt;p&gt;Cri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Newsletter-header|August 2014}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px double #BBB;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; |&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-item|3.2 Released}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Development news}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|FGCamera 1.0 Released}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Scenery corner}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|Yongphulla Domestic Airport - VQ10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Other}}&amp;lt;br/&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|In the hangar}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|Beechcraft B1900d template}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Multiplayer events}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==3.2 Released==&lt;br /&gt;
The FlightGear development team is delighted to announce that the long awaited v3.2 release of FlightGear, the free, open-source flight simulator has been released on &amp;lt;!--Add date--&amp;gt; INSERT FINAL RELEASE DATE HERE. This new version contains many exciting new features, enhancements and bugfixes. Highlights in this release include ... &lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums. &lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute. &lt;br /&gt;
&lt;br /&gt;
Download FlightGear v3.2 for free from [http://www.flightgear.org FlightGear.org]&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
''Read more at: [[Next Changelog|Version 3.2 Changelog]]''&lt;br /&gt;
&lt;br /&gt;
==Development news==&lt;br /&gt;
===FGCamera 1.0 Released===&lt;br /&gt;
{{#ev:youtube|DMZB7QXpR9I|250|right|FGCamera v1.0 in action}}&lt;br /&gt;
FGCamera v1.0 is available to download. Features of current version:&lt;br /&gt;
* 4 camera types:&lt;br /&gt;
** Virtual cockpit,&lt;br /&gt;
** Aircraft (look-at),&lt;br /&gt;
** Aircraft (look-from),&lt;br /&gt;
** World (look-from);&lt;br /&gt;
* Arbitrary number of preset views;&lt;br /&gt;
* Smooth/discrete transition between the views of the same camera type.&lt;br /&gt;
&lt;br /&gt;
v1.0 has graphical user interface to create and manage camera views:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px&amp;gt;&lt;br /&gt;
Fgcamera main dialog.jpg|Main dialog with cameras management tools.&lt;br /&gt;
Fgcamera new camera dialog.jpg|Dialog used to create new cameras. Four camera types are available&lt;br /&gt;
Fgcamera camera settings dialog.jpg|Settings for currently selected camera&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Read more at updated [http://wiki.flightgear.org/FGCamera FGCamera wiki article].&lt;br /&gt;
&lt;br /&gt;
==Scenery corner==&lt;br /&gt;
===Yongphulla Domestic Airport - VQ10===&lt;br /&gt;
High mountains, deep valleys, strong winds and sometimes the rain may appear as something like snow. You are at the bhutanese '''[[Yongphulla Airport|Yongphula Domestic Airport]]''' (VQ10) at a height of 2573 metres. After [[Paro Airport|Paro]], also this airport has been improved. Besides the Terminal and Apron, shared models and other little things have now been added. [[TerraSync]] has it all! Have a nice flight in the Kingdom of Bhutan.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=240px&amp;gt;&lt;br /&gt;
VQ10 Yongphula Airport.jpg|Yonghula Airport&lt;br /&gt;
VQ10 Yongphula Apron.jpg|Tower and Terminal of Yongphula&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scenery corner==&lt;br /&gt;
===Beechcraft B1900d template===&lt;br /&gt;
A new template for the [http://wiki.flightgear.org/Beechcraft_B1900D B1900d] is available in the [http://liveries.flightgear.org/paintkits.php Paintkits] section of the [http://liveries.flightgear.org/ flightgear liveries database website]. The template comes in svg format (best used with [http://www.inkscape.org inkscape]) features:&lt;br /&gt;
* full rivets, panel lines and stencils details in vector format&lt;br /&gt;
* ambient occlusion layer&lt;br /&gt;
* dirt layer&lt;br /&gt;
Many B1900d liveries made with this template are available to download in the [http://liveries.flightgear.org/aircraft.php?limit=25&amp;amp;display=2&amp;amp;page=0&amp;amp;id=21 flightgear liveries database website]&lt;br /&gt;
&amp;lt;gallery mode=packed heights=240px&amp;gt;&lt;br /&gt;
B1900d_template.jpg|B1900d template painted/unpainted&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2014&amp;diff=75101</id>
		<title>FlightGear Newsletter August 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2014&amp;diff=75101"/>
		<updated>2014-08-13T19:56:22Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add b1900d template image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Newsletter-header|August 2014}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px double #BBB;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; |&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-item|3.2 Released}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Development news}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|FGCamera 1.0 Released}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Scenery corner}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|Yongphulla Domestic Airport - VQ10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Other}}&amp;lt;br/&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|In the hangar}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|Beechcraft B1900d template}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Multiplayer events}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==3.2 Released==&lt;br /&gt;
The FlightGear development team is delighted to announce that the long awaited v3.2 release of FlightGear, the free, open-source flight simulator has been released on &amp;lt;!--Add date--&amp;gt; INSERT FINAL RELEASE DATE HERE. This new version contains many exciting new features, enhancements and bugfixes. Highlights in this release include ... &lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums. &lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute. &lt;br /&gt;
&lt;br /&gt;
Download FlightGear v3.2 for free from [http://www.flightgear.org FlightGear.org]&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
''Read more at: [[Next Changelog|Version 3.2 Changelog]]''&lt;br /&gt;
&lt;br /&gt;
==Development news==&lt;br /&gt;
===FGCamera 1.0 Released===&lt;br /&gt;
{{#ev:youtube|DMZB7QXpR9I|250|right|FGCamera v1.0 in action}}&lt;br /&gt;
FGCamera v1.0 is available to download. Features of current version:&lt;br /&gt;
* 4 camera types:&lt;br /&gt;
** Virtual cockpit,&lt;br /&gt;
** Aircraft (look-at),&lt;br /&gt;
** Aircraft (look-from),&lt;br /&gt;
** World (look-from);&lt;br /&gt;
* Arbitrary number of preset views;&lt;br /&gt;
* Smooth/discrete transition between the views of the same camera type.&lt;br /&gt;
&lt;br /&gt;
v1.0 has graphical user interface to create and manage camera views:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px&amp;gt;&lt;br /&gt;
Fgcamera main dialog.jpg|Main dialog with cameras management tools.&lt;br /&gt;
Fgcamera new camera dialog.jpg|Dialog used to create new cameras. Four camera types are available&lt;br /&gt;
Fgcamera camera settings dialog.jpg|Settings for currently selected camera&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Read more at updated [http://wiki.flightgear.org/FGCamera FGCamera wiki article].&lt;br /&gt;
&lt;br /&gt;
==Scenery corner==&lt;br /&gt;
===Yongphulla Domestic Airport - VQ10===&lt;br /&gt;
High mountains, deep valleys, strong winds and sometimes the rain may appear as something like snow. You are at the bhutanese '''[[Yongphulla Airport|Yongphula Domestic Airport]]''' (VQ10) at a height of 2573 metres. After [[Paro Airport|Paro]], also this airport has been improved. Besides the Terminal and Apron, shared models and other little things have now been added. [[TerraSync]] has it all! Have a nice flight in the Kingdom of Bhutan.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=240px&amp;gt;&lt;br /&gt;
VQ10 Yongphula Airport.jpg|Yonghula Airport&lt;br /&gt;
VQ10 Yongphula Apron.jpg|Tower and Terminal of Yongphula&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scenery corner==&lt;br /&gt;
===Beechcraft B1900d template===&lt;br /&gt;
A new template for the [http://wiki.flightgear.org/Beechcraft_B1900D B1900d] is available in the [http://liveries.flightgear.org/paintkits.php Paintkits] section of the [http://liveries.flightgear.org/ flightgear liveries database website]. The template comes in svg format (best used with [http://www.inkscape.org inkscape]) features:&lt;br /&gt;
* full rivets, panel lines and stencils details in vector format&lt;br /&gt;
* ambient occlusion layer&lt;br /&gt;
* dirt layer&lt;br /&gt;
Some B1900d liveries made with this template are available to download in the [http://liveries.flightgear.org/aircraft.php?limit=25&amp;amp;display=2&amp;amp;page=0&amp;amp;id=21 flightgear liveries database website]&lt;br /&gt;
&amp;lt;gallery mode=packed heights=240px&amp;gt;&lt;br /&gt;
B1900d_template.jpg|B1900d template painted/unpainted&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:B1900d_template.jpg&amp;diff=75100</id>
		<title>File:B1900d template.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:B1900d_template.jpg&amp;diff=75100"/>
		<updated>2014-08-13T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;Cri: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Template for B1900d}}&lt;br /&gt;
|date=2014-08-13 21:52:52&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Cri|Cristian Marchi]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Template, paintkits]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2014&amp;diff=75099</id>
		<title>FlightGear Newsletter August 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2014&amp;diff=75099"/>
		<updated>2014-08-13T19:51:00Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add news about the new b1900d template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Newsletter-header|August 2014}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px double #BBB;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; |&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-item|3.2 Released}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Development news}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|FGCamera 1.0 Released}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Scenery corner}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|Yongphulla Domestic Airport - VQ10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Other}}&amp;lt;br/&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|In the hangar}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-item|Beechcraft B1900d template}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Multiplayer events}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==3.2 Released==&lt;br /&gt;
The FlightGear development team is delighted to announce that the long awaited v3.2 release of FlightGear, the free, open-source flight simulator has been released on &amp;lt;!--Add date--&amp;gt; INSERT FINAL RELEASE DATE HERE. This new version contains many exciting new features, enhancements and bugfixes. Highlights in this release include ... &lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums. &lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute. &lt;br /&gt;
&lt;br /&gt;
Download FlightGear v3.2 for free from [http://www.flightgear.org FlightGear.org]&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
''Read more at: [[Next Changelog|Version 3.2 Changelog]]''&lt;br /&gt;
&lt;br /&gt;
==Development news==&lt;br /&gt;
===FGCamera 1.0 Released===&lt;br /&gt;
{{#ev:youtube|DMZB7QXpR9I|250|right|FGCamera v1.0 in action}}&lt;br /&gt;
FGCamera v1.0 is available to download. Features of current version:&lt;br /&gt;
* 4 camera types:&lt;br /&gt;
** Virtual cockpit,&lt;br /&gt;
** Aircraft (look-at),&lt;br /&gt;
** Aircraft (look-from),&lt;br /&gt;
** World (look-from);&lt;br /&gt;
* Arbitrary number of preset views;&lt;br /&gt;
* Smooth/discrete transition between the views of the same camera type.&lt;br /&gt;
&lt;br /&gt;
v1.0 has graphical user interface to create and manage camera views:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px&amp;gt;&lt;br /&gt;
Fgcamera main dialog.jpg|Main dialog with cameras management tools.&lt;br /&gt;
Fgcamera new camera dialog.jpg|Dialog used to create new cameras. Four camera types are available&lt;br /&gt;
Fgcamera camera settings dialog.jpg|Settings for currently selected camera&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Read more at updated [http://wiki.flightgear.org/FGCamera FGCamera wiki article].&lt;br /&gt;
&lt;br /&gt;
==Scenery corner==&lt;br /&gt;
===Yongphulla Domestic Airport - VQ10===&lt;br /&gt;
High mountains, deep valleys, strong winds and sometimes the rain may appear as something like snow. You are at the bhutanese '''[[Yongphulla Airport|Yongphula Domestic Airport]]''' (VQ10) at a height of 2573 metres. After [[Paro Airport|Paro]], also this airport has been improved. Besides the Terminal and Apron, shared models and other little things have now been added. [[TerraSync]] has it all! Have a nice flight in the Kingdom of Bhutan.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=240px&amp;gt;&lt;br /&gt;
VQ10 Yongphula Airport.jpg|Yonghula Airport&lt;br /&gt;
VQ10 Yongphula Apron.jpg|Tower and Terminal of Yongphula&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scenery corner==&lt;br /&gt;
===Beechcraft B1900d template===&lt;br /&gt;
A new template for the [http://wiki.flightgear.org/Beechcraft_B1900D B1900d] is available in the [http://liveries.flightgear.org/paintkits.php Paintkits] section of the [http://liveries.flightgear.org/ flightgear liveries database website]. The template comes in svg format (best used with [http://www.inkscape.org inkscape]) features:&lt;br /&gt;
* full rivets, panel lines and stencils details in vector format&lt;br /&gt;
* ambient occlusion layer&lt;br /&gt;
* dirt layer&lt;br /&gt;
Some B1900d liveries made with this template are available to download in the [http://liveries.flightgear.org/aircraft.php?limit=25&amp;amp;display=2&amp;amp;page=0&amp;amp;id=21 flightgear liveries database website]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2013&amp;diff=64827</id>
		<title>FlightGear Newsletter November 2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2013&amp;diff=64827"/>
		<updated>2013-11-28T07:50:02Z</updated>

		<summary type="html">&lt;p&gt;Cri: typo in ALS section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newsletter}}&lt;br /&gt;
{{TOC_right|limit=2}}&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. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter. Core developers are encouraged to add news about their latest work to the newsletter's development section and [[Next Changelog|the changelog of the upcoming release]]. At the end of each month, it's generally a good idea to get in touch with other contributors to ask them to add news about their contributions to the newsletter.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Available in: '''English'''&lt;br /&gt;
Please help us translate in other languages!&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
Note to all contributors: Please also copy your newsletter additions to the changelog for the upcoming release: [[Next Changelog]].&lt;br /&gt;
&lt;br /&gt;
=== Atmospheric Light Scattering ===&lt;br /&gt;
&lt;br /&gt;
The Atmospheric Light Scattering rendering framework adopts a technique that has recently been introduced for the default and the Rembrandt rendering framework which allows to utilize a global map of Ocean water depth. This allows to render the shallow waters around islands in a compelling way. Combined with the ability of ALS to change the basic water color based on location and weather conditions/sky appearance, many combination of shallows, mud content and weather conditions can now be addressed by the highest detail water shader effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Depth01.jpg|400px|Water depth mapping in ALS]] &lt;br /&gt;
&lt;br /&gt;
=== Initial OsgEarth integration ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to recent work by forum user '''poweroftwo''' we now have initial osgEarth integration featuring a runtime selectable option for the terrain scene in FlightGear. Once enabled, osgEarth renders the terrain scene by building the textured geometry at runtime from raw source imagery and elevation data. Load times for an unvisited location are surprisingly fast given a respectable Internet download rate. For locations previously visited, an optimized file cache data is saved for rapid loading.&lt;br /&gt;
&lt;br /&gt;
Input data can come from a variety of sources including web mapping services or local source data (e.g. geotiff) stored on disk. Once rendering is enabled, the entire FlightGear terrain scene graph is replaced along as well as the scene elevation queries. However, the native terrain implementation remains fully intact and can be restored by disabling osgEarth from its configuration dialog.&lt;br /&gt;
&lt;br /&gt;
The benefits gained from this initial osgEarth integration include geo-specific imagery rendered in real-time from a variety of sources that are available worldwide; tiled terrain on demand; and high altitude views from anywhere above the earth. However, this implementation with FlightGear includes some notable limitations listed in the compromises section.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0aUZTvpdLFU}}   {{#ev:youtube|dZ5JuQ9ZDEQ}}&lt;br /&gt;
&lt;br /&gt;
Learn more at http://forum.flightgear.org/viewtopic.php?f=6&amp;amp;t=21351&lt;br /&gt;
&lt;br /&gt;
=== Getting started with CppBind ===&lt;br /&gt;
&lt;br /&gt;
FlightGear's built-in [[Nasal]] scripting language comes with a set of standard libraries, and can be extended using FlightGear specific APIs.&lt;br /&gt;
&lt;br /&gt;
Until FlightGear 2.8, the [[Nasal]] scripting engine only provided a C API to expose such hooks/bindings to scripting space or to expose scripting space data structures back to C/C++. &lt;br /&gt;
&lt;br /&gt;
Exposing simulator internals to scripting space is a fairly common and useful thing, because it enables base package developers to access these internals without having to build FlightGear from source, so the barrier to entry is significantly lower and we've seen an increasing number of novel features purely implemented in scripting space, due to powerful APIs being available to aircraft developers and other base package developers.&lt;br /&gt;
 &lt;br /&gt;
Unlike the core Nasal engine itself (which is C), FlightGear however is mostly written and being developed in C++. For quite a while, that meant that the Nasal APIs were a bit low-level, and sometimes also awkward to use when making functions, data structures or objects accessible between C++ and Nasal.&lt;br /&gt;
&lt;br /&gt;
Thanks to Tom's [[Canvas]] system, there's now a new bindings framework to be found in simgear/nasal/cppbind. This is fully object oriented and supports modern C++ features.&lt;br /&gt;
&lt;br /&gt;
You will find that most of the &amp;quot;old&amp;quot; code in $FG_SRC/Scripting still uses those old C-APIs for interacting with the Nasal engine. Only the new code, #include'ing &amp;lt;simgear/nasal/cppbind&amp;gt;, uses boost templates to hide low level details.&lt;br /&gt;
&lt;br /&gt;
Most of the code in the Nasal subsystem itself (FGNasalSys) also still uses the legacy C APIs - this is just to explain the two approaches, to avoid unnecessary confusion. You will find the old, low-level APIs explained at [[Howto:Extend Nasal]].&lt;br /&gt;
&lt;br /&gt;
The cppbind framework is much more generic and high level than the bare C APIs, cppbind includes unit testing support and makes use of modern C++ features like templates and STL support, including SimGear specific types like SGPath/SGGeod etc, its overhead is fairly small (not just performance, but also LoC to create new bindings). The cppbind framework is already extensively used by the Canvas system and the NasalPositioned_cppbind bindings, both of which are a good place to look for code examples.&lt;br /&gt;
&lt;br /&gt;
Continue reading at [[Nasal/CppBind]]...&lt;br /&gt;
&lt;br /&gt;
=== FGRun repository changes ===&lt;br /&gt;
The [http://gitorious.org/fg/fgrun FGRun Git repository] now uses the same branch concept as FlightGear and SimGear. Current development takes place in the &amp;lt;code&amp;gt;next&amp;lt;/code&amp;gt; branch, while &amp;lt;code&amp;gt;release/X.X&amp;lt;/code&amp;gt; branches are created for each release. In addition to that the FGRun version number is now in sync with FlightGear/SimGear, to make it easier to see whether your FGRun and FlightGear builds match.&lt;br /&gt;
&lt;br /&gt;
=== The Walker ===&lt;br /&gt;
The Walker is currently made portable to be easily incorporated in arbitrary Aircraft. Additionally, an animatable Pilot Model for Cockpit Placement is in development. Walker and Crew will be supporting different Hand Poses, such as pointing, a Fist, thumbsup or a Victory Sign.&lt;br /&gt;
&lt;br /&gt;
[[File:Walker Waldo.png|400px|The male Walker]]&lt;br /&gt;
[[File:Walker Amelie.png|400px|The female Walker]]&lt;br /&gt;
[[File:Walker pilot model.png|400px|A Pilot Model, Co-Pilot and Crew are to come.]]&lt;br /&gt;
[[File:Walker hand poses.png|400px|Hand Poses that will be selectable within the Animation Dialog]]&lt;br /&gt;
&lt;br /&gt;
=== Random Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Canvas System ===&lt;br /&gt;
&lt;br /&gt;
=== High Level Architecture ===&lt;br /&gt;
&lt;br /&gt;
=== Usability Improvements ===&lt;br /&gt;
&lt;br /&gt;
=== Getting involved as a programmer ===&lt;br /&gt;
Unfortunately, most of the active FG developers are currently very overstretched in terms of the areas that they have ownership of, which is affecting how much can actually be done.  Fundamentally we need more core devs.&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing as a core developer, please see [[Howto:Start core development]].&lt;br /&gt;
&lt;br /&gt;
== Release ChangeLog ==&lt;br /&gt;
This section lists changes committed this month that will be available in the next release, these will be copied to the release changelog shortly before a release (for each month), so that we hopefully get a comprehensive list of new features.&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (NAME) ==&lt;br /&gt;
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
* Are there any &amp;quot;hidden features&amp;quot; you have worked on in FlightGear that new users may miss?&lt;br /&gt;
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?&lt;br /&gt;
&lt;br /&gt;
More questions are being collected here: [[Interview questions]].&lt;br /&gt;
&lt;br /&gt;
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX &lt;br /&gt;
&lt;br /&gt;
== Nasal Internals for hackers: Intern'ing symbols ==&lt;br /&gt;
''Contributed by Philosopher''&lt;br /&gt;
&lt;br /&gt;
As some of you experienced Nasal/C-code hackers should recall, or even those familiar with scripting languages internals, namespaces are just hashes, with keys representing symbols - right? Well yes, mostly, but each of those symbols are unique in a way from all of the other strings out there: they're interned. (Interning is a process that takes strings and a dictionary and returns a matching string, adding one if needed. That means equal strings are substituted so they have the same pointer, i.e. one string represents all instances of &amp;quot;io&amp;quot;, stored in a pool/hash of all used symbols.) Though these interned strings appear at runtime in the keys in namespaces, they get created during code generation (codegen), where the symbols (TOK_SYMBOL) get converted to Nasal strings, are interned to get the correct string (using the globals-&amp;gt;symbols hash), and are stored in the naCode's constants' block. From there, the symbol-strings are used to set and get various lvalues (both local/global symbols and objects' members) in an optimized way (that's the whole point of the exercise). Looking at hash.c, there are some specialized functions that make use of the potential optimizations:&lt;br /&gt;
&lt;br /&gt;
* naiHash_sym (looks up an interned symbol)&lt;br /&gt;
* naiHash_newsym (adds a symbol in the first empty slot for the hashcode)&lt;br /&gt;
&lt;br /&gt;
(There's another that looks similar, naiHash_tryset, but it does not deal with interned symbols: it uses the findkey() method, which in turn uses the equals() method that checks for more general key equality instead of simple pointer equality.)&lt;br /&gt;
&lt;br /&gt;
The first, naiHash_sym, is pretty neat and the prime example of the optimization: it runs through a hashcode's potential slots, checking only pointer equality (note that interned symbols' hashcodes are computed during interning, so that's another step that doesn't have to be done are runtime). naiHash_newsym is another nice optimization but a little problematic, due to its assumption that the key doesn't exist already. It's basically used for adding another argument as a local key, but it doesn't care about if it exists already, it just sees an occupied slot and keeps going. Consider the following example that illustrates calling with an argument into a hash that already has the argument's key in it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
var f_creates_arg = func(arg...) {&lt;br /&gt;
    foreach (var k; keys(caller(0)[0]))&lt;br /&gt;
        print(k);&lt;br /&gt;
    debug.dump(arg);&lt;br /&gt;
}&lt;br /&gt;
call(f_creates_arg, nil, nil, {arg:nil}); # call into namespace: arg=nil; with arguments of: arg=[]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should print:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
arg&lt;br /&gt;
arg&lt;br /&gt;
nil&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This shows that the key is being set twice (which violates a normal precondition of hashes): once as an argument and once to create an existing key in the namespace. The one set first is the one being picked up (e.g. the arg in {arg:nil} versus the arg... that equals []). And this behavior persists even through resizing: hashset() (which is used to reinitialize a hash after reallocation) only keeps appending keys in empty slots, so the number of keys doesn't change (even if there are multiple of the same keys).&lt;br /&gt;
&lt;br /&gt;
For this reason, I would suggest amending naiHash_newsym to check keys' pointer equality before continuing; that way symbols aren't &amp;quot;trodden&amp;quot; over like this. (Please note that if &amp;quot;arg&amp;quot; exists in the hash as non-interned, then it will be trodden over anyways; having to look for non-interned symbols would mainly violate the point of the optimization at this step, and doesn't actually matter in the long run.) I would argue that finding an existing key (a few simple pointer comparisons!) would be more efficient generally, because the hash would never need to be resized if an existing one is found, whereas the old version would append regardless. (I think I once counted well over a hundred &amp;quot;arg&amp;quot; symbols in the __js0 namespace from the continual firing of bindings, which obviously isn't good.)&lt;br /&gt;
&lt;br /&gt;
Continue reading at [http://forum.flightgear.org/viewtopic.php?f=30&amp;amp;t=21308&amp;amp;p=193935#p193935].&lt;br /&gt;
&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
====New textures and lightmaps for random buildings====&lt;br /&gt;
&lt;br /&gt;
New textures and lightmaps for the random buildings areas.&lt;br /&gt;
[[File:Lightmap terrain at noon.png|thumb|220px|Lightmap terrain at noon]]&lt;br /&gt;
[[File:Lightmap terrain at night.png|thumb|220px|Lightmap terrain at night]]&lt;br /&gt;
The urban lightmap works using a modified urban shader + modified urban effect, the modified files need to be improve to make work the original urban shader when the random building function is off and enable new shader when the random building function is on.&lt;br /&gt;
&lt;br /&gt;
Installation:&lt;br /&gt;
&lt;br /&gt;
1- unzip the file&lt;br /&gt;
&lt;br /&gt;
2- copy, paste and replace&lt;br /&gt;
a) urban.eff at $FG ROOT/Effects/&lt;br /&gt;
b) urban.frag , urban-gbuffer.frag and urban-lightfield.frag at $FG ROOT/Shaders/&lt;br /&gt;
c) buildings.png and buildings-lightmap at $FG ROOT/Textures/&lt;br /&gt;
&lt;br /&gt;
3- i suggest to change the random building density to the middle of your computer default settings, you can make this by edit at autosave.xml or autosave_2_12.xml (depend your version), at the line &amp;quot;&amp;lt;building-density type=&amp;quot;double&amp;quot;&amp;gt;1&amp;lt;/building-density&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4- FAQ &lt;br /&gt;
&lt;br /&gt;
Where is $FG ROOT? please click [[$FG ROOT|here]]&lt;br /&gt;
&lt;br /&gt;
Where is autosave.xml or autosave_2_12.xml? please click [[FlightGear configuration via XML|here]]&lt;br /&gt;
&lt;br /&gt;
If you want to go back to the default effects, please download this package and follow the installation instructions again &lt;br /&gt;
&lt;br /&gt;
Download from [https://www.dropbox.com/s/r3o06xtxn9gp27m/New_Urban_effects.zip here]&lt;br /&gt;
&lt;br /&gt;
Download default textures and effects from [https://www.dropbox.com/s/75jodt5psqc5yzl/Default_eff.zip here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lightmap terrain at dusk.png&lt;br /&gt;
File:Large building lights.png&lt;br /&gt;
File:City at night.png&lt;br /&gt;
File:Reflection map at dusk.png&lt;br /&gt;
File:Reflection map at night.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
==== Tupolev Tu-134 ====&lt;br /&gt;
 		&lt;br /&gt;
[[File:Tu134_aeroflot.png|thumb|270px|The &amp;quot;whistle&amp;quot; taking speed for take-off.]]&lt;br /&gt;
 		&lt;br /&gt;
[[File:Tu-134 liveries nose.gif|thumb|270px|You can choose one of the 3 noses.]]&lt;br /&gt;
 		&lt;br /&gt;
The [[Tupolev Tu-134]] dev team proudly announce a new soviet airliner for FlightGear! Some have already read a topic about it at the Forum. The release of version 1.0 is underway and will arrive soon. This YAsim aircraft has a very good FDM, great exterior and a basic cockpit. To contribute (read improve cockpit for example) contact us at the [http://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=15908 forum]&lt;br /&gt;
 		&lt;br /&gt;
 		&lt;br /&gt;
 		&lt;br /&gt;
'''Promo movie'''&lt;br /&gt;
 		&lt;br /&gt;
 		&lt;br /&gt;
{{#ev:youtube|IbUMgRvEih0}}&lt;br /&gt;
 		&lt;br /&gt;
 	&lt;br /&gt;
Many Thanks to Helijah, Buckaroo, Cossack90.&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
The Oasis of the Seas has been released to the public and getting updates, it's sister ships and ferries are coming in from the ACJZA Hangar as well! If you have any skill with coding, it'll be thankful if you could help me. http://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=21277 &lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
'''EC130-B4 Ecostar'''&lt;br /&gt;
[[File:EC130 MedFlight N130NE.jpg|thumb|The EMS variant of EC130-B4, used by MedFlight, Ohio, USA]]&lt;br /&gt;
[[File:EC130 Grand Canyon Helicopters.jpg|thumb|New Livery of Grand Canyon Helicopters]]&lt;br /&gt;
The EC130 helicopter is on short final for a new major upgrade. &lt;br /&gt;
The existing model, which already had been of very high quality, has been refined in various aspects with lots of effort. The outside model has been enriched to a degree which should justify a '''5*''' rating. &lt;br /&gt;
&lt;br /&gt;
The '''Rotorhead''' has been brought to a new level of detail, a full detailed '''Fenestron''' was added and animations were introduced to all moving parts. &lt;br /&gt;
[[File:EC130 Mainrotor front.png|thumb|closeup of EC130 Mainrotor, fully animated in all details]]&lt;br /&gt;
[[File:EC130 Config.jpg|thumb|EC130 fully integrated configuration dialog]]&lt;br /&gt;
[[File:EC130 Help.jpg|thumb|EC130 Help screen with all shortcuts and additional info]]&lt;br /&gt;
&lt;br /&gt;
'''Cockpit''' was enriched for Pilot/Copilot controls, seats are textured now and a variable cabin configuration allows to set up an '''Emergency Medical Services (EMS) variant''', which comes preconfigured with a new Livery of '''N130NE MedFlight''' (Ohio).&lt;br /&gt;
&lt;br /&gt;
Fans of '''Grand Canyon Helicopters''' now find a livery of the N155GC and the colorful painting in red/gold.&lt;br /&gt;
&lt;br /&gt;
A lot of '''equipment''' (most of which was there already but hidden) can now be used, including a full blown '''SX16-Nightsun searchlight'''.&lt;br /&gt;
&lt;br /&gt;
All of this has been brought together in a fully integrated configuration dialog which allows to set-up livery, fuel, extra views, weights, cabin setup and equipment.&lt;br /&gt;
&lt;br /&gt;
Extra gimmics include a fully animated pilot, glass reflection on windows and front shield and variable rotor wakes depending on the strength of the downwash.&lt;br /&gt;
&lt;br /&gt;
'''If you can't wait''' for the next release '''[https://gitorious.org/ec130/ec130/source/7fec576b77e7ff573a4c71907262f5aff06de086: check it out from the Git-Hangar]'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:EC130 Fenestron.jpg|A closeup of the full detailed fenestron&lt;br /&gt;
File:EC130 snowshoes hook.jpg|EC130 fitted with Snowshoes and Hook&lt;br /&gt;
File:EC130 stretcher.png|EC130 cabin configuration (EMS) with Stretcher&lt;br /&gt;
File:EC130-B4 MedFlight using SX-16 Nightsun.jpg|EC130 Helicopter using the SX-16 Nightsun searchlight&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Some of the most interesting changes:'''&lt;br /&gt;
&lt;br /&gt;
* '''Mainrotor''' fully animated and adapted to original                                   &lt;br /&gt;
* '''Fenestron''' fully designed and animated, incl. control rod                           &lt;br /&gt;
* '''Cockpit Controls''' added: Stick, Collective, Pedals,  Co-Pilot Controls (optional)                                                            &lt;br /&gt;
* '''Doors''' movable                                                                  &lt;br /&gt;
* '''Searchlight'''                                                                       &lt;br /&gt;
* '''Snowshoes'''                                                                          &lt;br /&gt;
* '''Hoist/Hook'''                                                                         &lt;br /&gt;
* '''Checklists''' implemented with conditional display                                    &lt;br /&gt;
* '''Pilot''': ''fully animated''                                                              &lt;br /&gt;
* '''Autostart/Autoshutdown''' enabled after 15 flights                                    &lt;br /&gt;
* '''Rotor-Wakes''' off-low-medium-high cyclable                                           &lt;br /&gt;
* '''Sound improved''' (doors moving, low/high rotor rpm, overspeed)                                                                     &lt;br /&gt;
&lt;br /&gt;
'''Things on stack for FG 3.0 include:'''&lt;br /&gt;
* Rembrandt support&lt;br /&gt;
* BUG fixing&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== Airports ===&lt;br /&gt;
&lt;br /&gt;
== Aircraft of the month ==&lt;br /&gt;
== Airport of the month ==&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
=== Translators required ===&lt;br /&gt;
{|&lt;br /&gt;
|[[File:en.gif]]&lt;br /&gt;
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:de.gif]]&lt;br /&gt;
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nl.gif]]&lt;br /&gt;
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:es.gif]]&lt;br /&gt;
|La FlightGear wiki todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
One of the regular thoughts expressed on the FlightGear forums is &amp;quot;I'd like to contribute but I don't know how to program, and I don't have the time&amp;quot;. Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. &lt;br /&gt;
&lt;br /&gt;
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].&lt;br /&gt;
&lt;br /&gt;
To learn more about how the project works, please see [http://flightgear.org/forums/viewtopic.php?f=42&amp;amp;t=15267#p149971 this short essay] written by Thorsten, for a more detailed article see [[How the FlightGear project works]].&lt;br /&gt;
&lt;br /&gt;
=== Call for volunteers ===&lt;br /&gt;
* The [[Target4Today]] team is looking for volunteers to help improving FlightGear's combat support&lt;br /&gt;
&lt;br /&gt;
=== Did you know ===&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2013 11]]&lt;br /&gt;
[[Category:Changes after 2.12]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2012&amp;diff=42571</id>
		<title>FlightGear Newsletter February 2012</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2012&amp;diff=42571"/>
		<updated>2012-02-25T09:16:04Z</updated>

