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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dvanmosselbeen</id>
	<title>FlightGear wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dvanmosselbeen"/>
	<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/Special:Contributions/Dvanmosselbeen"/>
	<updated>2026-06-13T13:40:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fr/fg2blender&amp;diff=119653</id>
		<title>Fr/fg2blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fr/fg2blender&amp;diff=119653"/>
		<updated>2019-08-08T21:07:11Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Fixed user error / typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image   		= FG2Blender.jpg&lt;br /&gt;
|name    		= FG2Blender&lt;br /&gt;
|authors 		= PAF team&lt;br /&gt;
|status 		= Development&lt;br /&gt;
|development 		= http://equipe-flightgear.forumactif.com/t987-script-flightgear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
FG2Blender est un script python pour Blender qui permet de créer des animations, charger des fichiers XML, lire des FDM, créer des positions de caméra, exporter des morceaux de FDM...&lt;br /&gt;
Il fonctionne à partir de Blender 2.6x&lt;br /&gt;
&lt;br /&gt;
Ce script vise les contributeurs qui souhaitent faire des animations complexes (faire bouger un aileron selon un axe n'est pas une animation complexe).&lt;br /&gt;
Aussi il peut vous aider à créer un environnement 3D complexe car il permet de charger un cockpit entier récursivement. Ainsi vous avez une vue globale du rendu final sans devoir lancer FlightGear pour vérifier chaque modification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Téléchargements &amp;amp; Installation==&lt;br /&gt;
&lt;br /&gt;
Le script est disponible ici : {{gitorious url|paf|fg2blender}} (Script non stable, en cours de développement). &lt;br /&gt;
Une fois téléchargé, il vous suffit de déposer le dossier fg2blender dans votre dossier script/addons/ de Blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Le menu FlightGear Tools Menu==&lt;br /&gt;
&lt;br /&gt;
[[File:FG2Blender Flightgear Tools Menu.png|thumb|FG2Blender : Flightgear Tools Menu]]&lt;br /&gt;
&lt;br /&gt;
Le menu &amp;quot;Flightgear Tools Menu&amp;quot; est accessible à l'aide de la touche &amp;quot;f&amp;quot; dans la fenêtre 3D de Blender.&lt;br /&gt;
&lt;br /&gt;
;Insert Keyframe Rotate&lt;br /&gt;
:Insert une keyframe pour les animations de type &amp;quot;rotate&amp;quot;. Pour l'utiliser, il faut sélectionner une armature créée avec l'item &amp;quot;Armatures &amp;gt; Create Rotation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;Insert Keyframe Translate&lt;br /&gt;
:Insert une keyframe pour les animations de type &amp;quot;rotate&amp;quot;. Pour l'utiliser, il faut sélectionner une armature créée avec l'item &amp;quot;Armatures&amp;gt;Create Translate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;Import (.xml)&lt;br /&gt;
:Importe un fichier d'animation XML.&lt;br /&gt;
&lt;br /&gt;
;Creation animations&lt;br /&gt;
:Crée la visualisation des animations. Pour l'utiliser, il faut avoir importé un fichier d'animation XML avec l'item &amp;quot;Import (.xml)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;Edge Split&lt;br /&gt;
:Applique un &amp;quot;modifier&amp;quot; de type edge-split sur l'ensemble des objets sélectionnés.&lt;br /&gt;
&lt;br /&gt;
;Select property&lt;br /&gt;
:Sélectionne un ensemble d'objets et d'armatures liés à l'objet actif. Par exemple; pour sélectionner un train d'atterrissage (armature + mesh), on sélectionne une partie. Puis avec l'item &amp;quot;Select roperty&amp;quot;, on sélectionne l'ensemble. Puis avec CTRL+I (inversion sélection) et H(hide cache). On ne voit finalement que le train d'atterrissage. Cela peut être très utile lorsque l'animation est cachée par d'autre maillage.&lt;br /&gt;
&lt;br /&gt;
;Time x2&lt;br /&gt;
:Augmente la vitesse de visualisation des animations par 2 (à utiliser après avoir créé la visualisation des animations).&lt;br /&gt;
&lt;br /&gt;
;Time x0.5&lt;br /&gt;
:Diminue la vitesse de visualisation des animations par 2 (à utiliser après avoir créé la visualisation des animations).&lt;br /&gt;
&lt;br /&gt;
;Copy blender name to ac name&lt;br /&gt;
:Recopie le nom Blender dans l'onglet FlightGear &amp;quot;ac name&amp;quot; un objet maillage (mesh). Lorsque l'on importe un avion, ce champ est déjà rempli, mais lorsque l'on crée un objet ce champ est vide. Lorsque l'on fait de la modélisation, on est très concentré sur le maillage et pas forcément sur le script.&lt;br /&gt;
&lt;br /&gt;
;Copy ac file (active-&amp;gt;selects)&lt;br /&gt;
:Permet de faire cette recopie en bloc sur une sélection. &lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Create Rotation&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Create Translate&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Transfom to rotate&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Transform to translate&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Select Property&lt;br /&gt;
:Sélection uniquement sur les armatures. Sélectionne toutes les armatures avec une même property flightgear.&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Copy xml file (active-&amp;gt;selects)&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Copy property (active-&amp;gt;selects)&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Reset Rotate&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Init Rotate&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Save Keyframe and Reset&lt;br /&gt;
:Sauvegarde une(des) animation(s) et la(les) réinitialise à zéro (plus de translation, ou plus de rotation).&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Restore Keyframe&lt;br /&gt;
:Restaure l'(les) animation(s) sauvegardée&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Save Parent and Reset&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Armatures &amp;gt; Restore Parent&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Unwrap 4 faces&lt;br /&gt;
:Dépliage 4 faces&lt;br /&gt;
&lt;br /&gt;
;Manual&lt;br /&gt;
:Ouvre votre navigateur web pour consulter le manuel ici présent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== La fenêtre Flightgear Object ==&lt;br /&gt;
&lt;br /&gt;
[[File:FG2Blender Flightgear Object.png|thumb|FG2Blender : Flightgear Object]]&lt;br /&gt;
&lt;br /&gt;
Panneau visible dans l'onglet &amp;quot;Object&amp;quot; de Blender après avoir sélectionné un objet 3D&lt;br /&gt;
&lt;br /&gt;
;Mesh Name&lt;br /&gt;
:Nom de l'objet 3D tel qu'il est dans le fichier AC3D et qui sera utilisé lors de l'export. Cela évite les noms du genre vitre.001, vitre.002, vitre.003... lorsque l'on importe plusieurs fichiers AC3D qui contiennent des objets du même nom.&lt;br /&gt;
&lt;br /&gt;
;Filename&lt;br /&gt;
:Emplacement du fichier AC3D auquel appartient l'objet 3D. C'est aussi ce fichier qui sera utilisé lors de l'export.&lt;br /&gt;
&lt;br /&gt;
;Save ac file&lt;br /&gt;
:Exporte &amp;lt;ins&amp;gt;tous&amp;lt;/ins&amp;gt; les objets 3D appartenant au fichier AC3D situé dans le champ &amp;quot;Filename&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;Parent&lt;br /&gt;
:Armature parent dont dépend l'objet. Cliquez sur &amp;quot;Select&amp;quot; afin de travailler sur l'armature qui régie cet objet. (Uniquement visible si une animation est déjà associée à l'objet).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== La fenêtre Flightgear Animation ==&lt;br /&gt;
&lt;br /&gt;
[[File:FG2Blender Flightgear Animation.png|thumb|FG2Blender : Flightgear Animation]]&lt;br /&gt;
&lt;br /&gt;
;Family&lt;br /&gt;
:Famille de propriété associée à l'animation.&lt;br /&gt;
&lt;br /&gt;
;Node&lt;br /&gt;
:Nom de la propriété qui doit être utilisée (Visible uniquement si Family est différent de &amp;quot;custom&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
;Property&lt;br /&gt;
:Chemin complet de la propriété qui doit être utilisée.&lt;br /&gt;
&lt;br /&gt;
;Value&lt;br /&gt;
:Dans le cas d'une propriété numérotée, c'est la valeur du numéro de la propriété. Par exemple, si value = 0, la propriété sera gear/gear[0]/rollspeed-ms, si value = 3, la propriété sera gear/gear[3]/rollspeed-ms&lt;br /&gt;
&lt;br /&gt;
;Include disk file&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;to Disc&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;xml File&lt;br /&gt;
:Emplacement du fichier XML auquel appartient l'objet 3D.&lt;br /&gt;
&lt;br /&gt;
;Write File&lt;br /&gt;
:Exporte &amp;lt;ins&amp;gt;toutes&amp;lt;/ins&amp;gt; les animations appartenant au fichier XML situé dans le champ &amp;quot;xml file&amp;quot; (Les données ne sont pas écrites directement dans le fichier XML, elles sont accessibles dans l'environnement &amp;quot;Scripting&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
;Type&lt;br /&gt;
:Type de l'animation&lt;br /&gt;
&lt;br /&gt;
;factor&lt;br /&gt;
:Valeur de la balise &amp;lt;factor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Time&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;Min&lt;br /&gt;
:Valeur minimum que peut prendre la propriété dans FlightGear.&lt;br /&gt;
&lt;br /&gt;
;Max&lt;br /&gt;
:Valeur maximum que peut prendre la propriété dans FlightGear.&lt;br /&gt;
&lt;br /&gt;
;Child(s) object(s)&lt;br /&gt;
:Liste des objets et armatures qui dépendent de cette armature.&lt;br /&gt;
&lt;br /&gt;
;Parent&lt;br /&gt;
:Armature dont dépend l'armature actuellement sélectionnée.&lt;br /&gt;
&lt;br /&gt;
== Liens ==&lt;br /&gt;
Développement : http://equipe-flightgear.forumactif.com/t987-script-flightgear&lt;br /&gt;
&lt;br /&gt;
Dépôt GIT : {{gitorious url|paf|fg2blender}}&lt;br /&gt;
&lt;br /&gt;
Tutoriel : http://equipe-flightgear.forumactif.com/t1019-script-d-animation-blender&lt;br /&gt;
&lt;br /&gt;
Exemple : http://clemaez.fr/flightgear/fg2blender_example.tar.gz&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Work_with_AC3D_files_in_Blender&amp;diff=119652</id>
		<title>Howto:Work with AC3D files in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Work_with_AC3D_files_in_Blender&amp;diff=119652"/>
		<updated>2019-08-08T17:01:37Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Added section: FG2blender (PAF Team)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many [[FlightGear]] [[aircraft]] modelers prefer [[Blender]] as their 3D-modelling editor. FlightGear primarily uses the [[AC3D]] file format (&amp;lt;code&amp;gt;.ac&amp;lt;/code&amp;gt;) to model aircraft, [[scenery]] models, and many other things.  There is good support for the import and export of the AC3D file format from Blender. This page gives an overview of those options.&lt;br /&gt;
&lt;br /&gt;
== Blender versions 2.4 and older ==&lt;br /&gt;
For these versions, Blender supports both the import and export of AC3D files out of the box.  Just go into user preferences and enable the addon scripts.&lt;br /&gt;
&lt;br /&gt;
== Blender versions 2.5 to 2.62 ==&lt;br /&gt;
For these versions you can use one of these scripts by Majic79:&lt;br /&gt;
&lt;br /&gt;
* {{github source|proj=majic79|repo=Blender-AC3D|branch=BL2.59|text=Version for Blender 2.59 (repository)}} ({{github zip file|majic79|Blender-AC3D|branch=BL2.59|text=ZIP file download}}).&lt;br /&gt;
* {{github source|proj=majic79|repo=Blender-AC3D|branch=BL2.60|text=Version for Blender 2.60 (repository)}} ({{github zip file|majic79|Blender-AC3D|branch=BL2.60|text=ZIP file download}}).&lt;br /&gt;
* {{github source|proj=majic79|repo=Blender-AC3D|branch=BL2.62|text=Version for Blender 2.62 (repository)}} ({{github zip file|majic79|Blender-AC3D|branch=BL2.62|text=ZIP file download}}).&lt;br /&gt;
&lt;br /&gt;
== Blender versions 2.63 and later ==&lt;br /&gt;
For version 2.63 onwards you have a choice of several scripts.&lt;br /&gt;
&lt;br /&gt;
=== Majic79 addon ===&lt;br /&gt;
&lt;br /&gt;
Current maintainer: [[User:Necolatis]]&lt;br /&gt;
&lt;br /&gt;
Tested with Blender version 2.63 to 2.78a&lt;br /&gt;
&lt;br /&gt;
You can follow the [http://forum.flightgear.org/viewtopic.php?f=18&amp;amp;t=13442 Forum thread] for more information.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Before you export a model with this addon, make sure that you set the UV map and texture inside the material, not just inside the UV editor.  See the video tutorial [https://www.youtube.com/watch?v=URMjoFSm5pk here].&lt;br /&gt;
* Before you export make sure to exit Edit Mode or some of your last changes won't be exported.&lt;br /&gt;
* Inside Blender when you want to see the textures, be sure to set the shader to GLSL (or for 2.7+ just set view mode to materials). Alternatively set textured solid in solid view.&lt;br /&gt;
* To see textured surfaces as they will be shown in Flightgear, go into the material texture and set the blend type to &amp;quot;Multiply&amp;quot; instead of the default &amp;quot;Mix&amp;quot; (the importer will also do this automatically). An example plane that will look very different if this is not done is the FGAddon aircraft ASK-13, notice the wingtips.&lt;br /&gt;
* If you wonder where to put the scripts you could open blender's user preferences (''CTRL ALT U'', or ''File-&amp;gt;User Preferences'') tick e.g. Import/Export and extent the informations concerning an existing script. Usually this throws the path. For Ubuntu 14.04LTS/Blender 2.79b e.g. it's: ''/usr/share/blender/scripts/addons/''.&lt;br /&gt;
* Be aware that Blender only has greyscale for emission and ambient colors. If you want to export/import a color for those, import/export options gives you capability to choose to use Blenders mirror color for that.&lt;br /&gt;
* The importer will not fail if it does not locate a texture, instead it will issue warnings. Pull down the top bar to see if there was any, they will be orange lines.&lt;br /&gt;
* The exporter will not fail if it tries to save a texture without data, instead it will issue warnings. Pull down the top bar to see if there was any, they will be orange lines. Notice that since AC3D only support 1 texture per object, if multiple textures are attached to an object in Blender the last of the textures that has any data, if any, will be the one that get exported, but it will still warn about the missing data in the others, so take care.&lt;br /&gt;
* Orientation: The default settings in the plugin correspond to the FlightGear coordinate system (-X forward and Z up, also see: [[Howto:3D_Aircraft_Models]]). The default settings are: Forward -Z and Up Y.&lt;br /&gt;
&lt;br /&gt;
You can report bugs with the addon [https://github.com/NikolaiVChr/Blender-AC3D/issues here], but please include problematic .ac/.blend files and their textures.&lt;br /&gt;
&lt;br /&gt;
: {{github source|proj=NikolaiVChr|repo=Blender-AC3D|text=Repository}} ({{github zip file|NikolaiVChr|Blender-AC3D|text=ZIP file download}}).&lt;br /&gt;
&lt;br /&gt;
Notice that the above link is to Necolatis (Nikolai) latest version, as the Majic79 github hasn't kept up with the updates and seems dead.&lt;br /&gt;
&lt;br /&gt;
=== Mr. No addon ===&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* When exporting with this addon, make sure you set the texture inside the UV editor.&lt;br /&gt;
* When using this script, it is very important that everything is textured. The addon will silently fail if this is not the case.&lt;br /&gt;
* This script does not work reliable when nested groups are being used in the imported AC3D model (example [https://github.com/NikolaiVChr/flightgear-saab-ja-37-viggen/blob/FG-v3.4/Aircraft/JA37/Models/Instruments/Altimeter2/altimeter-metric.ac here]).&lt;br /&gt;
* The importer cannot handle the token 'subdiv', its just ignored.&lt;br /&gt;
* The exporter does not always export the rotations/location matrix of objects correctly.&lt;br /&gt;
&lt;br /&gt;
: [http://www.mediafire.com/?m4f9m95qj9e5qq0 Download link (MediaFire)]&lt;br /&gt;
&lt;br /&gt;
=== FG2blender (PAF Team) ===&lt;br /&gt;
&lt;br /&gt;
Authors: f-jjth, run&lt;br /&gt;
&lt;br /&gt;
The PAF team (Patrouille de France), a French group of FlightGear enthusiasts have also made an AC3D Blender script. Their last commit dates back to 11 December 2013 and it feels like their FG2Blender project is abandoned. The PAF team is essentially active on their [http://equipe-flightgear.forumactif.com/ own French speaking forum]. There's no trace or documentation available, so the notes below are speculative and incomplete. It would be interesting to test these scripts and check if the work of the PAF team can be merged with the work of [[User:Necolatis]] as this is actually the only AC3D script that is still maintained.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* According to the source code, the script seems to be able to export animation.&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/pafteam/fg2blender/ci/master/tree/ Repository] ([https://sourceforge.net/p/pafteam/fg2blender/ci/master/tarball Zip file download])&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://sites.google.com/view/ac3dfileformat/home AC3D file format]&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Blender&amp;diff=119649</id>
		<title>Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Blender&amp;diff=119649"/>
		<updated>2019-08-08T15:55:20Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Removed links pointing to old unmaintained Blender AC3D scripts and added a clear text line pointing to the dedicated Blender_AC3D_import_and_export wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Blender''' is a open source 3D content creation suite available for all major operating systems under the [[GNU General Public License]] and available for free. &amp;lt;sup&amp;gt;[http://www.blender.org/]&amp;lt;/sup&amp;gt; Many [[FlightGear]] developers use Blender, and there are a lot of articles on the FlightGear Wiki about using it.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' An [[Blender_AC3D_import_and_export|importer/exporter]] for FlightGear's most common 3D format (AC3D, .ac) is only included in Blender version 2.49b or older. For later versions you have to install it manually. See the dedicated [[Blender_AC3D_import_and_export|Blender AC3D import and export]] wiki page for more information.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Blender related articles ===&lt;br /&gt;
* [[Howto: Add smooth (&amp;quot;Ambient Occlusion&amp;quot;) shadows in Blender]]&lt;br /&gt;
* [[Howto: Modeling Ground Signs with Blender]]&lt;br /&gt;
* Aircraft modeling tutorial (flightgear-specific)&lt;br /&gt;
** by Helijah: Breguet Br-761 &amp;quot;Deux ponts&amp;quot;&lt;br /&gt;
*** [http://helijah.free.fr/flightgear/Creation/Creation-fr.htm In French]&lt;br /&gt;
*** [http://helijah.free.fr/flightgear/Creation/Creation-en.htm In English]&lt;br /&gt;
* Aircraft modeling tutorial (non-flightgear-specific)&lt;br /&gt;
** by Kevin Jongen: [http://www.websitetoolbox.com/tool/post/felixdk/vpost?id=2283400 Nieuport 11] and [http://www.military-meshes.com/forums/showthread.php?t=2232 additional discussion]&lt;br /&gt;
** by Samo: [http://forums.cgsociety.org/showthread.php?f=91&amp;amp;t=252648&amp;amp;highlight=blender+aircraft Policarpov I-15 Chato]&lt;br /&gt;
** by Witold Jaworski: [http://airplanes3d.net/wm-000_e.xml E-book &amp;quot;Virtual Modeling&amp;quot; ] on P-40B. With over 3600 pictures and 1112 pages. Currently only in Polish (no English). But you can try machine translation plus the use of many pictures :-)&lt;br /&gt;
* Aircraft modeling video tutorial&lt;br /&gt;
** How to model Me163 Komet (Blender 2.64): [http://www.youtube.com/watch?feature=player_embedded&amp;amp;v=0et7lFsIf5E#! youtube]&lt;br /&gt;
** How to model an airliner (Blender 2.5): [http://www.youtube.com/watch?v=a5pva-Meu7E youtube]&lt;br /&gt;
** Blender 2.5 Tutorial- Introduction to Modeling in Blender: [http://www.youtube.com/watch?v=BGfJLsm54ho&amp;amp;feature=related youtube]&lt;br /&gt;
** Blender 2.59 Airplane Modeling Timelapse [http://www.youtube.com/watch?v=hC5pzvBbyQw&amp;amp;feature=relmfu youtube]&lt;br /&gt;
** Modeling an X-Wing in Blender 3D (Blender 2.4): [https://www.youtube.com/watch?v=BGfJLsm54ho&amp;amp;feature=related youtube]&lt;br /&gt;
** Blender 2.49b Reference Image Setup for Modeling workflow. [http://www.youtube.com/watch?v=SSedXO00H1c youtube] (Setting up the reference images as textured flat objects visible not only in orthographic views)&lt;br /&gt;
&lt;br /&gt;
=== Also related to modeling and Blender ===&lt;br /&gt;
* [[GMax2AC]]&lt;br /&gt;
* [[Howto: Illuminate faces|Illuminate faces]]&lt;br /&gt;
* [[Howto: Make a helicopter|Make a helicopter]]&lt;br /&gt;
* [[Model Import and Export]]&lt;br /&gt;
* [[Modeling - FAQ]]&lt;br /&gt;
* [[Modeling - Getting Started]]&lt;br /&gt;
* [[Modeling - SketchUp]]&lt;br /&gt;
* [[Normals and Transparency Tutorial]]&lt;br /&gt;
* [[SketchUp to AC3D exporter]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.blender.org/ Official website]&lt;br /&gt;
* [http://wiki.blender.org/index.php/Main_Page Official wiki]&lt;br /&gt;
* [http://www.blender.org/download/get-blender/ Get Blender]&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:GPL software]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Work_with_AC3D_files_in_Blender&amp;diff=119648</id>
		<title>Howto:Work with AC3D files in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Work_with_AC3D_files_in_Blender&amp;diff=119648"/>
		<updated>2019-08-08T15:49:20Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Added link to the forum thread about the development of Majic79 and Necolatis blender script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many [[FlightGear]] [[aircraft]] modelers prefer [[Blender]] as their 3D-modelling editor. FlightGear primarily uses the [[AC3D]] file format (&amp;lt;code&amp;gt;.ac&amp;lt;/code&amp;gt;) to model aircraft, [[scenery]] models, and many other things.  There is good support for the import and export of the AC3D file format from Blender. This page gives an overview of those options.&lt;br /&gt;
&lt;br /&gt;
== Blender versions 2.4 and older ==&lt;br /&gt;
For these versions, Blender supports both the import and export of AC3D files out of the box.  Just go into user preferences and enable the addon scripts.&lt;br /&gt;
&lt;br /&gt;
== Blender versions 2.5 to 2.62 ==&lt;br /&gt;
For these versions you can use one of these scripts by Majic79:&lt;br /&gt;
&lt;br /&gt;
* {{github source|proj=majic79|repo=Blender-AC3D|branch=BL2.59|text=Version for Blender 2.59 (repository)}} ({{github zip file|majic79|Blender-AC3D|branch=BL2.59|text=ZIP file download}}).&lt;br /&gt;
* {{github source|proj=majic79|repo=Blender-AC3D|branch=BL2.60|text=Version for Blender 2.60 (repository)}} ({{github zip file|majic79|Blender-AC3D|branch=BL2.60|text=ZIP file download}}).&lt;br /&gt;
* {{github source|proj=majic79|repo=Blender-AC3D|branch=BL2.62|text=Version for Blender 2.62 (repository)}} ({{github zip file|majic79|Blender-AC3D|branch=BL2.62|text=ZIP file download}}).&lt;br /&gt;
&lt;br /&gt;
== Blender versions 2.63 and later ==&lt;br /&gt;
For version 2.63 onwards you have a choice of several scripts.&lt;br /&gt;
&lt;br /&gt;
=== Majic79 addon ===&lt;br /&gt;
&lt;br /&gt;
Current maintainer: [[User:Necolatis]]&lt;br /&gt;
&lt;br /&gt;
Tested with Blender version 2.63 to 2.78a&lt;br /&gt;
&lt;br /&gt;
You can follow the [http://forum.flightgear.org/viewtopic.php?f=18&amp;amp;t=13442 Forum thread] for more information.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Before you export a model with this addon, make sure that you set the UV map and texture inside the material, not just inside the UV editor.  See the video tutorial [https://www.youtube.com/watch?v=URMjoFSm5pk here].&lt;br /&gt;
* Before you export make sure to exit Edit Mode or some of your last changes won't be exported.&lt;br /&gt;
* Inside Blender when you want to see the textures, be sure to set the shader to GLSL (or for 2.7+ just set view mode to materials). Alternatively set textured solid in solid view.&lt;br /&gt;
* To see textured surfaces as they will be shown in Flightgear, go into the material texture and set the blend type to &amp;quot;Multiply&amp;quot; instead of the default &amp;quot;Mix&amp;quot; (the importer will also do this automatically). An example plane that will look very different if this is not done is the FGAddon aircraft ASK-13, notice the wingtips.&lt;br /&gt;
* If you wonder where to put the scripts you could open blender's user preferences (''CTRL ALT U'', or ''File-&amp;gt;User Preferences'') tick e.g. Import/Export and extent the informations concerning an existing script. Usually this throws the path. For Ubuntu 14.04LTS/Blender 2.79b e.g. it's: ''/usr/share/blender/scripts/addons/''.&lt;br /&gt;
* Be aware that Blender only has greyscale for emission and ambient colors. If you want to export/import a color for those, import/export options gives you capability to choose to use Blenders mirror color for that.&lt;br /&gt;
* The importer will not fail if it does not locate a texture, instead it will issue warnings. Pull down the top bar to see if there was any, they will be orange lines.&lt;br /&gt;
* The exporter will not fail if it tries to save a texture without data, instead it will issue warnings. Pull down the top bar to see if there was any, they will be orange lines. Notice that since AC3D only support 1 texture per object, if multiple textures are attached to an object in Blender the last of the textures that has any data, if any, will be the one that get exported, but it will still warn about the missing data in the others, so take care.&lt;br /&gt;
* Orientation: The default settings in the plugin correspond to the FlightGear coordinate system (-X forward and Z up, also see: [[Howto:3D_Aircraft_Models]]). The default settings are: Forward -Z and Up Y.&lt;br /&gt;
&lt;br /&gt;
You can report bugs with the addon [https://github.com/NikolaiVChr/Blender-AC3D/issues here], but please include problematic .ac/.blend files and their textures.&lt;br /&gt;
&lt;br /&gt;
: {{github source|proj=NikolaiVChr|repo=Blender-AC3D|text=Repository}} ({{github zip file|NikolaiVChr|Blender-AC3D|text=ZIP file download}}).&lt;br /&gt;
&lt;br /&gt;
Notice that the above link is to Necolatis (Nikolai) latest version, as the Majic79 github hasn't kept up with the updates and seems dead.&lt;br /&gt;
&lt;br /&gt;
=== Mr. No addon ===&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* When exporting with this addon, make sure you set the texture inside the UV editor.&lt;br /&gt;
* When using this script, it is very important that everything is textured. The addon will silently fail if this is not the case.&lt;br /&gt;
* This script does not work reliable when nested groups are being used in the imported AC3D model (example [https://github.com/NikolaiVChr/flightgear-saab-ja-37-viggen/blob/FG-v3.4/Aircraft/JA37/Models/Instruments/Altimeter2/altimeter-metric.ac here]).&lt;br /&gt;
* The importer cannot handle the token 'subdiv', its just ignored.&lt;br /&gt;
* The exporter does not always export the rotations/location matrix of objects correctly.&lt;br /&gt;
&lt;br /&gt;
: [http://www.mediafire.com/?m4f9m95qj9e5qq0 Download link (MediaFire)]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://sites.google.com/view/ac3dfileformat/home AC3D file format]&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119440</id>
		<title>Belgium</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119440"/>
		<updated>2019-07-12T21:32:45Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Fixed links, cleanup and added a little more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
'''WIP PAGE !!!'''&lt;br /&gt;
&lt;br /&gt;
Belgium is very little but a very dense country [https://en.wikipedia.org/wiki/Belgium according to Wikipedia].&lt;br /&gt;
&lt;br /&gt;
However, aviation related, Belgium got a lot of airports and airfields. Like Belgium is very little, in no time you can hop from one airfield to another. That's just awesome if you like short (30 minutes) flights !&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery is mainly developed by [http://www.davidvanmosselbeen.be David Van Mosselbeen].&lt;br /&gt;
&lt;br /&gt;
A few airfields has been pushed to the TerraSync server so far. Sadly enough, as the Belgian scenery is still a work in progress project, data on the TerraSync is a bit outdated.&lt;br /&gt;
&lt;br /&gt;
As the Belgian scenery is still an in development project, the scenery is mainly only available on an external repository for the moment. As well as all Belgian related information is stored on an external wiki. In the meantime, all data will be uploaded to the TerraSync server and to the FlightGear Wiki. As this is one man job, it take time.&lt;br /&gt;
&lt;br /&gt;
The good news is that many little airfields are almost finished. We are currently busy on optimizing the stuff and bug hunting. Feel free to download a preview, test and report issues.&lt;br /&gt;
&lt;br /&gt;
Here a few pointers&lt;br /&gt;
* {{repo link&lt;br /&gt;
| site = gh&lt;br /&gt;
| user = dvanmosselbeen&lt;br /&gt;
| repo = flightgear-belgian-custom-scenery&lt;br /&gt;
| text = See here for the Belgian curstom scenery repository}}.&lt;br /&gt;
* {{repo link&lt;br /&gt;
| site = gh&lt;br /&gt;
| user = dvanmosselbeen&lt;br /&gt;
| repo = flightgear-belgian-custom-scenery-src&lt;br /&gt;
| text = See here for the source files of the Belgian custom scenery repository}}.&lt;br /&gt;
* {{repo link&lt;br /&gt;
| site = gh&lt;br /&gt;
| proj = dvanmosselbeen&lt;br /&gt;
| repo = flightgear-belgian-custom-scenery&lt;br /&gt;
| type = tracker&lt;br /&gt;
| full = 1&lt;br /&gt;
| text = See this link for to report issues. If you report an issue concerning a airfield, please start the subject with the ICAO code of the concerned airport}}.&lt;br /&gt;
* {{repo link&lt;br /&gt;
| site = gh&lt;br /&gt;
| proj = dvanmosselbeen&lt;br /&gt;
| repo = flightgear-belgian-custom-scenery&lt;br /&gt;
| type = wiki&lt;br /&gt;