		<summary type="html">&lt;p&gt;Cri: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|newsletter|Feel free to contribute! Or [[FlightGear Newsletter January 2012|read the latest edition]].}}&lt;br /&gt;
{{newsletter}}&lt;br /&gt;
{{TOC_right|limit=2}}&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. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''&lt;br /&gt;
&lt;br /&gt;
== FlightGear 2.6.0 released ==&lt;br /&gt;
Following our [[release plan]], version 2.6.0 of our simulator has been released. Please check the [[changelog 2.6.0]] for what has changed since our last release 6 months ago.&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
=== Heads up: Project Rembrandt ===&lt;br /&gt;
As many of you may have heard already, Fred is currently making huge progress on adding shadows to FlightGear in [[Project Rembrandt]]. Now, F-JJTH ported the P92 to use the new system and posted a youtube video demonstrating [[Project Rembrandt]] at work. To provide feedback, please check out the the [http://flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=14883 forum thread].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{#ev:youtube|v02phoOqWHE|400|Project Rembrandt at work}}&lt;br /&gt;
|[[File:Project-rembrandt-cockpit-lighting.png|600px|Cockpit lighting in Project Rembrandt at work (by F-JJTH)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (NAME) ==&lt;br /&gt;
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
* Are there any &amp;quot;hidden features&amp;quot; you have worked on in FlightGear that new users may miss?&lt;br /&gt;
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?&lt;br /&gt;
&lt;br /&gt;
More questions are being collected here: [[Interview questions]].&lt;br /&gt;
&lt;br /&gt;
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX &lt;br /&gt;
&lt;br /&gt;
== Snapshot releases ==&lt;br /&gt;
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].&lt;br /&gt;
&lt;br /&gt;
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&amp;amp;t=10488&amp;amp;p=144233&amp;amp;hilit=snapshot#p144233 at the forum].&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&amp;amp;hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.&lt;br /&gt;
&lt;br /&gt;
=== A new instrument: Vertical Situation Display ===&lt;br /&gt;
[[File:Omega95-vsd-instrument.jpeg|200px|thumb|Omega95's VSD instrument]]&lt;br /&gt;
Omega95 has created an entirely new instrument type for FlightGear, a so called Vertical Situation Display (VSD).&lt;br /&gt;
&lt;br /&gt;
This was done entirely in scripting space using Nasal and XML animations. He's basically proven everbody wrong who ever claimed that complex instruments couldn't yet be created in scripting space. Apparently, he managed to create this instrument in less than 24 hrs. His first question related to this was about accessing trigonometric functions from Nasal, shortly thereafter he posted screen shots depicting his VSD. &lt;br /&gt;
&lt;br /&gt;
To read up on the whole discussion, please see [http://flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=15200 the forum topic]. There's work ongoing to turn his project into a new tutorial for the wiki on creating complex instruments in scripting space: [[Howto: Implement a Vertical Situation Display in Nasal]].&lt;br /&gt;
&lt;br /&gt;
=== Glider winch launching ropes ===&lt;br /&gt;
[[File:DG-101G_winch_launch_with_rope.png|thumb|200px|A DG-101G during a winch launch.]]&lt;br /&gt;
Before now, FlightGear never showed ropes during winch launching. However, now, you will no longer have to fly gliders while being pulled by some invisible connection between you and the winch. &lt;br /&gt;
&lt;br /&gt;
[[User:Gijs|Gijs]] started working on an animated 3D rope, attached to the glider and winch. The cable exist of the following parts:&lt;br /&gt;
&lt;br /&gt;
* '''Strop''' (3 m) attached to the glider with a ring.&lt;br /&gt;
* '''Weak link assembly''' designed to break apart before the cable or any other equipment fails.&lt;br /&gt;
* '''Trace''' (17 m)&lt;br /&gt;
* '''Parachute''' so the cable doesn't drop too quickly after releasing.&lt;br /&gt;
* '''Launch cable''' the longest part; all the way to the winch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
==== Hawker Siddeley Harrier GR.1 ====&lt;br /&gt;
[[File:Harrier-GR1 Splash.png|thumb|200px|Harrier GR.1 splash screen]]&lt;br /&gt;
[[Hawker Siddeley Harrier GR1]] is a private project by pjedvaj, it was not intended to replace or update the existing [[British Aerospace Harrier]].&lt;br /&gt;
&lt;br /&gt;
It has a detailed 3D model complete with a cockpit, animations and RAF livery. Instruments and HUD are also fairly authentic. The aircraft has working ADEN guns and basic fuel and weight control.&lt;br /&gt;
&lt;br /&gt;
The FDM is adapted from the original BAe Harrier, but internal and external fuel tank capacities are modified to match the GR.1 version.&lt;br /&gt;
&lt;br /&gt;
==== Boeing-Sikorsky RAH-66 Commanche ====&lt;br /&gt;
[[File:RAH-66 splash.png|thumb|200px|RAH-66 splash screen]]&lt;br /&gt;
[[Boeing-Sikorsky RAH-66 Commanche]] was started as a [[Bounty/RAH-66 Comanche|bounty]] by sgofferj and developed by pjedvaj who later withdraw from the bounty. This was my first helicopter project and FDM development is curently in stub (RAH-66 is using adapted FDM from Tatsuhiro Nishioka's [[Kawasaki OH-1]]), help in development would be welcome.&lt;br /&gt;
&lt;br /&gt;
It has a detailed 3D model, animations and two liveries used to present different variants of RAH-66. Helicopter has a working XM301 cannon controled by joystick and basic weight control for armament in internal bays. Automatic Flight Control System includes Stability Augmentation System, Control Augmentation System and Auto Hover.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
==== Boeing 787-8 Dreamliner ====&lt;br /&gt;
[[File:boeing-787-8-splash.png|thumb|200px|The Boeing 787-8 Splash Screen]]&lt;br /&gt;
The Boeing 787-8 Dreamliner has already been there in FlightGear for a very long time -it has been in the FG official hangar since version 1.0. &lt;br /&gt;
However, it was created while the 787 was still a prototype aircraft; it did not correctly show many of the 787's actual features like a realistic glass cockpit and accurate instruments.&lt;br /&gt;
&lt;br /&gt;
The new/updated Boeing 787-8 is a community project that features new JSBSim flight dynamics, Vertical Navigation, a realistic 787 glass cockpit, new CDUs, Electronic Flight Bags, TCAS, advanced Nav Displays, [[Howto:_Implement_a_Vertical_Situation_Display_in_Nasal|Vertical Situation Display]], [[Howto:_Implement_a_Fly-By-Wire_System_for_Airliners|Fly-by-wire]] and a lot of other neat features. It has not exactly been completed and the project is still running.&lt;br /&gt;
&lt;br /&gt;
You can find out more about the Boeing 787-8 Project HERE or wait for a while till a wiki page is created for it. One of the really good points of this project is how most of our findings and resources have been converted into Wiki HowTos for other aircraft developers to use for their projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cessna 337G Skymaster ====&lt;br /&gt;
[[File:Cessna337-cockpit.png|thumb|200px|General view of the new Cessna 337G Skymaster cockpit]]&lt;br /&gt;
The [[Cessna 337G Skymaster]] from the Spain-Latinamerica &amp;quot;Vive FlightGear&amp;quot; factory have received a major update. &lt;br /&gt;
&lt;br /&gt;
The new cockpit is now totally modelled, almost buttons and knobs are functional, animated, and properly labeled for easy identification.&lt;br /&gt;
&lt;br /&gt;
New custom sounds, lights, controls, a Bendix/King avionics pack capable of full IFR and night navigation, 2 new HQ liveries and the first FlightGear's working [[ELT]] (Emergency Locator Transmitter) are part of this great improvement on a FlightGear aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== 3D-Model contributors: please read ===&lt;br /&gt;
A (long) time ago, specific instructions were given on how to contribute with 3D-models designing withing FG. That is: I want to create nice 3D models for my airport, submit them to the central database, and have them shipped back through Terrasync.&lt;br /&gt;
However, it appears that quite a lot of users are still not aware of those guidelines, and sometimes learn about their existence after having created their models.&lt;br /&gt;
So please, take some time to (re)read them, and inform the people around you who would like to contribute about the existence of those guidelines. This will save you extra time (and your models will be quickly inserted within the database) and this will also save the (precious) times of the poor guy(s) validating all the models at the other end.&lt;br /&gt;
So, here they are: http://scenemodels.flightgear.org/contribute.php .&lt;br /&gt;
We also remind you that, to add, edit or delete shared model positions (apart from mass import (that is if you have more than let's say 10 lines to add), you should use our webtools at http://scenemodels.flightgear.org/submission/ .&lt;br /&gt;
&lt;br /&gt;
=== Shanghai Skylines: FG's New (not-so-)Hidden Gem ===&lt;br /&gt;
Shanghai is one of the biggest city in China and is among the cities with the most number of skyscrapers -this is now also true for FlightGear.&lt;br /&gt;
21 models were created over the past few months by JVC, who also modeled the Akashi-Kaikyo Bridge in Japan and the United Nations building in New York.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SH fgfs-screen-001.png|250px|thumb|A view of the Shanghai skyline]]&lt;br /&gt;
|[[File:Shanghai003.png|250px|thumb|Another view of Shanghai]]&lt;br /&gt;
|[[File:Shanghai007.png|250px|thumb|A closer view from near the Shanghai Stock Exchange]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== New textures for container ship and freighter AI models ===&lt;br /&gt;
[[File:Ships-comparison.png|200px|thumb|right|Comparison between untextured and textured AI ships (by Cristian Marchi)]]&lt;br /&gt;
Starting from a hi-res panorama that he made, user Cristian Marchi (aka penta) provided new skins for the two AI ships that populates seas in flightgear. More info on the [http://www.flightgear.org/forums/viewtopic.php?f=23&amp;amp;t=14856 forum thread].&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
&lt;br /&gt;
== Aircraft of the month ==&lt;br /&gt;
== Airport of the month ==&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
[[File: Lightfield-1.1-14.jpg | 800px]]&lt;br /&gt;
&lt;br /&gt;
A P-51D flying at 20.000 ft over Juneau (Alaska) at dawn using lightfield shaders to render the sunrise (see [http://www.flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=14755 here] for the shader package for download).&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
===Copacabana to San Rafael over Lake Titicaca===&lt;br /&gt;
Bolivia to Peru. This trip will lead you over one of the highest and deepest lakes in the world towards the highest airfield in the world. It a demonstration of a [[IFR]] flight towards a fix and a demonstration how accurate FlightGear simulates air density and the effects it has on aircraft.&lt;br /&gt;
[[File:Slcc-sprf.jpg|thumb|200px|left|Flight and fix SLCC to SPRF]]&lt;br /&gt;
Place your aircraft on the airfield [http://en.wikipedia.org/wiki/Copacabana,_Bolivia SLCC, Copacabana], with an [[elevation]] of 12,592 feet. FlightGear will show snow all around you but that is not very realistic so let's clean up. View=&amp;gt; Rendering Options=&amp;gt; Snow line=&amp;gt; Set to max. (5,000M). &lt;br /&gt;
&lt;br /&gt;
We will fly towards and land at SPRF. If you would enter SLCC and SPRF in [[Kelpie]] planner you probably would not be able to find SPRF. To find SPRF I am adding an additional VOR-DME station and for a good fix give you another VOR-DME. Try Kelpie planner to plan this route and compare with this suggestion.&lt;br /&gt;
&lt;br /&gt;
Equipment preparation. Set [[NAV1]] to [http://en.wikipedia.org/wiki/Juliaca Juliaca] VOR-DME on 155.55 with a radial of 311° (magnetic). Set [[NAV2]] to Arequipa VOR-DME on 113.7 with a radial of 212°. During our flight we will fly with [[true altitude]] as set with [[QNH]], keep QNH updated. Arm the autopilot with the [[heading bug]] at 311° and an initial altitude of 13,500 feet.&lt;br /&gt;
&lt;br /&gt;
Take off and if you took the wrong RW pull up hard. Take a small tour over [http://en.wikipedia.org/wiki/Titicaca lake Titicaca], see the floating islands and try to find the lost golden treasure. Intercept the nearest radial on NAV1 towards Juliaca (about 311°). &lt;br /&gt;
&lt;br /&gt;
Just before Juliaca is a hill so while on lake Titicaca increase altitude to 14,200 feet, the [[VFR]] part of this trip is over. After passing Juliaca set the radial of NAV1 to 352° and set the altitude to 17,422 feet. We will fly from NAV1 and slowly increase altitude.&lt;br /&gt;
&lt;br /&gt;
At a distance of about 60 NM set the heading bug on the current course. Monitor the distance to NAV1, the radial of NAV2 and the distance to NAV2. At a distance of 74.5 NM to NAV1, a distance of 140.7 NM and at the '''radial''' intercept of NAV2 should be the runway. So, from 60 NM onwards, look outside the window, then at NAV1 and then NAV2 etc.&lt;br /&gt;
&lt;br /&gt;
If you are at 80NM to NAV1 you have missed the airfield but you still won't hit any hills (unless you bank left). Bank right and set the heading bug to 172°. Fly back towards NAV1 and intercept the radial 352° at about 50NM again to repeat the search.&lt;br /&gt;
&lt;br /&gt;
The runway SPRF, San Rafael, has a elevation of 14,422 feet and a heading of 297°/ 117°. Our initial altitude has been set 3,000NM above the RW elevation. That should give sufficient room for navigation.&lt;br /&gt;
&lt;br /&gt;
After you have seen the airfield set the radial of NAV1 to 297°, the heading of the runway (not the course to the runway) as a visual aid. Land on RW 30 (and not on RW 12 unless you are a show-off). Oh, there is a small hill in front of RW 30, just so you know.&lt;br /&gt;
&lt;br /&gt;
Decreasing speed at this altitude can be a bit tricky. The air is thin and does not give much resistance. Next to that, the difference between [[indicated airspeed]] and [[ground speed]] is very noticeable. The ground speed is much higher as the indicated airspeed.&lt;br /&gt;
&lt;br /&gt;
After a successful landing, try to discover the [[Suggested_Flights#Origin_of_the_Amazon_River | origin of the Amazon river]] since we are now at the starting point of that trip.&lt;br /&gt;
&lt;br /&gt;
*More places you can visit can be found at [[Suggested Flights]].&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
[[User:Johan G|Johan G]] did a great job starting to categorise all images. The sub-categories are listed under [[:Category:Images]]. Please note when uploading images that it's important to give the file a descriptive name. That'll make it easier for others to find your file and use it in articles.&lt;br /&gt;
&lt;br /&gt;
A good example comes from Michat who has designed new small logos for [[IAR80|Aircraft of the Month]], [[Dual Control]], [[Bombable]], [[Soaring]],  [[Howto:_Do_aerotow_over_the_net|Aerotow]] and [[:Category:Aerospace|Aerospace]] aircrafts, allowing you to see at a glance which aircraft has some of those interesting features.&lt;br /&gt;
&lt;br /&gt;
[[File:Dualcontrolready2.png|Dual_control]]  [[File:BombableReady.png|Bombable]]  [[File:Aerotowready.png|Doing aerotow over the net]]  [[File:Thermalready.png|Soaring]] [[File:Spacetripready.png|Aerospace]]&lt;br /&gt;
[[File:Aircraftofthemonth.png|IAR80]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New articles===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=new&lt;br /&gt;
  count=10&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
===New aircraft articles===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=new&lt;br /&gt;
  count=10&lt;br /&gt;
  categoryRoot=Aircraft&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
===Most popular newsletters===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=hot&lt;br /&gt;
  count=5&lt;br /&gt;
  categoryRoot=FlightGear Newsletter&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
* [http://youtu.be/hBEaOMzBq6E KSFO Thermal Demo] by MD-BFC Going on their way for Bocian certification&lt;br /&gt;
* [http://youtu.be/-yI5PzC5RE8 Sukhoi 37 'The russian dream'] by Águilas de FlightGear performing &amp;quot;Balalaika amok&amp;quot; master tune by Aleksei Arkhipovsky.&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
One of the regular thoughts expressed on the FlightGear forums is &amp;quot;I'd like to contribute but I don't know how to program, and I don't have the time&amp;quot;. Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. &lt;br /&gt;
&lt;br /&gt;
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].&lt;br /&gt;
&lt;br /&gt;
=== Call for volunteers ===&lt;br /&gt;
* The [[OpenRadar]] project is looking for a new maintainer.&lt;br /&gt;
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.&lt;br /&gt;
&lt;br /&gt;
=== Did you know ===&lt;br /&gt;
...that you can use expressions to create complex animations of objects in your 3d models or even drive them from multiple properties?&lt;br /&gt;
Usually, an animation looks like this&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;foo/bar&amp;lt;/property&amp;gt;&lt;br /&gt;
     [..]more elements[..]&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
You can add a scaling factor or an offset to it, but that's basically all you can do that way. &lt;br /&gt;
If you want to animate your object following a complex function, most people create complex Nasal scripts to compute the driving properties, probably not knowing that there is another way to achieve the goal: Expressions. &lt;br /&gt;
Here is an example for a translate animation depending on two properties and the cosine function&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;expression&amp;gt;&lt;br /&gt;
       &amp;lt;product&amp;gt;&lt;br /&gt;
         &amp;lt;property&amp;gt;/my/factor-property&amp;lt;/property&amp;gt;&lt;br /&gt;
         &amp;lt;cos&amp;gt;&lt;br /&gt;
           &amp;lt;deg2rad&amp;gt;&lt;br /&gt;
             &amp;lt;property&amp;gt;/my/angular-property&amp;lt;/property&amp;gt;&lt;br /&gt;
           &amp;lt;/deg2rad&amp;gt;&lt;br /&gt;
         &amp;lt;/cos&amp;gt;&lt;br /&gt;
       &amp;lt;/product&amp;gt;&lt;br /&gt;
     &amp;lt;/expression&amp;gt;&lt;br /&gt;
     [..]more elements[..]&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
A rich set of predefined functions is available, including almost all those you have on your scientific pocket calculator.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2012 02]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2012&amp;diff=42570</id>
		<title>FlightGear Newsletter February 2012</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2012&amp;diff=42570"/>
		<updated>2012-02-25T09:14:50Z</updated>

		<summary type="html">&lt;p&gt;Cri: layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|newsletter|Feel free to contribute! Or [[FlightGear Newsletter January 2012|read the latest edition]].}}&lt;br /&gt;
{{newsletter}}&lt;br /&gt;
{{TOC_right|limit=2}}&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. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''&lt;br /&gt;
&lt;br /&gt;
== FlightGear 2.6.0 released ==&lt;br /&gt;
Following our [[release plan]], version 2.6.0 of our simulator has been released. Please check the [[changelog 2.6.0]] for what has changed since our last release 6 months ago.&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
=== Heads up: Project Rembrandt ===&lt;br /&gt;
As many of you may have heard already, Fred is currently making huge progress on adding shadows to FlightGear in [[Project Rembrandt]]. Now, F-JJTH ported the P92 to use the new system and posted a youtube video demonstrating [[Project Rembrandt]] at work. To provide feedback, please check out the the [http://flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=14883 forum thread].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{#ev:youtube|v02phoOqWHE|400|Project Rembrandt at work}}&lt;br /&gt;
|[[File:Project-rembrandt-cockpit-lighting.png|600px|Cockpit lighting in Project Rembrandt at work (by F-JJTH)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (NAME) ==&lt;br /&gt;
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
* Are there any &amp;quot;hidden features&amp;quot; you have worked on in FlightGear that new users may miss?&lt;br /&gt;
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?&lt;br /&gt;
&lt;br /&gt;
More questions are being collected here: [[Interview questions]].&lt;br /&gt;
&lt;br /&gt;
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX &lt;br /&gt;
&lt;br /&gt;
== Snapshot releases ==&lt;br /&gt;
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].&lt;br /&gt;
&lt;br /&gt;
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&amp;amp;t=10488&amp;amp;p=144233&amp;amp;hilit=snapshot#p144233 at the forum].&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&amp;amp;hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.&lt;br /&gt;
&lt;br /&gt;
=== A new instrument: Vertical Situation Display ===&lt;br /&gt;
[[File:Omega95-vsd-instrument.jpeg|200px|thumb|Omega95's VSD instrument]]&lt;br /&gt;
Omega95 has created an entirely new instrument type for FlightGear, a so called Vertical Situation Display (VSD).&lt;br /&gt;
&lt;br /&gt;
This was done entirely in scripting space using Nasal and XML animations. He's basically proven everbody wrong who ever claimed that complex instruments couldn't yet be created in scripting space. Apparently, he managed to create this instrument in less than 24 hrs. His first question related to this was about accessing trigonometric functions from Nasal, shortly thereafter he posted screen shots depicting his VSD. &lt;br /&gt;
&lt;br /&gt;
To read up on the whole discussion, please see [http://flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=15200 the forum topic]. There's work ongoing to turn his project into a new tutorial for the wiki on creating complex instruments in scripting space: [[Howto: Implement a Vertical Situation Display in Nasal]].&lt;br /&gt;
&lt;br /&gt;
=== Glider winch launching ropes ===&lt;br /&gt;
[[File:DG-101G_winch_launch_with_rope.png|thumb|200px|A DG-101G during a winch launch.]]&lt;br /&gt;
Before now, FlightGear never showed ropes during winch launching. However, now, you will no longer have to fly gliders while being pulled by some invisible connection between you and the winch. &lt;br /&gt;
&lt;br /&gt;
[[User:Gijs|Gijs]] started working on an animated 3D rope, attached to the glider and winch. The cable exist of the following parts:&lt;br /&gt;
&lt;br /&gt;
* '''Strop''' (3 m) attached to the glider with a ring.&lt;br /&gt;
* '''Weak link assembly''' designed to break apart before the cable or any other equipment fails.&lt;br /&gt;
* '''Trace''' (17 m)&lt;br /&gt;
* '''Parachute''' so the cable doesn't drop too quickly after releasing.&lt;br /&gt;
* '''Launch cable''' the longest part; all the way to the winch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
==== Hawker Siddeley Harrier GR.1 ====&lt;br /&gt;
[[File:Harrier-GR1 Splash.png|thumb|200px|Harrier GR.1 splash screen]]&lt;br /&gt;
[[Hawker Siddeley Harrier GR1]] is a private project by pjedvaj, it was not intended to replace or update the existing [[British Aerospace Harrier]].&lt;br /&gt;
&lt;br /&gt;
It has a detailed 3D model complete with a cockpit, animations and RAF livery. Instruments and HUD are also fairly authentic. The aircraft has working ADEN guns and basic fuel and weight control.&lt;br /&gt;
&lt;br /&gt;
The FDM is adapted from the original BAe Harrier, but internal and external fuel tank capacities are modified to match the GR.1 version.&lt;br /&gt;
&lt;br /&gt;
==== Boeing-Sikorsky RAH-66 Commanche ====&lt;br /&gt;
[[File:RAH-66 splash.png|thumb|200px|RAH-66 splash screen]]&lt;br /&gt;
[[Boeing-Sikorsky RAH-66 Commanche]] was started as a [[Bounty/RAH-66 Comanche|bounty]] by sgofferj and developed by pjedvaj who later withdraw from the bounty. This was my first helicopter project and FDM development is curently in stub (RAH-66 is using adapted FDM from Tatsuhiro Nishioka's [[Kawasaki OH-1]]), help in development would be welcome.&lt;br /&gt;
&lt;br /&gt;
It has a detailed 3D model, animations and two liveries used to present different variants of RAH-66. Helicopter has a working XM301 cannon controled by joystick and basic weight control for armament in internal bays. Automatic Flight Control System includes Stability Augmentation System, Control Augmentation System and Auto Hover.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
==== Boeing 787-8 Dreamliner ====&lt;br /&gt;
[[File:boeing-787-8-splash.png|thumb|200px|The Boeing 787-8 Splash Screen]]&lt;br /&gt;
The Boeing 787-8 Dreamliner has already been there in FlightGear for a very long time -it has been in the FG official hangar since version 1.0. &lt;br /&gt;
However, it was created while the 787 was still a prototype aircraft; it did not correctly show many of the 787's actual features like a realistic glass cockpit and accurate instruments.&lt;br /&gt;
&lt;br /&gt;
The new/updated Boeing 787-8 is a community project that features new JSBSim flight dynamics, Vertical Navigation, a realistic 787 glass cockpit, new CDUs, Electronic Flight Bags, TCAS, advanced Nav Displays, [[Howto:_Implement_a_Vertical_Situation_Display_in_Nasal|Vertical Situation Display]], [[Howto:_Implement_a_Fly-By-Wire_System_for_Airliners|Fly-by-wire]] and a lot of other neat features. It has not exactly been completed and the project is still running.&lt;br /&gt;
&lt;br /&gt;
You can find out more about the Boeing 787-8 Project HERE or wait for a while till a wiki page is created for it. One of the really good points of this project is how most of our findings and resources have been converted into Wiki HowTos for other aircraft developers to use for their projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cessna 337G Skymaster ====&lt;br /&gt;
[[File:Cessna337-cockpit.png|thumb|200px|General view of the new Cessna 337G Skymaster cockpit]]&lt;br /&gt;
The [[Cessna 337G Skymaster]] from the Spain-Latinamerica &amp;quot;Vive FlightGear&amp;quot; factory have received a major update. &lt;br /&gt;
&lt;br /&gt;
The new cockpit is now totally modelled, almost buttons and knobs are functional, animated, and properly labeled for easy identification.&lt;br /&gt;
&lt;br /&gt;
New custom sounds, lights, controls, a Bendix/King avionics pack capable of full IFR and night navigation, 2 new HQ liveries and the first FlightGear's working [[ELT]] (Emergency Locator Transmitter) are part of this great improvement on a FlightGear aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== 3D-Model contributors: please read ===&lt;br /&gt;
A (long) time ago, specific instructions were given on how to contribute with 3D-models designing withing FG. That is: I want to create nice 3D models for my airport, submit them to the central database, and have them shipped back through Terrasync.&lt;br /&gt;
However, it appears that quite a lot of users are still not aware of those guidelines, and sometimes learn about their existence after having created their models.&lt;br /&gt;
So please, take some time to (re)read them, and inform the people around you who would like to contribute about the existence of those guidelines. This will save you extra time (and your models will be quickly inserted within the database) and this will also save the (precious) times of the poor guy(s) validating all the models at the other end.&lt;br /&gt;
So, here they are: http://scenemodels.flightgear.org/contribute.php .&lt;br /&gt;
We also remind you that, to add, edit or delete shared model positions (apart from mass import (that is if you have more than let's say 10 lines to add), you should use our webtools at http://scenemodels.flightgear.org/submission/ .&lt;br /&gt;
&lt;br /&gt;
=== Shanghai Skylines: FG's New (not-so-)Hidden Gem ===&lt;br /&gt;
Shanghai is one of the biggest city in China and is among the cities with the most number of skyscrapers -this is now also true for FlightGear.&lt;br /&gt;
21 models were created over the past few months by JVC, who also modeled the Akashi-Kaikyo Bridge in Japan and the United Nations building in New York.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SH fgfs-screen-001.png|250px|thumb|A view of the Shanghai skyline]]&lt;br /&gt;
|[[File:Shanghai003.png|250px|thumb|Another view of Shanghai]]&lt;br /&gt;
|[[File:Shanghai007.png|250px|thumb|A closer view from near the Shanghai Stock Exchange]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== New textures for container ship and freighter AI models ===&lt;br /&gt;
[[File:Ships-comparison.png|250px|thumb|right|Comparison between untextured and textured AI ships (by Cristian Marchi)]]&lt;br /&gt;
Starting from a hi-res panorama that he made, user Cristian Marchi (aka penta) provided new skins for the two AI ships that populates seas in flightgear. More info on the [http://www.flightgear.org/forums/viewtopic.php?f=23&amp;amp;t=14856 forum thread].&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
&lt;br /&gt;
== Aircraft of the month ==&lt;br /&gt;
== Airport of the month ==&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
[[File: Lightfield-1.1-14.jpg | 800px]]&lt;br /&gt;
&lt;br /&gt;
A P-51D flying at 20.000 ft over Juneau (Alaska) at dawn using lightfield shaders to render the sunrise (see [http://www.flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=14755 here] for the shader package for download).&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
===Copacabana to San Rafael over Lake Titicaca===&lt;br /&gt;
Bolivia to Peru. This trip will lead you over one of the highest and deepest lakes in the world towards the highest airfield in the world. It a demonstration of a [[IFR]] flight towards a fix and a demonstration how accurate FlightGear simulates air density and the effects it has on aircraft.&lt;br /&gt;
[[File:Slcc-sprf.jpg|thumb|200px|left|Flight and fix SLCC to SPRF]]&lt;br /&gt;
Place your aircraft on the airfield [http://en.wikipedia.org/wiki/Copacabana,_Bolivia SLCC, Copacabana], with an [[elevation]] of 12,592 feet. FlightGear will show snow all around you but that is not very realistic so let's clean up. View=&amp;gt; Rendering Options=&amp;gt; Snow line=&amp;gt; Set to max. (5,000M). &lt;br /&gt;
&lt;br /&gt;
We will fly towards and land at SPRF. If you would enter SLCC and SPRF in [[Kelpie]] planner you probably would not be able to find SPRF. To find SPRF I am adding an additional VOR-DME station and for a good fix give you another VOR-DME. Try Kelpie planner to plan this route and compare with this suggestion.&lt;br /&gt;
&lt;br /&gt;
Equipment preparation. Set [[NAV1]] to [http://en.wikipedia.org/wiki/Juliaca Juliaca] VOR-DME on 155.55 with a radial of 311° (magnetic). Set [[NAV2]] to Arequipa VOR-DME on 113.7 with a radial of 212°. During our flight we will fly with [[true altitude]] as set with [[QNH]], keep QNH updated. Arm the autopilot with the [[heading bug]] at 311° and an initial altitude of 13,500 feet.&lt;br /&gt;
&lt;br /&gt;
Take off and if you took the wrong RW pull up hard. Take a small tour over [http://en.wikipedia.org/wiki/Titicaca lake Titicaca], see the floating islands and try to find the lost golden treasure. Intercept the nearest radial on NAV1 towards Juliaca (about 311°). &lt;br /&gt;
&lt;br /&gt;
Just before Juliaca is a hill so while on lake Titicaca increase altitude to 14,200 feet, the [[VFR]] part of this trip is over. After passing Juliaca set the radial of NAV1 to 352° and set the altitude to 17,422 feet. We will fly from NAV1 and slowly increase altitude.&lt;br /&gt;
&lt;br /&gt;
At a distance of about 60 NM set the heading bug on the current course. Monitor the distance to NAV1, the radial of NAV2 and the distance to NAV2. At a distance of 74.5 NM to NAV1, a distance of 140.7 NM and at the '''radial''' intercept of NAV2 should be the runway. So, from 60 NM onwards, look outside the window, then at NAV1 and then NAV2 etc.&lt;br /&gt;
&lt;br /&gt;
If you are at 80NM to NAV1 you have missed the airfield but you still won't hit any hills (unless you bank left). Bank right and set the heading bug to 172°. Fly back towards NAV1 and intercept the radial 352° at about 50NM again to repeat the search.&lt;br /&gt;
&lt;br /&gt;
The runway SPRF, San Rafael, has a elevation of 14,422 feet and a heading of 297°/ 117°. Our initial altitude has been set 3,000NM above the RW elevation. That should give sufficient room for navigation.&lt;br /&gt;
&lt;br /&gt;
After you have seen the airfield set the radial of NAV1 to 297°, the heading of the runway (not the course to the runway) as a visual aid. Land on RW 30 (and not on RW 12 unless you are a show-off). Oh, there is a small hill in front of RW 30, just so you know.&lt;br /&gt;
&lt;br /&gt;
Decreasing speed at this altitude can be a bit tricky. The air is thin and does not give much resistance. Next to that, the difference between [[indicated airspeed]] and [[ground speed]] is very noticeable. The ground speed is much higher as the indicated airspeed.&lt;br /&gt;
&lt;br /&gt;
After a successful landing, try to discover the [[Suggested_Flights#Origin_of_the_Amazon_River | origin of the Amazon river]] since we are now at the starting point of that trip.&lt;br /&gt;
&lt;br /&gt;
*More places you can visit can be found at [[Suggested Flights]].&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
[[User:Johan G|Johan G]] did a great job starting to categorise all images. The sub-categories are listed under [[:Category:Images]]. Please note when uploading images that it's important to give the file a descriptive name. That'll make it easier for others to find your file and use it in articles.&lt;br /&gt;
&lt;br /&gt;
A good example comes from Michat who has designed new small logos for [[IAR80|Aircraft of the Month]], [[Dual Control]], [[Bombable]], [[Soaring]],  [[Howto:_Do_aerotow_over_the_net|Aerotow]] and [[:Category:Aerospace|Aerospace]] aircrafts, allowing you to see at a glance which aircraft has some of those interesting features.&lt;br /&gt;
&lt;br /&gt;
[[File:Dualcontrolready2.png|Dual_control]]  [[File:BombableReady.png|Bombable]]  [[File:Aerotowready.png|Doing aerotow over the net]]  [[File:Thermalready.png|Soaring]] [[File:Spacetripready.png|Aerospace]]&lt;br /&gt;
[[File:Aircraftofthemonth.png|IAR80]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New articles===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=new&lt;br /&gt;
  count=10&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
===New aircraft articles===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=new&lt;br /&gt;
  count=10&lt;br /&gt;
  categoryRoot=Aircraft&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
===Most popular newsletters===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=hot&lt;br /&gt;
  count=5&lt;br /&gt;
  categoryRoot=FlightGear Newsletter&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
* [http://youtu.be/hBEaOMzBq6E KSFO Thermal Demo] by MD-BFC Going on their way for Bocian certification&lt;br /&gt;
* [http://youtu.be/-yI5PzC5RE8 Sukhoi 37 'The russian dream'] by Águilas de FlightGear performing &amp;quot;Balalaika amok&amp;quot; master tune by Aleksei Arkhipovsky.&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
One of the regular thoughts expressed on the FlightGear forums is &amp;quot;I'd like to contribute but I don't know how to program, and I don't have the time&amp;quot;. Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. &lt;br /&gt;
&lt;br /&gt;
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].&lt;br /&gt;
&lt;br /&gt;
=== Call for volunteers ===&lt;br /&gt;
* The [[OpenRadar]] project is looking for a new maintainer.&lt;br /&gt;
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.&lt;br /&gt;
&lt;br /&gt;
=== Did you know ===&lt;br /&gt;
...that you can use expressions to create complex animations of objects in your 3d models or even drive them from multiple properties?&lt;br /&gt;
Usually, an animation looks like this&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;foo/bar&amp;lt;/property&amp;gt;&lt;br /&gt;
     [..]more elements[..]&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
You can add a scaling factor or an offset to it, but that's basically all you can do that way. &lt;br /&gt;
If you want to animate your object following a complex function, most people create complex Nasal scripts to compute the driving properties, probably not knowing that there is another way to achieve the goal: Expressions. &lt;br /&gt;
Here is an example for a translate animation depending on two properties and the cosine function&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;expression&amp;gt;&lt;br /&gt;
       &amp;lt;product&amp;gt;&lt;br /&gt;
         &amp;lt;property&amp;gt;/my/factor-property&amp;lt;/property&amp;gt;&lt;br /&gt;
         &amp;lt;cos&amp;gt;&lt;br /&gt;
           &amp;lt;deg2rad&amp;gt;&lt;br /&gt;
             &amp;lt;property&amp;gt;/my/angular-property&amp;lt;/property&amp;gt;&lt;br /&gt;
           &amp;lt;/deg2rad&amp;gt;&lt;br /&gt;
         &amp;lt;/cos&amp;gt;&lt;br /&gt;
       &amp;lt;/product&amp;gt;&lt;br /&gt;
     &amp;lt;/expression&amp;gt;&lt;br /&gt;
     [..]more elements[..]&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
A rich set of predefined functions is available, including almost all those you have on your scientific pocket calculator.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2012 02]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2012&amp;diff=42569</id>
		<title>FlightGear Newsletter February 2012</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2012&amp;diff=42569"/>
		<updated>2012-02-25T09:11:18Z</updated>

		<summary type="html">&lt;p&gt;Cri: Document the new textures for freighter and container ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|newsletter|Feel free to contribute! Or [[FlightGear Newsletter January 2012|read the latest edition]].}}&lt;br /&gt;
{{newsletter}}&lt;br /&gt;
{{TOC_right|limit=2}}&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. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''&lt;br /&gt;
&lt;br /&gt;
== FlightGear 2.6.0 released ==&lt;br /&gt;
Following our [[release plan]], version 2.6.0 of our simulator has been released. Please check the [[changelog 2.6.0]] for what has changed since our last release 6 months ago.&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
=== Heads up: Project Rembrandt ===&lt;br /&gt;
As many of you may have heard already, Fred is currently making huge progress on adding shadows to FlightGear in [[Project Rembrandt]]. Now, F-JJTH ported the P92 to use the new system and posted a youtube video demonstrating [[Project Rembrandt]] at work. To provide feedback, please check out the the [http://flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=14883 forum thread].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{#ev:youtube|v02phoOqWHE|400|Project Rembrandt at work}}&lt;br /&gt;
|[[File:Project-rembrandt-cockpit-lighting.png|600px|Cockpit lighting in Project Rembrandt at work (by F-JJTH)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (NAME) ==&lt;br /&gt;
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
* Are there any &amp;quot;hidden features&amp;quot; you have worked on in FlightGear that new users may miss?&lt;br /&gt;
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?&lt;br /&gt;
&lt;br /&gt;
More questions are being collected here: [[Interview questions]].&lt;br /&gt;
&lt;br /&gt;
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX &lt;br /&gt;
&lt;br /&gt;
== Snapshot releases ==&lt;br /&gt;
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].&lt;br /&gt;
&lt;br /&gt;
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&amp;amp;t=10488&amp;amp;p=144233&amp;amp;hilit=snapshot#p144233 at the forum].&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&amp;amp;hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.&lt;br /&gt;
&lt;br /&gt;
=== A new instrument: Vertical Situation Display ===&lt;br /&gt;
[[File:Omega95-vsd-instrument.jpeg|200px|thumb|Omega95's VSD instrument]]&lt;br /&gt;
Omega95 has created an entirely new instrument type for FlightGear, a so called Vertical Situation Display (VSD).&lt;br /&gt;
&lt;br /&gt;
This was done entirely in scripting space using Nasal and XML animations. He's basically proven everbody wrong who ever claimed that complex instruments couldn't yet be created in scripting space. Apparently, he managed to create this instrument in less than 24 hrs. His first question related to this was about accessing trigonometric functions from Nasal, shortly thereafter he posted screen shots depicting his VSD. &lt;br /&gt;
&lt;br /&gt;
To read up on the whole discussion, please see [http://flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=15200 the forum topic]. There's work ongoing to turn his project into a new tutorial for the wiki on creating complex instruments in scripting space: [[Howto: Implement a Vertical Situation Display in Nasal]].&lt;br /&gt;
&lt;br /&gt;
=== Glider winch launching ropes ===&lt;br /&gt;
[[File:DG-101G_winch_launch_with_rope.png|thumb|200px|A DG-101G during a winch launch.]]&lt;br /&gt;
Before now, FlightGear never showed ropes during winch launching. However, now, you will no longer have to fly gliders while being pulled by some invisible connection between you and the winch. &lt;br /&gt;
&lt;br /&gt;
[[User:Gijs|Gijs]] started working on an animated 3D rope, attached to the glider and winch. The cable exist of the following parts:&lt;br /&gt;
&lt;br /&gt;
* '''Strop''' (3 m) attached to the glider with a ring.&lt;br /&gt;
* '''Weak link assembly''' designed to break apart before the cable or any other equipment fails.&lt;br /&gt;
* '''Trace''' (17 m)&lt;br /&gt;
* '''Parachute''' so the cable doesn't drop too quickly after releasing.&lt;br /&gt;
* '''Launch cable''' the longest part; all the way to the winch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
==== Hawker Siddeley Harrier GR.1 ====&lt;br /&gt;
[[File:Harrier-GR1 Splash.png|thumb|200px|Harrier GR.1 splash screen]]&lt;br /&gt;
[[Hawker Siddeley Harrier GR1]] is a private project by pjedvaj, it was not intended to replace or update the existing [[British Aerospace Harrier]].&lt;br /&gt;
&lt;br /&gt;
It has a detailed 3D model complete with a cockpit, animations and RAF livery. Instruments and HUD are also fairly authentic. The aircraft has working ADEN guns and basic fuel and weight control.&lt;br /&gt;
&lt;br /&gt;
The FDM is adapted from the original BAe Harrier, but internal and external fuel tank capacities are modified to match the GR.1 version.&lt;br /&gt;
&lt;br /&gt;
==== Boeing-Sikorsky RAH-66 Commanche ====&lt;br /&gt;
[[File:RAH-66 splash.png|thumb|200px|RAH-66 splash screen]]&lt;br /&gt;
[[Boeing-Sikorsky RAH-66 Commanche]] was started as a [[Bounty/RAH-66 Comanche|bounty]] by sgofferj and developed by pjedvaj who later withdraw from the bounty. This was my first helicopter project and FDM development is curently in stub (RAH-66 is using adapted FDM from Tatsuhiro Nishioka's [[Kawasaki OH-1]]), help in development would be welcome.&lt;br /&gt;
&lt;br /&gt;
It has a detailed 3D model, animations and two liveries used to present different variants of RAH-66. Helicopter has a working XM301 cannon controled by joystick and basic weight control for armament in internal bays. Automatic Flight Control System includes Stability Augmentation System, Control Augmentation System and Auto Hover.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
==== Boeing 787-8 Dreamliner ====&lt;br /&gt;
[[File:boeing-787-8-splash.png|thumb|200px|The Boeing 787-8 Splash Screen]]&lt;br /&gt;
The Boeing 787-8 Dreamliner has already been there in FlightGear for a very long time -it has been in the FG official hangar since version 1.0. &lt;br /&gt;
However, it was created while the 787 was still a prototype aircraft; it did not correctly show many of the 787's actual features like a realistic glass cockpit and accurate instruments.&lt;br /&gt;
&lt;br /&gt;
The new/updated Boeing 787-8 is a community project that features new JSBSim flight dynamics, Vertical Navigation, a realistic 787 glass cockpit, new CDUs, Electronic Flight Bags, TCAS, advanced Nav Displays, [[Howto:_Implement_a_Vertical_Situation_Display_in_Nasal|Vertical Situation Display]], [[Howto:_Implement_a_Fly-By-Wire_System_for_Airliners|Fly-by-wire]] and a lot of other neat features. It has not exactly been completed and the project is still running.&lt;br /&gt;
&lt;br /&gt;
You can find out more about the Boeing 787-8 Project HERE or wait for a while till a wiki page is created for it. One of the really good points of this project is how most of our findings and resources have been converted into Wiki HowTos for other aircraft developers to use for their projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cessna 337G Skymaster ====&lt;br /&gt;
[[File:Cessna337-cockpit.png|thumb|200px|General view of the new Cessna 337G Skymaster cockpit]]&lt;br /&gt;
The [[Cessna 337G Skymaster]] from the Spain-Latinamerica &amp;quot;Vive FlightGear&amp;quot; factory have received a major update. &lt;br /&gt;
&lt;br /&gt;
The new cockpit is now totally modelled, almost buttons and knobs are functional, animated, and properly labeled for easy identification.&lt;br /&gt;
&lt;br /&gt;
New custom sounds, lights, controls, a Bendix/King avionics pack capable of full IFR and night navigation, 2 new HQ liveries and the first FlightGear's working [[ELT]] (Emergency Locator Transmitter) are part of this great improvement on a FlightGear aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== 3D-Model contributors: please read ===&lt;br /&gt;
A (long) time ago, specific instructions were given on how to contribute with 3D-models designing withing FG. That is: I want to create nice 3D models for my airport, submit them to the central database, and have them shipped back through Terrasync.&lt;br /&gt;
However, it appears that quite a lot of users are still not aware of those guidelines, and sometimes learn about their existence after having created their models.&lt;br /&gt;
So please, take some time to (re)read them, and inform the people around you who would like to contribute about the existence of those guidelines. This will save you extra time (and your models will be quickly inserted within the database) and this will also save the (precious) times of the poor guy(s) validating all the models at the other end.&lt;br /&gt;
So, here they are: http://scenemodels.flightgear.org/contribute.php .&lt;br /&gt;
We also remind you that, to add, edit or delete shared model positions (apart from mass import (that is if you have more than let's say 10 lines to add), you should use our webtools at http://scenemodels.flightgear.org/submission/ .&lt;br /&gt;
&lt;br /&gt;
=== Shanghai Skylines: FG's New (not-so-)Hidden Gem ===&lt;br /&gt;
Shanghai is one of the biggest city in China and is among the cities with the most number of skyscrapers -this is now also true for FlightGear.&lt;br /&gt;
21 models were created over the past few months by JVC, who also modeled the Akashi-Kaikyo Bridge in Japan and the United Nations building in New York.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SH fgfs-screen-001.png|250px|thumb|A view of the Shanghai skyline]]&lt;br /&gt;
|[[File:Shanghai003.png|250px|thumb|Another view of Shanghai]]&lt;br /&gt;
|[[File:Shanghai007.png|250px|thumb|A closer view from near the Shanghai Stock Exchange]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== New textures for container ship and freighter AI models ===&lt;br /&gt;
Starting from a hi-res panorama that he made, user Cristian Marchi (aka penta) provided new skins for the two AI ships that populates seas in flightgear. More info on the [http://www.flightgear.org/forums/viewtopic.php?f=23&amp;amp;t=14856 forum thread].&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Ships-comparison.png|250px|thumb|right|Comparison between untextured and textured AI ships (by Cristian Marchi)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
&lt;br /&gt;
== Aircraft of the month ==&lt;br /&gt;
== Airport of the month ==&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
[[File: Lightfield-1.1-14.jpg | 800px]]&lt;br /&gt;
&lt;br /&gt;
A P-51D flying at 20.000 ft over Juneau (Alaska) at dawn using lightfield shaders to render the sunrise (see [http://www.flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=14755 here] for the shader package for download).&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
===Copacabana to San Rafael over Lake Titicaca===&lt;br /&gt;
Bolivia to Peru. This trip will lead you over one of the highest and deepest lakes in the world towards the highest airfield in the world. It a demonstration of a [[IFR]] flight towards a fix and a demonstration how accurate FlightGear simulates air density and the effects it has on aircraft.&lt;br /&gt;
[[File:Slcc-sprf.jpg|thumb|200px|left|Flight and fix SLCC to SPRF]]&lt;br /&gt;
Place your aircraft on the airfield [http://en.wikipedia.org/wiki/Copacabana,_Bolivia SLCC, Copacabana], with an [[elevation]] of 12,592 feet. FlightGear will show snow all around you but that is not very realistic so let's clean up. View=&amp;gt; Rendering Options=&amp;gt; Snow line=&amp;gt; Set to max. (5,000M). &lt;br /&gt;
&lt;br /&gt;
We will fly towards and land at SPRF. If you would enter SLCC and SPRF in [[Kelpie]] planner you probably would not be able to find SPRF. To find SPRF I am adding an additional VOR-DME station and for a good fix give you another VOR-DME. Try Kelpie planner to plan this route and compare with this suggestion.&lt;br /&gt;
&lt;br /&gt;
Equipment preparation. Set [[NAV1]] to [http://en.wikipedia.org/wiki/Juliaca Juliaca] VOR-DME on 155.55 with a radial of 311° (magnetic). Set [[NAV2]] to Arequipa VOR-DME on 113.7 with a radial of 212°. During our flight we will fly with [[true altitude]] as set with [[QNH]], keep QNH updated. Arm the autopilot with the [[heading bug]] at 311° and an initial altitude of 13,500 feet.&lt;br /&gt;
&lt;br /&gt;
Take off and if you took the wrong RW pull up hard. Take a small tour over [http://en.wikipedia.org/wiki/Titicaca lake Titicaca], see the floating islands and try to find the lost golden treasure. Intercept the nearest radial on NAV1 towards Juliaca (about 311°). &lt;br /&gt;
&lt;br /&gt;
Just before Juliaca is a hill so while on lake Titicaca increase altitude to 14,200 feet, the [[VFR]] part of this trip is over. After passing Juliaca set the radial of NAV1 to 352° and set the altitude to 17,422 feet. We will fly from NAV1 and slowly increase altitude.&lt;br /&gt;
&lt;br /&gt;
At a distance of about 60 NM set the heading bug on the current course. Monitor the distance to NAV1, the radial of NAV2 and the distance to NAV2. At a distance of 74.5 NM to NAV1, a distance of 140.7 NM and at the '''radial''' intercept of NAV2 should be the runway. So, from 60 NM onwards, look outside the window, then at NAV1 and then NAV2 etc.&lt;br /&gt;
&lt;br /&gt;
If you are at 80NM to NAV1 you have missed the airfield but you still won't hit any hills (unless you bank left). Bank right and set the heading bug to 172°. Fly back towards NAV1 and intercept the radial 352° at about 50NM again to repeat the search.&lt;br /&gt;
&lt;br /&gt;
The runway SPRF, San Rafael, has a elevation of 14,422 feet and a heading of 297°/ 117°. Our initial altitude has been set 3,000NM above the RW elevation. That should give sufficient room for navigation.&lt;br /&gt;
&lt;br /&gt;
After you have seen the airfield set the radial of NAV1 to 297°, the heading of the runway (not the course to the runway) as a visual aid. Land on RW 30 (and not on RW 12 unless you are a show-off). Oh, there is a small hill in front of RW 30, just so you know.&lt;br /&gt;
&lt;br /&gt;
Decreasing speed at this altitude can be a bit tricky. The air is thin and does not give much resistance. Next to that, the difference between [[indicated airspeed]] and [[ground speed]] is very noticeable. The ground speed is much higher as the indicated airspeed.&lt;br /&gt;
&lt;br /&gt;
After a successful landing, try to discover the [[Suggested_Flights#Origin_of_the_Amazon_River | origin of the Amazon river]] since we are now at the starting point of that trip.&lt;br /&gt;
&lt;br /&gt;
*More places you can visit can be found at [[Suggested Flights]].&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
[[User:Johan G|Johan G]] did a great job starting to categorise all images. The sub-categories are listed under [[:Category:Images]]. Please note when uploading images that it's important to give the file a descriptive name. That'll make it easier for others to find your file and use it in articles.&lt;br /&gt;
&lt;br /&gt;
A good example comes from Michat who has designed new small logos for [[IAR80|Aircraft of the Month]], [[Dual Control]], [[Bombable]], [[Soaring]],  [[Howto:_Do_aerotow_over_the_net|Aerotow]] and [[:Category:Aerospace|Aerospace]] aircrafts, allowing you to see at a glance which aircraft has some of those interesting features.&lt;br /&gt;
&lt;br /&gt;
[[File:Dualcontrolready2.png|Dual_control]]  [[File:BombableReady.png|Bombable]]  [[File:Aerotowready.png|Doing aerotow over the net]]  [[File:Thermalready.png|Soaring]] [[File:Spacetripready.png|Aerospace]]&lt;br /&gt;
[[File:Aircraftofthemonth.png|IAR80]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New articles===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=new&lt;br /&gt;
  count=10&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
===New aircraft articles===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=new&lt;br /&gt;
  count=10&lt;br /&gt;
  categoryRoot=Aircraft&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
===Most popular newsletters===&lt;br /&gt;
&amp;lt;DynamicArticleList&amp;gt;&lt;br /&gt;
  type=hot&lt;br /&gt;
  count=5&lt;br /&gt;
  categoryRoot=FlightGear Newsletter&lt;br /&gt;
&amp;lt;/DynamicArticleList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
* [http://youtu.be/hBEaOMzBq6E KSFO Thermal Demo] by MD-BFC Going on their way for Bocian certification&lt;br /&gt;
* [http://youtu.be/-yI5PzC5RE8 Sukhoi 37 'The russian dream'] by Águilas de FlightGear performing &amp;quot;Balalaika amok&amp;quot; master tune by Aleksei Arkhipovsky.&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
One of the regular thoughts expressed on the FlightGear forums is &amp;quot;I'd like to contribute but I don't know how to program, and I don't have the time&amp;quot;. Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. &lt;br /&gt;
&lt;br /&gt;
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].&lt;br /&gt;
&lt;br /&gt;
=== Call for volunteers ===&lt;br /&gt;
* The [[OpenRadar]] project is looking for a new maintainer.&lt;br /&gt;
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.&lt;br /&gt;
&lt;br /&gt;
=== Did you know ===&lt;br /&gt;
...that you can use expressions to create complex animations of objects in your 3d models or even drive them from multiple properties?&lt;br /&gt;
Usually, an animation looks like this&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;foo/bar&amp;lt;/property&amp;gt;&lt;br /&gt;
     [..]more elements[..]&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
You can add a scaling factor or an offset to it, but that's basically all you can do that way. &lt;br /&gt;
If you want to animate your object following a complex function, most people create complex Nasal scripts to compute the driving properties, probably not knowing that there is another way to achieve the goal: Expressions. &lt;br /&gt;
Here is an example for a translate animation depending on two properties and the cosine function&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;expression&amp;gt;&lt;br /&gt;
       &amp;lt;product&amp;gt;&lt;br /&gt;
         &amp;lt;property&amp;gt;/my/factor-property&amp;lt;/property&amp;gt;&lt;br /&gt;
         &amp;lt;cos&amp;gt;&lt;br /&gt;
           &amp;lt;deg2rad&amp;gt;&lt;br /&gt;
             &amp;lt;property&amp;gt;/my/angular-property&amp;lt;/property&amp;gt;&lt;br /&gt;
           &amp;lt;/deg2rad&amp;gt;&lt;br /&gt;
         &amp;lt;/cos&amp;gt;&lt;br /&gt;
       &amp;lt;/product&amp;gt;&lt;br /&gt;
     &amp;lt;/expression&amp;gt;&lt;br /&gt;
     [..]more elements[..]&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
A rich set of predefined functions is available, including almost all those you have on your scientific pocket calculator.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2012 02]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ships-comparison.png&amp;diff=42568</id>
		<title>File:Ships-comparison.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ships-comparison.png&amp;diff=42568"/>
		<updated>2012-02-25T09:05:53Z</updated>