| full = 1&lt;br /&gt;
|text = See here for the (temporary) Belgian custom scenery wiki}}.&lt;br /&gt;
&lt;br /&gt;
== Airports which are currently in development ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ICAO Code !! Name of Airfield/Town !&lt;br /&gt;
! Status &amp;lt;small&amp;gt;(published)&amp;lt;/small&amp;gt; !! Status &amp;lt;small&amp;gt;(development)&amp;lt;/small&amp;gt; !! [[TerraSync]]&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Comment &lt;br /&gt;
|-&lt;br /&gt;
| EBAL || Aalst Hospital helistrip || In development || In development || {{No}} &lt;br /&gt;
| Blender draft model only.&lt;br /&gt;
|-&lt;br /&gt;
| EBAV || Avernas || TaxiDraw, all objects || 100% complete || {{Partial}}&lt;br /&gt;
| Looks like this airfield got a second runway. Thus the airport layout needs to be updated to match real life.&lt;br /&gt;
|-&lt;br /&gt;
| EBAW || Antwerpen Deurne || TaxiDraw, all objects || 60% complete || {{Partial}}&lt;br /&gt;
| All buildings have been modeled but they have very basic textures. Some buildings where pushed to TerraSync in 2015.&lt;br /&gt;
|-&lt;br /&gt;
| EBBE || Bauchevain || TaxiDraw, some objects || 40% complete || {{Partial}}&lt;br /&gt;
| Only placed generic hangar bunker but that fill up a lot of blank spaces on this airbase)&lt;br /&gt;
|-&lt;br /&gt;
| EBBL || Kleine-Brogel || TaxiDraw, all objects || 98% complete || {{No}}&lt;br /&gt;
| This is probably the most complete military airbase available in Belgium. This scenery is photo realistic textured and math the real life airbase.&lt;br /&gt;
|-&lt;br /&gt;
| EBBR || Brussels Airport || TaxiDraw, many objects || 75% complete || {{Partial}}&lt;br /&gt;
| Bloatware region - Also look to all these buildings in Brussels and landmark.&lt;br /&gt;
|-&lt;br /&gt;
| EBTY || Baisy-Thy || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| EBBZ || Buzet || Taxidraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| EBCF|| Cerfontaine || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBCF.&lt;br /&gt;
|-&lt;br /&gt;
| EBCI || Brussels Sout (Charleroi) || TaxiDraw, many objects || 40% complete || {{Partial}}&lt;br /&gt;
| Most of the objects have been modeled but they aren't currently well textured.&lt;br /&gt;
|-&lt;br /&gt;
| EBFN || Koksijde || TaxiDraw, some objects || 25% complete || {{No}}&lt;br /&gt;
| Base blocks only.&lt;br /&gt;
|-&lt;br /&gt;
| EBFS || Forennes || TaxiDraw, some objects || 25% complete || {{No}}&lt;br /&gt;
| Base blocs only.&lt;br /&gt;
|-&lt;br /&gt;
| EBGB || Grimbergen || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| Miss a few generic static objects like that old aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| EBGG || Geraarsbergen Overboelare || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBLE || Sanicole || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBLN || Liernu|| TaxiDraw, some models || Unknown || {{No}}&lt;br /&gt;
| Airport layout available in FlightGear and a few basic objects. (Only made the airport layout, someone is busy working on the EBLN airfield)&lt;br /&gt;
|-&lt;br /&gt;
| EBOS || Oostende || TaxiDraw, many models || 80% complete || {{No}}&lt;br /&gt;
| This airport is pretty complete and usable.&lt;br /&gt;
|-&lt;br /&gt;
| EBSG || St. Ghislain|| TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBSG.&lt;br /&gt;
|-&lt;br /&gt;
| EBSL || Zutendaal || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBSP || Spa|| TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBSW || Sint-Pieters-Leeuw (Heliport) || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBSW.&lt;br /&gt;
|-&lt;br /&gt;
| EBTY || Tournai Maubray || TaxyDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBTY.&lt;br /&gt;
|-&lt;br /&gt;
| EBZH || Kiewit || In development || 10% complete || {{No}}&lt;br /&gt;
| This is the new WIP project ! Only base blocs.&lt;br /&gt;
|-&lt;br /&gt;
| EBZW || Zwartenberg || TaxiDraw || Empty || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of developed airports]]&lt;br /&gt;
* [[Airports under construction]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in Belgium| ]]&lt;br /&gt;
[[Category:Lists|Airports in Belgium]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119439</id>
		<title>Belgium</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119439"/>
		<updated>2019-07-10T22:22:32Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Added EBZH entry, the new wip project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
'''WIP PAGE !!!'''&lt;br /&gt;
&lt;br /&gt;
Belgium is a very little and dense country according to Wikipedia: https://en.wikipedia.org/wiki/Belgium&lt;br /&gt;
&lt;br /&gt;
However, aviation related, Belgium got a lot of airports and airfields. Like Belgium is very little, in no time you can hop from one airfield to another. That's just awesome if you like short (30 minutes) flights !&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery is mainly developed by [http://www.davidvanmosselbeen.be David Van Mosselbeen]. You can view the Belgian development version on the dedicated repository at: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery&lt;br /&gt;
&lt;br /&gt;
A few airfields has been pushed to the TerraSync server so far. Parts of the gigantic EBBR (Brussels airport) is also available with TerraSync.&lt;br /&gt;
&lt;br /&gt;
As the Belgian scenery is still an in development project (like it will be a life long project), the scenery is mainly only available on an external repository. As well as all Belgian related information is stored on an external wiki. In the meantime, all data will be uploaded to the TerraSync server and to the FlightGear Wiki. As this is one man job, it take time.&lt;br /&gt;
&lt;br /&gt;
== Airports which are currently in development ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ICAO Code !! Name of Airfield/Town !&lt;br /&gt;
! Status &amp;lt;small&amp;gt;(published)&amp;lt;/small&amp;gt; !! Status &amp;lt;small&amp;gt;(development)&amp;lt;/small&amp;gt; !! [[TerraSync]]&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Comment &lt;br /&gt;
|-&lt;br /&gt;
| EBAL || Aalst Hospital helistrip || In development || In development || {{No}} &lt;br /&gt;
| Blender draft model only.&lt;br /&gt;
|-&lt;br /&gt;
| EBAV || Avernas || TaxiDraw, all objects || 100% complete || {{Partial}}&lt;br /&gt;
| Looks like this airfield got a second runway. Thus the airport layout needs to be updated to match real life.&lt;br /&gt;
|-&lt;br /&gt;
| EBAW || Antwerpen Deurne || TaxiDraw, all objects || 60% complete || {{Partial}}&lt;br /&gt;
| All buildings have been modeled but they have very basic textures. Some buildings where pushed to TerraSync in 2015.&lt;br /&gt;
|-&lt;br /&gt;
| EBBE || Bauchevain || TaxiDraw, some objects || 40% complete || {{Partial}}&lt;br /&gt;
| Only placed generic hangar bunker but that fill up a lot of blank spaces on this airbase)&lt;br /&gt;
|-&lt;br /&gt;
| EBBL || Kleine-Brogel || TaxiDraw, all objects || 98% complete || {{No}}&lt;br /&gt;
| This is probably the most complete military airbase available in Belgium. This scenery is photo realistic textured and math the real life airbase.&lt;br /&gt;
|-&lt;br /&gt;
| EBBR || Brussels Airport || TaxiDraw, many objects || 75% complete || {{Partial}}&lt;br /&gt;
| Bloatware region - Also look to all these buildings in Brussels and landmark.&lt;br /&gt;
|-&lt;br /&gt;
| EBTY || Baisy-Thy || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| EBBZ || Buzet || Taxidraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| EBCF|| Cerfontaine || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBCF.&lt;br /&gt;
|-&lt;br /&gt;
| EBCI || Brussels Sout (Charleroi) || TaxiDraw, many objects || 40% complete || {{Partial}}&lt;br /&gt;
| Most of the objects have been modeled but they aren't currently well textured.&lt;br /&gt;
|-&lt;br /&gt;
| EBFN || Koksijde || TaxiDraw, some objects || 25% complete || {{No}}&lt;br /&gt;
| Base blocks only.&lt;br /&gt;
|-&lt;br /&gt;
| EBFS || Forennes || TaxiDraw, some objects || 25% complete || {{No}}&lt;br /&gt;
| Base blocs only.&lt;br /&gt;
|-&lt;br /&gt;
| EBGB || Grimbergen || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| Miss a few generic static objects like that old aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| EBGG || Geraarsbergen Overboelare || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBLE || Sanicole || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBLN || Liernu|| TaxiDraw, some models || Unknown || {{No}}&lt;br /&gt;
| Airport layout available in FlightGear and a few basic objects. (Only made the airport layout, someone is busy working on the EBLN airfield)&lt;br /&gt;
|-&lt;br /&gt;
| EBOS || Oostende || TaxiDraw, many models || 80% complete || {{No}}&lt;br /&gt;
| This airport is pretty complete and usable.&lt;br /&gt;
|-&lt;br /&gt;
| EBSG || St. Ghislain|| TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBSG.&lt;br /&gt;
|-&lt;br /&gt;
| EBSL || Zutendaal || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBSP || Spa|| TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBSW || Sint-Pieters-Leeuw (Heliport) || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBSW.&lt;br /&gt;
|-&lt;br /&gt;
| EBTY || Tournai Maubray || TaxyDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBTY.&lt;br /&gt;
|-&lt;br /&gt;
| EBZH || Kiewit || In development || 10% complete || {{No}}&lt;br /&gt;
| This is the new WIP project ! Only base blocs.&lt;br /&gt;
|-&lt;br /&gt;
| EBZW || Zwartenberg || TaxiDraw || Empty || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of developed airports]]&lt;br /&gt;
* [[Airports under construction]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in Belgium| ]]&lt;br /&gt;
[[Category:Lists|Airports in Belgium]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2019&amp;diff=119385</id>
		<title>FlightGear Newsletter June 2019</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2019&amp;diff=119385"/>
		<updated>2019-07-07T17:47:19Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Belgium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
NOTES TO EDITORS&lt;br /&gt;
&lt;br /&gt;
* Headings&lt;br /&gt;
  * DO NOT DELETE HEADINGS prior to final cleanup&lt;br /&gt;
  * Current headings and their order is merely a suggestion based on what have been used earlier&lt;br /&gt;
  * Changes made to headings or structure should also be copied the Newsletter template FIXME&lt;br /&gt;
&lt;br /&gt;
* Discussion, issues and suggestions&lt;br /&gt;
  * Regarding this newsletter issue, please use the discussion page&lt;br /&gt;
  * Regarding the newsletter in general, primarily use the FlightGear Newsletter discussion page (Talk:FlightGear Newsletter)&lt;br /&gt;
  * Regarding this Newsletter template, please use FIXME&lt;br /&gt;
&lt;br /&gt;
* Final cleanup before write protecting&lt;br /&gt;
  * Remove unused headings&lt;br /&gt;
  * Remove {{Appendix}} if not used.&lt;br /&gt;
  * Update &amp;quot;Category: Changes after&amp;quot; to the FG version current at the 1st of this month&lt;br /&gt;
  * Finally remove this comment&lt;br /&gt;
  * Update [[Next Newsletter]] and [[FlightGear Newsletter]]&lt;br /&gt;
&lt;br /&gt;
WARNING: THIS PRELOAD NEWSLETTER HEADER IS LINKED TO A SANDBOX TEMPLATE! WHEN CLEANING UP PLEASE DELETE THIS MESSAGE AND CHANGE THE HEADER BELOW TO:&lt;br /&gt;
+++   {{Newsletter-header|{{#time: F | 2019-06}}}}   +++&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{User:Skybike/Template:Newsletter-header-translate|2019-06}}&lt;br /&gt;
{{TOC_right|limit=2}}&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) is welcome to contribute to the newsletter.  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;
== Development news ==&lt;br /&gt;
&amp;lt;!-- News about FlightGear itself.  The FlightGear mailing list and/or core developers are a good source. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == New software tools and projects == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Those not being part of FlightGear itself, like for example OpenRadar, TerreMaster or flightgear-atc.alwaysdata.net. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&amp;lt;!-- News about new and upgraded aircraft and related stuff.  The official forum and other ones usually are a good source for this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Instruments === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === New aircraft === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== F-14 V1.9 ====&lt;br /&gt;
&lt;br /&gt;
* Interior cockpit shadows working&lt;br /&gt;
* Fixes (JSBSim) for FG 2019.1 or later.&lt;br /&gt;
* Better APC (thanks Josh)&lt;br /&gt;
* FDM aero improvements to flaps and low speed handling&lt;br /&gt;
* 3D Model optimisations (single mesh for exterior/interior with a texture atlas for each)&lt;br /&gt;
&lt;br /&gt;
==== F-15 V1.9 ====&lt;br /&gt;
&lt;br /&gt;
* Nasal optimisations&lt;br /&gt;
* optimised Canvas displays &lt;br /&gt;
* Using emesary M_exec for Nasal mainloop&lt;br /&gt;
* JSBSim runtime error fixes&lt;br /&gt;
* FCS/AFCS improvements (Joshua Davidson)&lt;br /&gt;
* Improved MPCD SIT (map) (Nikolai)&lt;br /&gt;
* VSD fixed target aspect display&lt;br /&gt;
* FDM mass properties corrections(fuel/payload/stores/pylons positions)&lt;br /&gt;
&amp;lt;!-- === Liveries === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Aircraft reviews === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AI == &lt;br /&gt;
&amp;lt;!--Looking at &amp;quot;In the hangar&amp;quot; or &amp;quot;Scenery corner&amp;quot; we really need a slogan for &amp;quot;AI&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;!-- === AI traffic === --&amp;gt;&lt;br /&gt;
The AI team makes FlightGear more realistic, colorful and lively every month. You can support the important development of ''Interactive Traffic'' and contribute at the FlightGear {{forum link|title=AI|f=23}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === AI scenarios === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
&amp;lt;!-- Scenery development news --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Belgium ===&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery development is back on track !&lt;br /&gt;
&lt;br /&gt;
'''''Need to add a fancy and very fat screenshot representing this scenery. (feel free to add somethings very fat !)'''''&lt;br /&gt;
&lt;br /&gt;
The scenery development of Belgium started around 2011 and stalled around 2013. Some parts of this external scenery has been pushed to TerraSync in 2015. But since 2015 nothing has been improved in TerraSync. &lt;br /&gt;
&lt;br /&gt;
The author of the Belgian scenery is a great fan of ULM's, GA and helicopters. No wonder that he focus on little airfields. However, he currently work back on the massive EBBR (Brussels Airport) and EBBL (Kleine-Brogel) mil and many more little airfields.&lt;br /&gt;
&lt;br /&gt;
Actually, most of the Belgian airports got a technical update, to match the current FlightGear requirements. (mind the elevation data, airport accuracy, optimizing of objects and textures, night texture animation, adding shared models to fill up the airfields...).&lt;br /&gt;
&lt;br /&gt;
Some airfields, so far EBBL and EBSW, got a serious lifting since 2013 and needs testers before these data get pushed to the TerraSync server. Much more will come very soon.&lt;br /&gt;
&lt;br /&gt;
Those who love military stuff would love EBBL. The EBBL military airbase is completely photo realistic textured and require a special attention to testers! The EBBL military airfield is build like how it is in real life !&lt;br /&gt;
&lt;br /&gt;
'''We need testers ! Volunteers who test and report issues on: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/issues before the scenery get pushed to the TerraSync server.'''&lt;br /&gt;
&lt;br /&gt;
'''The current status''':&lt;br /&gt;
&lt;br /&gt;
A Belgian page has been created on the FlightGear Wiki to give you more information of the current development status: http://wiki.flightgear.org/Belgium&lt;br /&gt;
&lt;br /&gt;
However, for the moment, as the documentation is also in progress, the documentation is stored on the wiki of the projects repo. In the mean time, the documentation should move to the wiki of FlightGear. For the full list of improved airports with screenshots and more information of each Belgian airfield, see: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/wiki/Airports-list&lt;br /&gt;
&lt;br /&gt;
Follow, download and contribute to it's development on: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/wiki&lt;br /&gt;
&lt;br /&gt;
If any Belgian has contacts with local pilots or airfield employees, or have usable information, feel free to contact David Van Mosselbeen (david.van.mosselbeen@gmail.com - +32 496 28 38 96).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Scenery Models === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Airports === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Land cover === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Osm2city === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Interview with a contributor == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Suggested flights == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&amp;lt;!-- === FlightGear on YouTube === --&amp;gt;&lt;br /&gt;
&amp;lt;!-- embed video as {{#ev:youtube|VCc6PwRI1LA}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Forum news === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Wiki updates === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Facebook ===&lt;br /&gt;
Since early December 2010, FlightGear has an [http://www.facebook.com/FlightGear official Facebook page].  If you have a Facebook account please feel free to join the page.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Instagram ===&lt;br /&gt;
In January 2018 the [https://www.instagram.com/flightgear_sim/ @flightgear_sim Instagram account] was brought back to life. If you've got nice screenshots to be featured, feel free to {{forum link|text=contact the maintainer|t=33636}}.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on FlightSim.com ===&lt;br /&gt;
Flightgear has also a [https://www.flightsim.com/vbfs/forumdisplay.php?102-FlightGear sub-forum] on flightsim.com - just like the commercial flightsims. It is an opportunity to showcase what FG can do, get people curious and answer any questions they may have with regard to the software or the project.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer events ==&lt;br /&gt;
&amp;lt;!-- === Upcoming events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Finished events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == FlightGear events == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- For example presence at FSWeekend --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Hardware reviews == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
=== Translators needed ===&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 multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&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 mit dem [[: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 wiki de FlightGear 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;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:zh.gif]]&lt;br /&gt;
| FlightGear 百科仍然需要志愿者将其翻译为各种语言。如果你有兴趣让FlightGear百科支持更多语言, 你可以查看 [[Help:Translate]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
&amp;lt;!--FlightGear's Screenshot of the Month {{#time: F | 2019-05}} 2019 is FIXME by {{usr|FIXME}}&lt;br /&gt;
ADD IMAGE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to participate in the screenshot contest &amp;lt;!--of {{#time: F | 2019-05 + 1month}}--&amp;gt;, you can submit your candidate to  {{forum link|title=this|f=19}}. Be sure to see the first post for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter&amp;lt;!-- edition of {{#time: F | 2019-05 + 1month}}--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''Thanks for reading {{PAGENAME}}!''&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 2018.3]]&amp;lt;!--Has a new version been released this month? Use previous version!--&amp;gt;&lt;br /&gt;
[[Category:FlightGear Newsletter|2019 05]]&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Newsletter {{#time: F Y | 2019-05 | de }}]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119384</id>
		<title>Belgium</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119384"/>
		<updated>2019-07-07T17:07:31Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Airports which are currently in development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
'''WIP PAGE !!!'''&lt;br /&gt;
&lt;br /&gt;
Belgium is a very little and dense country according to Wikipedia: https://en.wikipedia.org/wiki/Belgium&lt;br /&gt;
&lt;br /&gt;
However, aviation related, Belgium got a lot of airports and airfields. Like Belgium is very little, in no time you can hop from one airfield to another. That's just awesome if you like short (30 minutes) flights !&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery is mainly developed by [http://www.davidvanmosselbeen.be David Van Mosselbeen]. You can view the Belgian development version on the dedicated repository at: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery&lt;br /&gt;
&lt;br /&gt;
A few airfields has been pushed to the TerraSync server so far. Parts of the gigantic EBBR (Brussels airport) is also available with TerraSync.&lt;br /&gt;
&lt;br /&gt;
As the Belgian scenery is still an in development project (like it will be a life long project), the scenery is mainly only available on an external repository. As well as all Belgian related information is stored on an external wiki. In the meantime, all data will be uploaded to the TerraSync server and to the FlightGear Wiki. As this is one man job, it take time.&lt;br /&gt;
&lt;br /&gt;
== Airports which are currently in development ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ICAO Code !! Name of Airfield/Town !&lt;br /&gt;
! Status &amp;lt;small&amp;gt;(published)&amp;lt;/small&amp;gt; !! Status &amp;lt;small&amp;gt;(development)&amp;lt;/small&amp;gt; !! [[TerraSync]]&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Comment &lt;br /&gt;
|-&lt;br /&gt;
| EBAL || Aalst Hospital helistrip || In development || In development || {{No}} &lt;br /&gt;
| Blender draft model only.&lt;br /&gt;
|-&lt;br /&gt;
| EBAV || Avernas || TaxiDraw, all objects || 100% complete || {{Partial}}&lt;br /&gt;
| Looks like this airfield got a second runway. Thus the airport layout needs to be updated to match real life.&lt;br /&gt;
|-&lt;br /&gt;
| EBAW || Antwerpen Deurne || TaxiDraw, all objects || 60% complete || {{Partial}}&lt;br /&gt;
| All buildings have been modeled but they have very basic textures. Some buildings where pushed to TerraSync in 2015.&lt;br /&gt;
|-&lt;br /&gt;
| EBBE || Bauchevain || TaxiDraw, some objects || 40% complete || {{Partial}}&lt;br /&gt;
| Only placed generic hangar bunker but that fill up a lot of blank spaces on this airbase)&lt;br /&gt;
|-&lt;br /&gt;
| EBBL || Kleine-Brogel || TaxiDraw, all objects || 98% complete || {{No}}&lt;br /&gt;
| This is probably the most complete military airbase available in Belgium. This scenery is photo realistic textured and math the real life airbase.&lt;br /&gt;
|-&lt;br /&gt;
| EBBR || Brussels Airport || TaxiDraw, many objects || 75% complete || {{Partial}}&lt;br /&gt;
| Bloatware region - Also look to all these buildings in Brussels and landmark.&lt;br /&gt;
|-&lt;br /&gt;
| EBTY || Baisy-Thy || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| EBBZ || Buzet || Taxidraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| EBCF|| Cerfontaine || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBCF.&lt;br /&gt;
|-&lt;br /&gt;
| EBCI || Brussels Sout (Charleroi) || TaxiDraw, many objects || 40% complete || {{Partial}}&lt;br /&gt;
| Most of the objects have been modeled but they aren't currently well textured.&lt;br /&gt;
|-&lt;br /&gt;
| EBFN || Koksijde || TaxiDraw, some objects || 25% complete || {{No}}&lt;br /&gt;
| Base blocks only.&lt;br /&gt;
|-&lt;br /&gt;
| EBFS || Forennes || TaxiDraw, some objects || 25% complete || {{No}}&lt;br /&gt;
| Base blocs only.&lt;br /&gt;
|-&lt;br /&gt;
| EBGB || Grimbergen || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| Miss a few generic static objects like that old aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| EBGG || Geraarsbergen Overboelare || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBLE || Sanicole || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBLN || Liernu|| TaxiDraw, some models || Unknown || {{No}}&lt;br /&gt;
| Airport layout available in FlightGear and a few basic objects. (Only made the airport layout, someone is busy working on the EBLN airfield)&lt;br /&gt;
|-&lt;br /&gt;
| EBOS || Oostende || TaxiDraw, many models || 80% complete || {{No}}&lt;br /&gt;
| This airport is pretty complete and usable.&lt;br /&gt;
|-&lt;br /&gt;
| EBSG || St. Ghislain|| TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBSG.&lt;br /&gt;
|-&lt;br /&gt;
| EBSL || Zutendaal || TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBSP || Spa|| TaxiDraw || Unknown || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|-&lt;br /&gt;
| EBSW || Sint-Pieters-Leeuw (Heliport) || TaxiDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| TerraSync has an old version of EBSW.&lt;br /&gt;
|-&lt;br /&gt;
| EBTY || Tournai Maubray || TaxyDraw, all objects || 100% complete || {{Yes}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| EBZW || Zwartenberg || TaxiDraw || Empty || {{No}}&lt;br /&gt;
| Only airport layout available in FlightGear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of developed airports]]&lt;br /&gt;
* [[Airports under construction]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in Belgium| ]]&lt;br /&gt;
[[Category:Lists|Airports in Belgium]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119383</id>
		<title>Belgium</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119383"/>
		<updated>2019-07-07T01:50:18Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
'''WIP PAGE !!!'''&lt;br /&gt;
&lt;br /&gt;
Belgium is a very little and dense country according to Wikipedia: https://en.wikipedia.org/wiki/Belgium&lt;br /&gt;
&lt;br /&gt;
However, aviation related, Belgium got a lot of airports and airfields. Like Belgium is very little, in no time you can hop from one airfield to another. That's just awesome if you like short (30 minutes) flights !&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery is mainly developed by [http://www.davidvanmosselbeen.be David Van Mosselbeen]. You can view the Belgian development version on the dedicated repository at: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery&lt;br /&gt;
&lt;br /&gt;
A few airfields has been pushed to the TerraSync server so far. Parts of the gigantic EBBR (Brussels airport) is also available with TerraSync.&lt;br /&gt;
&lt;br /&gt;
As the Belgian scenery is still an in development project (like it will be a life long project), the scenery is mainly only available on an external repository. As well as all Belgian related information is stored on an external wiki. In the meantime, all data will be uploaded to the TerraSync server and to the FlightGear Wiki. As this is one man job, it take time.&lt;br /&gt;
&lt;br /&gt;
== Airports which are currently in development ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ICAO Code !! Name of Airfield/Town !&lt;br /&gt;
! Status &amp;lt;small&amp;gt;(published)&amp;lt;/small&amp;gt; !! Status &amp;lt;small&amp;gt;(development)&amp;lt;/small&amp;gt; !! [[TerraSync]]&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Comment &lt;br /&gt;
|-&lt;br /&gt;
| EBAL || Aalst Hospital helistrip || WIP || Unknown || {{No}} &lt;br /&gt;
| Blender draft model only.&lt;br /&gt;
|-&lt;br /&gt;
| EBAV || Avernas || 100% Done|| Unknown || {{Partial}}&lt;br /&gt;
| Lovely airfield for ULM flights.&lt;br /&gt;
|-&lt;br /&gt;
| EBAW || Antwerpen Deurne || 60% Done|| Partial || {{Partial}}&lt;br /&gt;
|-&lt;br /&gt;
| EBBE || Bauchevain || 40% Done|| Partial || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| EBBL || Kleine-Brogel || 40% Done|| Partial || {{No}}&lt;br /&gt;
| This is probably the most complete military airbase available in Belgium. This scenery is photo realistic textured and math the real life airbase.&lt;br /&gt;
|-&lt;br /&gt;
| EBBR || Brussels Airport || 75% Done|| Partial || {{Partial}}&lt;br /&gt;
| Bloatware region - Also look to all these buildings in Brussels and landmark.&lt;br /&gt;
|-&lt;br /&gt;
| EBTY || Baisy-Thy || 100% Done|| Finished || {{Yes}}&lt;br /&gt;
| Little airfield for ULM's.&lt;br /&gt;
|-&lt;br /&gt;
| EBBZ|| Buzet || 100% Done|| Finished || {{Yes}}&lt;br /&gt;
| Little airfield for ULM's.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* EBCF - Cerfontaine (100% done)&lt;br /&gt;
* EBCI - Brussels South (Charleroi) (40% done - very basic texturing)&lt;br /&gt;
* EBFN - Koksijde (25% done - Base blocs only)&lt;br /&gt;
* EBFS - Florennes (25% done - Base blocs only)&lt;br /&gt;
* EBGB - Grimbergen (100% done)&lt;br /&gt;
* EBGG - Geraarsbergen Overboelare (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLE - Sanicole (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLN - Liernu (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBOS - Oostende (80% done)&lt;br /&gt;
* EBSG - St. Ghislain (100% done)&lt;br /&gt;
* EBSL - Zutendaal (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSP - Spa (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSW - Sint-Pieters-Leeuw (Heliport) (100% done)&lt;br /&gt;
* EBTY - Tournai Maubray (100% done)&lt;br /&gt;
* EBZW - Zwartberg (Airport layout only - TaxiDraw)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of developed airports]]&lt;br /&gt;