		<summary type="html">&lt;p&gt;Cri: Comparison between untextured and textured AI ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comparison between untextured and textured AI ships&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_livery_database&amp;diff=40001</id>
		<title>FlightGear livery database</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_livery_database&amp;diff=40001"/>
		<updated>2012-02-02T18:49:34Z</updated>

		<summary type="html">&lt;p&gt;Cri: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery database dhc-6 images.png|thumb|250px]]&lt;br /&gt;
[[File:Livery Database Stats.png|thumb|250px]]&lt;br /&gt;
The '''FlightGear livery database''' hosts [[Livery over MP|liveries]] and paintkits for [[FlightGear]] [[aircraft]], as [http://liveries.flightgear.org/contribute.php contributed] by users and developers. &lt;br /&gt;
&lt;br /&gt;
Only liveries that flew, fly or are certain to fly in the near future are accepted, adding to the realism of the whole simulation. All liveries and paintkits are released under the GNU GPL license and are free to download.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The database was started in February 2009 by [[User:Gijs|Gijs]], as a place to collect liveries. At that time there was no standard in how to name liveries, not much support in how to create liveries and no place to submit liveries and share them with other users. The initial database was hosted on a free domain, which had its obvious disadvantages. In December 2009, a paid domain was offered by [http://atiak.com Airborne Technologies]. This brought a whole lot of new possibilities, including a MySql and PHP driven database. Nowadays those are the languages used to run the database.&lt;br /&gt;
&lt;br /&gt;
Over the past years, the database has been extended with many functions. Including personal pages - listing an author's liveries, thumbnails, and more recently an option to control various layout aspects has been added.&lt;br /&gt;
&lt;br /&gt;
On January 20, 2012 all liveries that lacked a download were deleted from the server. Most of those got lost when the former server suddenly quit (all the way back in December 2009). As we were able to save the list of liveries, they ended up in the database eventough the files got lost. To save liveries from future server failures, backups are nowadays made on a regularly basis. &lt;br /&gt;
&lt;br /&gt;
=== Milestones ===&lt;br /&gt;
* February 2009: database started&lt;br /&gt;
* December 22, 2009: moved to the current domain&lt;br /&gt;
* June 29, 2011: 500th livery&lt;br /&gt;
* October 8, 2011: 600th livery&lt;br /&gt;
&lt;br /&gt;
== External link ==&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear livery database]&lt;br /&gt;
* [http://www.flightgear.org/forums/viewforum.php?f=13 Subforum] dedicated to liveries&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:FlightGear]]&lt;br /&gt;
[[Category:GPL]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_livery_database&amp;diff=40000</id>
		<title>FlightGear livery database</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_livery_database&amp;diff=40000"/>
		<updated>2012-02-02T18:47:58Z</updated>

		<summary type="html">&lt;p&gt;Cri: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery database dhc-6 images.png|thumb|250px]]&lt;br /&gt;
[[File:Livery Database Stats.png|thumb|250px]]&lt;br /&gt;
The '''FlightGear livery database''' hosts [[Livery over MP|liveries]] and paintkits for [[FlightGear]] [[aircraft]], as [http://liveries.flightgear.org/contribute.php contributed] by users and developers. &lt;br /&gt;
&lt;br /&gt;
Only liveries that flew, fly or are certain to fly in the near future are accepted, adding to the realism of the whole simulation. All liveries and paintkits are released under the GNU GPL license and are free to download.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The database was started in February 2009 by [[User:Gijs|Gijs]], as a place to collect liveries. At that time there was no standard in how to name liveries, not much support in how to create liveries and no place to submit liveries and share them with other users. The initial database was hosted on a free domain, which had its obvious disadvantages. In December 2009, a paid domain was offered by [http://atiak.com Airborne Technologies]. This brought a whole lot of new possibilities, including a MySql and PHP driven database. Nowadays those are the languages used to run the database.&lt;br /&gt;
&lt;br /&gt;
Over the past years, the database has been extended with many functions. Including personal pages - listing an author's liveries, thumbnails, and more recently an option to control various layout aspects has been added.&lt;br /&gt;
&lt;br /&gt;
On January 20, 2012 all liveries that lacked a download were deleted from the server. Most of those got lost when the former server suddenly quit (all the way back in December 2009). As we were able to save the list of liveries, they ended up in the database eventough the files got lost. To save liveries from future server failures, backups are nowadays made on a regularly basis. &lt;br /&gt;
&lt;br /&gt;
=== Milestones ===&lt;br /&gt;
* Februari 2009: database started&lt;br /&gt;
* December 22, 2009: moved to the current domain&lt;br /&gt;
* June 29, 2011: 500th livery&lt;br /&gt;
* October 8, 2011: 600th livery&lt;br /&gt;
&lt;br /&gt;
== External link ==&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear livery database]&lt;br /&gt;
* [http://www.flightgear.org/forums/viewforum.php?f=13 Subforum] dedicated to liveries&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:FlightGear]]&lt;br /&gt;
[[Category:GPL]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=38376</id>
		<title>Beechcraft B1900D</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=38376"/>
		<updated>2011-12-24T08:23:33Z</updated>

		<summary type="html">&lt;p&gt;Cri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= Beechcraft B1900D.png&lt;br /&gt;
|name 		= Beechcraft B1900D&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery		= Air New Zealand, Central Mountain Air, Northern Thunderbird Air&lt;br /&gt;
|authors 	= Syd Adams (3D model/FDM), Jean-Yves Lefort (MKVIII gpws)&lt;br /&gt;
|fdm 		= YASim&lt;br /&gt;
|status-fdm     = &lt;br /&gt;
|status-systems = &lt;br /&gt;
|status-cockpit = &lt;br /&gt;
|status-model   = &lt;br /&gt;
|fgname 	= b1900d&lt;br /&gt;
|download 	= &lt;br /&gt;
}}&lt;br /&gt;
[[File:b1900d-cockpit-pano.jpg|thumb|270px|[[Howto: Make full spherical panorama|A full spherical panorama]] of the 3d Beechcraft B1900d cockpit]]&lt;br /&gt;
&lt;br /&gt;
The '''Beechcraft 1900''' series [[aircraft]] is the most popular 19-passenger [[:Category:Airliners|airliner]] in history. It is a pressurized, twin-engine [[Powerplant#Turboprop|turboprop]] manufactured by the [[Beechcraft|Beechcraft Division]] of the Raytheon Company (now Hawker Beechcraft). Designed primarily as an all weather regional airliner capable of landing on relatively short runways it has also been used by the United States military and other governments.&lt;br /&gt;
&lt;br /&gt;
Beech announced the improved '''1900D''', simulated here, at the US Regional Airlines Association meeting in 1989. The main difference in the 1900D was the substantially deeper fuselage allowing stand up headroom in the cabin. It also had larger passenger and cargo doors and windows, twin ventral strakes and auxiliary horizontal fixed tails. To carry the extra weight Beech upgraded to two PT6A-67D engines, each rated at 1,279 shaft horsepower. Although rarely used a fully fueled Beechcraft 1900 has a range of 860 miles.&lt;br /&gt;
&lt;br /&gt;
The Beechcraft B1900D is one of the default aircraft in [[FlightGear]] and has been available since [[FlightGear 0.9.8]]. &lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Starting Procedure ===&lt;br /&gt;
[[File:Beechcraft_B1900D.JPG|thumb|270px|Cockpit of the B1900D]]&lt;br /&gt;
In the menu bar at the top of the screen you may select B1900D and then Autostart. You may also choose to start-up manually. In the help menu you will find a start up tutorial this is a quick summary.&lt;br /&gt;
&lt;br /&gt;
* Switch on the battery&lt;br /&gt;
* Switch on the left and right generators located on the lower left pilots panel. This should bring up the electrical systems and you should have instrumentation lights &lt;br /&gt;
* Switch on the avionics located just below the battery and generator switches.&lt;br /&gt;
* Look at the throttle panel in between the pilot and co-pilot.  The two far right levers are labeled Condition. Move them fully forward by clicking at the top of the lever slots or by pressing “m”. You should now hear the engines starting up.&lt;br /&gt;
* Move the levers labeled Propeller forward by clicking at the top of the lever slots or by pressing “n”.&lt;br /&gt;
* Move the levers labeled Throttle to the idle position by clicking at the top of the lever slots or by pressing “9” or “PAGEUP”.  &lt;br /&gt;
* Switch on Master Panel and any lights needed on the left side of the overhead console.&lt;br /&gt;
* Reset the Master Caution Warning in the middle top of the pilot panel that is probably flashing red now that all systems are powered up.&lt;br /&gt;
* The aircraft is now ready for take off.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
* Decision at 105 KIAS&lt;br /&gt;
* Rotation at 110 KIAS &lt;br /&gt;
* Pitch	10-15 degrees&lt;br /&gt;
* Trim before engaging autopilot&lt;br /&gt;
&lt;br /&gt;
=== Climb ===&lt;br /&gt;
* Airspeed 160 KIAS&lt;br /&gt;
* Climb Rate 1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
* 220 –240 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Descent ===&lt;br /&gt;
* 180 KIAS&lt;br /&gt;
* Descent Rate –1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Approach ===&lt;br /&gt;
* Establish 150 KIAS&lt;br /&gt;
* Set flaps to approach&lt;br /&gt;
* Establish 130 KIAS&lt;br /&gt;
* Landing gear down – set flaps full down&lt;br /&gt;
* Final glide slope 110 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
* 100 KIAS&lt;br /&gt;
* Main wheels down first&lt;br /&gt;
* Lower nose gear&lt;br /&gt;
&lt;br /&gt;
=== [[V Speeds]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, dirty (Vs0)||88 kts&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, clean (Vs1)||104 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best angel of climb (Vx)||123 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best rate of climb (Vy)||135 kts&lt;br /&gt;
|-&lt;br /&gt;
|Maneuvering speed (Va)||184 kts&lt;br /&gt;
|-&lt;br /&gt;
|Never exceed speed (Vne)||247 kts&lt;br /&gt;
|}&lt;br /&gt;
Source: [http://aerolinea.simpilots.es/descargas/Beechcraft_b1900d.pdf SimPilots]&lt;br /&gt;
&lt;br /&gt;
== [[GPS]] ==&lt;br /&gt;
The B1900D is equipped with a functioning Bendix/King KLN 908 [[GPS]] that can be slaved to the autopilot. In the help menu you will find a tutorial on [[GPS]] navigation.&lt;br /&gt;
&lt;br /&gt;
== Liveries ==&lt;br /&gt;
Apart from the two liveries (SWISS AIR FORCE and AIR NEW ZEALAND) that comes with the b1900d aircraft, it is possible to download more on the [http://liveries.flightgear.org/aircraft.php?display=2&amp;amp;id=21 FlightGear Livery Database].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
{{Beechcraft}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Model with well-implemented cockpit]]&lt;br /&gt;
[[Category:Beechcraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=38375</id>
		<title>Beechcraft B1900D</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=38375"/>
		<updated>2011-12-24T08:22:41Z</updated>

		<summary type="html">&lt;p&gt;Cri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= Beechcraft B1900D.png&lt;br /&gt;
|name 		= Beechcraft B1900D&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery		= Air New Zealand, Central Mountain Air, Northern Thunderbird Air&lt;br /&gt;
|authors 	= Syd Adams (3D model/FDM), Jean-Yves Lefort (MKVIII gpws)&lt;br /&gt;
|fdm 		= YASim&lt;br /&gt;
|status-fdm     = &lt;br /&gt;
|status-systems = &lt;br /&gt;
|status-cockpit = &lt;br /&gt;
|status-model   = &lt;br /&gt;
|fgname 	= b1900d&lt;br /&gt;
|download 	= &lt;br /&gt;
}}&lt;br /&gt;
[[File:b1900d-cockpit-pano.jpg|thumb|270px|[[Howto: Make full spherical panorama|A full spherical panorama]] of the 3d Beechcraft B1900d cockpit]]&lt;br /&gt;
&lt;br /&gt;
The '''Beechcraft 1900''' series [[aircraft]] is the most popular 19-passenger [[:Category:Airliners|airliner]] in history. It is a pressurized, twin-engine [[Powerplant#Turboprop|turboprop]] manufactured by the [[Beechcraft|Beechcraft Division]] of the Raytheon Company (now Hawker Beechcraft). Designed primarily as an all weather regional airliner capable of landing on relatively short runways it has also been used by the United States military and other governments.&lt;br /&gt;
&lt;br /&gt;
Beech announced the improved '''1900D''', simulated here, at the US Regional Airlines Association meeting in 1989. The main difference in the 1900D was the substantially deeper fuselage allowing stand up headroom in the cabin. It also had larger passenger and cargo doors and windows, twin ventral strakes and auxiliary horizontal fixed tails. To carry the extra weight Beech upgraded to two PT6A-67D engines, each rated at 1,279 shaft horsepower. Although rarely used a fully fueled Beechcraft 1900 has a range of 860 miles.&lt;br /&gt;
&lt;br /&gt;
The Beechcraft B1900D is one of the default aircraft in [[FlightGear]] and has been available since [[FlightGear 0.9.8]]. &lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Starting Procedure ===&lt;br /&gt;
[[File:Beechcraft_B1900D.JPG|thumb|270px|Cockpit of the B1900D]]&lt;br /&gt;
In the menu bar at the top of the screen you may select B1900D and then Autostart. You may also choose to start-up manually. In the help menu you will find a start up tutorial this is a quick summary.&lt;br /&gt;
&lt;br /&gt;
* Switch on the battery&lt;br /&gt;
* Switch on the left and right generators located on the lower left pilots panel. This should bring up the electrical systems and you should have instrumentation lights &lt;br /&gt;
* Switch on the avionics located just below the battery and generator switches.&lt;br /&gt;
* Look at the throttle panel in between the pilot and co-pilot.  The two far right levers are labeled Condition. Move them fully forward by clicking at the top of the lever slots or by pressing “m”. You should now hear the engines starting up.&lt;br /&gt;
* Move the levers labeled Propeller forward by clicking at the top of the lever slots or by pressing “n”.&lt;br /&gt;
* Move the levers labeled Throttle to the idle position by clicking at the top of the lever slots or by pressing “9” or “PAGEUP”.  &lt;br /&gt;
* Switch on Master Panel and any lights needed on the left side of the overhead console.&lt;br /&gt;
* Reset the Master Caution Warning in the middle top of the pilot panel that is probably flashing red now that all systems are powered up.&lt;br /&gt;
* The aircraft is now ready for take off.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
* Decision at 105 KIAS&lt;br /&gt;
* Rotation at 110 KIAS &lt;br /&gt;
* Pitch	10-15 degrees&lt;br /&gt;
* Trim before engaging autopilot&lt;br /&gt;
&lt;br /&gt;
=== Climb ===&lt;br /&gt;
* Airspeed 160 KIAS&lt;br /&gt;
* Climb Rate 1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
* 220 –240 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Descent ===&lt;br /&gt;
* 180 KIAS&lt;br /&gt;
* Descent Rate –1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Approach ===&lt;br /&gt;
* Establish 150 KIAS&lt;br /&gt;
* Set flaps to approach&lt;br /&gt;
* Establish 130 KIAS&lt;br /&gt;
* Landing gear down – set flaps full down&lt;br /&gt;
* Final glide slope 110 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
* 100 KIAS&lt;br /&gt;
* Main wheels down first&lt;br /&gt;
* Lower nose gear&lt;br /&gt;
&lt;br /&gt;
=== [[V Speeds]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, dirty (Vs0)||88 kts&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, clean (Vs1)||104 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best angel of climb (Vx)||123 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best rate of climb (Vy)||135 kts&lt;br /&gt;
|-&lt;br /&gt;
|Maneuvering speed (Va)||184 kts&lt;br /&gt;
|-&lt;br /&gt;
|Never exceed speed (Vne)||247 kts&lt;br /&gt;
|}&lt;br /&gt;
Source: [http://aerolinea.simpilots.es/descargas/Beechcraft_b1900d.pdf SimPilots]&lt;br /&gt;
&lt;br /&gt;
== [[GPS]] ==&lt;br /&gt;
The B1900D is equipped with a functioning Bendix/King KLN 908 [[GPS]] that can be slaved to the autopilot. In the help menu you will find a tutorial on [[GPS]] navigation.&lt;br /&gt;
&lt;br /&gt;
== Liveries ==&lt;br /&gt;
Apart from the two liveries (SWISS ARMY and AIR NEW ZEALAND) that comes with the b1900d aircraft, it is possible to download more on the [http://liveries.flightgear.org/aircraft.php?display=2&amp;amp;id=21 FlightGear Livery Database].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
{{Beechcraft}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Model with well-implemented cockpit]]&lt;br /&gt;
[[Category:Beechcraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=38374</id>
		<title>Beechcraft B1900D</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=38374"/>
		<updated>2011-12-24T08:21:53Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add a paragraph about liveries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= Beechcraft B1900D.png&lt;br /&gt;
|name 		= Beechcraft B1900D&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery		= Air New Zealand, Central Mountain Air, Northern Thunderbird Air&lt;br /&gt;
|authors 	= Syd Adams (3D model/FDM), Jean-Yves Lefort (MKVIII gpws)&lt;br /&gt;
|fdm 		= YASim&lt;br /&gt;
|status-fdm     = &lt;br /&gt;
|status-systems = &lt;br /&gt;
|status-cockpit = &lt;br /&gt;
|status-model   = &lt;br /&gt;
|fgname 	= b1900d&lt;br /&gt;
|download 	= &lt;br /&gt;
}}&lt;br /&gt;
[[File:b1900d-cockpit-pano.jpg|thumb|270px|[[Howto: Make full spherical panorama|A full spherical panorama]] of the 3d Beechcraft B1900d cockpit]]&lt;br /&gt;
&lt;br /&gt;
The '''Beechcraft 1900''' series [[aircraft]] is the most popular 19-passenger [[:Category:Airliners|airliner]] in history. It is a pressurized, twin-engine [[Powerplant#Turboprop|turboprop]] manufactured by the [[Beechcraft|Beechcraft Division]] of the Raytheon Company (now Hawker Beechcraft). Designed primarily as an all weather regional airliner capable of landing on relatively short runways it has also been used by the United States military and other governments.&lt;br /&gt;
&lt;br /&gt;
Beech announced the improved '''1900D''', simulated here, at the US Regional Airlines Association meeting in 1989. The main difference in the 1900D was the substantially deeper fuselage allowing stand up headroom in the cabin. It also had larger passenger and cargo doors and windows, twin ventral strakes and auxiliary horizontal fixed tails. To carry the extra weight Beech upgraded to two PT6A-67D engines, each rated at 1,279 shaft horsepower. Although rarely used a fully fueled Beechcraft 1900 has a range of 860 miles.&lt;br /&gt;
&lt;br /&gt;
The Beechcraft B1900D is one of the default aircraft in [[FlightGear]] and has been available since [[FlightGear 0.9.8]]. &lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Starting Procedure ===&lt;br /&gt;
[[File:Beechcraft_B1900D.JPG|thumb|270px|Cockpit of the B1900D]]&lt;br /&gt;
In the menu bar at the top of the screen you may select B1900D and then Autostart. You may also choose to start-up manually. In the help menu you will find a start up tutorial this is a quick summary.&lt;br /&gt;
&lt;br /&gt;
* Switch on the battery&lt;br /&gt;
* Switch on the left and right generators located on the lower left pilots panel. This should bring up the electrical systems and you should have instrumentation lights &lt;br /&gt;
* Switch on the avionics located just below the battery and generator switches.&lt;br /&gt;
* Look at the throttle panel in between the pilot and co-pilot.  The two far right levers are labeled Condition. Move them fully forward by clicking at the top of the lever slots or by pressing “m”. You should now hear the engines starting up.&lt;br /&gt;
* Move the levers labeled Propeller forward by clicking at the top of the lever slots or by pressing “n”.&lt;br /&gt;
* Move the levers labeled Throttle to the idle position by clicking at the top of the lever slots or by pressing “9” or “PAGEUP”.  &lt;br /&gt;
* Switch on Master Panel and any lights needed on the left side of the overhead console.&lt;br /&gt;
* Reset the Master Caution Warning in the middle top of the pilot panel that is probably flashing red now that all systems are powered up.&lt;br /&gt;
* The aircraft is now ready for take off.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
* Decision at 105 KIAS&lt;br /&gt;
* Rotation at 110 KIAS &lt;br /&gt;
* Pitch	10-15 degrees&lt;br /&gt;
* Trim before engaging autopilot&lt;br /&gt;
&lt;br /&gt;
=== Climb ===&lt;br /&gt;
* Airspeed 160 KIAS&lt;br /&gt;
* Climb Rate 1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
* 220 –240 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Descent ===&lt;br /&gt;
* 180 KIAS&lt;br /&gt;
* Descent Rate –1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Approach ===&lt;br /&gt;
* Establish 150 KIAS&lt;br /&gt;
* Set flaps to approach&lt;br /&gt;
* Establish 130 KIAS&lt;br /&gt;
* Landing gear down – set flaps full down&lt;br /&gt;
* Final glide slope 110 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
* 100 KIAS&lt;br /&gt;
* Main wheels down first&lt;br /&gt;
* Lower nose gear&lt;br /&gt;
&lt;br /&gt;
=== [[V Speeds]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, dirty (Vs0)||88 kts&lt;br /&gt;
|-&lt;br /&gt;
|Stall speed, clean (Vs1)||104 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best angel of climb (Vx)||123 kts&lt;br /&gt;
|-&lt;br /&gt;
|Best rate of climb (Vy)||135 kts&lt;br /&gt;
|-&lt;br /&gt;
|Maneuvering speed (Va)||184 kts&lt;br /&gt;
|-&lt;br /&gt;
|Never exceed speed (Vne)||247 kts&lt;br /&gt;
|}&lt;br /&gt;
Source: [http://aerolinea.simpilots.es/descargas/Beechcraft_b1900d.pdf SimPilots]&lt;br /&gt;
&lt;br /&gt;
== [[GPS]] ==&lt;br /&gt;
The B1900D is equipped with a functioning Bendix/King KLN 908 [[GPS]] that can be slaved to the autopilot. In the help menu you will find a tutorial on [[GPS]] navigation.&lt;br /&gt;
&lt;br /&gt;
== [[Liveries]] ==&lt;br /&gt;
Apart from the two liveries (SWISS ARMY and AIR NEW ZEALAND) that comes with the b1900d aircraft, it is possible to download more on the [http://liveries.flightgear.org/aircraft.php?display=2&amp;amp;id=21 FlightGear Livery Database].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
{{Beechcraft}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Model with well-implemented cockpit]]&lt;br /&gt;
[[Category:Beechcraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&amp;diff=27211</id>
		<title>Howto:Use the normal map effect in aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&amp;diff=27211"/>
		<updated>2010-12-31T10:42:42Z</updated>

		<summary type="html">&lt;p&gt;Cri: Further detail on file naming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear Git has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].&lt;br /&gt;
&lt;br /&gt;
The latest documentation on the FlightGear Effects system is to be found in [http://gitorious.org/fg/fgdata/blobs/master/Docs/README.effects $FG_ROOT/Docs/README.effects]&lt;br /&gt;
&lt;br /&gt;
==Creating the Normal Map==&lt;br /&gt;
&lt;br /&gt;
To create the Normal Map, there are two options.&lt;br /&gt;
&lt;br /&gt;
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.&lt;br /&gt;
&lt;br /&gt;
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender,  [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lets see the 2D approach first: ===&lt;br /&gt;
&lt;br /&gt;
Once you have the GIMP plugin installed, create the normal map as follows.&lt;br /&gt;
&lt;br /&gt;
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. &lt;br /&gt;
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.&lt;br /&gt;
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.&lt;br /&gt;
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.&lt;br /&gt;
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.&lt;br /&gt;
&lt;br /&gt;
[[Image:normalmap1.png|thumb|Height Map with original texture]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.&lt;br /&gt;
# Now we need to convert the height map to a normal map. To do this, use Filters-&amp;gt;Map-&amp;gt;Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.&lt;br /&gt;
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.&lt;br /&gt;
# Optionally, modify the transparency of the map to alter shininess. Fully opaque texture means maximum shininess. Fully transparent means no shininess, but often other channel are also erased, so to not loose the normal information, always keep a little bit of opacity. You can alter the texture with the eraser tool or use a layer mask. You may want to try to use a noise pattern in the layer mask to simulate dirt and wear on the airframe.&lt;br /&gt;
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Now lets see the 3D approach ===&lt;br /&gt;
( this method is independent of the above instruction, and can be done apart )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it &amp;quot;low poly&amp;quot;&lt;br /&gt;
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )&lt;br /&gt;
# Duplicate the &amp;quot;low poly&amp;quot; object, and call the new copy &amp;quot;High poly&amp;quot;.&lt;br /&gt;
# Add details to the &amp;quot;high poly&amp;quot; model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use &amp;quot;multires&amp;quot;, or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you are satisfied with the detail level of the &amp;quot;high poly&amp;quot; copy, it is time to create the normal map from this copy, and to transfer it to  the &amp;quot;low poly&amp;quot; copy. Blender's powerful interface allows to do this in a single operation :&lt;br /&gt;
&lt;br /&gt;
# In object mode, FIRST select the &amp;quot;high poly&amp;quot; object, THEN &amp;quot;SHIFT-select&amp;quot; the &amp;quot;low poly&amp;quot; object to add it to the selection.&lt;br /&gt;
# In the &amp;quot;scene&amp;quot; buttons ( F10 ) , click on the &amp;quot;bake&amp;quot; tab, and make sure you check the &amp;quot;selected to active&amp;quot; and &amp;quot;normals&amp;quot; options. In the menu under &amp;quot;dist&amp;quot; and &amp;quot;bias&amp;quot;, choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.&lt;br /&gt;
# It is wise to specify a bleeding margin in the &amp;quot;margin&amp;quot; option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.&lt;br /&gt;
# When everything is set, click the big &amp;quot;bake&amp;quot; button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :&lt;br /&gt;
&lt;br /&gt;
# Open your normal map in GIMP, and go to &amp;quot;Colors -&amp;gt; Components -&amp;gt; Decompose&amp;quot;. Choose the RVB option, and &amp;quot;decompose as layers&amp;quot;. Validate.&lt;br /&gt;
# In the new image that opens, invert the values in the RED and GREEN layers.&lt;br /&gt;
# Again, go to &amp;quot;Colors -&amp;gt; Components&amp;quot;, but now, &amp;quot;Compose&amp;quot;. Choose the RVB option.&lt;br /&gt;
# A new image opens, quite similar to the original, but with slight differences. Save this image.&lt;br /&gt;
&lt;br /&gt;
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.&lt;br /&gt;
&lt;br /&gt;
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:normalmap2.png|thumb|Final normal map]]&lt;br /&gt;
&lt;br /&gt;
==Creating the Normal Map Effect==&lt;br /&gt;
&lt;br /&gt;
Now we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.&lt;br /&gt;
&lt;br /&gt;
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.&lt;br /&gt;
# Copy the first set of XML (between the &amp;lt;PropertyList&amp;gt; and &amp;lt;/PropertyList&amp;gt; tags) into a new .eff file in your aircraft directory (e.g. if you want to apply the effect to wings, create the file bumpspec-wing.eff in aircraft-name/Models/Effects/)&lt;br /&gt;
# Edit the new file so that it has an appropriate &amp;lt;name&amp;gt; entry and an &amp;lt;image&amp;gt; entry that matches the normal map you created above. For example, in this case we've created the effect Aircraft/c172p/Models/Effects/bumpspec-wing, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;Aircraft/c172p/Models/Effects/bumpspec-wing&amp;lt;/name&amp;gt;&lt;br /&gt;
    &amp;lt;inherits-from&amp;gt;Effects/bumpspec&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
    &amp;lt;parameters&amp;gt;&lt;br /&gt;
      &amp;lt;texture n=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;image&amp;gt;Aircraft/c172p/Models/Liveries/wing-normal.png&amp;lt;/image&amp;gt;&lt;br /&gt;
        &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
        &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
        &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
        &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
      &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/parameters&amp;gt;&lt;br /&gt;
  &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.&lt;br /&gt;
&lt;br /&gt;
==Applying the Effect to the model==&lt;br /&gt;
&lt;br /&gt;
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;effect&amp;gt;&lt;br /&gt;
    &amp;lt;inherits-from&amp;gt;Aircraft/c172p/Models/Effects/bumpspec-wing&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;wing_1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/effect&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now load your model and admire the Effect:&lt;br /&gt;
&lt;br /&gt;
[[Image:normalmap3.png|thumb|Cessna with normal map]]&lt;br /&gt;
&lt;br /&gt;
==Final Notes==&lt;br /&gt;
&lt;br /&gt;
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. &lt;br /&gt;
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.&lt;br /&gt;
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.&lt;br /&gt;
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for &amp;quot;rivet&amp;quot; effects.&lt;br /&gt;
* Make sure all the faces of the object that you assign the effect to have a texture assigned to them, otherwise you will cause a crash in the OpenGL layer (below OSG), because the effect's tangent and binormal vectors are computed using object's texture mapping coordinates. If you try to feed an untextured object to the generator, it should abort with a null vector, and then passing this null vector to the driver leads to a segfault.&lt;br /&gt;
&lt;br /&gt;
[[fr:Tutoriel: Usage de l'effet de Normal Maps]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&amp;diff=27210</id>
		<title>Howto:Use the normal map effect in aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&amp;diff=27210"/>
		<updated>2010-12-31T10:06:04Z</updated>