* [[Airports under construction]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in Belgium| ]]&lt;br /&gt;
[[Category:Lists|Airports in Belgium]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2019&amp;diff=119382</id>
		<title>FlightGear Newsletter June 2019</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2019&amp;diff=119382"/>
		<updated>2019-07-07T00:59:32Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Belgium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
NOTES TO EDITORS&lt;br /&gt;
&lt;br /&gt;
* Headings&lt;br /&gt;
  * DO NOT DELETE HEADINGS prior to final cleanup&lt;br /&gt;
  * Current headings and their order is merely a suggestion based on what have been used earlier&lt;br /&gt;
  * Changes made to headings or structure should also be copied the Newsletter template FIXME&lt;br /&gt;
&lt;br /&gt;
* Discussion, issues and suggestions&lt;br /&gt;
  * Regarding this newsletter issue, please use the discussion page&lt;br /&gt;
  * Regarding the newsletter in general, primarily use the FlightGear Newsletter discussion page (Talk:FlightGear Newsletter)&lt;br /&gt;
  * Regarding this Newsletter template, please use FIXME&lt;br /&gt;
&lt;br /&gt;
* Final cleanup before write protecting&lt;br /&gt;
  * Remove unused headings&lt;br /&gt;
  * Remove {{Appendix}} if not used.&lt;br /&gt;
  * Update &amp;quot;Category: Changes after&amp;quot; to the FG version current at the 1st of this month&lt;br /&gt;
  * Finally remove this comment&lt;br /&gt;
  * Update [[Next Newsletter]] and [[FlightGear Newsletter]]&lt;br /&gt;
&lt;br /&gt;
WARNING: THIS PRELOAD NEWSLETTER HEADER IS LINKED TO A SANDBOX TEMPLATE! WHEN CLEANING UP PLEASE DELETE THIS MESSAGE AND CHANGE THE HEADER BELOW TO:&lt;br /&gt;
+++   {{Newsletter-header|{{#time: F | 2019-06}}}}   +++&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{User:Skybike/Template:Newsletter-header-translate|2019-06}}&lt;br /&gt;
{{TOC_right|limit=2}}&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) is welcome to contribute to the newsletter.  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;
== Development news ==&lt;br /&gt;
&amp;lt;!-- News about FlightGear itself.  The FlightGear mailing list and/or core developers are a good source. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == New software tools and projects == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Those not being part of FlightGear itself, like for example OpenRadar, TerreMaster or flightgear-atc.alwaysdata.net. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&amp;lt;!-- News about new and upgraded aircraft and related stuff.  The official forum and other ones usually are a good source for this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Instruments === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === New aircraft === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== F-14 V1.9 ====&lt;br /&gt;
&lt;br /&gt;
* Interior cockpit shadows working&lt;br /&gt;
* Fixes (JSBSim) for FG 2019.1 or later.&lt;br /&gt;
* Better APC (thanks Josh)&lt;br /&gt;
* FDM aero improvements to flaps and low speed handling&lt;br /&gt;
* 3D Model optimisations (single mesh for exterior/interior with a texture atlas for each)&lt;br /&gt;
&lt;br /&gt;
==== F-15 V1.9 ====&lt;br /&gt;
&lt;br /&gt;
* Nasal optimisations&lt;br /&gt;
* optimised Canvas displays &lt;br /&gt;
* Using emesary M_exec for Nasal mainloop&lt;br /&gt;
* JSBSim runtime error fixes&lt;br /&gt;
* FCS/AFCS improvements (Joshua Davidson)&lt;br /&gt;
* Improved MPCD SIT (map) (Nikolai)&lt;br /&gt;
* VSD fixed target aspect display&lt;br /&gt;
* FDM mass properties corrections(fuel/payload/stores/pylons positions)&lt;br /&gt;
&amp;lt;!-- === Liveries === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Aircraft reviews === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AI == &lt;br /&gt;
&amp;lt;!--Looking at &amp;quot;In the hangar&amp;quot; or &amp;quot;Scenery corner&amp;quot; we really need a slogan for &amp;quot;AI&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;!-- === AI traffic === --&amp;gt;&lt;br /&gt;
The AI team makes FlightGear more realistic, colorful and lively every month. You can support the important development of ''Interactive Traffic'' and contribute at the FlightGear {{forum link|title=AI|f=23}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === AI scenarios === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
&amp;lt;!-- Scenery development news --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Belgium ===&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery development is back on track !&lt;br /&gt;
&lt;br /&gt;
'''''Need to add a fancy and very fat screenshot representing this scenery. (feel free to add somethings very fat !)'''''&lt;br /&gt;
&lt;br /&gt;
The scenery development of Belgium started around 2011 and stalled around 2013. Some parts of this external scenery has been pushed to TerraSync in 2015. But since 2015 nothing has been improved in TerraSync.&lt;br /&gt;
&lt;br /&gt;
The author of the Belgian scenery is a great fan of ULM's, GA and helicopters. No wonder that he focus on little airfields. However, he currently work back on the massive EBBR (Brussels Airport).&lt;br /&gt;
&lt;br /&gt;
Actually, most of the Belgian airports got a technical update, to match the current FlightGear requirements. (mind the elevation data, airport accuracy, optimizing of objects and textures, adding shared models to fill up the airfields...).&lt;br /&gt;
&lt;br /&gt;
Some airfields, so far EBBL and EBSW, got a serious lifting since 2013 and needs testers before these data get pushed to the TerraSync server. Much more will come very soon.&lt;br /&gt;
&lt;br /&gt;
Those who love military stuff would love EBBL. The EBBL military airbase is completely photo realistic textured and require a special attention to testers! This airfield is in FGFS is build like how it is in real life !&lt;br /&gt;
&lt;br /&gt;
'''We need testers ! Volunteers who test and report issues on: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/issues before the scenery get pushed to the TerraSync server.'''&lt;br /&gt;
&lt;br /&gt;
'''The current status''':&lt;br /&gt;
&lt;br /&gt;
* EBAL - Aalst Hospital helistrip. (Comming soon - Blender draft model only)&lt;br /&gt;
* EBAV - Avernas (100% done)&lt;br /&gt;
* EBAW - Antwerp Deurne (60% done - Basic textures)&lt;br /&gt;
* EBBE - Bauchevain (40% done - Only placed my generic hangar bunker but that fill up a lot of blanc spaces on this airbase).&lt;br /&gt;
* EBBL - Kleine-Brogel (98% done)&lt;br /&gt;
* EBBR - Brussels Airport (75% done - Bloatware region - Also look to all these buildings in Brussels and landmark).&lt;br /&gt;
* EBBY - Baisy-Thy (100% done)&lt;br /&gt;
* EBBZ - Buzet (100% done)&lt;br /&gt;
* EBCF - Cerfontaine (100% done)&lt;br /&gt;
* EBCI - Brussels South (Charleroi) (40% done - very basic texturing)&lt;br /&gt;
* EBFN - Koksijde (25% done - Base blocs only)&lt;br /&gt;
* EBFS - Florennes (25% done - Base blocs only)&lt;br /&gt;
* EBGB - Grimbergen (100% done)&lt;br /&gt;
* EBGG - Geraarsbergen Overboelare (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLE - Sanicole (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLN - Liernu (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBOS - Oostende (80% done)&lt;br /&gt;
* EBSG - St. Ghislain (100% done)&lt;br /&gt;
* EBSL - Zutendaal (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSP - Spa (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSW - Sint-Pieters-Leeuw (Heliport) (100% done)&lt;br /&gt;
* EBTY - Tournai Maubray (100% done)&lt;br /&gt;
* EBZW - Zwartberg (Airport layout only - TaxiDraw)&lt;br /&gt;
&lt;br /&gt;
For the full list of improved airports with screenshots, see: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/wiki/Airports-list&lt;br /&gt;
&lt;br /&gt;
Follow, download and contribute to it's development on: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/wiki&lt;br /&gt;
&lt;br /&gt;
If any Belgian has contacts with local pilots or airfield employees, or have usable information, feel free to contact David Van Mosselbeen (david.van.mosselbeen@gmail.com - +32 496 28 38 96).&lt;br /&gt;
&lt;br /&gt;
A Belgian wiki page has been created to give you more information: http://wiki.flightgear.org/Belgium&lt;br /&gt;
&lt;br /&gt;
'''Keep TerraSync in eye !'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Scenery Models === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Airports === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Land cover === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Osm2city === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Interview with a contributor == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Suggested flights == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&amp;lt;!-- === FlightGear on YouTube === --&amp;gt;&lt;br /&gt;
&amp;lt;!-- embed video as {{#ev:youtube|VCc6PwRI1LA}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Forum news === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Wiki updates === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Facebook ===&lt;br /&gt;
Since early December 2010, FlightGear has an [http://www.facebook.com/FlightGear official Facebook page].  If you have a Facebook account please feel free to join the page.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Instagram ===&lt;br /&gt;
In January 2018 the [https://www.instagram.com/flightgear_sim/ @flightgear_sim Instagram account] was brought back to life. If you've got nice screenshots to be featured, feel free to {{forum link|text=contact the maintainer|t=33636}}.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on FlightSim.com ===&lt;br /&gt;
Flightgear has also a [https://www.flightsim.com/vbfs/forumdisplay.php?102-FlightGear sub-forum] on flightsim.com - just like the commercial flightsims. It is an opportunity to showcase what FG can do, get people curious and answer any questions they may have with regard to the software or the project.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer events ==&lt;br /&gt;
&amp;lt;!-- === Upcoming events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Finished events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == FlightGear events == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- For example presence at FSWeekend --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Hardware reviews == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
=== Translators needed ===&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 multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&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 mit dem [[: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 wiki de FlightGear 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;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:zh.gif]]&lt;br /&gt;
| FlightGear 百科仍然需要志愿者将其翻译为各种语言。如果你有兴趣让FlightGear百科支持更多语言, 你可以查看 [[Help:Translate]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
&amp;lt;!--FlightGear's Screenshot of the Month {{#time: F | 2019-05}} 2019 is FIXME by {{usr|FIXME}}&lt;br /&gt;
ADD IMAGE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to participate in the screenshot contest &amp;lt;!--of {{#time: F | 2019-05 + 1month}}--&amp;gt;, you can submit your candidate to  {{forum link|title=this|f=19}}. Be sure to see the first post for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter&amp;lt;!-- edition of {{#time: F | 2019-05 + 1month}}--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''Thanks for reading {{PAGENAME}}!''&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 2018.3]]&amp;lt;!--Has a new version been released this month? Use previous version!--&amp;gt;&lt;br /&gt;
[[Category:FlightGear Newsletter|2019 05]]&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Newsletter {{#time: F Y | 2019-05 | de }}]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119381</id>
		<title>Belgium</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Belgium&amp;diff=119381"/>
		<updated>2019-07-07T00:58:13Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Created page with &amp;quot;Belgium is a very little and dense country according to Wikipedia: https://en.wikipedia.org/wiki/Belgium  However, aviation related, Belgium got a lot of airports and airfield...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Belgium is a very little and dense country according to Wikipedia: https://en.wikipedia.org/wiki/Belgium&lt;br /&gt;
&lt;br /&gt;
However, aviation related, Belgium got a lot of airports and airfields. Like Belgium is very little, in no time you can hop from one airfield to another. That's just awesome if you like short (30 minutes) flights !&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery is mainly developed by [http://www.davidvanmosselbeen.be David Van Mosselbeen]. You can view the Belgian development version on the dedicated repository at: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery&lt;br /&gt;
&lt;br /&gt;
A few airfields has been pushed to the TerraSync server so far. Parts of the gigantic EBBR (Brussels airport) is also available with TerraSync.&lt;br /&gt;
&lt;br /&gt;
As the Belgian scenery is still an in development project (like it will be a life long project), the scenery is mainly only available on an external repository. As well as all Belgian related information is stored on an external wiki. In the meantime, all data will be uploaded to the TerraSync server and to the FlightGear Wiki. As this is one man job, it take time.&lt;br /&gt;
&lt;br /&gt;
== Airports which are in development ==&lt;br /&gt;
&lt;br /&gt;
* EBAL - Aalst Hospital helistrip. (Comming soon) (Blender draft model only)&lt;br /&gt;
* EBAV - Avernas (100% done)&lt;br /&gt;
* EBAW - Antwerp Deurne (60% done - Basic textures)&lt;br /&gt;
* EBBE - Bauchevain (40% done - Only placed my generic hangar bunker but that fill up a lot of blanc spaces on this airbase).&lt;br /&gt;
* EBBL - Kleine-Brogel (98% done)&lt;br /&gt;
* EBBR - Brussels Airport (75% done - Bloatware region - Also look to all these buildings in Brussels and landmark).&lt;br /&gt;
* EBBY - Baisy-Thy (100% done)&lt;br /&gt;
* EBBZ - Buzet (100% done)&lt;br /&gt;
* EBCF - Cerfontaine (100% done)&lt;br /&gt;
* EBCI - Brussels South (Charleroi) (40% done - very basic texturing)&lt;br /&gt;
* EBFN - Koksijde (25% done - Base blocs only)&lt;br /&gt;
* EBFS - Florennes (25% done - Base blocs only)&lt;br /&gt;
* EBGB - Grimbergen (100% done)&lt;br /&gt;
* EBGG - Geraarsbergen Overboelare (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLE - Sanicole (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLN - Liernu (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBOS - Oostende (80% done)&lt;br /&gt;
* EBSG - St. Ghislain (100% done)&lt;br /&gt;
* EBSL - Zutendaal (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSP - Spa (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSW - Sint-Pieters-Leeuw (Heliport) (100% done)&lt;br /&gt;
* EBTY - Tournai Maubray (100% done)&lt;br /&gt;
* EBZW - Zwartberg (Airport layout only - TaxiDraw)&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2019&amp;diff=119380</id>
		<title>FlightGear Newsletter June 2019</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2019&amp;diff=119380"/>
		<updated>2019-07-07T00:27:20Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Scenery corner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
NOTES TO EDITORS&lt;br /&gt;
&lt;br /&gt;
* Headings&lt;br /&gt;
  * DO NOT DELETE HEADINGS prior to final cleanup&lt;br /&gt;
  * Current headings and their order is merely a suggestion based on what have been used earlier&lt;br /&gt;
  * Changes made to headings or structure should also be copied the Newsletter template FIXME&lt;br /&gt;
&lt;br /&gt;
* Discussion, issues and suggestions&lt;br /&gt;
  * Regarding this newsletter issue, please use the discussion page&lt;br /&gt;
  * Regarding the newsletter in general, primarily use the FlightGear Newsletter discussion page (Talk:FlightGear Newsletter)&lt;br /&gt;
  * Regarding this Newsletter template, please use FIXME&lt;br /&gt;
&lt;br /&gt;
* Final cleanup before write protecting&lt;br /&gt;
  * Remove unused headings&lt;br /&gt;
  * Remove {{Appendix}} if not used.&lt;br /&gt;
  * Update &amp;quot;Category: Changes after&amp;quot; to the FG version current at the 1st of this month&lt;br /&gt;
  * Finally remove this comment&lt;br /&gt;
  * Update [[Next Newsletter]] and [[FlightGear Newsletter]]&lt;br /&gt;
&lt;br /&gt;
WARNING: THIS PRELOAD NEWSLETTER HEADER IS LINKED TO A SANDBOX TEMPLATE! WHEN CLEANING UP PLEASE DELETE THIS MESSAGE AND CHANGE THE HEADER BELOW TO:&lt;br /&gt;
+++   {{Newsletter-header|{{#time: F | 2019-06}}}}   +++&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{User:Skybike/Template:Newsletter-header-translate|2019-06}}&lt;br /&gt;
{{TOC_right|limit=2}}&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) is welcome to contribute to the newsletter.  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;
== Development news ==&lt;br /&gt;
&amp;lt;!-- News about FlightGear itself.  The FlightGear mailing list and/or core developers are a good source. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == New software tools and projects == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Those not being part of FlightGear itself, like for example OpenRadar, TerreMaster or flightgear-atc.alwaysdata.net. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&amp;lt;!-- News about new and upgraded aircraft and related stuff.  The official forum and other ones usually are a good source for this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Instruments === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === New aircraft === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== F-14 V1.9 ====&lt;br /&gt;
&lt;br /&gt;
* Interior cockpit shadows working&lt;br /&gt;
* Fixes (JSBSim) for FG 2019.1 or later.&lt;br /&gt;
* Better APC (thanks Josh)&lt;br /&gt;
* FDM aero improvements to flaps and low speed handling&lt;br /&gt;
* 3D Model optimisations (single mesh for exterior/interior with a texture atlas for each)&lt;br /&gt;
&lt;br /&gt;
==== F-15 V1.9 ====&lt;br /&gt;
&lt;br /&gt;
* Nasal optimisations&lt;br /&gt;
* optimised Canvas displays &lt;br /&gt;
* Using emesary M_exec for Nasal mainloop&lt;br /&gt;
* JSBSim runtime error fixes&lt;br /&gt;
* FCS/AFCS improvements (Joshua Davidson)&lt;br /&gt;
* Improved MPCD SIT (map) (Nikolai)&lt;br /&gt;
* VSD fixed target aspect display&lt;br /&gt;
* FDM mass properties corrections(fuel/payload/stores/pylons positions)&lt;br /&gt;
&amp;lt;!-- === Liveries === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Aircraft reviews === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AI == &lt;br /&gt;
&amp;lt;!--Looking at &amp;quot;In the hangar&amp;quot; or &amp;quot;Scenery corner&amp;quot; we really need a slogan for &amp;quot;AI&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;!-- === AI traffic === --&amp;gt;&lt;br /&gt;
The AI team makes FlightGear more realistic, colorful and lively every month. You can support the important development of ''Interactive Traffic'' and contribute at the FlightGear {{forum link|title=AI|f=23}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === AI scenarios === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
&amp;lt;!-- Scenery development news --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Belgium ===&lt;br /&gt;
&lt;br /&gt;
The Belgian scenery development is back on track !&lt;br /&gt;
&lt;br /&gt;
'''''Need to add a fancy and very fat screenshot representing this scenery. (feel free to add somethings very fat !)'''''&lt;br /&gt;
&lt;br /&gt;
The scenery development of Belgium started around 2011 and stalled around 2013. Some parts of this external scenery has been pushed to TerraSync in 2015. But since 2015 nothing has been improved in TerraSync.&lt;br /&gt;
&lt;br /&gt;
The author of the Belgian scenery is a great fan of ULM's, GA and helicopters. No wonder that he focus on little airfields. However, he currently work back on the massive EBBR (Brussels Airport).&lt;br /&gt;
&lt;br /&gt;
Actually, most of the Belgian airports got a technical update, to match the current FlightGear requirements. (mind the elevation data, airport accuracy, optimizing of objects and textures, adding shared models to fill up the airfields...).&lt;br /&gt;
&lt;br /&gt;
Some airfields, so far EBBL and EBSW, got a serious lifting since 2013 and needs testers before these data get pushed to the TerraSync server. Much more will come very soon.&lt;br /&gt;
&lt;br /&gt;
Those who love military stuff would love EBBL. The EBBL military airbase is completely photo realistic textured and require a special attention to testers! This airfield is in FGFS is build like how it is in real life !&lt;br /&gt;
&lt;br /&gt;
'''We need testers ! Volunteers who test and report issues on: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/issues before the scenery get pushed to the TerraSync server.'''&lt;br /&gt;
&lt;br /&gt;
'''The current status''':&lt;br /&gt;
&lt;br /&gt;
* EBAL - Aalst Hospital helistrip. (Comming soon - Blender draft model only)&lt;br /&gt;
* EBAV - Avernas (100% done)&lt;br /&gt;
* EBAW - Antwerp Deurne (60% done - Basic textures)&lt;br /&gt;
* EBBE - Bauchevain (40% done - Only placed my generic hangar bunker but that fill up a lot of blanc spaces on this airbase).&lt;br /&gt;
* EBBL - Kleine-Brogel (98% done)&lt;br /&gt;
* EBBR - Brussels Airport (75% done - Bloatware region - Also look to all these buildings in Brussels and landmark).&lt;br /&gt;
* EBBY - Baisy-Thy (100% done)&lt;br /&gt;
* EBBZ - Buzet (100% done)&lt;br /&gt;
* EBCF - Cerfontaine (100% done)&lt;br /&gt;
* EBCI - Brussels South (Charleroi) (40% done - very basic texturing)&lt;br /&gt;
* EBFN - Koksijde (25% done - Base blocs only)&lt;br /&gt;
* EBFS - Florennes (25% done - Base blocs only)&lt;br /&gt;
* EBGB - Grimbergen (100% done)&lt;br /&gt;
* EBGG - Geraarsbergen Overboelare (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLE - Sanicole (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBLN - Liernu (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBOS - Oostende (80% done)&lt;br /&gt;
* EBSG - St. Ghislain (100% done)&lt;br /&gt;
* EBSL - Zutendaal (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSP - Spa (Airport layout only - TaxiDraw)&lt;br /&gt;
* EBSW - Sint-Pieters-Leeuw (Heliport) (100% done)&lt;br /&gt;
* EBTY - Tournai Maubray (100% done)&lt;br /&gt;
* EBZW - Zwartberg (Airport layout only - TaxiDraw)&lt;br /&gt;
&lt;br /&gt;
For the full list of improved airports with screenshots, see: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/wiki/Airports-list&lt;br /&gt;
&lt;br /&gt;
Follow, download and contribute to it's development on: https://github.com/dvanmosselbeen/flightgear-belgian-custom-scenery/wiki&lt;br /&gt;
&lt;br /&gt;
If any Belgian has contacts with local pilots or airfield employees, or have usable information, feel free to contact David Van Mosselbeen (david.van.mosselbeen@gmail.com - +32 496 28 38 96).&lt;br /&gt;
&lt;br /&gt;
'''Keep TerraSync in eye !'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Scenery Models === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Airports === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Land cover === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Osm2city === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Interview with a contributor == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Suggested flights == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&amp;lt;!-- === FlightGear on YouTube === --&amp;gt;&lt;br /&gt;
&amp;lt;!-- embed video as {{#ev:youtube|VCc6PwRI1LA}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Forum news === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Wiki updates === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Facebook ===&lt;br /&gt;
Since early December 2010, FlightGear has an [http://www.facebook.com/FlightGear official Facebook page].  If you have a Facebook account please feel free to join the page.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Instagram ===&lt;br /&gt;
In January 2018 the [https://www.instagram.com/flightgear_sim/ @flightgear_sim Instagram account] was brought back to life. If you've got nice screenshots to be featured, feel free to {{forum link|text=contact the maintainer|t=33636}}.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on FlightSim.com ===&lt;br /&gt;
Flightgear has also a [https://www.flightsim.com/vbfs/forumdisplay.php?102-FlightGear sub-forum] on flightsim.com - just like the commercial flightsims. It is an opportunity to showcase what FG can do, get people curious and answer any questions they may have with regard to the software or the project.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer events ==&lt;br /&gt;
&amp;lt;!-- === Upcoming events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Finished events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == FlightGear events == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- For example presence at FSWeekend --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Hardware reviews == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
=== Translators needed ===&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 multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&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 mit dem [[: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 wiki de FlightGear 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;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:zh.gif]]&lt;br /&gt;
| FlightGear 百科仍然需要志愿者将其翻译为各种语言。如果你有兴趣让FlightGear百科支持更多语言, 你可以查看 [[Help:Translate]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
&amp;lt;!--FlightGear's Screenshot of the Month {{#time: F | 2019-05}} 2019 is FIXME by {{usr|FIXME}}&lt;br /&gt;
ADD IMAGE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to participate in the screenshot contest &amp;lt;!--of {{#time: F | 2019-05 + 1month}}--&amp;gt;, you can submit your candidate to  {{forum link|title=this|f=19}}. Be sure to see the first post for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter&amp;lt;!-- edition of {{#time: F | 2019-05 + 1month}}--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''Thanks for reading {{PAGENAME}}!''&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 2018.3]]&amp;lt;!--Has a new version been released this month? Use previous version!--&amp;gt;&lt;br /&gt;
[[Category:FlightGear Newsletter|2019 05]]&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Newsletter {{#time: F Y | 2019-05 | de }}]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Building_using_CMake_-_Windows&amp;diff=54159</id>
		<title>Building using CMake - Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Building_using_CMake_-_Windows&amp;diff=54159"/>
		<updated>2012-09-18T20:21:20Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Add info about max allowed users on ftp server&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main article|Building Flightgear}}&lt;br /&gt;
&lt;br /&gt;
== Required software ==&lt;br /&gt;
* [http://www.cmake.org CMake GUI]&lt;br /&gt;
* [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express Microsoft Visual Studio 2010 Express]&lt;br /&gt;
* [http://code.google.com/p/msysgit/ msysGit]&lt;br /&gt;
&lt;br /&gt;
== Directory tree ==&lt;br /&gt;
On Windows, assumptions on the directory structure are made to automate the discovery of dependencies.&lt;br /&gt;
&lt;br /&gt;
This recommended directory structure is described below. Clicking the links allows you to download pre-built parts (for 3rdParty, make sure to download the right bits version. You need only one of the zips.).&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
: ${MSVC_3RDPARTY_ROOT} /&lt;br /&gt;
:: [ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/ 3rdParty] / &amp;lt;/tt&amp;gt; ( includes boost, plib, fltk, zlib, libpng, libjpeg, libtiff, freetype, libsvn, gdal, ... ) &amp;lt;tt&amp;gt;&lt;br /&gt;
::: bin /&lt;br /&gt;
::: include /&lt;br /&gt;
::: lib /&lt;br /&gt;
:: boost_1_44_0 / &amp;lt;/tt&amp;gt; (included in the 3rdParty package linked above) &amp;lt;tt&amp;gt;&lt;br /&gt;
::: boost /&lt;br /&gt;
:: install /&lt;br /&gt;
::: msvc100 / &amp;lt;/tt&amp;gt; ( for VS2010 32 bits, or msvc90, msvc90-64 or msvc100-64 for VS2008 32, VS2008 64 and VS2010 64 ) &amp;lt;tt&amp;gt;&lt;br /&gt;
:::: [http://flightgear.simpits.org:8080/job/OSG-stable-Win/lastSuccessfulBuild/artifact/*zip*/archive.zip OpenSceneGraph] / &amp;lt;/tt&amp;gt; ( OSG CMake install ) &amp;lt;tt&amp;gt;&lt;br /&gt;
::::: bin /&lt;br /&gt;
::::: include /&lt;br /&gt;
::::: lib /&lt;br /&gt;
:::: SimGear / &amp;lt;/tt&amp;gt; (create this empty for now, subfolders will be created by build process) &amp;lt;tt&amp;gt;&lt;br /&gt;
::::: include /&lt;br /&gt;
::::: lib /&lt;br /&gt;
:::: FlightGear / &amp;lt;/tt&amp;gt; (create this empty for now) &amp;lt;tt&amp;gt;&lt;br /&gt;
::::: include /&lt;br /&gt;
::::: lib /&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''If you get a login dialog on the ftp server listed above, this means that the max allowed users are reach. Please try a few minutes later.'''&lt;br /&gt;
&lt;br /&gt;
When building a 64 bits version, use the following structure for the 3dparty tools:&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
:: [ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/ 3rdParty.x64] / &amp;lt;/tt&amp;gt; ( 64 bit version ) &amp;lt;tt&amp;gt;&lt;br /&gt;
::: bin /&lt;br /&gt;
::: include /&lt;br /&gt;
::: lib /&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
If you do not use the recommended structure you will need to enter paths by hand. Source and build directories can be located anywhere.&lt;br /&gt;
&lt;br /&gt;