		<summary type="html">&lt;p&gt;Cri: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear Git has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].&lt;br /&gt;
&lt;br /&gt;
The latest documentation on the FlightGear Effects system is to be found in [http://gitorious.org/fg/fgdata/blobs/master/Docs/README.effects $FG_ROOT/Docs/README.effects]&lt;br /&gt;
&lt;br /&gt;
==Creating the Normal Map==&lt;br /&gt;
&lt;br /&gt;
To create the Normal Map, there are two options.&lt;br /&gt;
&lt;br /&gt;
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.&lt;br /&gt;
&lt;br /&gt;
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender,  [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lets see the 2D approach first: ===&lt;br /&gt;
&lt;br /&gt;
Once you have the GIMP plugin installed, create the normal map as follows.&lt;br /&gt;
&lt;br /&gt;
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. &lt;br /&gt;
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.&lt;br /&gt;
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.&lt;br /&gt;
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.&lt;br /&gt;
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.&lt;br /&gt;
&lt;br /&gt;
[[Image:normalmap1.png|thumb|Height Map with original texture]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.&lt;br /&gt;
# Now we need to convert the height map to a normal map. To do this, use Filters-&amp;gt;Map-&amp;gt;Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.&lt;br /&gt;
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.&lt;br /&gt;
# Optionally, modify the transparency of the map to alter shininess. Fully opaque texture means maximum shininess. Fully transparent means no shininess, but often other channel are also erased, so to not loose the normal information, always keep a little bit of opacity. You can alter the texture with the eraser tool or use a layer mask. You may want to try to use a noise pattern in the layer mask to simulate dirt and wear on the airframe.&lt;br /&gt;
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Now lets see the 3D approach ===&lt;br /&gt;
( this method is independent of the above instruction, and can be done apart )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it &amp;quot;low poly&amp;quot;&lt;br /&gt;
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )&lt;br /&gt;
# Duplicate the &amp;quot;low poly&amp;quot; object, and call the new copy &amp;quot;High poly&amp;quot;.&lt;br /&gt;
# Add details to the &amp;quot;high poly&amp;quot; model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use &amp;quot;multires&amp;quot;, or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you are satisfied with the detail level of the &amp;quot;high poly&amp;quot; copy, it is time to create the normal map from this copy, and to transfer it to  the &amp;quot;low poly&amp;quot; copy. Blender's powerful interface allows to do this in a single operation :&lt;br /&gt;
&lt;br /&gt;
# In object mode, FIRST select the &amp;quot;high poly&amp;quot; object, THEN &amp;quot;SHIFT-select&amp;quot; the &amp;quot;low poly&amp;quot; object to add it to the selection.&lt;br /&gt;
# In the &amp;quot;scene&amp;quot; buttons ( F10 ) , click on the &amp;quot;bake&amp;quot; tab, and make sure you check the &amp;quot;selected to active&amp;quot; and &amp;quot;normals&amp;quot; options. In the menu under &amp;quot;dist&amp;quot; and &amp;quot;bias&amp;quot;, choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.&lt;br /&gt;
# It is wise to specify a bleeding margin in the &amp;quot;margin&amp;quot; option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.&lt;br /&gt;
# When everything is set, click the big &amp;quot;bake&amp;quot; button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :&lt;br /&gt;
&lt;br /&gt;
# Open your normal map in GIMP, and go to &amp;quot;Colors -&amp;gt; Components -&amp;gt; Decompose&amp;quot;. Choose the RVB option, and &amp;quot;decompose as layers&amp;quot;. Validate.&lt;br /&gt;
# In the new image that opens, invert the values in the RED and GREEN layers.&lt;br /&gt;
# Again, go to &amp;quot;Colors -&amp;gt; Components&amp;quot;, but now, &amp;quot;Compose&amp;quot;. Choose the RVB option.&lt;br /&gt;
# A new image opens, quite similar to the original, but with slight differences. Save this image.&lt;br /&gt;
&lt;br /&gt;
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.&lt;br /&gt;
&lt;br /&gt;
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:normalmap2.png|thumb|Final normal map]]&lt;br /&gt;
&lt;br /&gt;
==Creating the Normal Map Effect==&lt;br /&gt;
&lt;br /&gt;
Now we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.&lt;br /&gt;
&lt;br /&gt;
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.&lt;br /&gt;
# Copy the first set of XML (between the &amp;lt;PropertyList&amp;gt; and &amp;lt;/PropertyList&amp;gt; tags into a new .eff file in your aircraft directory.&lt;br /&gt;
# Edit the new file so that it has an appropriate &amp;lt;name&amp;gt; entry and an &amp;lt;image&amp;gt; entry that matches the normal map you created above. For example, in this case we've created the effect Aircraft/c172p/Models/Effects/bumpspec, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;Aircraft/c172p/Models/Effects/bumpspec&amp;lt;/name&amp;gt;&lt;br /&gt;
    &amp;lt;inherits-from&amp;gt;Effects/bumpspec&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
    &amp;lt;parameters&amp;gt;&lt;br /&gt;
      &amp;lt;texture n=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;image&amp;gt;Aircraft/c172p/Models/Liveries/wing-normal.png&amp;lt;/image&amp;gt;&lt;br /&gt;
        &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
        &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
        &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
        &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
      &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/parameters&amp;gt;&lt;br /&gt;
  &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.&lt;br /&gt;
&lt;br /&gt;
==Applying the Effect to the model==&lt;br /&gt;
&lt;br /&gt;
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;effect&amp;gt;&lt;br /&gt;
    &amp;lt;inherits-from&amp;gt;Aircraft/c172p/Models/Effects/bumpspec&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;wing_1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/effect&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now load your model and admire the Effect:&lt;br /&gt;
&lt;br /&gt;
[[Image:normalmap3.png|thumb|Cessna with normal map]]&lt;br /&gt;
&lt;br /&gt;
==Final Notes==&lt;br /&gt;
&lt;br /&gt;
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. &lt;br /&gt;
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.&lt;br /&gt;
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.&lt;br /&gt;
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for &amp;quot;rivet&amp;quot; effects.&lt;br /&gt;
* Make sure all the faces of the object that you assign the effect to have a texture assigned to them, otherwise you will cause a crash in the OpenGL layer (below OSG), because the effect's tangent and binormal vectors are computed using object's texture mapping coordinates. If you try to feed an untextured object to the generator, it should abort with a null vector, and then passing this null vector to the driver leads to a segfault.&lt;br /&gt;
&lt;br /&gt;
[[fr:Tutoriel: Usage de l'effet de Normal Maps]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=26028</id>
		<title>Beechcraft B1900D</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Beechcraft_B1900D&amp;diff=26028"/>
		<updated>2010-12-01T19:38:15Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add cockpit panorama&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =BeechcraftB1900D.jpg&lt;br /&gt;
|name =Beechcraft B1900D&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|livery=Air New Zealand, Central Mountain Air, Northern Thunderbird Air, [[Island Virtual Airways]], [[Air San Francisco]]&lt;br /&gt;
|authors =Syd Adams (3D model/FDM), Jean-Yves Lefort (MKVIII gpws)&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =Development&lt;br /&gt;
|fgname =b1900d&lt;br /&gt;
|download =http://www.flightgear.org/Downloads/aircraft/#b1900d&lt;br /&gt;
|ratingfdm =4&lt;br /&gt;
|ratingexterior =5&lt;br /&gt;
|ratingcockpit =4&lt;br /&gt;
|ratingsounds =4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:b1900d-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the 3d Beechcraft B1900d cockpit]]&lt;br /&gt;
&lt;br /&gt;
== About the aircraft ==&lt;br /&gt;
&lt;br /&gt;
The '''Beechcraft 1900''' series aircraft is the most popular 19-passenger airliner in history. It is a pressurized, twin-engine [[Powerplant#Turboprop|turboprop]] manufactured by the Beechcraft Division of the Raytheon Company (now Hawker Beechcraft). Designed primarily as an all weather regional airliner capable of landing on relatively short runways it has also been used by the United States military and other governments.&lt;br /&gt;
&lt;br /&gt;
Beech announced the improved '''1900D''', simulated here, at the US Regional Airlines Association meeting in 1989. The main difference in the 1900D was the substantially deeper fuselage allowing stand up headroom in the cabin. It also had larger passenger and cargo doors and windows, twin ventral strakes and auxiliary horizontal fixed tails. To carry the extra weight Beech upgraded to two PT6A-67D engines, each rated at 1,279 shaft horsepower. Although rarely used a fully fueled Beechcraft 1900 has a range of 860 miles.&lt;br /&gt;
&lt;br /&gt;
The [[Beechcraft B1900D]] is one of the default aircraft in [[FlightGear]] and has been available since [[FlightGear 0.9.8]]. &lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Starting Procedure ===&lt;br /&gt;
In the menu bar at the top of the screen you may select B1900D and then Autostart. You may also choose to start-up manually. In the help menu you will find a start up tutorial this is a quick summary.&lt;br /&gt;
&lt;br /&gt;
* Switch on the battery&lt;br /&gt;
* Switch on the left and right generators located on the lower left pilots panel. This should bring up the electrical systems and you should have instrumentation lights &lt;br /&gt;
* Switch on the avionics located just below the battery and generator switches.&lt;br /&gt;
* Look at the throttle panel in between the pilot and co-pilot.  The two far right levers are labeled Condition. Move them fully forward by clicking at the top of the lever slots or by pressing “m”. You should now hear the engines starting up.&lt;br /&gt;
* Move the levers labeled Propeller forward by clicking at the top of the lever slots or by pressing “n”.&lt;br /&gt;
* Move the levers labeled Throttle to the idle position by clicking at the top of the lever slots or by pressing “9” or “PAGEUP”.  &lt;br /&gt;
* Switch on Master Panel and any lights needed on the left side of the overhead console.&lt;br /&gt;
* Reset the Master Caution Warning in the middle top of the pilot panel that is probably flashing red now that all systems are powered up.&lt;br /&gt;
* The aircraft is now ready for take off.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
* Decision at 105 KIAS&lt;br /&gt;
* Rotation at 110 KIAS &lt;br /&gt;
* Pitch	10-15 degrees&lt;br /&gt;
* Trim before engaging autopilot&lt;br /&gt;
&lt;br /&gt;
=== Climb ===&lt;br /&gt;
* Airspeed 160 KIAS&lt;br /&gt;
* Climb Rate 1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
* 220 –240 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Descent ===&lt;br /&gt;
* 180 KIAS&lt;br /&gt;
* Descent Rate –1500 fpm&lt;br /&gt;
&lt;br /&gt;
=== Approach ===&lt;br /&gt;
* Establish 150 KIAS&lt;br /&gt;
* Set flaps to approach&lt;br /&gt;
* Establish 130 KIAS&lt;br /&gt;
* Landing gear down – set flaps full down&lt;br /&gt;
* Final glide slope 110 KIAS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
* 100 KIAS&lt;br /&gt;
* Main wheels down first&lt;br /&gt;
* Lower nose gear&lt;br /&gt;
&lt;br /&gt;
== [[GPS]] ==&lt;br /&gt;
The B1900D is equipped with a functioning Bendix/King KLN 908 [[GPS]] that can be slaved to the autopilot. In the help menu you will find a tutorial on [[GPS]] navigation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[File:Beechcraft_B1900D.JPG|thumb|270px|Cockpit of the B1900D]]&lt;br /&gt;
{{Beechcraft}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Model with well-implemented cockpit]]&lt;br /&gt;
[[Category:Beechcraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:B1900d-cockpit-pano.jpg&amp;diff=26027</id>
		<title>File:B1900d-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:B1900d-cockpit-pano.jpg&amp;diff=26027"/>
		<updated>2010-12-01T19:36:42Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the Beechcraft B1900D cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the Beechcraft B1900D cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=IAR_80&amp;diff=25442</id>
		<title>IAR 80</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=IAR_80&amp;diff=25442"/>
		<updated>2010-11-21T13:02:28Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add cockpit panorama&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-stable}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =Iar80-flight.jpg&lt;br /&gt;
|alt =IAR80 in the default Romanian livery.&lt;br /&gt;
|name =IAR 80&lt;br /&gt;
|type = Fighter aircraft&lt;br /&gt;
|livery = &lt;br /&gt;
|authors = Emilian Huminiuc&lt;br /&gt;
|status = beta&lt;br /&gt;
|fdm = YASim&lt;br /&gt;
|fgname = IAR80&lt;br /&gt;
|download = http://flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=7225&lt;br /&gt;
}}[[Image:iar80-cockpit-dusk.jpg|thumb|270px|The IAR80 cockpit]][[Image:iar80-dusk.jpg|thumb|270px]][[Image:iar80-metal.jpg|thumb|270px]][[Image:iar80-ocean.jpg|thumb|270px]][[Image:iar80-angry.jpg|thumb|270px]]&lt;br /&gt;
The '''IAR 80''' was a Romanian World War II low-wing, monoplane, all-metal construction [[:Category:Military aircraft|fighter aircraft]]. When it first flew, in 1939, it was competitive with most contemporary designs like the German [[Messerschmitt Bf 109|Bf 109]]E, the British [[Hawker Hurricane]] and the [[Supermarine Spitfire]]. &lt;br /&gt;
&lt;br /&gt;
[[File:iar80-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the IAR 80 3d cockpit]]&lt;br /&gt;
&lt;br /&gt;
==Aircraft Features==&lt;br /&gt;
&lt;br /&gt;
===Livery System===&lt;br /&gt;
:Besides the default [[Livery_over_MP|livery]] there are two additional ones, a bare-metal one and another fictional one in the current Romanian Air Club scheme.&lt;br /&gt;
:Changing [[Livery_over_MP|livery]] also changes the reflectivity of the material, thus the default one is rather matte, while the two others have increased reflectivity.&lt;br /&gt;
&lt;br /&gt;
===Shader Effects=== &lt;br /&gt;
:The IAR-80 uses the reflect-bump-spec [[Shaders|shader]], giving it increased detail.&lt;br /&gt;
:Also for [[FlightGear_History#Version_2.0.0_.282010.29|Flightgear 2.0]] users, there's the initial version of the [[Shaders|shader]] provided, which can be activated by editing the iar80.xml file in the Models folder.&lt;br /&gt;
&lt;br /&gt;
===Particle Effects===&lt;br /&gt;
*Engine smoke, changing colour and density with the thrust and mixture.&lt;br /&gt;
*When the engine experiences increased wear, there's also darker denser smoke.&lt;br /&gt;
*Particle [[Howto:_Add_contrails|contrails]].&lt;br /&gt;
*Wingtip vortices when near stall AOA.&lt;br /&gt;
*Propwash when on ground/at low altitude.&lt;br /&gt;
&lt;br /&gt;
===View Effects===&lt;br /&gt;
:By use of [[Nasal_scripting_language|Nasal]], the internal view shakes when rolling on the runway, and to simulate the buffeting experienced when aproaching stall AOA.&lt;br /&gt;
&lt;br /&gt;
===Controls Filter===&lt;br /&gt;
:Also via a [[Nasal_scripting_language|Nasal]] script, the control input is filtered resulting in decreased input to the control surfaces due to the airflow over them, also this was necessary as the elevator had dynamic compensator tabs.&lt;br /&gt;
&lt;br /&gt;
===Submodel Bullets===&lt;br /&gt;
:No warbird is an warbird without it's ''claws''. Thus [[Gun_Effects|submodel bullets]] are implemented, with particle smoke and sounds too.&lt;br /&gt;
&lt;br /&gt;
===Advanced Engine Startup and Management===&lt;br /&gt;
:The [[#Startup|startup]] procedure is rather 'realistic', from a dark and cold state. While flying you have to [[#Engine Management Precautions|take care]] of the engine (see the [[#Aircraft help|help]] section below).&lt;br /&gt;
&lt;br /&gt;
===Engine Sputter===&lt;br /&gt;
*The engine sputters when overheated/worn due to incorrect management.&lt;br /&gt;
*The engine sputters when low on fuel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
&lt;br /&gt;
===Specific Key Bindings===&lt;br /&gt;
* '''ctrl+d''': open/close the canopy.&lt;br /&gt;
* '''r/shift+r''' : open/close the cowling flaps.&lt;br /&gt;
:''All other keybindings are the [[New_to_FlightGear#Using_the_Keyboard_and_Mouse|default]] ones.''&lt;br /&gt;
&lt;br /&gt;
===Clickable Levers and Sliders===&lt;br /&gt;
:All the levers and sliders in the cockpit are clickable, and use LMB to increase value/position and MMB to decrease the value/position.&amp;lt;br /&amp;gt;''Alternately you can use the scroll wheel to make finer adjustments.''&lt;br /&gt;
&lt;br /&gt;
===Startup===&lt;br /&gt;
# Turn master switch on (the big hexagonal button over the pilot's right shoulder).&lt;br /&gt;
# Set mixture to rich (lever at forward position).&lt;br /&gt;
# Set some throttle.&lt;br /&gt;
# Prime 6-9 times.&lt;br /&gt;
# Set prop-pitch to middle position.&lt;br /&gt;
# Set magnetos to M1+2.&lt;br /&gt;
# Open the cowl-flaps (&amp;quot;r&amp;quot; key).&lt;br /&gt;
# Engage starter button and hope it will start.&lt;br /&gt;
:''If the engine doesn't start, just sputters, it usually means you have not primed enough. To check if that is the case, keep an eye on the fuel-pressure gauge (on the left pannel, the gauge with two needles on it, the right needle), it should increase when you engage the starter. Also, when priming, make shure the lever reaches the forward end of travel, otherwise that push doesn't register.''&lt;br /&gt;
&lt;br /&gt;
===Warm-up===&lt;br /&gt;
# Set prop-pitch for minimum revs (towards the rear)&lt;br /&gt;
# Add some throttle until boost pressure reaches ~400 (engine rpm will stabilise at about 1250-1300)&lt;br /&gt;
# Wait until oil pressure gets over 1 and oil-temp reaches 60&lt;br /&gt;
&lt;br /&gt;
===Taxi===&lt;br /&gt;
:For taxiing you have to use the differential brakes, as there was just a tail-skid.&lt;br /&gt;
&lt;br /&gt;
===Takeoff===&lt;br /&gt;
# Close canopy if you have not done so yet.&lt;br /&gt;
# Set flaps to position 2 (30 degrees).&lt;br /&gt;
# Set prop-pitch so that the indicator forms a small &amp;quot;V&amp;quot; around 12 o'clock.&lt;br /&gt;
# Set full throttle.&lt;br /&gt;
# Release brakes and be prepared to correct the aircraft's tendency to yaw to the left (either by braking (at low speeds) or by using opposite rudder).&lt;br /&gt;
# Maintain a little forward pressure on the stick until the tail lifts off the ground.&lt;br /&gt;
# Maintain little back pressure (just enough to keep the plane level) until about 150-160 km/h when the plane should take off.&lt;br /&gt;
# Raise gear.&lt;br /&gt;
# Raise flaps at about 230km/h.&lt;br /&gt;
&lt;br /&gt;
===Cruise===&lt;br /&gt;
# Set prop pitch so that the needles of the indicator form a V around the 11:05 position.&lt;br /&gt;
# Set mixture lever at about the apex of the bend in the lever guard. (~0.6 - 0.7 mixture).&lt;br /&gt;
# Cowl flaps at position 4/8.&lt;br /&gt;
&lt;br /&gt;
===Landing===&lt;br /&gt;
# Reduce throttle.&lt;br /&gt;
# Open the cowl flaps.&lt;br /&gt;
# At about 300 km/h start extending full flaps.&lt;br /&gt;
# At about 250 km/h extend gear.&lt;br /&gt;
# Touchdown at ~170 km/h.&lt;br /&gt;
&lt;br /&gt;
===Engine Management Precautions===&lt;br /&gt;
:The engine will exhibit increased wear signs and will eventualy stop if you do not follow these guidelines:&lt;br /&gt;
* Do not exceed (except ocasionally on take-off / in emergency) 950 boost. &lt;br /&gt;
* Keep below 1300 rpm until engine warm-up complete.&lt;br /&gt;
* Keep below 2500 rpm in normal flight (below 2800 on take-off/in emergency).&lt;br /&gt;
* Keep the oil temperature below 120 degrees C (except take-off/emergency).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Historical aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Iar80-cockpit-pano.jpg&amp;diff=25441</id>
		<title>File:Iar80-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Iar80-cockpit-pano.jpg&amp;diff=25441"/>
		<updated>2010-11-21T13:01:16Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the IAR 80 cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the IAR 80 cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_777-200&amp;diff=25440</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=25440"/>
		<updated>2010-11-21T12:54:26Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add cockpit panorama&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;
[[File:777-200er-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the Boeing 777-200ER 3d cockpit]]&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 [[Boeing 777 Tutorial: Version 2.0|updated version]] is available.&lt;br /&gt;
&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;
===Autopilot===&lt;br /&gt;
taken from [http://www.flightgear.org/forums/viewtopic.php?f=25&amp;amp;t=8338 forums].&lt;br /&gt;
[[Image:777-200_Autopilot.png|thumb|270px|777-200 Autopilot]]&lt;br /&gt;
Autopilot controls, from left to right, top to bottom:&lt;br /&gt;
&lt;br /&gt;
*A/P - Autopilot engage/disengage button&lt;br /&gt;
*F/D - Flight director (the pink lines that show up on your attitude indicator)&lt;br /&gt;
*A/T ARM (L/R) - Arm/disarm autothrottle for left/right engines&lt;br /&gt;
*CLB CON - Continue climbing using the vertical speed the plane was at, when this setting was first engaged&lt;br /&gt;
*A/T - Autothrottle engage/disengage button- unlike the real 777, the autothrottle is not independent from the main autopilot, so you'll have to activate this switch AND the main autopilot to use the autothrottle&lt;br /&gt;
*IAS &amp;lt;&amp;gt; MACH - Switch between IAS speed mode and Mach number speed mode&lt;br /&gt;
*IAS window - Set your desired IAS speed or Mach speed here&lt;br /&gt;
*LNAV - Tells the autopilot to follow the Route Manager settings laterally (control the heading)- this has never worked for me, the autopilot just makes meaningless circles/goes north&lt;br /&gt;
*VNAV - Same as LNAV, except vertically (control the altitude)- never tried this setting before&lt;br /&gt;
*FLCH - &lt;br /&gt;
*A/P DISENGAGE - Dedicated autopilot disengage button- click twice&lt;br /&gt;
*HDG &amp;lt;&amp;gt; TRK - Switch between heading bug and course track&lt;br /&gt;
*HDG window - Set your desired heading or course track here&lt;br /&gt;
*Bank limits (AUTO/5/25) - Define banking limits for turning- i.e. 5 for gentle turns at cruising altitude, 25 for good maneuverability at lower speeds; auto will be fine in most cases&lt;br /&gt;
*HOLD - Engage/disengage heading or course hold mode&lt;br /&gt;
*V/S &amp;lt;&amp;gt; FPA - Switch between Vertical Speed and Flight Path Angle&lt;br /&gt;
*V/S window - Set your desired Vertical Speed or Flight Path Angle&lt;br /&gt;
*VS/FPA - Engage/disengage Vertical Speed/Flight Path Angle hold mode&lt;br /&gt;
*ALTITUDE window - Set your desired altitude here&lt;br /&gt;
*Altitude selection setting (AUTO/1000) - Switch between automatic incrementing (AUTO) and incrementing by the thousands (1000)- this setting only helps when selecting the altitude via the knobs, this won't apply if using the Autopilot Settings dialog&lt;br /&gt;
*HOLD - Engage/disengage altitude hold mode&lt;br /&gt;
*LOC - Track NAV1 VOR, flying by the heading given by the NAV1 radial&lt;br /&gt;
*APP - Track an ILS glideslope, laterally and vertically- can be overriden by LOC, HDG, and ALT (i.e. you want to maintain a certain altitude until you capture the glideslope)&lt;br /&gt;
*A/P - Engage/disengage autopilot&lt;br /&gt;
*F/D - Flight director&lt;br /&gt;
&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>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:777-200er-cockpit-pano.jpg&amp;diff=25439</id>
		<title>File:777-200er-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:777-200er-cockpit-pano.jpg&amp;diff=25439"/>
		<updated>2010-11-21T12:53:05Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the Boeing 777-200er cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the Boeing 777-200er cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_SR-71_Blackbird&amp;diff=25438</id>
		<title>Lockheed SR-71 Blackbird</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_SR-71_Blackbird&amp;diff=25438"/>
		<updated>2010-11-21T12:43:15Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add cockpit panorama&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This includes the following models: SR-71A, SR-71B''&amp;lt;br/&amp;gt;&lt;br /&gt;
''This article is about the model in /data/Aircraft/SR71-BlackBird on CVS''&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =B-2.jpg&lt;br /&gt;
|name =Lockheed SR-71 Blackbird&lt;br /&gt;
|type =Strategic Reconnaissance&lt;br /&gt;
|fdm =JSBSim&lt;br /&gt;
|status =Development&lt;br /&gt;
|authors =Gerard Robin&lt;br /&gt;
|fgname =&amp;lt;tt&amp;gt;Blackbird, Blackbird-A, Blackbird-B&amp;lt;/tt&amp;gt;&lt;br /&gt;
|download =http://www.flightgear.org/Downloads/aircraft/index.shtml#Lockheed-SR71&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Lockheed SR-71''' is an advanced, long-range, Mach 3 strategic reconnaissance aircraft developed from the [[Lockheed A-12]] and [[Lockheed YF-12A|YF-12A]] aircraft by the Lockheed Skunk Works. The SR-71 was unofficially named the Blackbird, and called the Habu by its crews. Clarence &amp;quot;Kelly&amp;quot; Johnson was responsible for many of the design's advanced concepts. A defensive feature of the aircraft was its high speed and operating altitude, whereby, if a surface-to-air missile launch were detected, standard evasive action was simply to accelerate. The SR-71 line was in service from 1964 to 1998, with 12 of the 32 aircraft being destroyed in accidents, though none were lost to enemy action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This article is about the model in /data/Aircraft/SR71-BlackBird on CVS and goes by fgname &amp;lt;tt&amp;gt; blackbird &amp;lt;/tt&amp;gt;, but there is another one in the directory Aircraft/Lockheed-SR71/ and both can be downloaded from flightgear.org.  The fgname for it is &amp;lt;tt&amp;gt; sr71-yasim &amp;lt;/tt&amp;gt;, and it uses YASim.&lt;br /&gt;
&lt;br /&gt;
[[File:sr71a-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the Lockheed SR-71 Blackbird 3d cockpit]]&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
===Startup===&lt;br /&gt;
* Press &amp;lt;tt&amp;gt;}&amp;lt;/tt&amp;gt; to toggle the master electric switch.&lt;br /&gt;
* Press space or &amp;lt;tt&amp;gt;s&amp;lt;/tt&amp;gt; to activate the starter. The engine will spin up to a maximum of about 25% N2 (5.2% N1).&lt;br /&gt;
* After reaching 15% N1, press &amp;lt;tt&amp;gt;{&amp;lt;/tt&amp;gt; to turn off the cutoff to let the engines start. Wait for the EP Ratio needle to come close to 1.1.&lt;br /&gt;
* Don't forget to press &amp;lt;tt&amp;gt;d&amp;lt;/tt&amp;gt; to close the canopy.&lt;br /&gt;
* Release the parking brake, put the throttle to max and takeoff.&lt;br /&gt;
&lt;br /&gt;
===Landing===&lt;br /&gt;
[[Image:B-2_refuel.jpg|thumb|270px|A SR-71 refueling behind a [[KC-135]] tanker]]&lt;br /&gt;
&lt;br /&gt;
====Braking chute====&lt;br /&gt;
The braking chute will be automatically deployed if:&lt;br /&gt;
&lt;br /&gt;
* Brake chute doors are opened (&amp;lt;tt&amp;gt;Ctrl-b&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Airspeed is less than 200 kts.&lt;br /&gt;
* [[Above Ground Level|AGL]] is lees than 20 ft.&lt;br /&gt;
* Throttle positions are less than 0.1.&lt;br /&gt;
&lt;br /&gt;
The braking chute will be released/untied if:&lt;br /&gt;
&lt;br /&gt;
* Airspeed is less than 50 kts.&lt;br /&gt;
&lt;br /&gt;
'''Remember:''' it can be used only once. If you want to use it again you have to reload (&amp;lt;tt&amp;gt;j&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Flight Manual ==&lt;br /&gt;
&lt;br /&gt;
There is an actual [http://www.netwrx1.com/skunk-works/sr71flt.pdf SR-71 Flight Manual] available online if you want to know the full operating procedures of the aircraft - not all operations are supported by the model though. Here is an abbreviated version geared to what is available and possible in Flightgear.&lt;br /&gt;
&lt;br /&gt;
=== Pre-flight preparations ===&lt;br /&gt;
&lt;br /&gt;
Select a destination and enter it into the route manager. The real SR-71 has an Astro-Inertial Navigation System (ANS) which is capable of navigating a preset series of waypoints just as the route manager. For a first flight, a distance to destination of about 1500 nm is suitable, the flight time is then about 1 hour with sufficient time to climb up to cruising altitude and spend some 15-20 minutes cruising. For better performance, reduce the fuel level accordingly. With full tanks, the Blackbird should have a range of 2900 nm, so 2/3 of normal fuel should be ample. Note that navigating by sight like following a coastline is quite impossible from 80.000 ft - it takes about 30.000 m visibility to see the ground directly beneath the aircraft, and at least 10 times this much to see anything from the cockpit. This is asking for really good weather in reality, and definitely not viable in the simulation - so the ANS is the only real option.&lt;br /&gt;
&lt;br /&gt;
It also can't hurt to have some background knowledge about supersonic high-altitude flight - [[Understanding Supersonic Flight]] and [[Understanding airspeed measures]] provide some useful background to understand why the plane must be operated the way it is.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
&lt;br /&gt;
Start the electric system (&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;), start the engines (&amp;lt;b&amp;gt;s&amp;lt;/b&amp;gt;), watch the engines spin up to 15% N1, then turn off the cutoff (&amp;lt;b&amp;gt;{&amp;lt;/b&amp;gt;) and wait for the engines to become operational. Close the canopy (&amp;lt;b&amp;gt;d&amp;lt;/b&amp;gt;), release parking brakes (&amp;lt;b&amp;gt;shift-b&amp;lt;/b&amp;gt;) and taxi to the runway. Put the throttle to full afterburner power and rotate at about 200 KEAS (knots equivalent airspeed), retract gear (&amp;lt;b&amp;gt;g&amp;lt;/b&amp;gt;) after liftoff. Climb out at about 250 KEAS.&lt;br /&gt;
&lt;br /&gt;
=== Subsonic climb ===&lt;br /&gt;
&lt;br /&gt;
The Blackbird is not exactly a nimble plane in the subsonic regime, but all in all handles well.  After getting the okay from ATC, turn towards the destination (you may get the autopilot to lock on that heading) and start climbing while steadily accelerating towards Mach 1. Leave the throttle at full thrust (in fact, thrust will remain on full afterburner power all the way till the beginning of the descent). Climb below Mach 1 towards 25.000 ft. This is the usual air-air refueling altitude for the SR-71, so in a more complicated flightplan taking off with a small load of fuel, you would now find the tanker and fill the tanks. This is also a good opportunity for final changes of the heading - turning at Mach 3 costs a lot of time and fuel and should be avoided if possible.&lt;br /&gt;
&lt;br /&gt;
=== Supersonic climb ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:SR-71-Mach3.jpg|thumb|300px|Finally there - black morning sky and stars from 80.000 ft at Mach 3.2]]&lt;br /&gt;
&lt;br /&gt;
While having a simulated autopilot fly a simulated plane is in general a bit odd, letting the autopilot handle the Blackbird in supersonic flight is worth considering, as it makes life &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; easier. The reason is that at high velocities, even a small-angle descent immediately leads to a very impressive sinkrate, so the plane needs to be controlled very precisely. But at the same time, the response of the plane at high altitude is increasingly sluggish, and overcorrecting happens easily. In addition, the plane rolls easily and it costs a lot of attention to control course. While small deviations from the optimal climb path just cost more fuel, larger deviations may mean that you have to descend and climb back again. The autopilot can handle the required maneuvering more efficient.&lt;br /&gt;
&lt;br /&gt;
In any case, it is time to go supersonic. Dependent on conditions, the procedure is to either climb to 33.000 ft with Mach 0.99 and reach Mach 1.25 in a shallow descent to 30.000 ft, or to accelerate to Mach 1.25 in level flight at 25.000 ft. After reaching Mach 1.25, start climbing again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The plane is now flown on a climbing trajectory of constant 450 KEAS. At higher altitude, this corresponds to increasingly higher Mach numbers. The climb is not particularly fast - just keep climbing slowly and steadily. At about 70.000 feet, allow reduction down to 400 KEAS when climbing to 80.000 ft, there level off - you should be able to reach Mach 3.2 or more, dependent on fuel load. When the fuel load is light, consider climbing to 85.000 ft for better efficiency. Cruise and watch the distance to destination melt away.&lt;br /&gt;
&lt;br /&gt;
=== Descent ===&lt;br /&gt;
&lt;br /&gt;
About 230 miles to destination, prepare for descent. Switch afterburner off and reduce thrust to military power. Keep the altitude until the plane decelerates to 350 KEAS, then start descending keeping this airspeed. The descent is again rather shallow, and it should take about 200 miles to get to 25.000 ft, at which point you can safely switch off the autopilot and fly the rest of the trip yourself.&lt;br /&gt;
&lt;br /&gt;
[[Image:SR-71-Returning.jpg|thumb|300px|Descending from high altitude]]&lt;br /&gt;
&lt;br /&gt;
=== Approach and landing ===&lt;br /&gt;
&lt;br /&gt;
Fly the approach pattern of your choice to the destination runway. Reduce airspeed to about 220 KEAS below 10.000 ft, turn into final approach with about 200 KEAS. Watch the speed, especially when making tight turns in the approach pattern. The Blackbird is a supersonic aircraft with bad aerodynamics in subsonic flight - if you stall, there's little chance to recover. Arm the braking chute (&amp;lt;b&amp;gt;ctrl-b&amp;lt;/b&amp;gt;), on final approach extend gear (&amp;lt;b&amp;gt;shift-g&amp;lt;/b&amp;gt;) and prepare for landing.&lt;br /&gt;
&lt;br /&gt;
Thanks to the magnificent view from the cockpit, you can't actually see straight ahead, i.e. you don't see the runway in a straight approach. There are three possible solutions: First, you could modify the viewpoint to simulate a pilot trying to put his head to the side. Second, you can approach at a shallow angle and only align with the runway when you are practically over it - in this way it can be seen better. Or you fix your eyes on a point next to the runway and fly an approach with this reference - if done correctly, that should get you on the runway. Touchdown with about 200 KEAS, put throttle to idle and watch the braking chute open and reduce speed quickly. Apply brakes (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) and use rudder to stay on the runway. &lt;br /&gt;
&lt;br /&gt;
Then taxi to your parking position, apply parking brakes (&amp;lt;b&amp;gt;shift-b&amp;lt;/b&amp;gt;), switch off the engines (&amp;lt;b&amp;gt;{&amp;lt;/b&amp;gt;), the electrical system (&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;) and open the canopy (&amp;lt;b&amp;gt;d&amp;lt;/b&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Lockheed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Sr71a-cockpit-pano.jpg&amp;diff=25437</id>
		<title>File:Sr71a-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Sr71a-cockpit-pano.jpg&amp;diff=25437"/>
		<updated>2010-11-21T12:41:13Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the Lockheed SR-71 Blackbird (a) cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the Lockheed SR-71 Blackbird (a) cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Eurofighter_Typhoon&amp;diff=25436</id>
		<title>Eurofighter Typhoon</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Eurofighter_Typhoon&amp;diff=25436"/>
		<updated>2010-11-21T12:38:42Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add cockpit panorama&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =typhoon.jpg&lt;br /&gt;
|name = Eurofighter Typhoon&lt;br /&gt;
|type = Multirole fighter&lt;br /&gt;
|livery = &lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status = &lt;br /&gt;
|authors = Detlef Faber, Maverick Alex, Almursi, Algernon&lt;br /&gt;
|fgname = typhoon&lt;br /&gt;
|download = http://www.sol2500.net/flightgear/aircraft.html&lt;br /&gt;
}}&lt;br /&gt;
The '''Eurofighter Typhoon''' is a twin-engine canard-delta wing multirole [[aircraft]]. It is being designed and built by a partner consortium, Eurofighter GmbH, founded in 1986, made up of the major aerospace companies of the four Eurofighter partner nations: 21% [http://en.wikipedia.org/wiki/Alenia Alenia Aeronautica] (Italy), 33% [http://en.wikipedia.org/wiki/BAE_SYSTEMS BAE Systems] (UK), 13% [http://en.wikipedia.org/wiki/EADS_CASA EADS-CASA] (Spain) and 33% [http://en.wikipedia.org/wiki/DaimlerChrysler_Aerospace EADS-Deutschland] (Germany). Along with two other projects: Eurojet Turbo GmbH by Avio (Italy), ITP (Spain), MTU Aero Engines (Germany), and Rolls-Royce (UK), to develop the EJ200 engine for the new fighter aircraft; and Euroradar for Captor radar, comprised of EADS Defence Electronics (Germany), SELEX Galileo (UK and Italy) and INDRA (Spain). The project is managed by NETMA (NATO Eurofighter and Tornado Management Agency) which acts as the prime customer. The Eurofighter Typhoon entered service in 2003. &amp;lt;sup&amp;gt;[http://www.airforce-technology.com/projects/ef2000/]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Please note:''' some features do not work with FlightGear versions older than 1.9.&lt;br /&gt;
&lt;br /&gt;
This aircraft is still under development, currently being undertaken by Almursi and Algernon. Both are contactable via the FlightGear Forums, where there is also a [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=1460|Eurofighter Typhoon thread]. Please contact them there if you have any contributions to make to the aircraft project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Typhoon-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the Eurofighter Typhoon cockpit]]&lt;br /&gt;
&lt;br /&gt;
==Flying the Eurofighter==&lt;br /&gt;
It should be noted that the current release of the Eurofighter Typhoon has an FDM which replicates the capabilities of the airframe to a realistic degree. What isn't yet included is the automated flight management system which computes the optimum surface positions based on pilot input and flies within safe limits for the aircraft, and more importantly, the pilot. The aircraft is capable of extremely high-G manoeuvres and pilots are advised to proceed with caution intitally (fortunately solved in the latest version of the FDM).&lt;br /&gt;
&lt;br /&gt;
==Features Under Development==&lt;br /&gt;
The Eurofighter Typhoon is an advanced 4.5th generation multirole fighter, and as such will be fitted with state-of-the-art flight and warfare technology. Examples include: advanced (for FG) communication capabilities, several Radar modes, Electronic Countermeasures, an extended autopilot with Auto Climb (inc. Auto Take-off), Auto Attack and Auto Approach capabilities, and numerous others. In addition, the current release is an experimental naval variant equipped for carrier deployment and recovery - it is likely that at some stage, there will be two Typhoon variants - one land-based, one carrier-borne - bundled in the same aircraft folder.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Eurofighter Typhoon: Flight Manual]] - a manual written especially for the FG Typhoon. A work in progress.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.eurofighter.com/ www.eurofighter.com] (Requires Adobe Flash)&lt;br /&gt;
* [http://www.airforce-technology.com/projects/ef2000/ Eurofighter Typhoon] (airforce-technology.com)&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Typhoon-cockpit-pano.jpg&amp;diff=25435</id>
		<title>File:Typhoon-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Typhoon-cockpit-pano.jpg&amp;diff=25435"/>
		<updated>2010-11-21T12:37:54Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the Eurofighter Typhoon cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the Eurofighter Typhoon cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_nice_screenshots&amp;diff=25427</id>
		<title>Howto:Make nice screenshots</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_nice_screenshots&amp;diff=25427"/>
		<updated>2010-11-20T13:12:46Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add link to full spherical panorama wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make nice screenshots in [[FlightGear]]. This is helpful for those who want to advertise FGFS on other sim-related forums or on booths around the world.&lt;br /&gt;
&lt;br /&gt;
===Basics to know===&lt;br /&gt;
Good pictures:&lt;br /&gt;
* They appeal to us in some way, by telling a story, revealing something unexpected, or showing an interesting point of view.&lt;br /&gt;
* They encourage us to look at them for more than just a second, searching for more details.  A good screen-shot can invite us to think about how it was made, maybe even inspire us to create images of our own.&lt;br /&gt;
* The best screen-shots are technically correct, the lighting and colors are right, and the composition is good.&lt;br /&gt;
&lt;br /&gt;
The part of How to composite a picture is difficult to explain - so instead I suggest you to read tutorials and explanations given on many websites on the web like this one : [http://en.wikipedia.org/wiki/Composition_(visual_arts) Composition (visual arts)].&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
A good virtual picture needs a good quality. That means:&lt;br /&gt;
* Use of AntiAliasing (AA)&lt;br /&gt;
* Appealing/true colors&lt;br /&gt;
* Size of the picture- not too small, not to big&lt;br /&gt;
* No Gui/Menu/FrameRateCounter etc. visible&lt;br /&gt;
* Full effects&lt;br /&gt;
&lt;br /&gt;
This means you need a decent computer with middle - good specs. At least you should able to run FGFS with fluent fps with high AA-settings. &lt;br /&gt;
Some people don't have this, so there is another solution proposed by Melchior Franz : [http://www.opensubscriber.com/message/flightgear-devel@lists.sourceforge.net/8196594.html].&lt;br /&gt;
&lt;br /&gt;
== How to get some unusual/ interesting views ==&lt;br /&gt;
To get some ideas, I suggest to look on the aircraft picture pages around the web like [http://www.airliners.net Airliners.net]. It will give you some ideas. In addition, it is always a good idea to think about what you actually want to show case. While a snapshot of an airliner in mid flight is -for instance- a nice way of showing it's latest features on the forum, it typically doesn't really last as an overall impressive screen shot. Placing the aircraft in a scene where some implied action is taking place will most of the time already make a huge difference. Capture the plane while it's banking, gear is retracting, etc etc, will imply some dynamic motion in your otherwise static image. In this respect, it may help to think of a little story, a scenario that you're reenacting. Trying to capture a few key scenes from that story may also help to make the difference between an average and an interesting screen shot.&lt;br /&gt;
&lt;br /&gt;
===Air to Air===&lt;br /&gt;
* '''Helicopter View:''' This assumes that you are in a virtual, not visible helicopter besides the aircraft. You are always flying level. With the mouse you can choose the position of the &amp;quot;helicopter&amp;quot;.&lt;br /&gt;
* '''Chase View:''' This assumes you are chasing the aircraft. It is very similar to the first one. &lt;br /&gt;
* '''Chase View with yaw:''' Also chasing the aircraft, but the virtual camera doesn't turn with the aircraft. &lt;br /&gt;
Try switching between them to see what you like more(I prefer Chase view). Playing around with position of the camera will help too. As an example if the aircraft is turning and banking, make a shot from the wing to the aircraft facing the ground. Or while approaching the runway, a shot from behind the aircraft would be good.&lt;br /&gt;
&lt;br /&gt;
===Ground to Air===&lt;br /&gt;
[[Image:Wiki PlaceTower.jpg|thumb|270px|Setting the Tower on top of the mountain looking down to the airport with the [http://www.gidenstam.org/FlightGear/misc/place_tower.xml Place_Tower.xml]]]&lt;br /&gt;
&lt;br /&gt;
For this we use the Tower view and Tower View look from. This assumes that the virtual camera is on the Airport Tower, ca. 30ft above the airport level. You can choose via the Menu which airport is used. That's nice, but limited.&lt;br /&gt;
&lt;br /&gt;
Anders Gidenstam made a nice little helping nasal script, with you can choose the tower position on the ground via mouse-click.&lt;br /&gt;
You can grab it [http://www.gidenstam.org/FlightGear/misc/place_tower.xml here]. Copy the code between the &amp;lt;property-list&amp;gt;-tags and put in somewhere of your preferences.xml . Now by ''Ctrl + LMB-Click'' somewhere on the scenery you can set the Tower-view position. It is still ca. 30ft above the airport level- assuming you are virtual walking in the scenery, you can change the line&lt;br /&gt;
&lt;br /&gt;
 setprop(tower ~ &amp;quot;/altitude-ft&amp;quot;, 30 + MtoFT * click_pos.alt());                &lt;br /&gt;
&lt;br /&gt;
to&lt;br /&gt;
&lt;br /&gt;
 setprop(tower ~ &amp;quot;/altitude-ft&amp;quot;, 6.5 + MtoFT * click_pos.alt());&lt;br /&gt;
&lt;br /&gt;
===Panorama===&lt;br /&gt;
[[Image:Fgfs-screen-560 stitch2.jpg|thumb|600px|180 degrees Panorama stitched with 20 images inside the C172P cockpit while flying above the Custom Scenery for South France]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Panorama Panorama] is a wide-angle view. With this, you can show large areas of sceneries or interiors like flightdecks.&lt;br /&gt;
&lt;br /&gt;
For this use the Cockpit, Passenger-view or Tower-view, and position the virtual camera at the point you want. Pause the sim and now, while panning the virtual camera, save many screenshots so they all cover the pan. &lt;br /&gt;
Now use your favourite Panorama-Software and stitch it!&lt;br /&gt;
No software yet? Use Google, as there are several Freeware-programs outside. I can recommend [http://hugin.sourceforge.net/ Hugin], it is OpenSource, crossplatform and used by many professional photographers.&lt;br /&gt;
&lt;br /&gt;
If you want to make full spherical panorama take a look at this [http://wiki.flightgear.org/index.php/Howto:_Make_full_spherical_panorama tutorial].&lt;br /&gt;
&lt;br /&gt;
== Field of View (FoV) ==&lt;br /&gt;
[[Image:wiki_FoV.jpeg|thumb|270px|The difference of wide/Narrow angle. See how the background changes using a zoom!]]&lt;br /&gt;
&lt;br /&gt;
You can change this by pressing X/x-key or using the Mouse-wheel in View-mode. &lt;br /&gt;
The FoV is per default set to 55 (degrees). &lt;br /&gt;
&lt;br /&gt;
Increasing the field you get wide angle up to 120 degrees. That's interesting as it covers a whole part of the scenery but also seems to make objects appear far away. So use it for showing large parts of sceneries, or long aircraft etc... Another interesting feature of using a wide angle is that it exaggerates perspective. One effective use of this consists of using a wide angle lens combined with placing the camera near the object. This will make the object in question appear larger, more impressive than it really is. For an higher wide angle make a panorama.&lt;br /&gt;
&lt;br /&gt;
Decreasing the field you get a narrow angle and a zoom-effect. This means you can take far away objects virtually close to you. An interesting effect is, that it also makes the background more &amp;quot;dense&amp;quot;. Another interesting side effect is distance foreshortening, meaning that the distance between various object is becoming compressed, suggesting less space between objects than there really is.&lt;br /&gt;
&lt;br /&gt;
== Lighting and Daytime ==&lt;br /&gt;
[[Image:Wiki low sun shaders.jpg|thumb|270px|Showing the effect of the low sun and the water shaders]]&lt;br /&gt;
&lt;br /&gt;
The most appealing photos in real life are made in the morning or evening. The light has a warm color, the shadows and ambient colors are soft and long which gives fantastic impressions. The noon gives hard shadows and strong contrasts, which are hard to deal with. &lt;br /&gt;
&lt;br /&gt;
This applies to FlightGear as well. So play a bit with the daytimes, especially Dawn/Morning/Afternoon and Dusk. Play with the seasons and locations as well. In the winter near the poles the sun is low, while near the equator the sun is standing high in the sky. As an example this gives nice effects with the shaders on the water.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
Our weather has improved much in CVS and upcoming releases. Much more realistic clouds, better sky and ambient colors and the possibility to set your own [[METAR]], clouds etc. makes it more easy to create a stunning weather background for your picture. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
The choice of the location depends a bit what you want to show. So what want you to show? Do you have already a theme for in mind?&lt;br /&gt;
&lt;br /&gt;
As an example for showing an aircraft just for presentation, use an &amp;quot;empty&amp;quot; background like the sky, sea or desert. If you want to show the aircraft during operation you could choose some or our better airports like [[EHAM]], [[LFPG]] etc. as background, or some of the more detailed sceneries like our Custom Sceneries.&lt;br /&gt;
&lt;br /&gt;
== Colors and whitebalance ==&lt;br /&gt;
As in real life, in FGFS the pictures often have to be corrected in colors and whitebalance. This can be done with almost any image editor. In [http://www.gimp.org GIMP] this can be done through &amp;lt;tt&amp;gt;Layers &amp;gt; Colors &amp;gt; Brightness and contrast&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Combining all this, playing with all this you should be able to create some stunning pictures. Try and play with as much you can, look at real images to get hints or try to copy a real life image in FlightGear. All this will help you to make a good picture!&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=25426</id>
		<title>General Dynamics F-16 Fighting Falcon</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=25426"/>
		<updated>2010-11-20T12:59:31Z</updated>

		<summary type="html">&lt;p&gt;Cri: add cockpit pano&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = General_Dynamics_F16.jpg&lt;br /&gt;
|name = General Dynamics F16&lt;br /&gt;
|type = Military aircraft&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = Production&lt;br /&gt;
|authors = Erik Hofman, Martin &amp;quot;Pegasus&amp;quot; Schmitt (panel textures)&lt;br /&gt;
|fgname = f16 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:F16-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the f-16 cockpit]]&lt;br /&gt;
&lt;br /&gt;
==Keyboard Controls==&lt;br /&gt;
'''Flight Controls'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-b&lt;br /&gt;
|: Toggles speed brake&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|: Toggles FBW (Fly by Wire) override&lt;br /&gt;
|}&lt;br /&gt;
'''Miscellaneous'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-f&lt;br /&gt;
|: Triggers flare release&lt;br /&gt;
|-&lt;br /&gt;
|Ctrl-h&lt;br /&gt;
|: Toggles arrester hook&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|: Toggles canopy&lt;br /&gt;
|-&lt;br /&gt;
|e&lt;br /&gt;
|: Fires the cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Radar'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-n&lt;br /&gt;
|: Toggles Radar RWS / TWS AUTO Modes&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|: Decreases Radar Range&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|: Increases Radar Range&lt;br /&gt;
|-&lt;br /&gt;
|q&lt;br /&gt;
|: Toggles Radar Standby Mode&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Issues to be fixed shortly:&lt;br /&gt;
* The first time the user change the view (ie. by hiting &amp;quot;v&amp;quot;) there is a 10/15 seconds pause.&lt;br /&gt;
**This seems to be due to the liveries textures. Removing the Livery choice and all associated entry in the -set file doesn't change the delay. Then reducing and flatening (remove alpha channel) the main texture f16.rgb from 2048 to 1024 px reduce the delay to 6/7 sec, then flatening the transparent logo texture f16-trans.rgb reduce the delay to 3/sec.&lt;br /&gt;
**Solution: switch to PNG textures, remove transparency on logos or even remove logos. Use a different mapping layout with 4 x 1024^2 textures instead of 1 x 2048^2 texture. Optimize surface usage in the textures, flaten textures as much as possible. (see much more complicated and detailled f-14b which doesn't suffer delay) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL FDM:&lt;br /&gt;
* Main U/C is above ground.&lt;br /&gt;
* Vibration when accelerating on the runway for takeof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL Outside&lt;br /&gt;
* flaps are in wrong position and can't be triggered.&lt;br /&gt;
** that's because the f16 is flight computer controlled, so this is correct and NOT an error. (this to be moved in flight documentation)&lt;br /&gt;
* pilot's shoulder patch is empty. (remove ?)&lt;br /&gt;
* engine turbines do not rotate (is it useful ?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL Cockpit and systems:&lt;br /&gt;
* HSI 3d model and textures.&lt;br /&gt;
* internal/external lighting panel.&lt;br /&gt;
* FMD's buttons pick animation. Define a logic in the FMD interactivity ?&lt;br /&gt;
* ICP better texture. buttons pick animation. Define a logic in the ICP interactivity ?&lt;br /&gt;
* HUD modes:&lt;br /&gt;
** A/A mode&lt;br /&gt;
** Basic nav mode (those could be a first step in order to provide usability in short term)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sounds: (Low priority)&lt;br /&gt;
* Establish a list of all sounds that can be produced by the F-16 and its driver:&lt;br /&gt;
&lt;br /&gt;
Cockpit:&lt;br /&gt;
**switches&lt;br /&gt;
**knobs&lt;br /&gt;
**levers&lt;br /&gt;
**buttons&lt;br /&gt;
**wheels (ICP)&lt;br /&gt;
**rudder pedals&lt;br /&gt;
**ejection seat&lt;br /&gt;
**canopy **implemented**&lt;br /&gt;
**canopy lock **implemented**&lt;br /&gt;
&lt;br /&gt;
Audio:&lt;br /&gt;
**&amp;quot;bitching betty&amp;quot;&lt;br /&gt;
***missile launch&lt;br /&gt;
***warning **implemented**&lt;br /&gt;
***chaff/flare&lt;br /&gt;
***jammer&lt;br /&gt;
**RWR&lt;br /&gt;
***radar signature identification sounds&lt;br /&gt;
****radar spike&lt;br /&gt;
****radar lock&lt;br /&gt;
**gear horn (currently implemented as alert?)&lt;br /&gt;
&lt;br /&gt;
Pilot:&lt;br /&gt;
**breathing&lt;br /&gt;
**movement&lt;br /&gt;
**brevity comms&lt;br /&gt;
&lt;br /&gt;
External-sounds:&lt;br /&gt;
**engine **implemented**&lt;br /&gt;
**landing gear&lt;br /&gt;
***up&lt;br /&gt;
***down&lt;br /&gt;
***broken&lt;br /&gt;
**ordnance&lt;br /&gt;
***jettison store(s)&lt;br /&gt;
***bomb drop&lt;br /&gt;
***missile launch&lt;br /&gt;
***20mm cannon **implemented**&lt;br /&gt;
**damage&lt;br /&gt;
***airframe overstress&lt;br /&gt;
***gun hit&lt;br /&gt;
***explosion&lt;br /&gt;
**Mid air refueling &lt;br /&gt;
***refueling door&lt;br /&gt;
****open&lt;br /&gt;
****close&lt;br /&gt;
***tank boom (tanker aircraft)&lt;br /&gt;
****connect&lt;br /&gt;
****disconnect&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
&lt;br /&gt;
* [http://brenthugh.com/flightgear/Sun_Valley_Tank_Invasion1.zip Several ground bombing scenarios suitable for the F-16, involving moving and static tank formations, explodable M1 Abrams tanks, etc.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft|F-16 Falcon]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_172P&amp;diff=25425</id>
		<title>Cessna 172P</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_172P&amp;diff=25425"/>
		<updated>2010-11-20T12:58:13Z</updated>

		<summary type="html">&lt;p&gt;Cri: moved cockpit pano&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-stable}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =Cessna 172P.jpg&lt;br /&gt;
|name =Cessna 172P&lt;br /&gt;
|type =Civilian aircraft&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status =production&lt;br /&gt;
|authors =David Megginson&lt;br /&gt;
|ranking=5&lt;br /&gt;
|fgname = &amp;lt;tt&amp;gt;c172p&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;c172p-2dpanel&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;c172p-panel-only&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;c172r&amp;lt;/tt&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A C172 has been the default aircraft in FG since 2000, when it replaced the Navion. It has had a long development and includes a wide variety of simulation features for FG 1.0. See [[Understanding Propeller Torque and P-Factor]] &lt;br /&gt;
&lt;br /&gt;
C172 has a simulation of the [[Bendix/King KAP140 Autopilot]].&lt;br /&gt;
&lt;br /&gt;
[[File:C172p-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the 3d cessna c172p cockpit]]&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
The following four variants exist in the [[FlightGear CVS]] data repository: &lt;br /&gt;
* &amp;lt;tt&amp;gt;c172p&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;c172p-2dpanel&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;c172p-panel-only&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;c172r&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
&lt;br /&gt;
===Engine Start===&lt;br /&gt;
* Mixture: Rich (Red all the way in)&lt;br /&gt;
* Throttle: Open 1/8 (Black almost all the way out)&lt;br /&gt;
* Parking Brake: Applied (Shift-B)&lt;br /&gt;
* Prop Area: Clear&lt;br /&gt;
* Magnetos: Both (}}} three times)&lt;br /&gt;
* Ignition: Start (s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Takeoff===&lt;br /&gt;
* no flaps&lt;br /&gt;
* full throttle&lt;br /&gt;
* rotate at 55 KIAS&lt;br /&gt;
&lt;br /&gt;
===Climbout===&lt;br /&gt;
* no flaps&lt;br /&gt;
* full throttle&lt;br /&gt;
* 80 KIAS&lt;br /&gt;
&lt;br /&gt;
===Cruise===&lt;br /&gt;
* throttle 65%&lt;br /&gt;
* mixture rich of peak&lt;br /&gt;
&lt;br /&gt;
===Landing===&lt;br /&gt;
* full flaps&lt;br /&gt;
* 65 KIAS&lt;br /&gt;
&lt;br /&gt;
===V Speeds===&lt;br /&gt;
Vso: 33 kts&lt;br /&gt;
Vx: 56 kts&lt;br /&gt;
Vy: 76 kts&lt;br /&gt;
Va: 99 kts&lt;br /&gt;
Vne: 158 kts&lt;br /&gt;
&lt;br /&gt;
== Common Aircraft Keys==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot;|Key !! Action&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Enter || Move Rudder Right&lt;br /&gt;
|- &lt;br /&gt;
| 0/Insert || Move Rudder Right&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[] || Flaps up/down&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|{} || decrease/increase magneto on selected engine&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~ || select all engines&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|s || start selected engines&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|h || toggle heads up display&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|m/M || mixture richer/leaner&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|n/N || propeller finer/coarser&lt;br /&gt;
|}&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
'''Outside:'''&lt;br /&gt;
* textures/ mapping needs some correction&lt;br /&gt;
&lt;br /&gt;
'''3D cockpit:'''&lt;br /&gt;
* cockpit is textured but textures need more polish&lt;br /&gt;
* no pilot or co pilot present&lt;br /&gt;
* the light switch labels are hard to read.&lt;br /&gt;
&lt;br /&gt;
'''General:'''&lt;br /&gt;
* It is routine to observe 135 Kias at 2850 RPM in level flight at 1000 MSL, using only 13 gph.  This is not the sort of performance seen in real-life Skyhawks.&lt;br /&gt;
** What is the expected performance according to your estimation?&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
=== Related links ===&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Cessna_172 Wikipedia article]&lt;br /&gt;
* [http://www.atlasaviation.com/checklists/cessna-172/cessna_172_checklist.htm Cessna 172 checklists at AtlasAviation.com]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:GPL model]]&lt;br /&gt;
[[Category:Model with well-implemented cockpit]]&lt;br /&gt;
[[Category:Interactive Tutorial Support]]&lt;br /&gt;
[[Category:Aircraft with Checklists]]&lt;br /&gt;
[[Category:Aircraft with Help]]&lt;br /&gt;
&lt;br /&gt;
[[fr:Cessna 172]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:F16-cockpit-pano.jpg&amp;diff=25424</id>
		<title>File:F16-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:F16-cockpit-pano.jpg&amp;diff=25424"/>
		<updated>2010-11-20T12:57:19Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the F-16 cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the F-16 cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=De_Havilland_Canada_DHC-2_Beaver&amp;diff=25423</id>
		<title>De Havilland Canada DHC-2 Beaver</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=De_Havilland_Canada_DHC-2_Beaver&amp;diff=25423"/>
		<updated>2010-11-20T12:55:43Z</updated>

		<summary type="html">&lt;p&gt;Cri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =DHC-2.jpg&lt;br /&gt;
|name = de Havilland Beaver&lt;br /&gt;
|type = STOL utility transport&lt;br /&gt;
|liveries = Military, Trans Provincial Airlines, [[Air San Francisco]]&lt;br /&gt;
|authors = Syd Adams&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =Finished&lt;br /&gt;
|fgname =dhc2F (floats) / dhc2W (wheels)&lt;br /&gt;
|download =http://flightgear.org/Downloads/aircraft/#dhc2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''de Havilland Canada DHC-2 Beaver''' is a single engined, high wing, propeller-driven, STOL aircraft developed by de Havilland Canada, primarily known as a bush plane. It is used for cargo and passenger hauling, aerial application (crop dusting and aerial topdressing), and has been widely adopted by armed forces as a utility aircraft. The U.S. Army Air Corps purchased several hundred and nine DHC-2s are still in service with the US Air Force Auxiliary (Civil Air Patrol) for search and rescue. A Royal New Zealand Air Force Beaver supported Sir Edmund Hillary's expedition to the South Pole. Over 1,600 Beavers were produced until 1967 when the original line shut down, and today the aircraft is in such demand that there is a steady market for finding surplus examples in air museums and rebuilding them.&lt;br /&gt;
&lt;br /&gt;
The Beaver is one of the most famous bush planes in the world, and the most-produced all-Canadian aircraft. Due to this success, the Royal Canadian Mint commemorated the Beaver on a special edition Canadian quarter in November 1999.&lt;br /&gt;
&lt;br /&gt;
The DHC-2 with floats debuted in 2005, in [[FlightGear 0.9.8]].&lt;br /&gt;
&lt;br /&gt;
[[File:Dhc2f-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the De Havilland Canada DHC-2 Beaver cockpit]]&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|!&lt;br /&gt;
|Toggle battery switch&lt;br /&gt;
|-&lt;br /&gt;
|@&lt;br /&gt;
|Toggle alternator switch&lt;br /&gt;
|-&lt;br /&gt;
|#&lt;br /&gt;
|Toggle fuel pump&lt;br /&gt;
|-&lt;br /&gt;
|$&lt;br /&gt;
|Toggle pitot heat&lt;br /&gt;
|-&lt;br /&gt;
|%&lt;br /&gt;
|Toggle landing light&lt;br /&gt;
|-&lt;br /&gt;
|^&lt;br /&gt;
|Toggle nav lights&lt;br /&gt;
|-&lt;br /&gt;
|o &lt;br /&gt;
|Connect tow cable&lt;br /&gt;
|-&lt;br /&gt;
|O&lt;br /&gt;
|Disconnect tow cable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Startup===&lt;br /&gt;
# Set magnetos to both&lt;br /&gt;
# Set fuel tank to switch to rear tank&lt;br /&gt;
# Engage battery switch (up)&lt;br /&gt;
# Engage fuel pump switch (up)&lt;br /&gt;
# Engage starter switch (hold up till the propeller starts spinning)&lt;br /&gt;
# Once engine is running, engage alternator switch (up)&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
{{de Havilland Canada}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Light Aircraft]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Dhc2f-cockpit-pano.jpg&amp;diff=25422</id>
		<title>File:Dhc2f-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Dhc2f-cockpit-pano.jpg&amp;diff=25422"/>
		<updated>2010-11-20T12:54:28Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the De Havilland Canada DHC-2 Beaver cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the De Havilland Canada DHC-2 Beaver cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25421</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25421"/>
		<updated>2010-11-20T12:47:14Z</updated>

		<summary type="html">&lt;p&gt;Cri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that wants to contribute to the flightgear wiki by adding one of this panorama to each aircraft's page in order to display the cockpit. Here is an example of what can be achieved:&lt;br /&gt;
&lt;br /&gt;
[[File:C172p-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the 3d cessna c172p cockpit]]&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[Nasal_scripting_language|nasal]] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[Nasal_scripting_language|nasal]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
 # hugin project file&lt;br /&gt;
 #hugin_ptoversion 2&lt;br /&gt;
 p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
 m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
  &lt;br /&gt;
 # image lines&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # specify variables that should be optimized&lt;br /&gt;
 v r1&lt;br /&gt;
 v p1&lt;br /&gt;
 v y1&lt;br /&gt;
 v r2&lt;br /&gt;
 v p2&lt;br /&gt;
 v y2&lt;br /&gt;
 v r3&lt;br /&gt;
 v p3&lt;br /&gt;
 v y3&lt;br /&gt;
 v r4&lt;br /&gt;
 v p4&lt;br /&gt;
 v y4&lt;br /&gt;
 v r5&lt;br /&gt;
 v p5&lt;br /&gt;
 v y5&lt;br /&gt;
 v r6&lt;br /&gt;
 v p6&lt;br /&gt;
 v y6&lt;br /&gt;
 v r7&lt;br /&gt;
 v p7&lt;br /&gt;
 v y7&lt;br /&gt;
 v &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # control points&lt;br /&gt;
 &lt;br /&gt;
 #hugin_optimizeReferenceImage 0&lt;br /&gt;
 #hugin_blender enblend&lt;br /&gt;
 #hugin_remapper nona&lt;br /&gt;
 #hugin_enblendOptions &lt;br /&gt;
 #hugin_enfuseOptions &lt;br /&gt;
 #hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
 #hugin_outputLDRBlended true&lt;br /&gt;
 #hugin_outputLDRLayers false&lt;br /&gt;
 #hugin_outputLDRExposureRemapped false&lt;br /&gt;
 #hugin_outputLDRExposureLayers false&lt;br /&gt;
 #hugin_outputLDRExposureBlended false&lt;br /&gt;
 #hugin_outputLDRExposureLayersFused false&lt;br /&gt;
 #hugin_outputHDRBlended false&lt;br /&gt;
 #hugin_outputHDRLayers false&lt;br /&gt;
 #hugin_outputHDRStacks false&lt;br /&gt;
 #hugin_outputLayersCompression LZW&lt;br /&gt;
 #hugin_outputImageType jpg&lt;br /&gt;
 #hugin_outputImageTypeCompression LZW&lt;br /&gt;
 #hugin_outputJPEGQuality 100&lt;br /&gt;
 #hugin_outputImageTypeHDR exr&lt;br /&gt;
 #hugin_outputImageTypeHDRCompression LZW &lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you told Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25420</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25420"/>
		<updated>2010-11-20T12:46:27Z</updated>

		<summary type="html">&lt;p&gt;Cri: add image example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that want to contreibute to the wiki by adding one of this panorama to each aircraft's page in order to display the cockpit. Here is an example of what can be achieved:&lt;br /&gt;
&lt;br /&gt;
[[File:C172p-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the 3d cessna c172p cockpit]]&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[Nasal_scripting_language|nasal]] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[Nasal_scripting_language|nasal]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
 # hugin project file&lt;br /&gt;
 #hugin_ptoversion 2&lt;br /&gt;
 p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
 m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
  &lt;br /&gt;
 # image lines&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # specify variables that should be optimized&lt;br /&gt;
 v r1&lt;br /&gt;
 v p1&lt;br /&gt;
 v y1&lt;br /&gt;
 v r2&lt;br /&gt;
 v p2&lt;br /&gt;
 v y2&lt;br /&gt;
 v r3&lt;br /&gt;
 v p3&lt;br /&gt;
 v y3&lt;br /&gt;
 v r4&lt;br /&gt;
 v p4&lt;br /&gt;
 v y4&lt;br /&gt;
 v r5&lt;br /&gt;
 v p5&lt;br /&gt;
 v y5&lt;br /&gt;
 v r6&lt;br /&gt;
 v p6&lt;br /&gt;
 v y6&lt;br /&gt;
 v r7&lt;br /&gt;
 v p7&lt;br /&gt;
 v y7&lt;br /&gt;
 v &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # control points&lt;br /&gt;
 &lt;br /&gt;
 #hugin_optimizeReferenceImage 0&lt;br /&gt;
 #hugin_blender enblend&lt;br /&gt;
 #hugin_remapper nona&lt;br /&gt;
 #hugin_enblendOptions &lt;br /&gt;
 #hugin_enfuseOptions &lt;br /&gt;
 #hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
 #hugin_outputLDRBlended true&lt;br /&gt;
 #hugin_outputLDRLayers false&lt;br /&gt;
 #hugin_outputLDRExposureRemapped false&lt;br /&gt;
 #hugin_outputLDRExposureLayers false&lt;br /&gt;
 #hugin_outputLDRExposureBlended false&lt;br /&gt;
 #hugin_outputLDRExposureLayersFused false&lt;br /&gt;
 #hugin_outputHDRBlended false&lt;br /&gt;
 #hugin_outputHDRLayers false&lt;br /&gt;
 #hugin_outputHDRStacks false&lt;br /&gt;
 #hugin_outputLayersCompression LZW&lt;br /&gt;
 #hugin_outputImageType jpg&lt;br /&gt;
 #hugin_outputImageTypeCompression LZW&lt;br /&gt;
 #hugin_outputJPEGQuality 100&lt;br /&gt;
 #hugin_outputImageTypeHDR exr&lt;br /&gt;
 #hugin_outputImageTypeHDRCompression LZW &lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you told Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_172P&amp;diff=25419</id>
		<title>Cessna 172P</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_172P&amp;diff=25419"/>
		<updated>2010-11-20T10:42:49Z</updated>