NdT: glut is missing for the 64bits build, you can use [http://www.transmissionzero.co.uk/software/freeglut-devel/ freeglut].&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
# Set up a work directory as described above.&lt;br /&gt;
# '''Building SimGear'''&lt;br /&gt;
## Open the CMake gui.&lt;br /&gt;
## Set &amp;lt;tt&amp;gt;&amp;quot;Where is the source code&amp;quot;&amp;lt;/tt&amp;gt; to wherever you put the SimGear sources (from the released tarball or the git repository).&lt;br /&gt;
## Set &amp;lt;tt&amp;gt;&amp;quot;Where to build the binaries&amp;quot;&amp;lt;/tt&amp;gt; to a new empty directory (could be anywhere and any name, for example naming it simgear-build, at the same folder location as your unzipped SimGear source folder was put).&lt;br /&gt;
## Press [[File:CMake GUI Configure.png]]. The first time that the project is configured, CMake will bring up a window asking you to &amp;quot;Specify the generator for this project&amp;quot; i.e. which compiler you wish to use. Select Visual Studio 10, (or Visual Studio 10 Win64 for 64 bit), and press Finish. CMake will now do a check on your system and will produce a preliminary build configuration.&lt;br /&gt;
## CMake adds new configuration variables in red. Some have a value ending with &amp;lt;tt&amp;gt;-NOTFOUND&amp;lt;/tt&amp;gt;. These variables should receive your attention. Some errors will prevent SimGear from building and others will simply invalidate some options without causing build errors. &lt;br /&gt;
### First check the &amp;lt;tt&amp;gt;MSVC_3RDPARTY_ROOT&amp;lt;/tt&amp;gt; variable. If it is not set, chances are that there will be a lot of &amp;lt;tt&amp;gt;-NOTFOUND&amp;lt;/tt&amp;gt; errors. Instead of trying to fix every error individually, set that variable to the location of the directory structure that is presented above. Then press [[File:CMake GUI Configure.png]] again.&lt;br /&gt;
### Set the  &amp;lt;tt&amp;gt;CMAKE_INSTALL_PREFIX&amp;lt;/tt&amp;gt; variable to &amp;lt;tt&amp;gt;${MSVC_3RDPARTY_ROOT}/install/msvc100/SimGear&amp;lt;/tt&amp;gt;.&lt;br /&gt;
### Also check the lines with a checkbox. These are build options and may impact the feature set of the built program.&lt;br /&gt;
## Repeat the process from step 5, until [[File:CMake GUI Generate.png]] is enabled.&lt;br /&gt;
## Press [[File:CMake GUI Generate.png]].&lt;br /&gt;
## Start Visual Studio 2010 and load the SimGear solution (SimGear.sln) located in &amp;lt;tt&amp;gt;&amp;quot;Where to build the binaries&amp;quot;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
## Choose the &amp;lt;tt&amp;gt;&amp;quot;Release&amp;quot;&amp;lt;/tt&amp;gt; build in the VS2010 &amp;quot;Generation&amp;quot; toolbar[[File:MVSC 2010 solution.png|right]]&lt;br /&gt;
## Generate the solution with F7 key or right-click the top level &amp;quot;Solution SimGear&amp;quot; in the Solution Explorer and choose Build.&lt;br /&gt;
## If there are build errors, return to CMake, clear remaining errors, [[File:CMake GUI Configure.png]] and [[File:CMake GUI Generate.png]].&lt;br /&gt;
## When Visual Studio is able to build everything without errors, right-click on the &amp;lt;tt&amp;gt;INSTALL&amp;lt;/tt&amp;gt; project (further down within the &amp;quot;Solution Simgear&amp;quot; solution) and choose Build, which will put the include and lib files in &amp;lt;tt&amp;gt;${CMAKE_INSTALL_PREFIX}&amp;lt;/tt&amp;gt;&lt;br /&gt;
# '''Building FlightGear'''&lt;br /&gt;
#: Repeat the steps under Building Simgear, but change the &amp;lt;tt&amp;gt;SimGear&amp;lt;/tt&amp;gt; paths to &amp;lt;tt&amp;gt;FlightGear&amp;lt;/tt&amp;gt;.&lt;br /&gt;
# Enjoy!&lt;br /&gt;
&lt;br /&gt;
==== Build options ====&lt;br /&gt;
To include [[LaRCsim]]/[[UIUC]] in your build, set: &lt;br /&gt;
 ENABLE_LARCSIM:BOOL=ON&lt;br /&gt;
 ENABLE_UIUC_MODEL:BOOL=ON&lt;br /&gt;
&lt;br /&gt;
=== Updating ===&lt;br /&gt;
When updating the source from [[git]], it is usually unnecessary to restart CMake as the solution is able to reconfigure itself when CMake files are changed. Simply rebuild the solution from Visual Studio and accept the reload of updated projects. &lt;br /&gt;
&lt;br /&gt;
It is also possible to edit CMakeList.txt files directly in Visual Studio as they also appear in the solution, and projects will be reconfigured on the next generation. To change build options or directory path, it is mandatory to use the CMake Gui. In case of problems, locate the &amp;lt;tt&amp;gt;CMakeCache.txt&amp;lt;/tt&amp;gt; file in &amp;lt;tt&amp;gt;&amp;quot;Where to build the binaries”&amp;lt;/tt&amp;gt; directory and delete it to reconfigure from scratch or use the menu item &amp;lt;tt&amp;gt;File &amp;gt; Delete Cache&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== TerraGear ===&lt;br /&gt;
TerraGear can be built the same way as FlightGear, just change the paths to your TerraGear source and directories.&lt;br /&gt;
&lt;br /&gt;
== Jenkins Windows configurations ==&lt;br /&gt;
=== OSG-stable-Win ===&lt;br /&gt;
 cmake ..\svn -G &amp;quot;Visual Studio 10&amp;quot;&lt;br /&gt;
       -DACTUAL_3RDPARTY_DIR:PATH=%WORKSPACE%/3rdParty&lt;br /&gt;
       -DBUILD_OSG_APPLICATIONS:BOOL=ON&lt;br /&gt;
       -DCMAKE_INSTALL_PREFIX:PATH=%WORKSPACE%/install/msvc100/OpenSceneGraph&lt;br /&gt;
       -DOSG_PLUGIN_SEARCH_INSTALL_DIR_FOR_PLUGINS:BOOL=OFF&lt;br /&gt;
       -DFREETYPE_LIBRARY:FILEPATH=%WORKSPACE%/3rdParty/lib/freetype243.lib&lt;br /&gt;
       -DGDAL_INCLUDE_DIR:PATH=&lt;br /&gt;
       -DGDAL_LIBRARY:FILEPATH=&lt;br /&gt;
=== SimGear-Win-CMake ===&lt;br /&gt;
 cmake ..\SimGear -G &amp;quot;Visual Studio 10&amp;quot;&lt;br /&gt;
       -DMSVC_3RDPARTY_ROOT=%WORKSPACE%&lt;br /&gt;
       -DCMAKE_INSTALL_PREFIX:PATH=%WORKSPACE%/install/msvc100/SimGear&lt;br /&gt;
=== FlightGear-Win-CMake ===&lt;br /&gt;
 cmake ..\FlightGear -G &amp;quot;Visual Studio 10&amp;quot;&lt;br /&gt;
       -DMSVC_3RDPARTY_ROOT=%WORKSPACE%&lt;br /&gt;
       -DCMAKE_INSTALL_PREFIX:PATH=%WORKSPACE%/install/msvc100/FlightGear&lt;br /&gt;
       -DFLTK_FLUID_EXECUTABLE=%WORKSPACE%/3rdParty/bin/fluid.exe&lt;br /&gt;
=== FGRun-Win-CMake ===&lt;br /&gt;
 cmake ..\svn -G &amp;quot;Visual Studio 10&amp;quot; &lt;br /&gt;
       -DMSVC_3RDPARTY_ROOT:PATH=%WORKSPACE%&lt;br /&gt;
       -DCMAKE_INSTALL_PREFIX:PATH=%WORKSPACE%/install/msvc100/FGRun&lt;br /&gt;
       -DFLTK_FLUID_EXECUTABLE:FILEPATH=%WORKSPACE%/3rdParty/bin/fluid.exe&lt;br /&gt;
       -DGETTEXT_MSGFMT_EXECUTABLE:FILEPATH=%WORKSPACE%/3rdParty/bin/msgfmt.exe&lt;br /&gt;
       -DGETTEXT_MSGMERGE_EXECUTABLE:FILEPATH=%WORKSPACE%/3rdParty/bin/msgmerge.exe&lt;br /&gt;
=== TerraGear-Win-CMake ===&lt;br /&gt;
 cmake ..\TerraGear -G &amp;quot;Visual Studio 10&amp;quot;&lt;br /&gt;
       -DMSVC_3RDPARTY_ROOT=%WORKSPACE%&lt;br /&gt;
       -DCMAKE_INSTALL_PREFIX:PATH=%WORKSPACE%/install/msvc100/TerraGear&lt;br /&gt;
       -DGPC_LIBRARY=%WORKSPACE%/3rdParty/lib/gpc232.lib&lt;br /&gt;
       -DNEWMAT_LIBRARY=%WORKSPACE%/3rdParty/lib/newmat11.lib&lt;br /&gt;
&lt;br /&gt;
== External link ==&lt;br /&gt;
* [https://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC README.MSVC] (at Gitorious)&lt;br /&gt;
&lt;br /&gt;
{{building}}&lt;br /&gt;
[[fr:compiler flightear avec CMake - Windows]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Scenery_Development_Resources&amp;diff=51005</id>
		<title>Scenery Development Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Scenery_Development_Resources&amp;diff=51005"/>
		<updated>2012-06-14T19:09:30Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Added new textures source. Thanks popolon for the link!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This is meant to become a list of resources related to developing scenery for FlightGear, you can help improve and maintain this page by adding and updating contents.&lt;br /&gt;
&lt;br /&gt;
= Textures =&lt;br /&gt;
&lt;br /&gt;
* [http://www.imageafter.com Image After] - Tons of textures we may use for our GPL work. See [http://dvm.zapto.org:8080/~dvanmosselbeen/fgfs/image_after_license_request.jpg here for more details].&lt;br /&gt;
* [http://www.burningwell.org BurningWell] - Public domain textures.&lt;br /&gt;
* [http://opengameart.org OpenGameArt] - Collection of images which has different licenses that is specified per image. Pay attention!&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
* [http://qgis.osgeo.org/ Quantum GIS]&lt;br /&gt;
* [http://grass.osgeo.org/ GRASS GIS Geographic Resources Analysis Support System]&lt;br /&gt;
* [http://www.gdal.org/ GDAL/OGR Geospatial Data Abstraction Library]&lt;br /&gt;
&lt;br /&gt;
= FlightGear Landcover Database Mapserver =&lt;br /&gt;
* [http://mapserver.flightgear.org/ Mapserver Home]&lt;br /&gt;
* [http://mapserver.flightgear.org/download.psp Download Shapefiles]&lt;br /&gt;
&lt;br /&gt;
= Other GIS Data links =&lt;br /&gt;
&lt;br /&gt;
(Please note that &amp;quot;free&amp;quot; data does not mean GNU/GPL. If you want to release your scenery under GPL/GNU you have to verify the licences.)&lt;br /&gt;
&lt;br /&gt;
* [http://www.freegis.org/database/?cat=1 FreeGIS.org/FossGIS E.V.]&lt;br /&gt;
* [http://ppgis.iapad.org/ PPgis.net Public Participation GIS]&lt;br /&gt;
* [http://wiki.osgeo.org/wiki/Public_Geospatial_Data_Project#Open_Access Public Geospatial Data Project]&lt;br /&gt;
* http://www.mapcruzin.com/download_mapcruz.htm&lt;br /&gt;
&lt;br /&gt;
[[Category:Resource]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Unique_Features&amp;diff=50765</id>
		<title>Unique Features</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Unique_Features&amp;diff=50765"/>
		<updated>2012-06-02T22:13:15Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: s/cheep/cheap/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FlightGear]]...&lt;br /&gt;
* is published as free software under the [[GNU General Public License]].&lt;br /&gt;
* is not one flightsimulator, FlightGear contains three (actually more) [[flight dynamics model]]s with one interface around it.&lt;br /&gt;
* is created, maintained and updated by an international crowd of volunteers that donate their time and work for free.&lt;br /&gt;
* models are based on XML files that can be tweaked, adjusted and improved by anyone.&lt;br /&gt;
* is flexible in nature, inputs and outputs can be networked (over TCP/IP and UDP) making multi PC configurations easy possible. One master and several slave computers can be configured to display 180 degrees around you with instruments and controls. All the hooks are available to include Real instruments into a virtual cockpit.&lt;br /&gt;
* poses as less limits as possible opposed to commercial packages that impose limits trying to seduce to pay for enhancements.&lt;br /&gt;
* has a very stable 3D engine that works on high-end gaming machines but also on cheap second-hand machines.&lt;br /&gt;
* provides, with the inclusion of [[JSBsim]], the standard for fluid simulation and is used as such by government and education.&lt;br /&gt;
* is modular, enhancements are provided by the FlightGear community, to the FlightGear community, for free.&lt;br /&gt;
* offers with a single download well over 10 aircraft and most aircraft have several paint-jobs available. If 10 aircraft isn't enough, the community offers well over 400 other aircraft for anyone to download. Above that there is a huge [[FlightGear livery database|database of liveries]] for anyone to try out.&lt;br /&gt;
* is fully community driven. Currency has no influence.&lt;br /&gt;
* offers anyone the opportunity to develop the software, to develop the landscape, to create 3D landmarks, to create the 3D model of aircraft, to re-create the flight dynamic of aircraft, to paint aircraft, to create flight instruments and controls, to develop enhancements. You can even create a rocket and place a satellite in orbit around the world.&lt;br /&gt;
* aircraft can be flown alone or within a simulated world including traffic control. &lt;br /&gt;
* cockpits can be manned with a crew, one in Poland and one in Malaysia. They can refuel their aircraft that is manned with a crew from Germany and Japan. All on one [[Dual control|network]], together, live.&lt;br /&gt;
* is not (only) for the geek and nerd. The easy single download makes flying possible for pilots that want to lay their hands on the yokes, push the throttle and twist the heading bug, not caring about peek and poke, differentials, iterations and integrals.&lt;br /&gt;
* is not a single platform simulator, it will run on Windows, Linux and Mac, and more! (ok, it won't run on the ZX81 but that is being worked on)&lt;br /&gt;
* can be improved by anybody using free tools.&lt;br /&gt;
* was the first flightsimulator to include a comprehensive celestial simulation. Sun, moon, planets and stars are drawn on the accurate position in the sky with the phases in synchronisation with the selected time and date. The scenery includes lighting on roads and urban areas making night flights as realistic as possible.&lt;br /&gt;
* is not only a simulator, it is the international community that wants to give everybody the opportunity to feel like a real pilot.&lt;br /&gt;
&lt;br /&gt;
[[zh:特性]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48417</id>
		<title>TerraGear CORINE</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48417"/>
		<updated>2012-04-25T08:58:00Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main article|CORINE}}&lt;br /&gt;
&lt;br /&gt;
= '''Building Europe scenery with SRTM v4, Corine landclass and OpenStreetMap data''' =&lt;br /&gt;
&lt;br /&gt;
This is intended to complete and add up-to-date information on the [[Using TerraGear]] tutorial.&lt;br /&gt;
&lt;br /&gt;
I will assume you are using the Linux build of Terragear. For instructions on how to get it compiled and installed, see [[Building terragear-cs in Ubuntu 64]]&lt;br /&gt;
Replace all paths where appropriate.&lt;br /&gt;
&lt;br /&gt;
First step after you have finished compiling terragear is to go to the file '''BuildTiles/Main/main.cxx''' and make sure CPU '''rlimit''' is a large number. I suggest 600000, this will let fgfs-construct run for almost a week. If you don't perform this check '''fgfs-construct''' will exit with error after a short time.&lt;br /&gt;
Make sure you edit the right values, there are two sets one below another. The first ones are not used.&lt;br /&gt;
&lt;br /&gt;
== ''Acquiring data'' ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
SRTM version 4 is the latest version. Download &lt;br /&gt;
[http://srtm.geog.kcl.ac.uk/portal/srtm41/elevation.kmz this file] and open it in Google Earth.&lt;br /&gt;
In Temporary Places select elevation and choose the 5x5 degrees tiles or the 1x1 degrees subtiles.&lt;br /&gt;
Make sure you download GEOTIFF files. I suggest doing 10x10 degrees areas, this means 4 files. It takes longer to compile scenery but on the whole the process is more efficient. Later you will see why.&lt;br /&gt;
&lt;br /&gt;
=== II. Landmass ===&lt;br /&gt;
Get VMAP0 landmass from [http://mapserver.flightgear.org/download.psp here] (v0_landmass) for the 10 by 10 degrees terrain area you selected. Alternatively use other sources for landmass areas (which ones?).&lt;br /&gt;
&lt;br /&gt;
=== III. Corine landclass ===&lt;br /&gt;
Get the full Corine set from [http://www.eea.europa.eu/data-and-maps/data/clc-2006-vector-data-version here]&lt;br /&gt;
&lt;br /&gt;
=== IV. Road, railroad and coastline data ===&lt;br /&gt;
Download shapefiles only for countries inside the 10x10 tile from [http://download.geofabrik.de/osm/ here]&lt;br /&gt;
This will give you roads and railroads. For coastline, go to [http://downloads.cloudmade.com/ this site]&lt;br /&gt;
Download the same files for your country but you will only use coastline for landmass adjustments.&lt;br /&gt;
 &lt;br /&gt;
Other datasources can be found [http://wiki.openstreetmap.org/wiki/Planet.osm here]:&lt;br /&gt;
&lt;br /&gt;
== Preparing data ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
:Assuming you are following the directory structure from [[Using TerraGear]] , run '''srtmchop''' on each TIF file from data/srtm.&lt;br /&gt;
There is a catch here: work/SRTM-3 has to be named exactly like that. Otherwise '''genapts''' won't find the elevation required for airport surfaces. This name is hardcoded inside the program.&lt;br /&gt;
&lt;br /&gt;
I suggest to run '''srtmchop''' manually for each file to check for errors.&lt;br /&gt;
Ignore warnings generated, some header data cannot be decoded correctly but it won't afect the result.&lt;br /&gt;
&lt;br /&gt;
:On certain TIF files, '''srtmchop''' will terminate with a memory free() error. We have not figured yet what causes this error only on some files. Until a fix is commited to GIT, you can run srtmchop through '''valgrind''':&lt;br /&gt;
 valgrind --leak-check=yes ./srtmchop &amp;lt;file&amp;gt; &amp;lt;output dir&amp;gt; &lt;br /&gt;
This will stop the program from exiting and will get the job done, albeit 10 times slower.&lt;br /&gt;
&lt;br /&gt;
:After you are finished with generating arr files, you can run '''terrafit.py''':&lt;br /&gt;
 ./terrafit.py -m 50 -x 4000 -e 2 work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
=== II. Airports ===&lt;br /&gt;
:This is a tedious step. '''genapts''' has to be run for each airport inside your 10x10 degree area. Copy '''apt.dat.gz''' from fgdata/Airports to data/airports. Extract it. For a quick look of which airports are in your area, open this file in Google Earth and remove all other markers, also check view -&amp;gt; grid in menu.&lt;br /&gt;
[http://bbs.keyhole.com/ubb/ubbthreads.php?ubb=download&amp;amp;Number=77221&amp;amp;filename=168950-ICAO.kmz kmz with ICAO]&lt;br /&gt;
It is best to make a list and iterate through each of the elements. Make sure you have all .arr and .fit files inside work/SRTM-3.&lt;br /&gt;
&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 for i in LROP LRBS LRSB&lt;br /&gt;
 do&lt;br /&gt;
    ./genapts --input=./data/airports/apt.dat --work=./work --airport=$i&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== III. Landcover ===&lt;br /&gt;
First open the SRTM files as raster layers in QGis. Edit project properties to set on the fly CRS transformation.&lt;br /&gt;
&lt;br /&gt;
:SRTM will serve as a cropping aid, so you can crop the other layers to the size needed.&lt;br /&gt;
Edit properties for each SRTM layer and set transparency well above 50% so you can see other layers.&lt;br /&gt;
After that open each Corine shapefile and make sure the layer really has elements in your area. Not all layers may have. Use the select tool to select a rectangle around SRTM borders.&lt;br /&gt;
Right click on layer and choose Save Selection As. &lt;br /&gt;
&lt;br /&gt;
:After cropping all neeeded layers, open them again and reproject on WGS84. Perform this operation from the menu Vector -&amp;gt; Data management tools-&amp;gt; Export to new projection. This step may not be necessary as I could gather from the source code, but it's easier to work with all data on the same projection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Next you will need to move all files for a layer to its own directory inside data/shapefiles. You can perform mapping between Corine classes this way too. For instance I have put all shapefiles for &amp;quot;Green urban areas&amp;quot; in &amp;quot;DeciduousBroadCover&amp;quot; so urban green areas are filled with trees. You can put several shapefiles inside a data/shapefile/*** directory and they will be processed as the same material. You can get creative with roads too, put Corine polygons for roads, railroads etc. inside GrassCover or DeciduousForest, so OSM roads will have a buffer around them made up of trees or grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:One problem I have faced with Corine is that &amp;quot;Continuous urban fabric&amp;quot; which is mapped to Urban is simply not present in my area. To avoid having only Towns, you can create a new layer in QGis and open the &amp;quot;Discontinuous urban fabric&amp;quot; layer (112) at the same time. Select edit mode for both layers, go to options and set the program to only show vectors from selected area. Then, select cities you would like to be mapped to Urban by holding down CTRL. After you are done, cut the selected polys and paste them into the new layer. Now you have both Town and Urban.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:You can then open roads and railroads from OSM and make sure they are ok and have WSG84 as CRS.&lt;br /&gt;
One big issue is that '''fgfs-construct''' can't handle big street networks. To eliminate them and reduce scene complexity, open the attribute table for the shapefile. Search for features of type &amp;quot;residential&amp;quot;, &amp;quot;track&amp;quot;, &amp;quot;path&amp;quot;, &amp;quot;pedestrian&amp;quot;, &amp;quot;footway&amp;quot;, &amp;quot;service&amp;quot;, &amp;quot;steps&amp;quot; and other unimportant features. Once selected, delete these lines to simplify the shapefile. The process of deleting these features could take a long type if the number is large. During this time QGis may appear to be frozen. If you need something quickier (expecially with large shape files) you can use the utility ogr2ogr to select only the shape you want to keep:&lt;br /&gt;
 ./ogr2ogr -where &amp;quot;type in ('motorway','motorway_link','primary','primary_link','secondary','secondary_link','tertiary','tertiary_link','trunk','trunk_link','road','rest_area')&amp;quot; roads_new.shp roads.shp&lt;br /&gt;
&lt;br /&gt;
Try to simplify the Road shapefile as much as you can, eliminating dense areas of streets. This way you will also decrease your build time. The roads will be simulated by the urban shader anyway.&lt;br /&gt;
If you have to correct the coastline, open v0_landmass in QGis and the coastline shapefile from OSM.&lt;br /&gt;
In edit mode you can modify landmass shape to conform to OSM data.&lt;br /&gt;
&lt;br /&gt;
When all shapefiles are arranged properly inside the directory structure, you can run '''ogr-decode''' and set materials. But first you may have to edit default_priorities.txt and usgsmap.txt in share/TerraGear to add missing landclases. Check with materials.xml and [[CORINE to materials mapping]]&lt;br /&gt;
&lt;br /&gt;
On normal polygon shapefiles '''ogr-decode''' takes the usual parameters: &lt;br /&gt;
 ./ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
For roads and railroads, add a third option: '''--line-width 10'''&lt;br /&gt;
Streams will be covered by Corine polys so don't worry about that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;When building roads and/or railroads, ogr-decode may terminate with some error because elements do not have the correct coordinates. If it does, check the work directory, chances are most of the polys in your area have compiled fine and you don't need to worry about it.&amp;lt;/s&amp;gt;&lt;br /&gt;
To prevent bogus data from killing ogr-decode, you may patch the following file in two places:&lt;br /&gt;
'''terragear-cs/src/Lib/Polygon/chop-bin.cxx'''&lt;br /&gt;
&lt;br /&gt;
:Lines 222 and 375 replace with:&lt;br /&gt;
&lt;br /&gt;
 if ( (dx &amp;gt; 2880) || (dy &amp;gt; 1440) )&lt;br /&gt;
         //throw sg_exception(&amp;quot;something is really wrong in split_polygon()!!!!&amp;quot;);&lt;br /&gt;
 	return;&lt;br /&gt;
&lt;br /&gt;
Bogus data will be skipped, ogr-decode will continue.&lt;br /&gt;
In order to use OSM road data at maximum potential, you can also use SQL-like queries on the dataset using the '''--where''' option.&lt;br /&gt;
Eg:&lt;br /&gt;
&lt;br /&gt;
  ./ogr-decode --max-segment 500 --line-width 12 --area-type Freeway --where &amp;quot;TYPE=trunk&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 14 --area-type Freeway --where &amp;quot;TYPE=motorway&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 10 --area-type Road --where &amp;quot;TYPE=primary&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 7 --area-type Road --where &amp;quot;TYPE!=primary AND TYPE!=motorway AND TYPE!=trunk&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
These are suggested road and freeway widths for SE Europe. Your local mileage may vary. At this time, Road and Freeway are mapped as the same material in materials.xml but that may change in the future so build your scenery with that in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to which lines have been tagged in OSM data, you could even extract bridge segments and asign them a specific landclass which can then have the physical model of a bridge (this may require some hardcoding to ensure proper orientation).&lt;br /&gt;
&lt;br /&gt;
In order to proceed with your own custom landclass mappings, you should also edit the following files to insert your own:&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/default_priorities.txt''' and&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/usgsmap.txt'''&lt;br /&gt;
&lt;br /&gt;
(local paths may vary according to your own installation)&lt;br /&gt;
&lt;br /&gt;
=== Build process ===&lt;br /&gt;
If all data has been prepared without errors, check inside each directory in work/ and delete folders which do not fit your 10x10 degree tiles.&lt;br /&gt;
Time to run fgfs-construct and generate the scenery. This may take a very long time depending on your machine, so let it run over the night. &lt;br /&gt;
&lt;br /&gt;
 ./fgfs-construct --work-dir=./../work --output-dir=./../output --lon=XX --lat=XX --xdist=5 --ydist=5 \&lt;br /&gt;
 AirportArea AirportObj BarrenCover BuiltUpCover CropGrassCover \&lt;br /&gt;
 CropWoodCover DeciduousBroadCover DryCropPastureCover EvergreenBroadCover \&lt;br /&gt;
 GolfCourse GrassCover HerbTundraCover IrrCropPastureCover Lake Landmass Marsh MixedCropPastureCover\&lt;br /&gt;
 MixedForestCover OpenMining  \&lt;br /&gt;
 Road Railroad Rock Sand ShrubCover SRTM-3 Stream Town Urban Freeway&lt;br /&gt;
&lt;br /&gt;
The whole process can take 2-3 full days to complete. Still, it is possible to have the whole Europe in one or two months.&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=WorldEditor&amp;diff=48044</id>
		<title>WorldEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=WorldEditor&amp;diff=48044"/>
		<updated>2012-04-20T11:08:47Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Add GNU/Linux as supported OS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                  = WorldEditor&lt;br /&gt;
| image                  = WorldEditor_EHAM.png&lt;br /&gt;
| alt                    = [[Amsterdam Airport Schiphol|Amsterdam Schiphol]] in WED.&lt;br /&gt;
| developedby            = Ben Supnik, Cristiano Maggi&lt;br /&gt;
| initialrelease         = 2007&lt;br /&gt;
| latestrelease          = &lt;br /&gt;
| os                     = GNU/Linux, Windows, MacOS X&lt;br /&gt;
| website                = http://scenery.x-plane.com/tools.php&lt;br /&gt;
| license                = [[GNU General Public License]]&lt;br /&gt;
}}&lt;br /&gt;
'''WorldEditor''' ('''WED''') is a CAD-like graphic editor that lets you create custom airport layouts. It is designed for X-Plane, and works with [[apt.dat]] version 850 and higher.&lt;br /&gt;
&lt;br /&gt;
== Obtaining WorldEditor ==&lt;br /&gt;
Stable WED binaries for Windows and Mac can be downloaded from [http://scenery.x-plane.com/tools.php scenery.x-plane.com]. A development version is available through: [http://dev.x-plane.com/download/tools/ dev.x-plane.com].&lt;br /&gt;
&lt;br /&gt;
In order to work with WED without installing X-Plane, one needs to create a special &amp;lt;tt&amp;gt;Custom Scenery&amp;lt;/tt&amp;gt; directory, for example &amp;lt;tt&amp;gt;X-Plane/Custom Scenery&amp;lt;/tt&amp;gt;. When launching WED for the first time, click the &amp;quot;Choose X-Plane folder&amp;quot; directory and select the folder that your &amp;lt;tt&amp;gt;Custom Scenery&amp;lt;/tt&amp;gt; houses in (in our example: &amp;lt;tt&amp;gt;X-Plane&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[TaxiDraw]], editor for [[Interactive traffic#Ground networks|groundnetworks]] and apt.dat below version 850.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://wiki.x-plane.com/Airport_Creation Airport Creation] (X-Plane wiki)&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Modeling_resources&amp;diff=43248</id>
		<title>Modeling resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modeling_resources&amp;diff=43248"/>
		<updated>2012-02-29T08:30:23Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Add GPL texture source website&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is supposed to eventually become a directory of 4D-modelling related resources (i.e. Tutorials, 3D models, textures, images, sounds etc.) that are freely available on the internet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that while many webpages offer free downloads and use of files, it may be necessary and is indeed recommended to explicitly [http://wiki.flightgear.org/flightgear_wiki/index.php?title=Copyright_Inquiry ask the individual copyright holders for their permission to include their work within FlightGear]. In order to become part of the FlightGear base package, it will be necessary for the copyrighted work to be licensed under the [[GPL]] (resources that are explicitly and without doubt in the public domain can ''possibly'' be included without an explicit GPL statement, however this still needs to be discussed in-depth within the community on a case-specific basis as this is -unlike GPL licensing- '''not''' the preferred way of contributing contents to FlightGear). &lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
* http://www.gamasutra.com/features/20060622/ahearn_01.shtml&lt;br /&gt;
* first page of [http://www.gamasutra.com/features/20060126/ivanov_01.shtml Practical Texture Atlases]&lt;br /&gt;
* [http://youtube.com/watch?v=Dkj1QIEl6tg Helicopter Modeling in Blender 3D Series(11 parts)]&lt;br /&gt;
&lt;br /&gt;
= Misc. =&lt;br /&gt;
* http://www.m3corp.com&lt;br /&gt;
* http://www.help3d.com&lt;br /&gt;
* http://www.mr-cad.com&lt;br /&gt;
* http://www.3dmodelsharing.com&lt;br /&gt;
* http://www.pitchup.com&lt;br /&gt;
* http://www.primeportal.net/the_airstrip.htm (photos of aircraft details)&lt;br /&gt;
* http://www.flightglobal.com/StaticPages/cutaways.html (high quality cutaways)&lt;br /&gt;
&lt;br /&gt;
= 3 Way Views =&lt;br /&gt;
See also [[Aircraft Information Resources]] and http://www.flightgear.org/links.html&lt;br /&gt;
* http://www.militaryfactory.com/blueprints/airplane_blueprints.asp (Mostly Helicopters)&lt;br /&gt;
* http://www.stevelange.net/waco/plans.html&lt;br /&gt;
* http://www.fortunecity.com/marina/manatee/272&lt;br /&gt;
* http://www.pioneeraeroplanes.com&lt;br /&gt;
* http://www.theplanpage.com&lt;br /&gt;
* http://www.hotkey.net.au/~ue626/index.htm&lt;br /&gt;
* http://www.simviation.com/designresources.htm&lt;br /&gt;
* http://www.airwar.ru/indexe.html (en)&lt;br /&gt;
* http://www.airwar.ru/index.html (ru)&lt;br /&gt;
* http://www.dfrc.nasa.gov/gallery/graphics/index.html&lt;br /&gt;
* http://hawker.smugmug.com/Hobbies/15578&lt;br /&gt;
* http://simviation.com/designresources.htm &lt;br /&gt;
* http://www.umt.fme.vutbr.cz/~ruja/modely/podklady.htm Lots of 3 views of early to mid 20th century aricraft.&lt;br /&gt;
* http://www.seawings.co.uk/reference.htm Diagrams and other data on seaplanes&lt;br /&gt;
* http://www.history.navy.mil/branches/org4-4.htm Navy aircraft&lt;br /&gt;
* http://www.aircraftdesign.com/acpix.html Lots of 3-views on prototype and experimental &lt;br /&gt;
* http://www.aviastar.org/index.html Only helicopters&lt;br /&gt;
* http://richard.ferriere.free.fr/3vues/3vues.html High Resolution Prints&lt;br /&gt;
* http://www.aerospaceweb.org/aircraft/index.shtml&lt;br /&gt;
* http://members.fortunecity.com/inedesca/&lt;br /&gt;
* http://www.primeportal.net/the_airstrip.htm Images&lt;br /&gt;
&lt;br /&gt;
= Free 3D Models, Textures etc =&lt;br /&gt;
* http://unitedfreeworld.com/TextureDB/&lt;br /&gt;
* http://www.cgtextures.com/ (seems not to be OpenSource compatible!)&lt;br /&gt;
&lt;br /&gt;
== Public Domain Textures ==&lt;br /&gt;
* http://www.aztextures.com/&lt;br /&gt;
* http://www.burningwell.org/gallery2/v/textures/&lt;br /&gt;
* http://www.imageafter.com/&lt;br /&gt;
* http://www.texturearchive.com/&lt;br /&gt;
* http://www.foss-media.org/ - GPLv2&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* http://www.3dcafe.com/index.php?option=com_wrapper&amp;amp;Itemid=38&lt;br /&gt;
* http://www.amazing3d.com/modfree.html&lt;br /&gt;
* http://www.greatbuildings.com/types/models/models.html&lt;br /&gt;
* http://www.huntfor.com/3d/links/freemodels.htm&lt;br /&gt;
* http://www.3dlinks.com/links.cfm?categoryid=9&amp;amp;subcategoryid=91&lt;br /&gt;
* http://www.rocky3d.com/free3d.htm&lt;br /&gt;
* http://www.amazing3d.com/free/free.shtml&lt;br /&gt;
* http://free-textures.got3d.com/index.html&lt;br /&gt;
* http://www.3dtotal.com/home2/links/links.asp?cat=texture&lt;br /&gt;
* http://www.3dlinks.com/oldsite/textures_free.cfm&lt;br /&gt;
* http://dmoz.org/Computers/Software/Graphics/3D/Models/&lt;br /&gt;
* http://madmetzi.smokers-board.de/free3d.htm&lt;br /&gt;
* http://www.3dtotal.com/home2/links/links.asp?cat=meshes&lt;br /&gt;
* http://objects.povworld.org/links6.html&lt;br /&gt;
* http://www.creative-3d.net/free3D.cfm&lt;br /&gt;
* http://www.3dlinks.com/oldsite/objects_free.cfm&lt;br /&gt;
* http://www.grsites.com/textures&lt;br /&gt;
&lt;br /&gt;
=== Free Aircraft Sounds ===&lt;br /&gt;
* http://rareaviation.com/spaiso.html&lt;br /&gt;
* http://avanimation.avsupport.com/Sound.htm&lt;br /&gt;
* http://www.geocities.com/CapeCanaveral/Lab/4515/other.htm&lt;br /&gt;
* http://www.soundrangers.com/&lt;br /&gt;
* http://www.audiosparx.com/sa/display/sounds.cfm?start=101&amp;amp;sound_group_iid=34&lt;br /&gt;
* http://images.military.com/Resources/ResourceSubmittedFileView?file=multimedia_sounds.htm&lt;br /&gt;
* http://www.aviationshoppe.com/Sounds1.html&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
* Detail and scale series by Alwyn T. Lloyd and Bery Kinzey&lt;br /&gt;
* http://www.jbwholesalers.com.au/detailandscale/detailandscale.htm&lt;br /&gt;
* http://www.nchsinc.com/shop/BOOKS.HTM&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:Resource]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_January_2012&amp;diff=39102</id>
		<title>FlightGear Newsletter January 2012</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_January_2012&amp;diff=39102"/>
		<updated>2012-01-08T13:10:03Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Interview with a contributor (Durk Talsma) */  Little typo fix: s/our/out/&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.''&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
=== 2.6.0 release preparations ===&lt;br /&gt;
On January 17, the release branches were created from our [[Git]] repositories. From then on, no new features (and aircraft) shall be pushed. Only bug fixes are accepted.&lt;br /&gt;
&lt;br /&gt;
FlightGear 2.6.0 will be released on February 17!&lt;br /&gt;
&lt;br /&gt;
=== Experiment: A new bounty system ===&lt;br /&gt;
If somebody would like a specific feature implemented, it will be posted in the wiki (because there is no forum). Then if somebody wants to take on the development, they can start it and if they feel they have fulfilled the requirements, they submit the project to the person who is offering the bounty.&lt;br /&gt;
&lt;br /&gt;
If it is a feature that many people want, quite often more people are adding to the bounty and then each person decides individually if the result fits their ideas and if they want to pay the bounty.&lt;br /&gt;
&lt;br /&gt;
A bounty is a specific amount of money for completing a specific task which can be claimed by an individual or group which completed that task.&lt;br /&gt;
&lt;br /&gt;
Read on at [[Bounty (Overview)]].&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (Durk Talsma) ==&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;
* '''What is your forum nickname?''' &lt;br /&gt;
Hehe, guess once. ☺&lt;br /&gt;
&lt;br /&gt;
* '''How long have you been involved in FlightGear?''' &lt;br /&gt;
Almost since the beginning, actually. I first heard about the project in 1997, when I got an email from Curt Olson, in response to a posting on the usenet newsgroup rec.aviation.simulators.&lt;br /&gt;
&lt;br /&gt;
* '''What are your major interests in FlightGear?''' &lt;br /&gt;
I like the open nature of the project and the possibility to contribute at various levels. &lt;br /&gt;
&lt;br /&gt;
* '''What projects are you working on right now?''' &lt;br /&gt;
I am actually doing several different things for FlightGear. My main project is developing a fully integrated AI air traffic system that contains autonomous vehicles, an ATC system that interacts with both AI controlled aircraft and with the user controlled aircraft. In addition to that, I am one of the editors of the main website, editor of the FlightGear facebook page, involved in the release process, code committer, and organizer of the annual FlightGear booth at FSWeekend in Lelystad (EHLE).  In addition, I have recently taken over the administrator role for taxidraw. &lt;br /&gt;
&lt;br /&gt;
* '''What do you plan on doing in the future?''' &lt;br /&gt;
I don’t expect the AI system ever to be finished, so I’m fully concentrating my coding efforts on this project. &lt;br /&gt;
&lt;br /&gt;
* '''Why is it that you are interested in flight simulation or aviation in general?'''&lt;br /&gt;
As a kid I was fascinated by space travel, the Apollo missions to the moon, etc, watching every program on TV, and reading every book I could lay my hands on. As a six-year old, I visited Schiphol (EHAM) airport for the first time, and that sparked my fascination for the big jet airliners. Kind of like every kid at one stage, I wanted to become a pilot. My real interest in aviation didn’t start until I was nearly 20 though, after visiting an airshow at Leeuwarden airforce base (EHLE). This was around the same time as when I got my first PC, a second hand 286DX, which I bought from a relative living in Germany, with a 40 Mb hard disk and 1 Mb of ram. It had a German version of Microsoft Flight Simulator 4.0 preinstalled. So, in addition to learning to “fly” I learned the German word for “crash” as well. &lt;br /&gt;
 &lt;br /&gt;
* '''Are you happy with the way the FlightGear project is going?''' &lt;br /&gt;
Yes absolutely. We are currently in the process of further improving our infrastructure, by setting up things like the release plan, formalizing the rules for commit access, aircraft maintenance, and we’re  brainstorming about feature requirements for the long term. Firm ideas are present for modularization of the FlightGear code, and some ideas for an integrated launcher GUI have recently been coined in a very informal setting. It will certainly take quite some time before these plans are all realized, but I think that the project is more vital and alive as ever. I’m also just amazed at some of the recent developments, such as Frederic Bouvier’s project Rembrandt, Thorsten Renk’s, local weather system, or Martin Spott’s ongoing efforts to build a unified infrastructure for scenery generation.  &lt;br /&gt;
&lt;br /&gt;
* '''What do you enjoy most about contributing to FlightGear?'''&lt;br /&gt;
I think there are a number of aspects that I really enjoy. One of them is the collaboration with other people. Being part of the development team, we’re all pretty much equals, and regardless of one’s age, background, occupation, political or religious conviction, we all share something we like and like to collaborate on. That is really enjoyable. It may also happen that somebody just jumps in and finds a solution in no time for a problem that has been cracking my brain for ages. For example, Adrian Musceac, recent work on generating AI traffic patterns was really something amazing. Likewise, I enjoy the interaction with many other talented people, such as Brett Harrison, who’s just so amazing at making convincing liveries. Obviously there are many other talented people around whom I really enjoy working with and it’s a shame I can’t name them all. Secondly, I also really enjoy having the privilege of being the first to experience a new feature for the first time. I was the first person ever to see the sun and moon appear in a desktop Flight Simulator, and that is a little bit special.  &lt;br /&gt;
 &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;
Yes, my original contribution to FlightGear was some code to calculate the position of the Sun, Moon, and even the planets. Both the sun and moon are pretty much taken for granted now, but back then (in 1997) FlightGear was the first PC based simulator that actually had a physical rendering of the sun and moon! Nobody will probably even see the planets, but I got the code almost for free, once I figured out how to calculate the solar and lunar positions, so their a little bit of an Easter egg. After finishing the celestial code, and before starting the AI traffic system, I initiated many projects that I subsequently handed over to others. As such, I have extended the time calculation code to deal with local time, and to allow the user control over the time of day, and implemented the original graphical user interface (GUI) system, and the original 2D cloud layers.&lt;br /&gt;
&lt;br /&gt;
* '''What advice can you give to new contributors who want to get started on their first aircraft/new feature/Nasal script?''' &lt;br /&gt;
Be optimistic, be naïve, be realistic, and start modestly. Set yourself an attainable goal! I should probably explain what I mean by this. When we started out, back in 1996-1997, we were what I would now describe as incredibly optimistic in the sense that we believed that we could pull this off, but we were also somewhat naïve in the sense that we really didn’t have any firm idea about the challenges that lay ahead. But, we were able to pull it off, so this shows that we were right after all. But, if you want to contribute don’t start with your magnum opus. Before starting out, take some time to familiarize yourself with the project, get to know the code base, data structure or workflow. In addition, making a good first impression helps. Over the years we’ve seen a tremendous amount of grand ideas and not many of them have materialized, so we’re naturally a little apprehensive you may not find an immediate warm welcome, but if you do come up with a well thought-out idea, you may convince the development team, especially if you can substantiate your ideas with some working code to back it up. &lt;br /&gt;
&lt;br /&gt;
* '''Have you previously used other flight simulators or simulation software in general?''' &lt;br /&gt;
Well, as mentioned before, I started out with FS4, and have pretty much had every version since then, until FS2004. The latter version got me interested in the AI system.  When I started playing with the FS2004 equivalent of the ATC system I and began to notice its programming flaws. Determined that I could do this better, I started drawing out my own plans, and since than, I haven’t really touched any other simulator. &lt;br /&gt;
&lt;br /&gt;
* '''How does FlightGear compare in your opinion?''' &lt;br /&gt;
I like FlightGear better because it’s a platform that is constantly moving. I almost exclusively run the cutting edge development version, so occasionally you’re in for a little surprise. Be it positive or negative. But that keeps things a little exciting to me. &lt;br /&gt;
&lt;br /&gt;
* '''Do you remember what first got you interested in FlightGear? How did you learn about FlightGear? In other words, why did you actually download and try FG?''' &lt;br /&gt;
Yeah, that’s a long story. I was reading the usenet rec.aviation.simulators quite frequently at the time, had been exploring Linux for a few years, and finished my C++ programming course at university. This was around 1997, so the Linux distros weren’t as advanced as they are these days, and you still had to do quite a lot yourselves. One particular afternoon, I came across a usenet posting, which read “OPEN LETTER TO ALL FLIGHTSIMULATOR DEVELOPERS”. This was around the time that Microsoft FS97 was the latest version, and many users were dissatisfied. The original poster wanted to write a letter, on behalf of every dissatisfied user, to ask for a better version, asking the big game companies to incorporate their wish list. I responded to the thread, stating that if we really wanted a sim of our own, we should probably do it ourselves. I remember being a little anxious, because I wasn’t sure whether I would actually be able to substantiate that claim, if we were to follow it up. So, a few days later, I was actually a little apprehensive when I opened up my mailbox and found an email from a guy named Curt Olson, inviting me to have a look at, what would eventually become the flightgear.org website. Well, the rest is history I guess...&lt;br /&gt;
&lt;br /&gt;
* '''What was your first impression about FlightGear?''' &lt;br /&gt;
That’s a really interesting question, because there was no FlightGear so to speak of. When I joined, Curt had hacked together a few proof-of-principle demos; the one I downloaded was called linux-demo-0.0.7.tar.gz, if I recall correctly, and it consisted of a small sample of elevation data from a chuck of terrain near Arizona, source code of a primitve (by today’s standards) OpenGL based viewer, a copy of Bruce Jackson’s larcsim FDM, and a simple keyboard interface. But it was exciting to get it to compile, and run!&lt;br /&gt;
&lt;br /&gt;
* '''Compared to other flight simulation software, what are FlightGear's major benefits in your opinion?'''&lt;br /&gt;
It’s scalability, open architecture, and the fact that it can be a great test bed for ideas, as well as the fact that there is no need for third party add-ons. By bringing every suitable user contribution into a single repository, we essentially create our own add-ons, and in the long run that should remove the burden from the end user to search for extensions. &lt;br /&gt;
 &lt;br /&gt;
* '''Do you think it is necessary to know how to program in order to contribute to FlightGear?'''&lt;br /&gt;
No way. In fact it never really has been a requirement, even in the old days when there was a lot more emphasis on C++ development, we already had a need for non-coding developers. Think about documentation writers, etc. These days, the balance is actually really shifting away from programming to artwork. The FlightGear world is essentially still largely an empty place, so we really have a need for high-quality buildings. Many of the exciting developments going on right now are in the development of new scenery textures, 3D modeling, and livery painting. These are actually skills that I essentially lack, so I have a lot of respect for the people working in these areas.  &lt;br /&gt;
 &lt;br /&gt;
* '''Have you ever used FlightGear professionally or for educational purposes?''' &lt;br /&gt;
I once tried in my previous job, but the computer we bought for the project had serious overheating issues, so the project never really came off the ground. In the mean time, I found a different job, so the project was shelved. &lt;br /&gt;
&lt;br /&gt;
* '''What about FlightGear as a &amp;quot;game&amp;quot;, do you think it can be used as such?''' &lt;br /&gt;
Probably, I like to use FlightGear purely for fun, so usually I just make up my own challenges, such as performing a bad weather landing, taking off and landing on an aircraft carrier, or playing with my latest AI/ATC code. Once finished, the ATC code will add a little bit of a game element, because it will expect you to fly specific routes, arrive at specific locations at a specific time, so as not to clash with other traffic etc etc. The system isn’t finished yet, but with some hacking I did quite recently manage to complete a traffic circuit under guidance of the ATC system, and it’s quite tricky to do right. So, there are some “gamey” aspects of FlightGear that are quite realistic and hopefully challenging. Having said that, I see absolutely no need for any formal gaming rules, or game like features such as setting off explosives and the like. Like many of the other developers, I like to keep FlightGear civil(ized). I don’t object to simulating military aviation though, as long as it doesn’t serve the purpose of glorifying death and destruction. &lt;br /&gt;
&lt;br /&gt;
* '''On average, how much time do you spend working with/contributing to FlightGear?'''&lt;br /&gt;
Hard to say, it varies quite a bit with my day job requirements, but I think on average maybe one or two hours a day.&lt;br /&gt;
 &lt;br /&gt;
* '''Which of the more recent FlightGear developments do you consider most interesting/appealing?'''&lt;br /&gt;
There are quite a few. Of the individual projects, I really think that project Rembrandt (Frederic Bouvier’s shadow rendering code) is really exciting. But so is the new effort to unify all the shaders, the atmospheric haze and scattering, and Thorsten Renk’s local weather. I’m also quite happy with the progress we made with the AI traffic/ATC system, even though it’s not finished yet. But, what I think is perhaps even more exciting are some of the long-term infrastructural changes we have recently discussed. I can’t say too much about that yet, because many of the ideas haven’t been formalized yet, but making FlightGear more modularized by making use of HLA technology, and perhaps a more integrated GUI and launcher program are some of the exciting developments that I can see happening in a few years from now. &lt;br /&gt;
 &lt;br /&gt;
* '''Is there some feature that you'd truly like to see in FlightGear one day?''' &lt;br /&gt;
Yeah, there are some. Obviously, I’d like to see my own project come to it’s full potential, but in addition to that, I would like to see full scenery development of the polar regions of our planet. One year ago I visited Antarctica in real life, and this is just a very exciting area for flying. I’d also like to see the possibility of lower earth orbital space flight, more seamless terrain textures.&lt;br /&gt;
&lt;br /&gt;
* '''What do you think could be done to attract even more new users and contributors to FlightGear?''' &lt;br /&gt;
Establish a good balance between developing new stuff and doing some public relations work. For the project the key question for survival is not to attract many users, but to attract potential contributors. Obviously, the way to do this is to attract many users, and to hope that there will be a few potential contributors among them. &lt;br /&gt;
&lt;br /&gt;
* '''What about interacting with the FlightGear community? Any tips/experiences you'd like to share?''' &lt;br /&gt;
Nothing really special; just use your everyday courtesy, and keep realizing that we’re all volunteers. I’m usually not that active on the forum or mailing list, but I can tell from 15 years of experience that an intelligent and reasonable response is far more likely to create some momentum than a hurried response that is written in a spur of emotion. Also, I have observed that there is hardly any relation between action and words on either the mailing list or the forum. So when your new to the community, just hang around, get to know the characters and try to establish whom you can trust to be a knowledgeable source of information and who just raises a lot of dust. &lt;br /&gt;
  &lt;br /&gt;
* '''Have you ever recommended FlightGear to other users, friends/family?'''&lt;br /&gt;
Not really, my friends and family aren’t really into flight simulation.&lt;br /&gt;
 &lt;br /&gt;
* '''Is there anything else you'd like to share with us?''' &lt;br /&gt;
Yeah, have a lot of fun, and if you can try to contribute something to the project. &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 snapshots 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;
&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;
=== New aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== Dutch windturbines ===&lt;br /&gt;
[[File:Prinses_Amaliawindpark_overview.png|thumb|270px|Overviewing the 60 wind turbines of Prinsess Amaliawindpark, 20km west of the Netherlands.]]&lt;br /&gt;
The Netherlands have slightly less than 1900 windturbines at the moment. Since this month, 757 of them are in FlightGear!&lt;br /&gt;
&lt;br /&gt;
Adding them is relatively easy. Since we have a generic windturbine model available (&amp;lt;tt&amp;gt;Models/Power/windturbine.xml&amp;lt;/tt&amp;gt;), it's just a matter of finding the GPS coordinates. Some of the larger windparks list locations on their websites. Other windturbines can be positioned based on the FlightGear scenery (with [[CORINE]] data, for more accuracy), or via satellite imagery. Some countries even have a site similar to [http://www.w-i-n-d.nl this website] from the Dutch government, that has a map that shows the locations of all windturbine(park)s.&lt;br /&gt;
&lt;br /&gt;
Locations for windturbines and other shared objects can be easily submitted via [http://scenemodels.flightgear.org/submission/shared/ the new submission form], that we mentioned in last month's newsletter.&lt;br /&gt;
&lt;br /&gt;
For the offshore Prinses Amaliawindpark, a custom windturbine model has been made. Resembling the Vestas V80-2.0 MW edition. [http://scenemodels.flightgear.org/modeledit.php?id=2418 The model] can be easily re-used on other offshore windparks, via the method described above.&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
==== Congonhas - Brazil ====&lt;br /&gt;
[[File:Grupofgbrsmall.png|right]]&lt;br /&gt;
The Airport of Congonhas is curently being modeled, completely from scratch, by the [http://www.grupofgbr.com.br Grupo FG BR]. Stand by.&lt;br /&gt;
{{#ev:youtube|tUQCMTmQ-5Y}}&lt;br /&gt;
&lt;br /&gt;
== Aircraft of the month ==&lt;br /&gt;
&lt;br /&gt;
== Airport of the month ==&lt;br /&gt;
&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
[[File:C172p-SanFrancisco.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Cessna c172p near San Francisco flying over the ocean.&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&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;
12 Days of Flight Tips - by [http://www.youtube.com/user/osjcag oscar]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;vatop&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
*[http://www.youtube.com/watch?v=RbB5Sn_ag-A Day 1 - FG 2.4 Map]&lt;br /&gt;
*[http://www.youtube.com/watch?v=hLB7jui1U5c Day 2 - Useful Keys]&lt;br /&gt;
*[http://www.youtube.com/watch?v=L1aNBV7JBIs Day 3 - Animated Jetways]&lt;br /&gt;
*[http://www.youtube.com/watch?v=hz1c8nuY62U Day 4 - Approach &amp;amp; Landing tips!]&lt;br /&gt;
*[http://www.youtube.com/watch?v=CeFpvAR6sqg Day 5 - Wiki &amp;amp; Newsletter]&lt;br /&gt;
*[http://www.youtube.com/watch?v=0HjkFHatYMI Day 6 - Rendering Options]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
*[http://www.youtube.com/watch?v=_LcZ93Q33D4 Day 7 - Cockpit Instruments]&lt;br /&gt;
*[http://www.youtube.com/watch?v=rITkJyTb5-Q Day 8 - Brake After Landing]&lt;br /&gt;
*[http://www.youtube.com/watch?v=CLCXwuWvDGQ Day 9 - Virtual Airlines]&lt;br /&gt;
*[http://www.youtube.com/watch?v=HdVCVH0XMXM Day 10 - Manual Flight Tips]&lt;br /&gt;
*[http://www.youtube.com/watch?v=NeDMwBMg6Gs Day 11 - Multiplayer ATC]&lt;br /&gt;
*[http://www.youtube.com/watch?v=9FSdbw_c9qA Day 12 - Crosswind Landing Tips]&lt;br /&gt;
|}(Or watch all the episodes in [http://www.youtube.com/watch?v=RbB5Sn_ag-A&amp;amp;list=PL569D227E5E767F3D a playlist])&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;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2012 01]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_December_2011&amp;diff=37964</id>
		<title>FlightGear Newsletter December 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_December_2011&amp;diff=37964"/>
		<updated>2011-12-16T16:09:36Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Added scenery info: EBAW (Antwerpen - Deurne)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Draft|newsletter|Please read [[FlightGear Newsletter November 2011|the latest edition]].}}&lt;br /&gt;
&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;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
=== Feature freeze for the 2.6.0 release ===&lt;br /&gt;
(placeholder) http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg34864.html and http://flightgear.org/forums/viewtopic.php?f=11&amp;amp;t=14627&lt;br /&gt;
&lt;br /&gt;
=== Aircraft maintenance ===&lt;br /&gt;
Some bug fixes and improvements require aircraft to be adapted/fixed to remain airworthy, to be working correctly, or to be taking full advantage of latest FlightGear version. This is why some developers now went ahead and created a check list including guide lines on maintaining aircraft, please see [[Aircraft maintenance]] for more info.&lt;br /&gt;
&lt;br /&gt;
=== Improving random trees &amp;amp; buildings ===&lt;br /&gt;
Some core developers have been thinking about ways to improve our random scenery, in particular buildings and vegetation. For more details see [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35035.html].&lt;br /&gt;
&lt;br /&gt;
=== Marketting of 2.6.0 via FS Break podcast ===&lt;br /&gt;
The idea was raised to market FlightGear using the FS Break podcast, for more details please check: [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35023.html]&lt;br /&gt;
&lt;br /&gt;
=== Trying to get more performance out of the 3D clouds! ===&lt;br /&gt;
There has been quite a lengthy discussion on optimizing FlightGear's 3D clouds even more, for more info please see: [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35092.html] and [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35100.html].&lt;br /&gt;
&lt;br /&gt;
=== Improvements to the radio code in FlightGear ===&lt;br /&gt;
The FlightGear radio code has been recently overhauled, for more info please see: [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35010.html].&lt;br /&gt;
&lt;br /&gt;
=== Sound support for AI traffic ===&lt;br /&gt;
Erik has been working on implementing an FGFX class for AIModels and is pretty much done, a first stab at the sound code has been committed now. For more info see [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg34985.html].&lt;br /&gt;
&lt;br /&gt;
=== New performance dialog ===&lt;br /&gt;
FlightGear core developer ThorstenB has added a new subsystem and a dialog to monitor FG performance. It's  replacing/improving the original code which was only capable of writing statistics data to the console (presumably, few people ever used or were even aware of the old option). The new GUI dialog is available in the menu: &amp;quot;Debug&amp;quot; =&amp;gt; &amp;quot;Monitor system performance&amp;quot;. More info is available here: [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg34886.html]. A screen shot can be found here: http://imageshack.us/photo/my-images/521/fgfsscreen031.png/&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
Shader development continues at a breakneck pace! We now have a nice wet runway effect:&lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/photo/my-images/571/fgfsscreen011.jpg/&lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/f/859/fgfsscreen013.jpg/&lt;br /&gt;
&lt;br /&gt;
We have already combined all our model shader effects into one: light map, bump map and reflect map, and now we have added to ability to add a dirt effect over time (dirt map?). We call this the uber-shader.&lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/photo/my-images/189/fgfsscreen024.jpg/&lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/photo/my-images/703/fgfsscreen025.jpg/&lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/photo/my-images/6/fgfsscreen026.jpg/&lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/photo/my-images/18/fgfsscreen027.jpg/&lt;br /&gt;
&lt;br /&gt;