		<summary type="html">&lt;p&gt;Cri: Add full spherical panorama of the 3d cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-stable}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =Cessna 172P.jpg&lt;br /&gt;
|name =Cessna 172P&lt;br /&gt;
|type =Civilian aircraft&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status =production&lt;br /&gt;
|authors =David Megginson&lt;br /&gt;
|ranking=5&lt;br /&gt;
|fgname = &amp;lt;tt&amp;gt;c172p&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;c172p-2dpanel&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;c172p-panel-only&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;c172r&amp;lt;/tt&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A C172 has been the default aircraft in FG since 2000, when it replaced the Navion. It has had a long development and includes a wide variety of simulation features for FG 1.0. See [[Understanding Propeller Torque and P-Factor]] &lt;br /&gt;
&lt;br /&gt;
C172 has a simulation of the [[Bendix/King KAP140 Autopilot]].&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
The following four variants exist in the [[FlightGear CVS]] data repository: &lt;br /&gt;
* &amp;lt;tt&amp;gt;c172p&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;c172p-2dpanel&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;c172p-panel-only&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;c172r&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C172p-cockpit-pano.jpg|480px|thumb|center|[[Howto:_Make_full_spherical_panorama|A full spherical panorama]] of the 3d cessna c172p cockpit]]&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
&lt;br /&gt;
===Engine Start===&lt;br /&gt;
* Mixture: Rich (Red all the way in)&lt;br /&gt;
* Throttle: Open 1/8 (Black almost all the way out)&lt;br /&gt;
* Parking Brake: Applied (Shift-B)&lt;br /&gt;
* Prop Area: Clear&lt;br /&gt;
* Magnetos: Both (}}} three times)&lt;br /&gt;
* Ignition: Start (s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Takeoff===&lt;br /&gt;
* no flaps&lt;br /&gt;
* full throttle&lt;br /&gt;
* rotate at 55 KIAS&lt;br /&gt;
&lt;br /&gt;
===Climbout===&lt;br /&gt;
* no flaps&lt;br /&gt;
* full throttle&lt;br /&gt;
* 80 KIAS&lt;br /&gt;
&lt;br /&gt;
===Cruise===&lt;br /&gt;
* throttle 65%&lt;br /&gt;
* mixture rich of peak&lt;br /&gt;
&lt;br /&gt;
===Landing===&lt;br /&gt;
* full flaps&lt;br /&gt;
* 65 KIAS&lt;br /&gt;
&lt;br /&gt;
===V Speeds===&lt;br /&gt;
Vso: 33 kts&lt;br /&gt;
Vx: 56 kts&lt;br /&gt;
Vy: 76 kts&lt;br /&gt;
Va: 99 kts&lt;br /&gt;
Vne: 158 kts&lt;br /&gt;
&lt;br /&gt;
== Common Aircraft Keys==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot;|Key !! Action&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Enter || Move Rudder Right&lt;br /&gt;
|- &lt;br /&gt;
| 0/Insert || Move Rudder Right&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[] || Flaps up/down&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|{} || decrease/increase magneto on selected engine&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~ || select all engines&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|s || start selected engines&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|h || toggle heads up display&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|m/M || mixture richer/leaner&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|n/N || propeller finer/coarser&lt;br /&gt;
|}&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
'''Outside:'''&lt;br /&gt;
* textures/ mapping needs some correction&lt;br /&gt;
&lt;br /&gt;
'''3D cockpit:'''&lt;br /&gt;
* cockpit is textured but textures need more polish&lt;br /&gt;
* no pilot or co pilot present&lt;br /&gt;
* the light switch labels are hard to read.&lt;br /&gt;
&lt;br /&gt;
'''General:'''&lt;br /&gt;
* It is routine to observe 135 Kias at 2850 RPM in level flight at 1000 MSL, using only 13 gph.  This is not the sort of performance seen in real-life Skyhawks.&lt;br /&gt;
** What is the expected performance according to your estimation?&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
=== Related links ===&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Cessna_172 Wikipedia article]&lt;br /&gt;
* [http://www.atlasaviation.com/checklists/cessna-172/cessna_172_checklist.htm Cessna 172 checklists at AtlasAviation.com]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:GPL model]]&lt;br /&gt;
[[Category:Model with well-implemented cockpit]]&lt;br /&gt;
[[Category:Interactive Tutorial Support]]&lt;br /&gt;
[[Category:Aircraft with Checklists]]&lt;br /&gt;
[[Category:Aircraft with Help]]&lt;br /&gt;
&lt;br /&gt;
[[fr:Cessna 172]]&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25418</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25418"/>
		<updated>2010-11-20T10:38:49Z</updated>

		<summary type="html">&lt;p&gt;Cri: /* The automatic process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that want to contreibute to the wiki by adding one of this panorama to each aircraft's page in order to display the cockpit.&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[Nasal_scripting_language|nasal]] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[Nasal_scripting_language|nasal]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
 # hugin project file&lt;br /&gt;
 #hugin_ptoversion 2&lt;br /&gt;
 p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
 m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
  &lt;br /&gt;
 # image lines&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # specify variables that should be optimized&lt;br /&gt;
 v r1&lt;br /&gt;
 v p1&lt;br /&gt;
 v y1&lt;br /&gt;
 v r2&lt;br /&gt;
 v p2&lt;br /&gt;
 v y2&lt;br /&gt;
 v r3&lt;br /&gt;
 v p3&lt;br /&gt;
 v y3&lt;br /&gt;
 v r4&lt;br /&gt;
 v p4&lt;br /&gt;
 v y4&lt;br /&gt;
 v r5&lt;br /&gt;
 v p5&lt;br /&gt;
 v y5&lt;br /&gt;
 v r6&lt;br /&gt;
 v p6&lt;br /&gt;
 v y6&lt;br /&gt;
 v r7&lt;br /&gt;
 v p7&lt;br /&gt;
 v y7&lt;br /&gt;
 v &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # control points&lt;br /&gt;
 &lt;br /&gt;
 #hugin_optimizeReferenceImage 0&lt;br /&gt;
 #hugin_blender enblend&lt;br /&gt;
 #hugin_remapper nona&lt;br /&gt;
 #hugin_enblendOptions &lt;br /&gt;
 #hugin_enfuseOptions &lt;br /&gt;
 #hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
 #hugin_outputLDRBlended true&lt;br /&gt;
 #hugin_outputLDRLayers false&lt;br /&gt;
 #hugin_outputLDRExposureRemapped false&lt;br /&gt;
 #hugin_outputLDRExposureLayers false&lt;br /&gt;
 #hugin_outputLDRExposureBlended false&lt;br /&gt;
 #hugin_outputLDRExposureLayersFused false&lt;br /&gt;
 #hugin_outputHDRBlended false&lt;br /&gt;
 #hugin_outputHDRLayers false&lt;br /&gt;
 #hugin_outputHDRStacks false&lt;br /&gt;
 #hugin_outputLayersCompression LZW&lt;br /&gt;
 #hugin_outputImageType jpg&lt;br /&gt;
 #hugin_outputImageTypeCompression LZW&lt;br /&gt;
 #hugin_outputJPEGQuality 100&lt;br /&gt;
 #hugin_outputImageTypeHDR exr&lt;br /&gt;
 #hugin_outputImageTypeHDRCompression LZW &lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you told Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25417</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25417"/>
		<updated>2010-11-20T10:35:18Z</updated>

		<summary type="html">&lt;p&gt;Cri: /* Stitching the panorama with Hugin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that want to contreibute to the wiki by adding one of this panorama to each aircraft's page in order to display the cockpit.&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[nasal|Nasal_scripting_language] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[nasal|Nasal_scripting_language]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
 # hugin project file&lt;br /&gt;
 #hugin_ptoversion 2&lt;br /&gt;
 p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
 m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
  &lt;br /&gt;
 # image lines&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # specify variables that should be optimized&lt;br /&gt;
 v r1&lt;br /&gt;
 v p1&lt;br /&gt;
 v y1&lt;br /&gt;
 v r2&lt;br /&gt;
 v p2&lt;br /&gt;
 v y2&lt;br /&gt;
 v r3&lt;br /&gt;
 v p3&lt;br /&gt;
 v y3&lt;br /&gt;
 v r4&lt;br /&gt;
 v p4&lt;br /&gt;
 v y4&lt;br /&gt;
 v r5&lt;br /&gt;
 v p5&lt;br /&gt;
 v y5&lt;br /&gt;
 v r6&lt;br /&gt;
 v p6&lt;br /&gt;
 v y6&lt;br /&gt;
 v r7&lt;br /&gt;
 v p7&lt;br /&gt;
 v y7&lt;br /&gt;
 v &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # control points&lt;br /&gt;
 &lt;br /&gt;
 #hugin_optimizeReferenceImage 0&lt;br /&gt;
 #hugin_blender enblend&lt;br /&gt;
 #hugin_remapper nona&lt;br /&gt;
 #hugin_enblendOptions &lt;br /&gt;
 #hugin_enfuseOptions &lt;br /&gt;
 #hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
 #hugin_outputLDRBlended true&lt;br /&gt;
 #hugin_outputLDRLayers false&lt;br /&gt;
 #hugin_outputLDRExposureRemapped false&lt;br /&gt;
 #hugin_outputLDRExposureLayers false&lt;br /&gt;
 #hugin_outputLDRExposureBlended false&lt;br /&gt;
 #hugin_outputLDRExposureLayersFused false&lt;br /&gt;
 #hugin_outputHDRBlended false&lt;br /&gt;
 #hugin_outputHDRLayers false&lt;br /&gt;
 #hugin_outputHDRStacks false&lt;br /&gt;
 #hugin_outputLayersCompression LZW&lt;br /&gt;
 #hugin_outputImageType jpg&lt;br /&gt;
 #hugin_outputImageTypeCompression LZW&lt;br /&gt;
 #hugin_outputJPEGQuality 100&lt;br /&gt;
 #hugin_outputImageTypeHDR exr&lt;br /&gt;
 #hugin_outputImageTypeHDRCompression LZW &lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you told Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25416</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25416"/>
		<updated>2010-11-20T10:34:20Z</updated>

		<summary type="html">&lt;p&gt;Cri: /* Stitching the panorama with Hugin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that want to contreibute to the wiki by adding one of this panorama to each aircraft's page in order to display the cockpit.&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[nasal|Nasal_scripting_language] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[nasal|Nasal_scripting_language]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
 # hugin project file&lt;br /&gt;
 #hugin_ptoversion 2&lt;br /&gt;
 p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
 m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
  &lt;br /&gt;
 # image lines&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
 #-hugin  cropFactor=1&lt;br /&gt;
 i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # specify variables that should be optimized&lt;br /&gt;
 v r1&lt;br /&gt;
 v p1&lt;br /&gt;
 v y1&lt;br /&gt;
 v r2&lt;br /&gt;
 v p2&lt;br /&gt;
 v y2&lt;br /&gt;
 v r3&lt;br /&gt;
 v p3&lt;br /&gt;
 v y3&lt;br /&gt;
 v r4&lt;br /&gt;
 v p4&lt;br /&gt;
 v y4&lt;br /&gt;
 v r5&lt;br /&gt;
 v p5&lt;br /&gt;
 v y5&lt;br /&gt;
 v r6&lt;br /&gt;
 v p6&lt;br /&gt;
 v y6&lt;br /&gt;
 v r7&lt;br /&gt;
 v p7&lt;br /&gt;
 v y7&lt;br /&gt;
 v &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # control points&lt;br /&gt;
 &lt;br /&gt;
 #hugin_optimizeReferenceImage 0&lt;br /&gt;
 #hugin_blender enblend&lt;br /&gt;
 #hugin_remapper nona&lt;br /&gt;
 #hugin_enblendOptions &lt;br /&gt;
 #hugin_enfuseOptions &lt;br /&gt;
 #hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
 #hugin_outputLDRBlended true&lt;br /&gt;
 #hugin_outputLDRLayers false&lt;br /&gt;
 #hugin_outputLDRExposureRemapped false&lt;br /&gt;
 #hugin_outputLDRExposureLayers false&lt;br /&gt;
 #hugin_outputLDRExposureBlended false&lt;br /&gt;
 #hugin_outputLDRExposureLayersFused false&lt;br /&gt;
 #hugin_outputHDRBlended false&lt;br /&gt;
 #hugin_outputHDRLayers false&lt;br /&gt;
 #hugin_outputHDRStacks false&lt;br /&gt;
 #hugin_outputLayersCompression LZW&lt;br /&gt;
 #hugin_outputImageType jpg&lt;br /&gt;
 #hugin_outputImageTypeCompression LZW&lt;br /&gt;
 #hugin_outputJPEGQuality 100&lt;br /&gt;
 #hugin_outputImageTypeHDR exr&lt;br /&gt;
 #hugin_outputImageTypeHDRCompression LZW &lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you tell Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25415</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25415"/>
		<updated>2010-11-20T10:31:15Z</updated>

		<summary type="html">&lt;p&gt;Cri: /* Taking the required screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that want to contreibute to the wiki by adding one of this panorama to each aircraft's page in order to display the cockpit.&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[nasal|Nasal_scripting_language] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[nasal|Nasal_scripting_language]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start Flightgear but in order to use efficiently this script and the provided Hugin file you need to set the video format to 4/3 (800x600, 1024x768, 1200x900, 1600x1200...). When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera changing heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow the next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
# hugin project file&lt;br /&gt;
#hugin_ptoversion 2&lt;br /&gt;
p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
&lt;br /&gt;
# image lines&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# specify variables that should be optimized&lt;br /&gt;
v r1&lt;br /&gt;
v p1&lt;br /&gt;
v y1&lt;br /&gt;
v r2&lt;br /&gt;
v p2&lt;br /&gt;
v y2&lt;br /&gt;
v r3&lt;br /&gt;
v p3&lt;br /&gt;
v y3&lt;br /&gt;
v r4&lt;br /&gt;
v p4&lt;br /&gt;
v y4&lt;br /&gt;
v r5&lt;br /&gt;
v p5&lt;br /&gt;
v y5&lt;br /&gt;
v r6&lt;br /&gt;
v p6&lt;br /&gt;
v y6&lt;br /&gt;
v r7&lt;br /&gt;
v p7&lt;br /&gt;
v y7&lt;br /&gt;
v&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# control points&lt;br /&gt;
&lt;br /&gt;
#hugin_optimizeReferenceImage 0&lt;br /&gt;
#hugin_blender enblend&lt;br /&gt;
#hugin_remapper nona&lt;br /&gt;
#hugin_enblendOptions &lt;br /&gt;
#hugin_enfuseOptions &lt;br /&gt;
#hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
#hugin_outputLDRBlended true&lt;br /&gt;
#hugin_outputLDRLayers false&lt;br /&gt;
#hugin_outputLDRExposureRemapped false&lt;br /&gt;
#hugin_outputLDRExposureLayers false&lt;br /&gt;
#hugin_outputLDRExposureBlended false&lt;br /&gt;
#hugin_outputLDRExposureLayersFused false&lt;br /&gt;
#hugin_outputHDRBlended false&lt;br /&gt;
#hugin_outputHDRLayers false&lt;br /&gt;
#hugin_outputHDRStacks false&lt;br /&gt;
#hugin_outputLayersCompression LZW&lt;br /&gt;
#hugin_outputImageType jpg&lt;br /&gt;
#hugin_outputImageTypeCompression LZW&lt;br /&gt;
#hugin_outputJPEGQuality 100&lt;br /&gt;
#hugin_outputImageTypeHDR exr&lt;br /&gt;
#hugin_outputImageTypeHDRCompression LZW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you tell Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25414</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25414"/>
		<updated>2010-11-20T10:27:49Z</updated>

		<summary type="html">&lt;p&gt;Cri: /* Stitching the panorama with Hugin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that want to contreibute to the wiki by adding one of this panorama to each aircraft's page in order to display the cockpit.&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[nasal|Nasal_scripting_language] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[nasal|Nasal_scripting_language]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start flightgear. When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera change heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
# hugin project file&lt;br /&gt;
#hugin_ptoversion 2&lt;br /&gt;
p f2 w3000 h1500 v360  E0 R0 n&amp;quot;TIFF_m c:LZW r:CROP&amp;quot;&lt;br /&gt;
m g1 i0 f0 m2 p0.00784314&lt;br /&gt;
&lt;br /&gt;
# image lines&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v120 Ra0 Rb0 Rc0 Rd0 Re0 Eev0 Er1 Eb1 r0 p-45 y0 TrX0 TrY0 TrZ0 j0 a0 b0 c0 d0 e0 g0 t0 Va1 Vb0 Vc0 Vd0 Vx0 Vy0  Vm5 u10 n&amp;quot;fgfs-screen-001.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-002.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-003.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p-45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-004.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y0 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-005.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y90 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-006.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y180 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-007.png&amp;quot;&lt;br /&gt;
#-hugin  cropFactor=1&lt;br /&gt;
i w800 h600 f0 v=0 Ra=0 Rb=0 Rc=0 Rd=0 Re=0 Eev0 Er1 Eb1 r0 p45 y270 TrX0 TrY0 TrZ0 j0 a=0 b=0 c=0 d=0 e=0 g=0 t=0 Va=0 Vb=0 Vc=0 Vd=0 Vx=0 Vy=0  Vm5 u10 n&amp;quot;fgfs-screen-008.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# specify variables that should be optimized&lt;br /&gt;
v r1&lt;br /&gt;
v p1&lt;br /&gt;
v y1&lt;br /&gt;
v r2&lt;br /&gt;
v p2&lt;br /&gt;
v y2&lt;br /&gt;
v r3&lt;br /&gt;
v p3&lt;br /&gt;
v y3&lt;br /&gt;
v r4&lt;br /&gt;
v p4&lt;br /&gt;
v y4&lt;br /&gt;
v r5&lt;br /&gt;
v p5&lt;br /&gt;
v y5&lt;br /&gt;
v r6&lt;br /&gt;
v p6&lt;br /&gt;
v y6&lt;br /&gt;
v r7&lt;br /&gt;
v p7&lt;br /&gt;
v y7&lt;br /&gt;
v&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# control points&lt;br /&gt;
&lt;br /&gt;
#hugin_optimizeReferenceImage 0&lt;br /&gt;
#hugin_blender enblend&lt;br /&gt;
#hugin_remapper nona&lt;br /&gt;
#hugin_enblendOptions &lt;br /&gt;
#hugin_enfuseOptions &lt;br /&gt;
#hugin_hdrmergeOptions -m avg -c&lt;br /&gt;
#hugin_outputLDRBlended true&lt;br /&gt;
#hugin_outputLDRLayers false&lt;br /&gt;
#hugin_outputLDRExposureRemapped false&lt;br /&gt;
#hugin_outputLDRExposureLayers false&lt;br /&gt;
#hugin_outputLDRExposureBlended false&lt;br /&gt;
#hugin_outputLDRExposureLayersFused false&lt;br /&gt;
#hugin_outputHDRBlended false&lt;br /&gt;
#hugin_outputHDRLayers false&lt;br /&gt;
#hugin_outputHDRStacks false&lt;br /&gt;
#hugin_outputLayersCompression LZW&lt;br /&gt;
#hugin_outputImageType jpg&lt;br /&gt;
#hugin_outputImageTypeCompression LZW&lt;br /&gt;
#hugin_outputJPEGQuality 100&lt;br /&gt;
#hugin_outputImageTypeHDR exr&lt;br /&gt;
#hugin_outputImageTypeHDRCompression LZW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you tell Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25413</id>
		<title>Howto:Make full spherical panorama</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_full_spherical_panorama&amp;diff=25413"/>
		<updated>2010-11-20T10:20:00Z</updated>

		<summary type="html">&lt;p&gt;Cri: Created page with 'In this howto I will explain how to make full spherical panorama in FlightGear. The semi-automated process is useful for everyone that want to contreibute…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this [[:Category:Howto|howto]] I will explain how to make full spherical panorama in [[FlightGear]]. The semi-automated process is useful for everyone that want to contreibute to the wiki by adding one of this panorama to each aircraft's page in order to display the cockpit.&lt;br /&gt;
&lt;br /&gt;
===The tools===&lt;br /&gt;
In order to take panorama in flightgear you need:&lt;br /&gt;
* of course [[Flightgear|Flightgear]]&lt;br /&gt;
* a panorama stitching tool. I suggest to use [http://hugin.sourceforge.net Hugin]: it's free and very powerful.&lt;br /&gt;
&lt;br /&gt;
===The automatic process===&lt;br /&gt;
To make the process easier I've created a [[nasal|Nasal_scripting_language] script that capture automagically the required screenshots. This script can be binded to a keyboard key. Also I've created a standard Hugin file to assemble this screenshots into a full spherical panorama.&lt;br /&gt;
====Taking the required screenshots====&lt;br /&gt;
The easier way is to bind the following nasal script to a keyboard key (The &amp;quot;F3&amp;quot; key that is used by default to take screenshots). To do this, open the file keyboard.xml that you can find in the fgdata folder with a text editor and look for the following section:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;key n=&amp;quot;259&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;F3&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;Capture screen&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;script&amp;gt;&lt;br /&gt;
     var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
     var path = getprop(&amp;quot;/sim/paths/screenshot-last&amp;quot;);&lt;br /&gt;
     if (success)&lt;br /&gt;
         gui.popupTip(&amp;quot;Screenshot written to '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
     else&lt;br /&gt;
         gui.popupTip(&amp;quot;Error writing screenshot '&amp;quot; ~ path ~ &amp;quot;'&amp;quot;);&lt;br /&gt;
   &amp;lt;/script&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;mod-shift&amp;gt;&lt;br /&gt;
   &amp;lt;desc&amp;gt;Load panel&amp;lt;/desc&amp;gt;&lt;br /&gt;
   &amp;lt;binding&amp;gt;&lt;br /&gt;
    &amp;lt;command&amp;gt;panel-load&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/mod-shift&amp;gt;&lt;br /&gt;
 &amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now substitute the [[nasal|Nasal_scripting_language]] code between the &amp;lt;script&amp;gt; tags with this:&lt;br /&gt;
&lt;br /&gt;
        var timeint=3;&lt;br /&gt;
        var runs=2;&lt;br /&gt;
        &lt;br /&gt;
          menubarvalue=getprop(&amp;quot;/sim/menubar/visibility&amp;quot;);&lt;br /&gt;
          znearvalue=(&amp;quot;sim/rendering/camera-group/znear&amp;quot;);&lt;br /&gt;
          fovvalue=getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
          freezemvalue=getprop(&amp;quot;/sim/freeze/master&amp;quot;);&lt;br /&gt;
          freezecvalue=getprop(&amp;quot;/sim/freeze/clock&amp;quot;);&lt;br /&gt;
          headingvalue=getprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;);&lt;br /&gt;
          pitchvalue=getprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;);&lt;br /&gt;
          &lt;br /&gt;
        setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs);&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, 'false');&lt;br /&gt;
        setprop(&amp;quot;/sim/rendering/camera-group/znear&amp;quot;,0.03);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, 120);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;,'true');&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;,'true');&lt;br /&gt;
        &lt;br /&gt;
        var takescreen = func(n,k) {&lt;br /&gt;
          var runs=getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
          if ( n &amp;gt; 0 ) {          &lt;br /&gt;
            var panofov = getprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, n*90);&lt;br /&gt;
            setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, k);&lt;br /&gt;
              settimer( func { var success = fgcommand(&amp;quot;screen-capture&amp;quot;);&lt;br /&gt;
                if (success) { &lt;br /&gt;
                  print (&amp;quot;screen taken with heading= &amp;quot;,n*90 ,&amp;quot; and pitch= &amp;quot;, k);&lt;br /&gt;
                  takescreen(n-1,k);&lt;br /&gt;
                } else {&lt;br /&gt;
                   print(&amp;quot;screen not taken&amp;quot;);}&lt;br /&gt;
               }, timeint, timeint );&lt;br /&gt;
          }&lt;br /&gt;
        }&lt;br /&gt;
  var scr_runs = func {&lt;br /&gt;
    var runs_left = getprop(&amp;quot;/sim/screenshots/runs&amp;quot;);&lt;br /&gt;
    print(&amp;quot;run: &amp;quot;, runs_left);&lt;br /&gt;
      if (runs_left &amp;gt; 0) {&lt;br /&gt;
        if(runs_left &amp;gt; 1){&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,-45);&lt;br /&gt;
        }else{&lt;br /&gt;
          setprop(&amp;quot;/sim/screenshots/runs&amp;quot;, runs_left-1);&lt;br /&gt;
          print(&amp;quot;runs_left-1 =&amp;quot;,runs_left-1);&lt;br /&gt;
          takescreen(4,45);&lt;br /&gt;
        }&lt;br /&gt;
        settimer(scr_runs, timeint*5, timeint*5);&lt;br /&gt;
      }else{&lt;br /&gt;
        setprop(&amp;quot;/sim/menubar/visibility&amp;quot;, menubarvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/field-of-view&amp;quot;, fovvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/heading-offset-deg&amp;quot;, headingvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/current-view/pitch-offset-deg&amp;quot;, pitchvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/master&amp;quot;, freezemvalue);&lt;br /&gt;
        setprop(&amp;quot;/sim/freeze/clock&amp;quot;, freezecvalue);&lt;br /&gt;
      }&lt;br /&gt;
     }&lt;br /&gt;
 scr_runs();&lt;br /&gt;
&lt;br /&gt;
Now you are ready to start flightgear. When in the game press the &amp;quot;F3&amp;quot; key and wait. You will see the camera change heading and pitch automatically. When the required screenshots are taken, the original view is restored. Now exit flightgear, look for saved screenshots in png format and follow next step.&lt;br /&gt;
&lt;br /&gt;
====Stitching the panorama with Hugin====&lt;br /&gt;
Copy all the eight screenshots in a new folder named as you want. Open this folder and create in it a new text file called panorama.pto. Open this file and copy the following lines in it:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save the file and open it with [http://hugin.sourceforge.net Hugin]. In Hugin go to the &amp;quot;stitching&amp;quot; tab and press the &amp;quot;Stitch Now&amp;quot; button. You will be asked where to save the resulting image. Select a path and press ok. When Hugin terminates the stitching process you are done. Browse to where you tell Hugin to save the panorama, and take a look at the image to check if something went wrong.&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:C172p-cockpit-pano.jpg&amp;diff=25412</id>
		<title>File:C172p-cockpit-pano.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:C172p-cockpit-pano.jpg&amp;diff=25412"/>
		<updated>2010-11-20T09:38:07Z</updated>

		<summary type="html">&lt;p&gt;Cri: An equirectangular 360x180 pano of the cessna c172p cockpit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An equirectangular 360x180 pano of the cessna c172p cockpit&lt;/div&gt;</summary>
		<author><name>Cri</name></author>
	</entry>
</feed>