http://imageshack.us/f/525/fgfsscreen020.jpg/&lt;br /&gt;
&lt;br /&gt;
It also gives us the ability to have a good glass reflection with a scratched appearance, although this last effect needs a bit of fine tuning.&lt;br /&gt;
&lt;br /&gt;
At the same time, we've enhanced the shader controls. Users can now control (almost) every single shader through sliders. The Performance vs Quality slider in the &amp;lt;tt&amp;gt;View &amp;gt; Rendering Options&amp;lt;/tt&amp;gt; dialog provides basic control. It does act slightly different than before, setting it all the way to the left (Performance) will disable all shaders. At the right most position, all shaders will be shown at maximum quality. Most shaders are simple on/off, but some of the more demanding shaders have intermediate steps.&lt;br /&gt;
&lt;br /&gt;
Powerfull graphics cards have no problem with the maximum quality setting, but most cards (even modern ones) need a finetuned setting to maintain reasonable framerates. You can change individual shader's settings in the Shader Options dialog, which can be reached via the button in the Rendering Options dialog.&lt;br /&gt;
&lt;br /&gt;
This is all in fgdata in Gitorious now - use &amp;lt;tt&amp;gt;--materials-file=materials-dds.xml&amp;lt;/tt&amp;gt; and enjoy. A nVidia 8400 or its ATI equivalent should be sufficient to run these shaders with a recent driver. No update to source code is required.&lt;br /&gt;
&lt;br /&gt;
== Logo &amp;amp; banner contest ==&lt;br /&gt;
[[File:Fg26banner2_by_someguy.jpg]]&lt;br /&gt;
&lt;br /&gt;
A contest has been set up to create new banners and logos depicting the latest developments of FlightGear 2.4+ (these new banners and logos are specifically meant to demonstrate new capabilities of FlightGear 2.6.0). Everybody is invited to participate. See [http://flightgear.org/forums/viewtopic.php?f=67&amp;amp;t=14597 the forum thread] for the latest submissions and send in your own ideas.&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (Olivier Jacq) ==&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;
I've been following FG closely since [[FlightGear 0.9.8]]. So, checking on the Wiki, this already dates back to... 2005!&lt;br /&gt;
 &lt;br /&gt;
* '''What are your major interests in FlightGear?'''&lt;br /&gt;
At first, I was using FG as a &amp;quot;casual&amp;quot; user, mainly contributing positions in my local area ([[Brittany]]) and especially the [[Brest]] area (cause I'm not that good at 3D modelling!). So I would say my major interest is in definitely in the scenery side of FG - and HHS choppers!&lt;br /&gt;
 &lt;br /&gt;
* '''What project are you working on right now?'''&lt;br /&gt;
This is HIGHLY confidential! But because Christmas is coming soon, I'll give you a small written preview on this early present! Still under&lt;br /&gt;
development, I'm working on automated scripts to add/delete/update shared or static scenery objects/positions within FG, in order to ease the actual submission process, both for the user and the scenery maintainers. The tool to add unitary positions is now in production (see below)!&lt;br /&gt;
 &lt;br /&gt;
* '''What do you plan on doing in the future?'''&lt;br /&gt;
I have at least a few months before all scripts are finished and under production, so I think when they're all done, I'll take some time to use them and add more objects positions into FG myself!&lt;br /&gt;
 &lt;br /&gt;
* '''Are you happy with the way the FlightGear project is going?'''&lt;br /&gt;
I am especially happy to see the latest developments in FG, as the release plan and the many works going to make the scenery better: shaders, weather, and especially scenery which needs to be regenerated and enhance (have a look at the apt.dat 8.50 work in the forums, it's awesome!). FG is really becoming better and very much comparable to other sims.&lt;br /&gt;
 &lt;br /&gt;
* '''What do you enjoy most about developing for FlightGear?'''&lt;br /&gt;
FG is relying on so many exciting parts: GIS, 3D modelling, database, web, network... and there are so many advanced technologies to implement (eg [[radio propagation]] early support)... it's amazing and there is no other software where all this is needed but flight sims. A real concentrate of technology!&lt;br /&gt;
 &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;
I was at the origin of the photorealistic scenery for Brest. To be precise, I had the idea and asked for the permission to use the data (as it is CC-BY-SA). Then Nels and others have been working on the patch for SG, etc.&lt;br /&gt;
 &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;
Well, they have to check that noone is already working on it, or to get in contact with him. Most of all, I would advise them to start on small&lt;br /&gt;
projects first. For instance, a LOT of cockpits need enhancement. So try to make existing aircrafts better, rather than try to build yet another one from scratch. Keep this for later and focus on what needs to be enhanced now. FG will then look so much better to our fellow downloaders.&lt;br /&gt;
 &lt;br /&gt;
* '''Have you previously used other flight simulators or simulation software in general?'''&lt;br /&gt;
I remember having a flight simulator called &amp;quot;ILS&amp;quot; on my TRS-80... and next I moved, as a lot of people, on Microsoft Simulator when I was 7 or 8 on 10 Mb hard drives ;-)&lt;br /&gt;
 &lt;br /&gt;
* '''Do you remember what first got you interested in FlightGear? How did you learn about FlightGear? In other words, why did you actually download and try FG?'''&lt;br /&gt;
FG was the only free and open source advanced flight simulator I found under GNU/Linux, so when I decided to moved my computer fully to GNU/Linux, the choice was quite easy. Its success and improved quality over the years confirmed this choice was good!&lt;br /&gt;
 &lt;br /&gt;
* '''Compared to other flight simulation software, what are FlightGear's major benefits in your opinion?'''&lt;br /&gt;
Apart from the fact that it is free and opensource, I would say that its central scenery database and mapserver is one of its major features,&lt;br /&gt;
compared to other flight sims where you have to download here, download there, add patches, etc... what a mess it becomes on your hard drive after a few years of addons!&lt;br /&gt;
 &lt;br /&gt;
* '''Do you think it is necessary to know how to program in order to contribute to FlightGear?'''&lt;br /&gt;
Not at all, contributing to scenery object positions is for instance very easy (it'll be even easier after my script goes in production ;-). So&lt;br /&gt;
everyone should be able to contribute to FG (in a proper manner), that's the way to success!&lt;br /&gt;
 &lt;br /&gt;
* '''Have you ever used FlightGear professionally or for educational purposes?'''&lt;br /&gt;
I've been talking about it in my job, so show its quality, even sometimes compared to professional ones I have seen there. I would definitely recommand a stronger relationship between FG and professional/educational worlds.&lt;br /&gt;
 &lt;br /&gt;
* '''On average, how much time do you spend working with/contributing to FlightGear?'''&lt;br /&gt;
For a few weeks, I've been working for around 3 to 4 hours per week developing scripts. It's been a while since I haven't been having a flight in FG!&lt;br /&gt;
 &lt;br /&gt;
* '''Which of the more recent FlightGear developments do you consider most interesting/appealing?'''&lt;br /&gt;
I would definitely vote for the work on fgfs-contruct and 8.50 data format support. The anaglyph support is amazing too.&lt;br /&gt;
 &lt;br /&gt;
* '''Is there some feature that you'd truly like to see in FlightGear one day?'''&lt;br /&gt;
I hope sometimes we'll be able to add GPL-photorealistic pictures on top of actual layers. Looking forward to OSM-based roads scenery release too and multi-core support.&lt;br /&gt;
 &lt;br /&gt;
* '''What do you think could be done to attract even more new users and contributors to FlightGear?'''&lt;br /&gt;
The fact that FG software is not localized into other languages can be a real drawback for some users and is often shown as such when magazines or forums talk about FG. If this support is added back, I will definitely work on the French translation!!&lt;br /&gt;
 &lt;br /&gt;
* '''What about interacting with the FlightGear community? Any tips/experiences you'd like to share?'''&lt;br /&gt;
As many others, I regret the way some people ask for features like: &amp;quot;do this aircraft, I NEED it&amp;quot;, or don't even have a look at the Wiki or forums archives to get an answer to their questions. Ask politely, try to understand the way FG community is organised, search for archives, don't pollute threads and everything will be better!&lt;br /&gt;
 &lt;br /&gt;
* '''Is there anything else you'd like to share with us?'''&lt;br /&gt;
The future of FG belongs to you: each of you can make it better, whatever your skills or interests are. So don't say: this is missing, try to add it or ask the community what you can do for help!&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. 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;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
=== CASA C-101 Aviojet ===&lt;br /&gt;
[[File:C-101screenshot_02.png|thumb|250px|CASA C-101EB with &amp;quot;Patrulla Águila&amp;quot; colors]]&lt;br /&gt;
The Spain-Latinamerica's community [http://www.vivefg.org Vive FlightGear!] recently introduced the [[CASA C-101 Aviojet]] to FlightGear hangars. The Aviojet is a two-seat military turbofan trainer, designed and built in Spain, where it's used for jet training and aerobatics in the &amp;quot;Patrulla Aguila&amp;quot; team. It's also used in other countries like Chile, Honduras and Jordan, where it can enforce a light ground-attack role.&lt;br /&gt;
&lt;br /&gt;
This ''beta'' release has 3 versions (EB, BB &amp;amp; CC), each one with different engines and subtle differences. While BB and CC version can use a 30mm cannon, the EB version is capable to dust smoke for aerobatic shows.&lt;br /&gt;
&lt;br /&gt;
[http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=14523 CASA C-101 official forum post]&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== Custom Poland scenery ===&lt;br /&gt;
Have you got your Christmas present yet? If not the Polish Team has made custom scenery of most Poland territory. Major contributor is SP-MMA who generated terrain and created some objects. Feel free to download it and take your favorite plane. There are some really nice areas just perfect for long VFR routes!&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:roztocze_1.png|200px]][[File:roztocze_2.png|200px]][[File:roztocze_3.png|200px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Download! (none yet)&lt;br /&gt;
&lt;br /&gt;
=== Southwest Colorado Scenery - beta 4 ===&lt;br /&gt;
New custom built scenery has been made available for the region of Southwest Colorado, for more info please see: [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg34986.html the mailinglist].&lt;br /&gt;
&lt;br /&gt;
=== EBAW (Antwerpen - Deurne) ===&lt;br /&gt;
&lt;br /&gt;
Belgium got a complete full modeled and textured airport: Happy holidays at EBAW :)&lt;br /&gt;
&lt;br /&gt;
This scenery, is sadly enough, not yet available with terrasync. You can download it from the [https://gitorious.org/dvanmosselbeen/flightgear-custom-scenery Belgian scenery git repo].&lt;br /&gt;
&lt;br /&gt;
[[File:Ebaw_textured_01.jpg|200px]][[File:Ebaw_textured_02.jpg|200px]][[File:Ebaw_textured_03.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Tip: If you want to make some EBAW-EHAM flight, copy the Objects/e000n50/e004n51 and Terrain/e000n50/e004n51 into the terrasync folder.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
[[File:Fg_submission_form.png|thumb|250px|FG scenery submission tool]]&lt;br /&gt;
Added in FG tools on December 2011, 15th, a useful webtool to ease the insertion of shared models positions within the FG scenery database. We hope this will make the number of positions increase!&lt;br /&gt;
&lt;br /&gt;
The steps are very easy to follow :&lt;br /&gt;
&lt;br /&gt;
* Place the object within FG.&lt;br /&gt;
* Take the data and copy/paste it within the form (please double check the content of what you're inserting!). Once clicked on submit, the request is done!&lt;br /&gt;
* Add a small kind comment for Martin, telling him what you're doing.&lt;br /&gt;
* Give the captcha what it wants (sorry for this, but it's to avoid unwanted automated robots).&lt;br /&gt;
* Click submit.&lt;br /&gt;
&lt;br /&gt;
More improvements (mass import, edit, delete) are to come, so [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=14671&amp;amp;p=144878 follow the forum thread] if you're interested.&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;
December, cold, dark, snow. But also skiing, gluhwein and Santa Claus.&lt;br /&gt;
&lt;br /&gt;
It's time to go to Austria and visit [[Innsbruck Airport]]. Take along your skis. You will find amazing scenery here, made by Mother Nature and by the volunteers that have re-created the area.&lt;br /&gt;
[[File:LOWI december.jpg|600 px]]&lt;br /&gt;
&lt;br /&gt;
Merry X-mas!&lt;br /&gt;
&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
===Ngorngoro===&lt;br /&gt;
For this [[VFR]] trip we need a strong machine since we will go up from 4000 to about 10,000 feet and since we are in Africa, Tanzania , what better choice is there as the Cessna 208 Caravan, on wheels. We will take off from HTLM, [http://en.wikipedia.org/wiki/Lake_Manyara Lake Manyara], runway 12 (124.5 deg), that has an elevation of 4150 feet. Hit Shift-B so we don't drop off the runway. &lt;br /&gt;
[[File:Map Ngorngoro Crater.jpg|thumb|200px|left|Heightmap with visual reference points]]&lt;br /&gt;
We will have to change some settings before we take off. There is no snow where we are so: View=&amp;gt; Rendering Options=&amp;gt; Snow line=&amp;gt; Set to max. (5000M). We need a reasonable clear sky since there are quite a few bumps we could hit: Environment=&amp;gt; Global weather=&amp;gt; METAR source=&amp;gt; Fair weather.&lt;br /&gt;
&lt;br /&gt;
Give full throttle and take off. Bank left and make a full circle so we gain some altitude and make a mental note of the airstrip, since this is the only one nearby. Look at the road West towards the airfield. &lt;br /&gt;
You will notice that the airstrip is at the edge of a mountain ridge, the lake to the East is quite a lot lower.&lt;br /&gt;
&lt;br /&gt;
We pass over the airstrip towards lake Manyara and turn left keeping the mountains close to our left side, on an initial course of about 30 deg. We keep the mountains to our left and follow our path, our heading will slowly go from 30 to North and takes about 15 mins. During our path we should slowly gain altitude. &lt;br /&gt;
[[File:Ol Doinyo Lengai.jpg|thumb|250px|Mt.Kerimasi (left), Mt.Ol Doinyo Lengai (ahead)]]&lt;br /&gt;
On the '''image''' we see two distinct mountains. The nearest is Mt.Kerimasi, a fun place for hang-gliders, and North Mt.Ol Doinyo Lengai, an active volcano. We are heading straight towards [http://en.wikipedia.org/wiki/Ol_Doinyo_Lengai Mt.Ol Doinyo Lengai]. Just before we would collide we take a sharp left turn heading 225. You will see why we need the altitude now.&lt;br /&gt;
&lt;br /&gt;
The mountain ahead, [http://www.ntz.info/gen/n00161.html#id03702 Mt.Embagai], we see does not appear to be anything spectacular. Aim towards it since we have to go over it. &lt;br /&gt;
Coming nearer, if you are high enough, 9000 feet, you will see why this mountain is well worth a visit. It is a crater with a lake inside, lake Embagai (Empakaai). Enter the crater and look around, careful not to loose any height since we'll have to get out again, we need about 10 000 feet. Mesmerized we grab our compass and take a course of 225 again. To get out we might skim against a cloud, be careful. If you don't see a way out take a turn again to wait for the clouds to move out of sight.&lt;br /&gt;
&lt;br /&gt;
After you managed to get out of the crater keep on the course of 225 while descending slowly for about 9 mins. There are some bumps to avoid, like Mt.Olmoti we keep to the right and Mt.Losirua on the left. &lt;br /&gt;
&lt;br /&gt;
After a small hill we enter one of the most amazing places in Africa, the [http://en.wikipedia.org/wiki/Ngorongoro_Conservation_Area Ngorngoro Crater], the second biggest crater in the world. A micro climate and amazing wildlife.&lt;br /&gt;
Examine the crater and you will notice two lakes, head towards the biggest lake, lake Magadi. When you are above it take a course of 123 to get out of the crater.&lt;br /&gt;
&lt;br /&gt;
After leaving the crater it takes some time before we are near the airstrip again. After about 5 mins we will see a river (left) and a road (right). Follow the road since it will lead us to the airstrip again.&lt;br /&gt;
&lt;br /&gt;
Don't scare the wildebeast!&lt;br /&gt;
&lt;br /&gt;
Notecard:&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
#Fair weather, no snow&lt;br /&gt;
#HTLM RW 12 4150 feet&lt;br /&gt;
#Course 30 to 0 deg 15 mins, mountains close left&lt;br /&gt;
#Head towards /\volcano&lt;br /&gt;
#Sharp left turn course 225 deg altitude 9000 feet&lt;br /&gt;
#Volcano, lake, 10 000 feet&lt;br /&gt;
#Course 225 deg, slow descend 9 min&lt;br /&gt;
#Large lake, course 123 deg 5 mins&lt;br /&gt;
#River left, road right. Follow road&lt;br /&gt;
#Landing 124.5 deg 4150 feet.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*More amazing flights 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;
===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 Google+ ===&lt;br /&gt;
Following up on last month's launch, the [http://gplus.to/flightgear FlightGear page on Google+] welcomed its 100th follower! If you haven't done so already, please add us to your circle and stay up to date on the latest FlightGear news, cool screenshots and release info.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
{{#ev:youtube|VBWZ6JZe_Mw|400|winter video by planetacancun2 showing FlightGear's snow.}}&lt;br /&gt;
{{#ev:youtube|LyBUPlf5NSw|400|diamond formation flight by jano}} (Also see [[Toward real close formation flight]])&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;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2011 12]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ebaw_textured_03.jpg&amp;diff=37963</id>
		<title>File:Ebaw textured 03.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ebaw_textured_03.jpg&amp;diff=37963"/>
		<updated>2011-12-16T16:03:44Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: EBAW modeled and textured (image 3)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EBAW modeled and textured (image 3)&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ebaw_textured_02.jpg&amp;diff=37962</id>
		<title>File:Ebaw textured 02.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ebaw_textured_02.jpg&amp;diff=37962"/>
		<updated>2011-12-16T16:03:11Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: EBAW modeled and textured (image 2)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EBAW modeled and textured (image 2)&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ebaw_textured_01.jpg&amp;diff=37961</id>
		<title>File:Ebaw textured 01.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ebaw_textured_01.jpg&amp;diff=37961"/>
		<updated>2011-12-16T16:01:48Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: EBAW modeled and textured (image 1)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EBAW modeled and textured (image 1)&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=37556</id>
		<title>Route manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Route_manager&amp;diff=37556"/>
		<updated>2011-12-04T07:04:15Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Defining a Route */ Updated: routes can be saved now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A real '''route-manager''' page!&lt;br /&gt;
&lt;br /&gt;
[[File:Routemanager.jpg|thumb|270px|The route manager dialog.]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
(in the following sections, familiarity with basic [[IFR]] concepts, [[Autopilot]] usage and [[radio navigation]] is assumed)&lt;br /&gt;
&lt;br /&gt;
The route-manager models part of the functionality found in real-world [[GPS]] and FMS devices, but is usable in any aircraft. Some panel instruments may provide access to the route manager via their own UI, but the route-manager is always available through a generic dialog box. The route-manager is also how a flight plan is made available to FlightGear - in the future this will hopefully permit better [[ATC]] and multi-player interactions, since [[ATC]] logic or controllers will be able to observe the filed plan associated with a pilot.&lt;br /&gt;
&lt;br /&gt;
It's important to realize that the route-manager (and [[GPS]]) are pieces that a panel instrument might present as a single real world device - the mapping between C++ modules, generic user interface and in-panel instruments is very fluid, by design. In general core features exist in whichever place seems the most natural, and it's up to instruments to aggregate the core modules as they require.&lt;br /&gt;
&lt;br /&gt;
== Concepts ==&lt;br /&gt;
The route-manager maintains a flight-plan, consisting of departure, destination, alternate airport and cruise information, as well as a list of waypoints. All information is currently optional, which is highly unrealistic, but convenient.&lt;br /&gt;
&lt;br /&gt;
Route manager waypoints are entered as a [[navaid]] ident, an explicit latitude/longitude pair, or as an offset (bearing and distance) from another navaid. Each waypoint may also have an [[altitude]] associated with it, for vertical navigation modes (VNAV). In the future, other data, especially speed restrictions, may also be associated with waypoints.&lt;br /&gt;
&lt;br /&gt;
The route-manager maintains a ''current waypoint'', which is shown in route-manager dialog, the GPS dialog (in LEG mode), on the default HUD, and potentially in cockpit displays in the aircraft. Normally, the route-manager moves automatically to the next waypoint after passing the current point (this is known as 'sequencing'), but if necessary the active waypoint can be manually adjusted.&lt;br /&gt;
&lt;br /&gt;
An important piece of terminology is a ''leg'', which is a section of route between two waypoints. Many real-world devices deal in legs primarily, since each leg corresponds to a desired track, a distance and possibly an altitude to climb / descend. In the FlightGear route manager, the ''active leg'' is from the previous waypoint to the current waypoint - i.e the current waypoint is where you're heading to at the moment.&lt;br /&gt;
&lt;br /&gt;
== Defining a Route ==&lt;br /&gt;
The simplest way to define a route is to add waypoints one at a time by identifier. Since navaid identifiers are not unique, the route-manager uses your departure airport or the previously defined waypoint to locate the identifier search. In practice, navaids with conflicting names are located far enough apart that this works automatically in practice.&lt;br /&gt;
&lt;br /&gt;
Until departure and arrival procedures are supported, you can often define them yourself, by creating offset waypoints, as shown in the examples below.&lt;br /&gt;
&lt;br /&gt;
Routes can be loaded and saved to and from a simple XML format, so you may prefer to create the routes in a text editor, and load them instead of entering them by hand. Support for flight-planning tools is also planned, contact the developer list if you are interested on working on such a feature.&lt;br /&gt;
&lt;br /&gt;
In the future, auto-routing using airways or VOR-VOR routing will also be added.&lt;br /&gt;
&lt;br /&gt;
Example waypoint definitions:&lt;br /&gt;
&lt;br /&gt;
;KJFK&lt;br /&gt;
: airport identifier&lt;br /&gt;
;UW&lt;br /&gt;
: navaid identifier ([[NDB]], [[VOR]] or a fix/interaction)&lt;br /&gt;
;TLA/210/35&lt;br /&gt;
: offset from a [[navaid]] - in this example, the 210-degree magnetic radial from TLA VOR, 35 nautical miles out&lt;br /&gt;
;WOBAD@18000&lt;br /&gt;
: WOBAD fix, at eighteen thousand feet altitude&lt;br /&gt;
;SPL/050/12.3@2000&lt;br /&gt;
: 12.3 nautical miles from SPL VOR on the 050 magnetic radial, at two thousand feet&lt;br /&gt;
&lt;br /&gt;
See also [[#Useful Software]]&lt;br /&gt;
&lt;br /&gt;
== Activating a Route ==&lt;br /&gt;
Activating a route performs certain checks, and creates start and end waypoints based on the selected departure and arrival info. For the moment, that consists of adding the departure runway as waypoint zero, but in the future (when departure procedures are supported) this will create the appropriate procedure waypoints.&lt;br /&gt;
&lt;br /&gt;
This will also be the hook point for calculating cruise information, such as top-of-climb and top-of-descent points in the future.&lt;br /&gt;
&lt;br /&gt;
Other devices (especially a GPS/FMS) may trigger other changes based on activating a route, such as sequencing the first leg of the route, resetting internal counters / timers, and so on.&lt;br /&gt;
&lt;br /&gt;
== Flying a Route ==&lt;br /&gt;
&lt;br /&gt;
When a route is activated, the GPS system enters 'leg' mode, and will automatically sequence waypoints as they are overflown. Note that all aircraft can use the default route-manager and GPS functions, even aircraft that would never (historically) has such systems. This is a convenience to casual users, testing, and so on.&lt;br /&gt;
&lt;br /&gt;
In particular, the GPS drives some properties of the generic autopilot, so 'true heading hold' mode can be used to fly the route manager route (or any other GPS course).&lt;br /&gt;
&lt;br /&gt;
The default [[HUD]] (activated by pressing 'h') shows information about the active waypoint and leg, in the top-left corner. Notably, it includes the identifier, time and distance to the current waypoint, the magnetic bearing to the waypoint, and the current ground track, and finally the deviation (in nautical miles) from the leg course.&lt;br /&gt;
&lt;br /&gt;
In aircraft with realistic navigation systems, or customised autopilots, the default behaviours above may not work; hopefully the aircraft author has provided alternative methods, such as panel instruments, to control the interaction with that aircraft's autopilot and panel.&lt;br /&gt;
&lt;br /&gt;
=== Lining up with Runways ===&lt;br /&gt;
The route-manager only provides guidance to a particular location - to arrive on a particular heading, such as lined up with a runway or [[ILS]] localizer, it is necessary to use multiple waypoints. Virtually all ILS approaches define multiple [[fixes]] that can be used for this purpose, usually including altitude restrictions. For example, for the [http://flightaware.com/resources/airport/KPHX/IAP/ILS+OR+LOC+RWY+08 KPHX 08 approach], waypoints ALLIS, SARTE, HIKID, ILIKE, JAMIL and WAZUP are defined, extending 20nm from the threshold. Typically you enter the initial approach fix (IAF), ALLIS in this example, and as many of the intermediate waypoints as necessary, depending on required descent profile. It is helpful to include the glidepath capture waypoint (WAZUP), to provide an easy altitude reference and cross-check that your ILS receiver is working.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
When a route is active, the route-manage provides various pieces of information based upon current aircraft position / speed, and the route progress. These values would be calculated by the navigation computer in a real system, but are handled by route-manage in FG for convenience. Values logged include the takeoff time, estimated time enroute (ETE), distance remaining enroute, and so on - browse the property tree to see what's available.&lt;br /&gt;
&lt;br /&gt;
== Useful Software ==&lt;br /&gt;
To easily create entries for route manager the application;&lt;br /&gt;
*[http://rubyforge.org/projects/fgmap Flightgear Mapping] is useful. With just a few clicks you can add navaids displayed on the map and aswell a route you have defined there via waypoints. Navaids can be inserted into the list at any point, not just at the end.&lt;br /&gt;
*[http://sourceforge.net/projects/fgflightplanner/ Kelpie Flight Planner] appears to be a very thorough route planning tool that works on Windows, Linux and other operating systems.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* For additional route managr system details, see [[Route manager internals]].&lt;br /&gt;
* [[Howto: Create a flightplan]]&lt;br /&gt;
* [[Radio beacons]]&lt;br /&gt;
* [[Radio navigation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear feature]]&lt;br /&gt;
[[Category:Menubar]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2011&amp;diff=37524</id>
		<title>FlightGear Newsletter November 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2011&amp;diff=37524"/>
		<updated>2011-11-30T08:43:08Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Interview with a contributor (Stuart Buchanan) */ Little typo fix&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 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;
'''This newsletter contains some very important information for contributors, so read it carefully!'''&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
=== 2.6.0 release preparations ===&lt;br /&gt;
{{Main article|Release plan}}&lt;br /&gt;
On December 17, our [[Git]] repository will be declared &amp;quot;frozen&amp;quot;. This means that no new features or major changes shall be pushed onto the development streams (neither source nor data). This period is for preparing the code for the release and make sure there are no major issues. It lasts for four weeks until creation of the release branches.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the people that are able to commit your stuff are just as busy finishing their own work as you are! Therefore it is important that you create merge requests for everything that you'd like to see included in the upcoming release, as soon as possible. This includes new aircraft and large updates to existing aircraft. &lt;br /&gt;
&lt;br /&gt;
Don't let it wait for tomorrow, do it today!&lt;br /&gt;
&lt;br /&gt;
=== Splitting fgdata: on hold until further notice ===&lt;br /&gt;
{{Main article|FlightGear Git: splitting fgdata}}&lt;br /&gt;
After much discussion on the [[mailing list]], it was decided to put the existing attempt to split fgdata on hold until further notice. The main reason for postponing the split was that, while it was considered a well intended initiative, the end result of the splitting process itself left the FlightGear fgdata project in a less than desirable state. &lt;br /&gt;
&lt;br /&gt;
For this reason, before another splitting attempt is to be undertaken, the pro's and con's of each step should be carefully evaluated. The split article has been updated to discuss some of our options and formulate a plan of approach that can be presented to -and discussed in further depth- on the developers mailing list.&lt;br /&gt;
&lt;br /&gt;
Those of you that started using the [http://gitorious.org/flightgear-aircraft FlightGear Aircraft repositories], make sure to commit your updates to fgdata, or create a merge request. The FlightGear Aircraft project will &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''not'''&amp;lt;/font&amp;gt; be used for the FlightGear 2.6.0 release and will likely be re-created when we reach that step in the split-plan.&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
[[Image:Wakes.jpg|thumb|[[Aircraft carrier|USS Vinson]] (CVN-70) and USS Lake Champlain (CG-57)]]&lt;br /&gt;
Emilian and Vivian have been very busy over the last months updating and improving our [[shaders]]. The plan is to rationalize some into one &amp;quot;aircraft&amp;quot; shader, to use just one method of computing fog, and to improve the appearance of the sea by adding foam and aligning the waves with the surface wind. Along the way the appearance of wakes was improved. There is still much to be done, but the work should start to be uploaded to git soon.&lt;br /&gt;
&lt;br /&gt;
It's not without cost to the frame rate, so you will need a pretty powerful video card to run all the features at the same time with the slider set to high quality: nVidia GTX 260, or the ATI equivalent is probably the minimum. By selecting a lower quality vs performance slider setting the old shaders will still be available.&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (Stuart Buchanan) ==&lt;br /&gt;
See [[FlightGear Newsletter: Interview questions]] for more questions.&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
''I've been contributing for the last 5 or so years, and was using it before that.''&lt;br /&gt;
&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
''I dip in and out of lots of things. I've spent a lot of time in the last couple of years working on the 3D clouds, and before that random vegetation. I've created a couple of aircraft (vulcanb2, flash2a, pittss1c), and maintain a couple more (c172p, a4f, Cub). I also help maintain The Manual. I'm one of the moderators on the forums, and I sometimes remember to write something for the Newsletter.''&lt;br /&gt;
&lt;br /&gt;
''Like many contributors I spend way more time messing around with things rather than actually doing flights! I enjoy warbirds (the p51d is a big challenge for me), and the c172p or Cub for some easier flying.''&lt;br /&gt;
&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
''Trying to get more performance out of the 3D clouds! I'm also looking at improving the HTML output of The Manual, so it's easier to use online.''&lt;br /&gt;
&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
''Less fiddling, more flying! I have a 14 month old daughter so my FG time has been constrained, and will become more so in the future.''&lt;br /&gt;
&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
''Absolutely.  FG has never been healthier. With all the hard work people like James Turner and others have put into our Jenkins build server we're now able to produce releases every 6 months. That's a massive step forward from even two years ago. The range and quality of aircraft in the hangar continues to increase, and Martin's continual work on improving our scenery infrastructure will pay huge dividends in the future.''&lt;br /&gt;
&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
''Getting the chance to work with a great group of people, even if I never get the chance to meet them in real life.  Coming across a really nicely modelled aircraft or some new feature I never knew existed.''&lt;br /&gt;
&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;
''Well given the number of people that fail to RTFM, my work on The Manual :)''&lt;br /&gt;
&lt;br /&gt;
''I also think people get used to new features very quickly, so they effectively disappear.  When I created the first proper forests (with a lot of help from Tim Moore), it was pretty exciting as we'd never been able to have that density of foliage before.  Nowadays we all take it for granted.''&lt;br /&gt;
&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;
''Start small.  Modify an existing aircraft rather than create a new one from scratch.  It's tempting to start something new, but the amount of time and effort required to actually create a worthwhile aircraft with any realism is huge.  We stand on the shoulders of giants in FG, so you might as well take advantage as much as possible!''&lt;br /&gt;
&lt;br /&gt;
== Snapshot releases ==&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;
=== New aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
The [[FlightGear livery database]] is re-opened for contributions! Due to some problems in the uploadscript no submissions were accepted for several weeks. The uploadform has been redesigned, to allow quicker and easier processing of livery packages. Comments and ideas are highly appreciated. And so are liveries of course, [http://liveries.flightgear.org/contribute.php at this link]!&lt;br /&gt;
&lt;br /&gt;
At the same time, the airlines page received a new &amp;quot;paging&amp;quot;, based on first letter of the airlines. This allows you to find what you're looking for in an instant.&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
[[Image:2011-11-20_-_scenery_buckets.png|thumb|Scenery buckets of FG mapserver.]]&lt;br /&gt;
As of November 20th, there are 1,122,603 objects positions known in [[FlightGear Scenery Database|FlightGear's scenery database]].&lt;br /&gt;
It is now possible to show on FG scenery map the scenery buckets. This may be useful for our fellow contributors. Thanks to Martin, Tuxklok and Elmaxo for this nice and useful update. Never seen FG's scenery mapserver? [http://mapserver.flightgear.org/map/?lon=-3.77802&amp;amp;lat=48.29945&amp;amp;zoom=9&amp;amp;layers=B00000TTFFTFFFTTTFTF Click here] to see how it looks like and play with the different layers to the upper right. Enjoy!&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;
== Suggested flights ==&lt;br /&gt;
'''Ketchikan to Juneau'''&lt;br /&gt;
&lt;br /&gt;
It's cold where we will go so dress up warm and if we are lucky we might see whales during our flight. Don't fly too high to enjoy the amazing views, and there is a small challenge at the end. The runways we will use are long enough for bigger aircraft (7000+). Total length of the trip will be around 245 NM. So, hop in the cockpit of your favourite airliner.&lt;br /&gt;
&lt;br /&gt;
Alaska, here we come! Enjoy!&lt;br /&gt;
#Park your aircraft on PAKT, [http://www.borough.ketchikan.ak.us/airport/airport_history.htm Ketchikan International], runway 11. The wind is coming from '''South''', change the weather if needed (SE is ok too). &lt;br /&gt;
#Fly North towards [[NDB]] Fredericks Point on 372.0 for 94 NM. &lt;br /&gt;
#Fly towards [[NDB]] Five Fingers on 295.0 for 39 NM. &lt;br /&gt;
#Fly towards [[NDB]] Gustavus on 219.0 for 77 NM. &lt;br /&gt;
#Fly towards [[NDB]] Coghlan Island on 212.0 for 32 NM.&lt;br /&gt;
#Set the [[ILS]] on 109.9 and land your aircraft (after 4 NM) on PAJN, [http://www.juneau.org/airport/ Juneau International], runway 08.&lt;br /&gt;
If you feel warm after this landing, you just crossed a NORAD microwave site, so that is why.&lt;br /&gt;
&lt;br /&gt;
More amazing flights 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;
=== Aircraft status categories ===&lt;br /&gt;
Now that aircraft [[Formalizing Aircraft Status|can be rated]] (on completeness/status), it made sense to put these aircraft into categories, based on their status. A small adjustment to the [[:Template:Infobox Aircraft|aircraft infobox]] made this process completely automated. All you, as wiki-aircraft-article author need to do is add the ratings to the infobox.&lt;br /&gt;
&lt;br /&gt;
All status categories can be found under [[:Category:Aircraft status]].&lt;br /&gt;
&lt;br /&gt;
=== Images requested ===&lt;br /&gt;
&amp;quot;A picture is worth a thousand words&amp;quot;, as they say. Yet, lots of wiki articles lack (sufficient) imagery. To get you going, a [[:Category:Image requested|special category]] has been created, which lists articles that are in desperate need for images. &lt;br /&gt;
&lt;br /&gt;
Besides missing images, there are alos quite some outdated images lying around. As time goes by, FlightGear's visuals improve. Especially over the past year or so we've seen some big improvements. When you stumble accross an out of date image, you can replace it by an up to date one:&lt;br /&gt;
# Click the thumbnail to go to the image's page.&lt;br /&gt;
# Click the &amp;quot;Upload a new version of this file&amp;quot; link, located underneath the image. This brings you to the usual upload form.&lt;br /&gt;
# Browse to the new image and click the upload button. You'll get asked whether you really want to overwrite an existing file. Say yes. Don't worry if you make a mistake, the wiki moderators can retrieve overwritten files easily.&lt;br /&gt;
# Refresh your browser (F5), to show the new image.&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;
=== FSweekend ===&lt;br /&gt;
[[File:FSweekend 2011 group picture.jpg|thumb|300px|Proudly presenting FlightGear, from left to right: Gijs, Lindsay, Jorg, Mathias, Durk, ThorstenB, TorstenD, Martin, and Hans.]]&lt;br /&gt;
This month, on November 5, and 6 the worlds’ largest annual FlightSimulator event was organized again at the Aviodrome aviation museum at Lelystad Airport, the Netherlands. Continuing our tradition, FlightGear had a strong representation, demonstrating the latest features of the upcoming FlightGear 2.6 release. During the 2-day event, we showed the latest experimental scenery developments, Thorsten Rennk's [[A local weather system|local weather]] system, an early release of the wonderful [[Douglas C-47|DC-3]] from the FlightGear france development team, as well as many other goodies. Continuing our development from last year, we now had a fully working high-end computer, provided by Thomas-Krenn computing, that was running flightgear on no less than 10 monitors and 24 CPU-cores.&lt;br /&gt;
&lt;br /&gt;
In addition to presenting FlightGear on our booth, one of our team members, Durk Talsma, was also given a one hour slot to present the history of the FlightGear project, as well as it’s current state-of-the-art to a small but interested audience. As always, it’s nice to talk to the many visitors at our booth, and every year we begin to notice more recognition from the audience.  As a consequence the team has gotten a number of invitations to present FlightGear among Flight Simulator clubs in the Netherlands and Belgium. The fact that [[FSweekend]] is a great place to meet people was again exemplified by the fact that we met FlightGear contributer David Van Mosselbeen, who had traveled from Belgium to catch up with the team. But perhaps the greatest surprise of the weekend was the fact that our team was met by a DC3 captain, who offered us a discount on a flight with the real DC-3, the PH-PBA ([http://liveries.flightgear.org/liveries.php?id=590 FlightGear livery]), formerly owned by his royal highness, prince Bernhard of the Netherlands, and once the first official aircraft of the Dutch government. Details of the plan are currently being worked out, so stay tuned for a short update once we have flown. &lt;br /&gt;
&lt;br /&gt;
* [https://www.dropbox.com/gallery/7455889/1/FSWeekend2011?h=67c6de# Our own picture gallery]&lt;br /&gt;
* [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=UJ8hH7uOsiE#t=82s A video, shot by a visitor], featuring our 10 screen [[Howto: Build your own procedure trainer|procedure trainer]] setup.&lt;br /&gt;
* [http://www.simflight.nl/2011/11/05/fsweekend-de-fotos-3/#more-29284 Various pictures] of FSweekend exhibitors (including two of our booth, all the way at the end).&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
&lt;br /&gt;
A video on draoi99's Youtube channel showing some scenes of [http://youtu.be/4M-lYYkPaaw various aircraft flying in coastal areas]. The video has a &amp;quot;weather forecast&amp;quot; theme and a new feature in development - white wave tips in stormy weather - can be seen.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Google+ ===&lt;br /&gt;
Since this month, FlightGear is also [https://plus.google.com/111978238381658236898/ active on Google+]! Another way to reach users and promote FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
Five years ago, on November 29 2006 the [http://flightgear.org/forums FlightGear forum] was created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot; size=&amp;quot;5&amp;quot;&amp;gt;'''ADD STATISTICS'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FlightGear FGPanel in Action ===&lt;br /&gt;
==== C172 Mini Cockpit Project ====&lt;br /&gt;
[[File:C172MiniCockpit1.jpg|thumb|right|Completed [[Cessna C172P]] Mini Cockpit using FGPanel.]]&lt;br /&gt;
[[FGPanel]], the new FlightGear utility to drive cockpit instrument panels like the [[Howto:_Build_your_own_procedure_trainer | PMPT]], has been used in another cockpit project: the ''C172p Mini Cockpit'' by ThorstenB. The project used the &amp;quot;standard&amp;quot; [[Howto:_Build_your_own_procedure_trainer#The_Almighty_USB_HID_Controller | ATMEL USB HID controller]], a second-hand TFT (13€), a piece of wood, some paint - and lots of buttons and switches. The project literally finished the night before FSWeekend - ready to be added as another exhibit at the FlightGear booth.&lt;br /&gt;
&lt;br /&gt;
More photos documenting the making of the C172p Mini Cockpit are available&lt;br /&gt;
[http://www.flickr.com/photos/70866411@N05/sets/72157628178412177/detail/ here].&lt;br /&gt;
[[File:C172MiniCockpit2.jpg|thumb|right|Mini Cockpit - behind the scenes...]]&lt;br /&gt;
&lt;br /&gt;
''Prize picture puzzle'': if you spot the tiny detail revealing that some photos were taken just before FSWeekend, which took place on November 5-7th in Lelystad/the Netherlands, then write to the author or newsletter editor. First correct reply wins a (now famous!) ''virtual FlightGear bottle of finest Scotch whisky'' (no &amp;quot;e&amp;quot;)... ;-)&lt;br /&gt;
&lt;br /&gt;
==== FGPanel Live System ====&lt;br /&gt;
As a byproduct of the ''C172p Mini Cockpit'', a ''[[FGPanel]] Live System'' is available now. The ''Live System'' is a complete, stand-alone software setup, including FGPanel, (partial) FGData, Linux operating system and necessary start-up scripts. The ISO image (350MB download) needs to be programmed on a CD/DVD, USB flash or hard disk drive. Just insert the CD/DVD or connect the USB/HDD drive to your (old) PC, add an (old) 3D graphics card, and an (old) TFT or monitor - and you've made the first step to your own cockpit home setup! The PC boots the image, immediately starts FGPanel and displays C172p cockpit instruments. Run the FlightGear Simulator on your main PC and enable the C172 FGPanel Protocol to transmit data to your cockpit panel PC.&lt;br /&gt;
&lt;br /&gt;
The live CD is a freely available SUSE Studio project. It can also be cloned/modified/adapted to personal needs via SUSE Studio (web interface). Operating system is based on OpenSuSE Linux 12.1. FlightGear binaries (fgpanel) are directly pulled from the OpenSuSE build service (OBS).&lt;br /&gt;
&lt;br /&gt;
More information available at the [http://susestudio.com/a/sBTdmU/flightgear-fgpanel SUSEStudio FGPanel] project.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
==== TSA - Tristar Airlines ==== &lt;br /&gt;
[[File:TSA1.png|thumb]]&lt;br /&gt;
Tristar Airlines (TSA) opened a new site to the public featuring [http://www.phpvms.net phpVMS]. We now give an even greater experience to FlightGear pilots.&lt;br /&gt;
&lt;br /&gt;
TSA flies to the Caribbean islands and surrounding places. Our hub at TNCC - Curacao Hato Airport modeled by Horacio (who also modeled [[RJGG]]) is one of the most beautiful projects in FlightGear. We fly a fleet of [[Embraer]]'s and [[Cessna]]'s.&lt;br /&gt;
&lt;br /&gt;
More info on the site. We hope to see you there!&lt;br /&gt;
&lt;br /&gt;
[http://tsavirtual.fr.nf/index.php Tristar Airlines website]&lt;br /&gt;
&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear in the news ==&lt;br /&gt;
=== LINUX Format ===&lt;br /&gt;
FlightGear 2.4 is featured in the December issue of [http://http://www.linuxformat.com/ LINUX Format], published in the UK, the software is included on the cover disc and there is a 1-page review in the magazine.  FlightGear got an overall rating of 8/10: 9/10 for Ease of use and Documentation and 6/10 and 7/10, respectively, for Performance and Features. See the review below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lxformatdecllfg.jpg|300px|LINUX Format Review|alt=LINUX Format Review]]&lt;br /&gt;
&lt;br /&gt;
=== MicroSim ===&lt;br /&gt;
As promised in the previous edition, French magazine [http://microsim.over-blog.com/ MicroSim] published a tutorial for new Flightgear users.&lt;br /&gt;
&lt;br /&gt;
[[File:MicroSim_nov2011_1.png|300px]]&lt;br /&gt;
[[File:MicroSim_nov2011_2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MicroSim_nov2011_3.png|300px]]&lt;br /&gt;
[[File:MicroSim_nov2011_4.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
===A christmas present for you===&lt;br /&gt;
[[File:Gerbrandytoren_christmas.jpg|thumb|World's (and thus FlightGear's) largest Christmas tree.|270px]]&lt;br /&gt;
Do not forget to pay a visit to the [http://en.wikipedia.org/wiki/Gerbrandy_Tower Gerbrandytoren] in the Netherlands. With a height of 366.8m and 120 lights, it is the world's largest Christmas tree between December 11 and January 6. The tower is located 21 nm South East (HDG 120h) of [[Amsterdam Airport Schiphol]] ([http://mpmap02.flightgear.org/?ll=52.009982,5.053582&amp;amp;z=15 location on MPMap]) and accurately modeled in FlightGear, including the Christmas decoration!&lt;br /&gt;
&lt;br /&gt;
Sadly the tower won't be decorated in real life this year; due to construction work after a fire earlier this year. Luckily FlightGear is not affected :-)&lt;br /&gt;
&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;
&lt;br /&gt;
[[Category:FlightGear Newsletter]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2011&amp;diff=37523</id>
		<title>FlightGear Newsletter November 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2011&amp;diff=37523"/>
		<updated>2011-11-30T08:39:50Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* FSweekend */ Fixed typo in my name :)&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 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;
'''This newsletter contains some very important information for contributors, so read it carefully!'''&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
=== 2.6.0 release preparations ===&lt;br /&gt;
{{Main article|Release plan}}&lt;br /&gt;
On December 17, our [[Git]] repository will be declared &amp;quot;frozen&amp;quot;. This means that no new features or major changes shall be pushed onto the development streams (neither source nor data). This period is for preparing the code for the release and make sure there are no major issues. It lasts for four weeks until creation of the release branches.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the people that are able to commit your stuff are just as busy finishing their own work as you are! Therefore it is important that you create merge requests for everything that you'd like to see included in the upcoming release, as soon as possible. This includes new aircraft and large updates to existing aircraft. &lt;br /&gt;
&lt;br /&gt;
Don't let it wait for tomorrow, do it today!&lt;br /&gt;
&lt;br /&gt;
=== Splitting fgdata: on hold until further notice ===&lt;br /&gt;
{{Main article|FlightGear Git: splitting fgdata}}&lt;br /&gt;
After much discussion on the [[mailing list]], it was decided to put the existing attempt to split fgdata on hold until further notice. The main reason for postponing the split was that, while it was considered a well intended initiative, the end result of the splitting process itself left the FlightGear fgdata project in a less than desirable state. &lt;br /&gt;
&lt;br /&gt;
For this reason, before another splitting attempt is to be undertaken, the pro's and con's of each step should be carefully evaluated. The split article has been updated to discuss some of our options and formulate a plan of approach that can be presented to -and discussed in further depth- on the developers mailing list.&lt;br /&gt;
&lt;br /&gt;
Those of you that started using the [http://gitorious.org/flightgear-aircraft FlightGear Aircraft repositories], make sure to commit your updates to fgdata, or create a merge request. The FlightGear Aircraft project will &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''not'''&amp;lt;/font&amp;gt; be used for the FlightGear 2.6.0 release and will likely be re-created when we reach that step in the split-plan.&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
[[Image:Wakes.jpg|thumb|[[Aircraft carrier|USS Vinson]] (CVN-70) and USS Lake Champlain (CG-57)]]&lt;br /&gt;
Emilian and Vivian have been very busy over the last months updating and improving our [[shaders]]. The plan is to rationalize some into one &amp;quot;aircraft&amp;quot; shader, to use just one method of computing fog, and to improve the appearance of the sea by adding foam and aligning the waves with the surface wind. Along the way the appearance of wakes was improved. There is still much to be done, but the work should start to be uploaded to git soon.&lt;br /&gt;
&lt;br /&gt;
It's not without cost to the frame rate, so you will need a pretty powerful video card to run all the features at the same time with the slider set to high quality: nVidia GTX 260, or the ATI equivalent is probably the minimum. By selecting a lower quality vs performance slider setting the old shaders will still be available.&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (Stuart Buchanan) ==&lt;br /&gt;
See [[FlightGear Newsletter: Interview questions]] for more questions.&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
''I've been contributing for the last 5 or so years, and was using it before that.''&lt;br /&gt;
&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
''I dip in and out of lots of things. I've spent a lot of time in the last couple of years working on the 3D clouds, and before that random vegetation. I've created a couple of aircraft (vulcanb2, flash2a, pittss1c), and maintain a couple more (c172p, a4f, Cub). I also help maintain The Manual. I'm one of the moderators on the forums, and I sometimes remember to write something for the Newsletter.''&lt;br /&gt;
&lt;br /&gt;
''Like many contributors I spend way more time messing around with things rather than actually doing flights! I enjoy warbirds (the p51d is a big challenge for me), and the c172p or Cub for some easier flying.''&lt;br /&gt;
&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
''Trying to get more performance out of the 3D clouds! I'm also looking at improving the HTML output of The Manual, so it's easier to use online.''&lt;br /&gt;
&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
''Less fiddling, more flying! I have a 14 month old daughter so my FG time has been constrained, and will become more so in the future.''&lt;br /&gt;
&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
''Absolutely.  FG has never been healthier. With all the hard work people like James Turner and others have put into our Jenkins build server we're now able to produce releases every 6 months. That's a massive step forward from even two years ago. The range and quality of aircraft in the hangar continues to increase, and Martin's continual work on improving our scenery infrastructure will pay huge dividends in the future.''&lt;br /&gt;
&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
''Getting the chance to work with a great group of people, even if I never get the chance to meet them in real life.  Coming across a really nicely modelled aircraft of some new feature I never knew existed.''&lt;br /&gt;
&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;
''Well given the number of people that fail to RTFM, my work on The Manual :)''&lt;br /&gt;
&lt;br /&gt;
''I also think people get used to new features very quickly, so they effectively disappear.  When I created the first proper forests (with a lot of help from Tim Moore), it was pretty exciting as we'd never been able to have that density of foliage before.  Nowadays we all take it for granted.''&lt;br /&gt;
&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;
''Start small.  Modify an existing aircraft rather than create a new one from scratch.  It's tempting to start something new, but the amount of time and effort required to actually create a worthwhile aircraft with any realism is huge.  We stand on the shoulders of giants in FG, so you might as well take advantage as much as possible!''&lt;br /&gt;
&lt;br /&gt;
== Snapshot releases ==&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;
=== New aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
The [[FlightGear livery database]] is re-opened for contributions! Due to some problems in the uploadscript no submissions were accepted for several weeks. The uploadform has been redesigned, to allow quicker and easier processing of livery packages. Comments and ideas are highly appreciated. And so are liveries of course, [http://liveries.flightgear.org/contribute.php at this link]!&lt;br /&gt;
&lt;br /&gt;
At the same time, the airlines page received a new &amp;quot;paging&amp;quot;, based on first letter of the airlines. This allows you to find what you're looking for in an instant.&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
[[Image:2011-11-20_-_scenery_buckets.png|thumb|Scenery buckets of FG mapserver.]]&lt;br /&gt;
As of November 20th, there are 1,122,603 objects positions known in [[FlightGear Scenery Database|FlightGear's scenery database]].&lt;br /&gt;
It is now possible to show on FG scenery map the scenery buckets. This may be useful for our fellow contributors. Thanks to Martin, Tuxklok and Elmaxo for this nice and useful update. Never seen FG's scenery mapserver? [http://mapserver.flightgear.org/map/?lon=-3.77802&amp;amp;lat=48.29945&amp;amp;zoom=9&amp;amp;layers=B00000TTFFTFFFTTTFTF Click here] to see how it looks like and play with the different layers to the upper right. Enjoy!&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;
== Suggested flights ==&lt;br /&gt;
'''Ketchikan to Juneau'''&lt;br /&gt;
&lt;br /&gt;
It's cold where we will go so dress up warm and if we are lucky we might see whales during our flight. Don't fly too high to enjoy the amazing views, and there is a small challenge at the end. The runways we will use are long enough for bigger aircraft (7000+). Total length of the trip will be around 245 NM. So, hop in the cockpit of your favourite airliner.&lt;br /&gt;
&lt;br /&gt;
Alaska, here we come! Enjoy!&lt;br /&gt;
#Park your aircraft on PAKT, [http://www.borough.ketchikan.ak.us/airport/airport_history.htm Ketchikan International], runway 11. The wind is coming from '''South''', change the weather if needed (SE is ok too). &lt;br /&gt;
#Fly North towards [[NDB]] Fredericks Point on 372.0 for 94 NM. &lt;br /&gt;
#Fly towards [[NDB]] Five Fingers on 295.0 for 39 NM. &lt;br /&gt;
#Fly towards [[NDB]] Gustavus on 219.0 for 77 NM. &lt;br /&gt;
#Fly towards [[NDB]] Coghlan Island on 212.0 for 32 NM.&lt;br /&gt;
#Set the [[ILS]] on 109.9 and land your aircraft (after 4 NM) on PAJN, [http://www.juneau.org/airport/ Juneau International], runway 08.&lt;br /&gt;
If you feel warm after this landing, you just crossed a NORAD microwave site, so that is why.&lt;br /&gt;
&lt;br /&gt;
More amazing flights 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;
=== Aircraft status categories ===&lt;br /&gt;
Now that aircraft [[Formalizing Aircraft Status|can be rated]] (on completeness/status), it made sense to put these aircraft into categories, based on their status. A small adjustment to the [[:Template:Infobox Aircraft|aircraft infobox]] made this process completely automated. All you, as wiki-aircraft-article author need to do is add the ratings to the infobox.&lt;br /&gt;
&lt;br /&gt;
All status categories can be found under [[:Category:Aircraft status]].&lt;br /&gt;
&lt;br /&gt;
=== Images requested ===&lt;br /&gt;
&amp;quot;A picture is worth a thousand words&amp;quot;, as they say. Yet, lots of wiki articles lack (sufficient) imagery. To get you going, a [[:Category:Image requested|special category]] has been created, which lists articles that are in desperate need for images. &lt;br /&gt;
&lt;br /&gt;
Besides missing images, there are alos quite some outdated images lying around. As time goes by, FlightGear's visuals improve. Especially over the past year or so we've seen some big improvements. When you stumble accross an out of date image, you can replace it by an up to date one:&lt;br /&gt;
# Click the thumbnail to go to the image's page.&lt;br /&gt;
# Click the &amp;quot;Upload a new version of this file&amp;quot; link, located underneath the image. This brings you to the usual upload form.&lt;br /&gt;
# Browse to the new image and click the upload button. You'll get asked whether you really want to overwrite an existing file. Say yes. Don't worry if you make a mistake, the wiki moderators can retrieve overwritten files easily.&lt;br /&gt;
# Refresh your browser (F5), to show the new image.&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;
=== FSweekend ===&lt;br /&gt;
[[File:FSweekend 2011 group picture.jpg|thumb|300px|Proudly presenting FlightGear, from left to right: Gijs, Lindsay, Jorg, Mathias, Durk, ThorstenB, TorstenD, Martin, and Hans.]]&lt;br /&gt;
This month, on November 5, and 6 the worlds’ largest annual FlightSimulator event was organized again at the Aviodrome aviation museum at Lelystad Airport, the Netherlands. Continuing our tradition, FlightGear had a strong representation, demonstrating the latest features of the upcoming FlightGear 2.6 release. During the 2-day event, we showed the latest experimental scenery developments, Thorsten Rennk's [[A local weather system|local weather]] system, an early release of the wonderful [[Douglas C-47|DC-3]] from the FlightGear france development team, as well as many other goodies. Continuing our development from last year, we now had a fully working high-end computer, provided by Thomas-Krenn computing, that was running flightgear on no less than 10 monitors and 24 CPU-cores.&lt;br /&gt;
&lt;br /&gt;
In addition to presenting FlightGear on our booth, one of our team members, Durk Talsma, was also given a one hour slot to present the history of the FlightGear project, as well as it’s current state-of-the-art to a small but interested audience. As always, it’s nice to talk to the many visitors at our booth, and every year we begin to notice more recognition from the audience.  As a consequence the team has gotten a number of invitations to present FlightGear among Flight Simulator clubs in the Netherlands and Belgium. The fact that [[FSweekend]] is a great place to meet people was again exemplified by the fact that we met FlightGear contributer David Van Mosselbeen, who had traveled from Belgium to catch up with the team. But perhaps the greatest surprise of the weekend was the fact that our team was met by a DC3 captain, who offered us a discount on a flight with the real DC-3, the PH-PBA ([http://liveries.flightgear.org/liveries.php?id=590 FlightGear livery]), formerly owned by his royal highness, prince Bernhard of the Netherlands, and once the first official aircraft of the Dutch government. Details of the plan are currently being worked out, so stay tuned for a short update once we have flown. &lt;br /&gt;
&lt;br /&gt;
* [https://www.dropbox.com/gallery/7455889/1/FSWeekend2011?h=67c6de# Our own picture gallery]&lt;br /&gt;
* [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=UJ8hH7uOsiE#t=82s A video, shot by a visitor], featuring our 10 screen [[Howto: Build your own procedure trainer|procedure trainer]] setup.&lt;br /&gt;
* [http://www.simflight.nl/2011/11/05/fsweekend-de-fotos-3/#more-29284 Various pictures] of FSweekend exhibitors (including two of our booth, all the way at the end).&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
&lt;br /&gt;
A video on draoi99's Youtube channel showing some scenes of [http://youtu.be/4M-lYYkPaaw various aircraft flying in coastal areas]. The video has a &amp;quot;weather forecast&amp;quot; theme and a new feature in development - white wave tips in stormy weather - can be seen.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Google+ ===&lt;br /&gt;
Since this month, FlightGear is also [https://plus.google.com/111978238381658236898/ active on Google+]! Another way to reach users and promote FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
Five years ago, on November 29 2006 the [http://flightgear.org/forums FlightGear forum] was created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot; size=&amp;quot;5&amp;quot;&amp;gt;'''ADD STATISTICS'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FlightGear FGPanel in Action ===&lt;br /&gt;
==== C172 Mini Cockpit Project ====&lt;br /&gt;
[[File:C172MiniCockpit1.jpg|thumb|right|Completed [[Cessna C172P]] Mini Cockpit using FGPanel.]]&lt;br /&gt;
[[FGPanel]], the new FlightGear utility to drive cockpit instrument panels like the [[Howto:_Build_your_own_procedure_trainer | PMPT]], has been used in another cockpit project: the ''C172p Mini Cockpit'' by ThorstenB. The project used the &amp;quot;standard&amp;quot; [[Howto:_Build_your_own_procedure_trainer#The_Almighty_USB_HID_Controller | ATMEL USB HID controller]], a second-hand TFT (13€), a piece of wood, some paint - and lots of buttons and switches. The project literally finished the night before FSWeekend - ready to be added as another exhibit at the FlightGear booth.&lt;br /&gt;
&lt;br /&gt;
More photos documenting the making of the C172p Mini Cockpit are available&lt;br /&gt;
[http://www.flickr.com/photos/70866411@N05/sets/72157628178412177/detail/ here].&lt;br /&gt;
[[File:C172MiniCockpit2.jpg|thumb|right|Mini Cockpit - behind the scenes...]]&lt;br /&gt;
&lt;br /&gt;
''Prize picture puzzle'': if you spot the tiny detail revealing that some photos were taken just before FSWeekend, which took place on November 5-7th in Lelystad/the Netherlands, then write to the author or newsletter editor. First correct reply wins a (now famous!) ''virtual FlightGear bottle of finest Scotch whisky'' (no &amp;quot;e&amp;quot;)... ;-)&lt;br /&gt;
&lt;br /&gt;
==== FGPanel Live System ====&lt;br /&gt;
As a byproduct of the ''C172p Mini Cockpit'', a ''[[FGPanel]] Live System'' is available now. The ''Live System'' is a complete, stand-alone software setup, including FGPanel, (partial) FGData, Linux operating system and necessary start-up scripts. The ISO image (350MB download) needs to be programmed on a CD/DVD, USB flash or hard disk drive. Just insert the CD/DVD or connect the USB/HDD drive to your (old) PC, add an (old) 3D graphics card, and an (old) TFT or monitor - and you've made the first step to your own cockpit home setup! The PC boots the image, immediately starts FGPanel and displays C172p cockpit instruments. Run the FlightGear Simulator on your main PC and enable the C172 FGPanel Protocol to transmit data to your cockpit panel PC.&lt;br /&gt;
&lt;br /&gt;
The live CD is a freely available SUSE Studio project. It can also be cloned/modified/adapted to personal needs via SUSE Studio (web interface). Operating system is based on OpenSuSE Linux 12.1. FlightGear binaries (fgpanel) are directly pulled from the OpenSuSE build service (OBS).&lt;br /&gt;
&lt;br /&gt;
More information available at the [http://susestudio.com/a/sBTdmU/flightgear-fgpanel SUSEStudio FGPanel] project.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
==== TSA - Tristar Airlines ==== &lt;br /&gt;
[[File:TSA1.png|thumb]]&lt;br /&gt;
Tristar Airlines (TSA) opened a new site to the public featuring [http://www.phpvms.net phpVMS]. We now give an even greater experience to FlightGear pilots.&lt;br /&gt;
&lt;br /&gt;
TSA flies to the Caribbean islands and surrounding places. Our hub at TNCC - Curacao Hato Airport modeled by Horacio (who also modeled [[RJGG]]) is one of the most beautiful projects in FlightGear. We fly a fleet of [[Embraer]]'s and [[Cessna]]'s.&lt;br /&gt;
&lt;br /&gt;
More info on the site. We hope to see you there!&lt;br /&gt;
&lt;br /&gt;
[http://tsavirtual.fr.nf/index.php Tristar Airlines website]&lt;br /&gt;
&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear in the news ==&lt;br /&gt;
=== LINUX Format ===&lt;br /&gt;
FlightGear 2.4 is featured in the December issue of [http://http://www.linuxformat.com/ LINUX Format], published in the UK, the software is included on the cover disc and there is a 1-page review in the magazine.  FlightGear got an overall rating of 8/10: 9/10 for Ease of use and Documentation and 6/10 and 7/10, respectively, for Performance and Features. See the review below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lxformatdecllfg.jpg|300px|LINUX Format Review|alt=LINUX Format Review]]&lt;br /&gt;
&lt;br /&gt;
=== MicroSim ===&lt;br /&gt;
As promised in the previous edition, French magazine [http://microsim.over-blog.com/ MicroSim] published a tutorial for new Flightgear users.&lt;br /&gt;
&lt;br /&gt;
[[File:MicroSim_nov2011_1.png|300px]]&lt;br /&gt;
[[File:MicroSim_nov2011_2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MicroSim_nov2011_3.png|300px]]&lt;br /&gt;
[[File:MicroSim_nov2011_4.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
===A christmas present for you===&lt;br /&gt;
[[File:Gerbrandytoren_christmas.jpg|thumb|World's (and thus FlightGear's) largest Christmas tree.|270px]]&lt;br /&gt;
Do not forget to pay a visit to the [http://en.wikipedia.org/wiki/Gerbrandy_Tower Gerbrandytoren] in the Netherlands. With a height of 366.8m and 120 lights, it is the world's largest Christmas tree between December 11 and January 6. The tower is located 21 nm South East (HDG 120h) of [[Amsterdam Airport Schiphol]] ([http://mpmap02.flightgear.org/?ll=52.009982,5.053582&amp;amp;z=15 location on MPMap]) and accurately modeled in FlightGear, including the Christmas decoration!&lt;br /&gt;
&lt;br /&gt;
Sadly the tower won't be decorated in real life this year; due to construction work after a fire earlier this year. Luckily FlightGear is not affected :-)&lt;br /&gt;
&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;
&lt;br /&gt;
[[Category:FlightGear Newsletter]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Brest&amp;diff=33819</id>
		<title>Brest</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Brest&amp;diff=33819"/>
		<updated>2011-09-02T08:32:56Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Adjusted Brest mirror link (moved the data+fgfs alias)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brest.jpg|thumb|270px|Flying above Brest in a [[Cessna C172|C172]] in FlightGear with special scenery texture]]&lt;br /&gt;
Brest (pronounced [bʁɛst] in French, [bʁest] in Breton) is a city in the Finistère department in [[Brittany]] in northwestern France.&lt;br /&gt;
&lt;br /&gt;
Located in a sheltered position not far from the western tip of the Breton peninsula, Brest is an important seaport and naval base. The 1999 census recorded 303,484 inhabitants of the Brest metropolitan area, while the population of the city itself was estimated in 2004 to number some 146,000. Although Brest is by far the largest city in Finistère, the préfecture (capital) of the department is the much smaller commune of Quimper.&lt;br /&gt;
&lt;br /&gt;
Brest is best-known for its Pont de Recouvrance (a massive drawbridge 64 m/210ft high), the military arsenal and the rue de Siam (Siam Street). The Castle and the Tour Tanguy are the oldest monuments of Brest.&lt;br /&gt;
&lt;br /&gt;
The Musée de la Tour Tanguy houses a collection of dioramas that depict the city of Brest on the eve of World War II. The Musée de la Marine de Brest contains exhibits which outline Brest's maritime tradition, as well as an aquarium, the Océanopolis marine centre. The city also contains a notable botanical garden specializing in endangered species, the Conservatoire botanique national de Brest, as well as the Jardin botanique de l'Hôpital d'Instruction des Armées Clermont-Tonnerre.&lt;br /&gt;
&lt;br /&gt;
The city of Brest doesn't have much historical architecture, apart from a few select monuments such as the Castle and the Tour Tanguy. This is due to heavy allied bombing during World War II, in an attempt to destroy the submarine base the Germans had built in the harbour. The town was hastily rebuilt in the 1950s using a large amount of concrete. In Recouvrance, the left bank of the town, there remains an authentic street of the 17th century, Saint-Malo Street.&lt;br /&gt;
&lt;br /&gt;
A few kilometres out of town, there are more impressive landscapes, from sandy beaches to grottos to tall granite cliffs. Sunbathing, windsurfing, yachting and fishing are practiced in the area. Brest was an important warship producing port in the Napoleonic wars. The naval port, which is in great part excavated in the rock, extends along both banks of the Penfeld;&lt;br /&gt;
&lt;br /&gt;
== FlightGear scenery ==&lt;br /&gt;
Currently it's one of the only two places in [[FlightGear]] with photorealistic [[scenery]] under CC-BY-SA licence, thanks to the Brest Metropole Oceane aerial pictures.&lt;br /&gt;
&lt;br /&gt;
There is also a big work being done on the countryside around Brest to include all important VFR interesting points (such as windturbines, lighthouses, etc...), and also on airports layout and content like [[Landivisiau Naval Air Base]] (LFRJ), [[LFRB]], [[LFRL]]. This work is available via [[Terrasync]].&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dvm.zapto.org:8080/fgfs/mirrors/brest/dds-Brest.tar.gz Download photorealistic Brest] (from a mirror)&lt;br /&gt;
&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=1378 Read this topic for more on the photorealistic work]&lt;br /&gt;
* [http://mapserver.flightgear.org/map/?lon=-4.07852&amp;amp;lat=48.26645&amp;amp;zoom=9&amp;amp;layers=B000000TFFFFTFFFTTFFF The way it currently looks]&lt;br /&gt;
* [http://www.youtube.com/watch?v=3OXplTr96S4 Flying over Brest with the special scenery texture] ([http://www.youtube.com/watch?v=3OXplTr96S4&amp;amp;hd=1 720p]) - October 02, 2010&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Write_simple_scripts_in_Nasal&amp;diff=33283</id>
		<title>Howto:Write simple scripts in Nasal</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Write_simple_scripts_in_Nasal&amp;diff=33283"/>
		<updated>2011-08-11T19:32:09Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Crunch Time, or, testing our function= */ Fix up little wiki syntax headers glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nasal]] is a scripting language available in [[FlightGear]] which opens up a world of possibilities for aircraft modellers - much more detailed information can be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
If you have any Nasal specific questions, you will want to check out the [[Nasal FAQ]] and [http://www.flightgear.org/forums/viewforum.php?f=30 our Nasal forum]. Feel free to ask new questions or help answer or refine existing ones.&lt;br /&gt;
&lt;br /&gt;
Here, though, as a simple example to get you started, we will create a very basic script to convert engine temperatures from degF to degC, as required by the [[Fokker 50]] instruments.&lt;br /&gt;
&lt;br /&gt;
Such a script should ideally be very generic so that it can be reused easily; but the script here is deliberately kept as simple as possible.&lt;br /&gt;
&lt;br /&gt;
=== Creating the nasal file ===&lt;br /&gt;
As with many other things in FG, nasal functions can live in many different places. Here, however, we're going to create a &amp;quot;Systems&amp;quot; directory under the Main fokker50 directory. Later, other files might be added to this directory; an electrical system, functions to control other cockpit indicators, etc.&lt;br /&gt;
&lt;br /&gt;
Within that new fokker50/Systems directory then, create an empty plain text file, we'll call it &amp;quot;degftodegc.nas&amp;quot;. Note that many different functions can live in the same .nas file; this could be renamed to something more generic later if other similar functions are added to it in time.&lt;br /&gt;
&lt;br /&gt;
It's always nice to start with a helpful comment at the top of the file;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# Converts degF to degC&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, open our function;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;var convertTemp = func{&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What we need to do first is to read in the engine temperature (in degF) from the relevant place in the property tree. We'll create a local variable for that;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  var degF = getprop(&amp;quot;engines/engine[0]/egt_degf&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, we need to do the actual conversion process.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  var degC = (degF - 32) * 5/9;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That seems pretty self-explanatory (but note the trailing semicolon at the end of each line of the function - easy to forget!)&lt;br /&gt;
&lt;br /&gt;
Now that we have a variable in our script containing the temperature in degreesC, we will want to write it into a suitable place in the property tree to allow our instruments to make use of it;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  setprop(&amp;quot;engines/engine[0]/egt-degc&amp;quot;, degC);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This property didn't exist before, but will be created and the value held in our &amp;quot;degC&amp;quot; variable will be written there. Now that our script seems quite complete we can close the function with a closing curly brace&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Including the nasal file in the -set file ===&lt;br /&gt;
To make sure our aircraft &amp;quot;knows&amp;quot; about this nasal file, we will need to add a section to the main aircraft -set.xml (in this case, fokker50-set.xml of course).&lt;br /&gt;
&lt;br /&gt;
Here's the relevant XML, which I put at the bottom immediately above the closing &amp;lt;/propertylist&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;fokker50&amp;gt;&lt;br /&gt;
   &amp;lt;file&amp;gt;Aircraft/fokker50/Systems/degftodegc.nas&amp;lt;/file&amp;gt;&lt;br /&gt;
  &amp;lt;/fokker50&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crunch Time, or, testing our function ==&lt;br /&gt;
Now, we can start FlightGear to test our new function. Start FG in the usual manner with the appropriate aircraft.&lt;br /&gt;
&lt;br /&gt;
Now, call up the &amp;quot;nasal console&amp;quot; from the debug menu (only available in recent versions of FG.) In a blank tab, type&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;fokker50.convertTemp();&amp;lt;/pre&amp;gt; and press execute. (The &amp;quot;fokker50&amp;quot; part comes from the entry we made in the -set xml file)&lt;br /&gt;
&lt;br /&gt;
[[File:nasal_console.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can see in the property browser (file/browse internal properties) that we now have a new egt property for the first engine (/engines/engine), with the value in degC - success!&lt;br /&gt;
&lt;br /&gt;
However, you will also see that it doesn't change, unless you execute the function again. We need to add some more to our script in order to have it run continuously; add this to the end of your function (before the closing curly brace though!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  settimer(convertTemp, 0.1);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Settimer will call the convertTemp function, and the second argument determines the frequency with which it does so. If your function requires as rapid a response as possible, use 0.&lt;br /&gt;
&lt;br /&gt;
Now, our function, once called, will constantly update the degC property - but we still have to call it manually. In order to start the function, we'll use a &amp;quot;listener&amp;quot;; this &amp;quot;watches&amp;quot; a given property and calls the desired function whenever that property is written to. This is an ideal, efficient method to use for things like switches which don't change state very often.&lt;br /&gt;
&lt;br /&gt;
Place this AFTER the close of the convertTemp function:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;setlistener(&amp;quot;sim/signals/fdm-initialized&amp;quot;, convertTemp);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This listens for the fdm-initialized property to be set (this will happen when the sim has started up), and starts our convertTemp function when that happens.&lt;br /&gt;
&lt;br /&gt;
== Finishing up ==&lt;br /&gt;
As an &amp;quot;exercise for the reader&amp;quot; (I always hate those!) you should make the script also convert the temperature values for the second engine.&lt;br /&gt;
&lt;br /&gt;
Now you should be able to take advantage of the more detailed information available about nasal here on the wiki, at [http://www.plausible.org/nasal www.plausible.org/nasal], and also other pre-existing nasal scripts which can be useful to borrow from.&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Write simple scripts in Nasal]]&lt;br /&gt;
[[Category:Nasal|Write simple scripts in Nasal]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_July_2011&amp;diff=33039</id>
		<title>FlightGear Newsletter July 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_July_2011&amp;diff=33039"/>
		<updated>2011-07-30T17:55:39Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Belgian scenery */ Fixed little image glitch&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 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;
== Release status ==&lt;br /&gt;
On July, 17th, the release branches were created in the [[GIT]] repositories of the source-code and data. This was the last major step in our [[Release Plan]] before the actual release of FlightGear 2.4.0. During the next weeks, we are working hard to remove the last known bugs in the code before we start creating the packages for the major platforms.&lt;br /&gt;
To get an impression of what has changed since our last release (which was version 2.0.0), a changelog is currently being written at [[Changelog 2.4.0]] (work in progress).&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Snapshot releases ==&lt;br /&gt;
Some of you might know that James and Gene have spent a lot of time assembling a [[FlightGear Build Server|nightly build server]] for the FlightGear project. This monitors the [[git]] repository for any source code changes and then spawns builds for Windows, Linux, and Mac.&lt;br /&gt;
&lt;br /&gt;
You can find the build server at http://flightgear.simpits.org:8080/&lt;br /&gt;
&lt;br /&gt;
This is really great work and a huge contribution to the FlightGear project. Unfortunately, to run a nightly build from the build server, you still have to pull the latest data tree from the git repository. That's not all that hard, once you work through the details, but it's a bit &amp;quot;fiddly&amp;quot; for some folks.&lt;br /&gt;
&lt;br /&gt;
So Curt has been playing around with creating a developer's snapshot release which would be similar to our official release. It is one big setup.exe that includes all the programs and the data. We are hopeful that this will eventually make the current development version of FlightGear more accessible for &amp;quot;joe average&amp;quot; users which would then in term hopefully give us more feedback and bug reports ahead of our official release.&lt;br /&gt;
&lt;br /&gt;
None of this would be possible without the &amp;quot;Jenkins&amp;quot; (formerly Hudson) build server that Gene and James set up.&lt;br /&gt;
&lt;br /&gt;
There are a couple things that are done with this snapshot package:&lt;br /&gt;
* An unique app name of the form &amp;lt;tt&amp;gt;FlightGear YYYYMMDD&amp;lt;/tt&amp;gt; is assigned so you can have multiple versions installed concurrently and they don't step on each other and don't step on the official release. If people maintain multiple snapshots installed on their systems, that might help narrow down when a bug was introduced.&lt;br /&gt;
* The openal installer &amp;quot;oalinst.exe&amp;quot; is included and vcredist_x86.exe ... neither of these may be required in the long term if we can just ship the needed dll's, but that probably needs further testing.&lt;br /&gt;
&lt;br /&gt;
Does it basically work? Are there any major packaging blunders? Please note, FlightGear bugs and feature request should still be handled through normal channels. But I am interested in packaging issues right now.&lt;br /&gt;
&lt;br /&gt;
To provide feedback please use [http://flightgear.org/forums/viewtopic.php?f=28&amp;amp;t=10488 this forum thread].&lt;br /&gt;
&lt;br /&gt;
For downloads please see: [http://mirrors.ibiblio.org/pub/mirrors/flightgear/ftp/Win32/Setup%20FlightGear%20v20110629.exe this location]&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
==== FGAnswers ====&lt;br /&gt;
[[File:bannerFGanswers.png|top-left|link=http://flightgear.shapado.com]]&lt;br /&gt;
&lt;br /&gt;
Michat has been working to start a questions and answers (Q&amp;amp;A) service for the FlightGear community based on Shapado AGPL.&lt;br /&gt;
&lt;br /&gt;
FGAnswers is an attempt to provide an easy way to find first hand brief information around the massive info-data that FG generates. Michat designed the basis of the system, giving space to a broad range of languages, in order to reach as many pilots and developers as FG used to enjoy.&lt;br /&gt;
&lt;br /&gt;
FGAnswers, offers all kind of services: Live Chat Support, Flight Center, Training Center, FGSoft Center, ATC Center, VA Center. From easy FAQ's to the deepest Q's. Classic routes, flying techniques, school, fly essentials, dedicated Wiki pages for ATC, VA's, Pilots, or Simply for How to's.. writters-readers, video makers.... and many more.&lt;br /&gt;
&lt;br /&gt;
With almost infinite possibilities, for sure that FGAnswers will need your help, but how? Easy just using it for free, with honor and honesty. Make your questions [http://flightgear.shapado.com here].&lt;br /&gt;
&lt;br /&gt;
Happy answers, have a good summer.&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
[http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=12745 Over on the forums], Intel-Qube has released a near-completed Kfir C2; an Israeli made plane based off of the Dasault Mirage 5. It features a highly detailed full 3d cockpit, although not all of the instruments are complete. The fdm is &amp;quot;fun to fly,&amp;quot; but may not be particularly accurate.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== Boeing 747-400 ====&lt;br /&gt;
The warning and advisory system of the [[Boeing 747-400]] has been dramatically improved. The new system is derived from the [[Boeing 777-200ER|777-200ER]]'s but has been fine-tuned for the 744. Besides this, the landing gear failure system is now more &amp;quot;realistic&amp;quot;, as it supports single gear failures. The simmer can decide what gear will get stuck (and thus no longer listen to control inputs). When the gear is extended above the maximum extension speed (270kts), all gear units will automatically get stuck.&lt;br /&gt;
&lt;br /&gt;
==== Eurofighter Typhoon ====&lt;br /&gt;
[[File:livery_database_dhc-6_images.png|thumb|An example of a image-only page ([[DHC-6]]).]]&lt;br /&gt;
Algernon is planning to publish a new alpha release of the ongoing Eurofighter Typhoon project. This will coincide with the next release of FlightGear, and will only be compatible with that new version - some code is used which is not backwards compatible (development of the aircraft for version 2.0 and earlier is not currently taking place, and may not be resumed if FGFS 2.4 is widely adopted). New features include a revised flight control system and autopilot, improved Multi-Function Displays and HUD (good approximations of the real aircraft), and a pared-down Manual Data Entry panel which gives mouse control over navigation systems, autopilot, radar and communications equipment. More comprehensive information of the systems found in the upcoming release can be found in the [[Eurofighter_Typhoon:_Flight_Manual|Flight Manual article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Short S.23 Empire flying boat====&lt;br /&gt;
[[File:Short_Empire_panel.jpg|thumb|250px|The Captain's and the First Officer's dashboard of a Short S.23 Empire flying boat.]]&lt;br /&gt;
&lt;br /&gt;
The [[Short Empire|Short Empire flying boat]] has been updated by Anders. The flight model has been tuned to match know performance numbers, the fuel system more completely modeled, a number of controls has been added to the flight deck, new propeller and cowling gills models and, finally, flare paths have been added to selected staging posts.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
The [[livery database]]'s functionality has been extended. Visitors can now finetune the looks of the livery and aircraft lists. One can choose between a text only, or a image only layout. Besides that the number of liveries to be shown per page can be set.&lt;br /&gt;
&lt;br /&gt;
Checkout for yourself at [http://liveries.flightgear.org/ liveries.flightgear.org]&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;
&lt;br /&gt;
= Belgian scenery =&lt;br /&gt;
''It's still all work in progress, and still not yet available in the official FlightGear scenery (nor TerraSync). But of course, it's licensed under GNU GPL v2 and its goal is to be included into the official scenery, or at least stay GPL'ed. If you are curious you can look at the work in progress which is [https://gitorious.org/dvanmosselbeen/flightgear-custom-scenery available through Git]''&lt;br /&gt;
&lt;br /&gt;
Some more work has been done at the EBBR airport. Started to texture some few buildings to improve this airport and at the same time Brussels got it's turn too. Thanks to http://imageafter.com website, the &amp;quot;Heysel palais 5&amp;quot; got a free photo realistic texture!&lt;br /&gt;
&lt;br /&gt;
[[Image:EBBR.png|200px]]&lt;br /&gt;
[[Image:EBBR_terminal_1and2.png|200px]]&lt;br /&gt;
[[Image:brussels.png|200px]]&lt;br /&gt;
[[Image:heysel.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The EBGB airport, which is really near the EBBR airport got also some more improvements and is near to be completely done. An EBBR-EBGB could be a cool sighting tour.&lt;br /&gt;
&lt;br /&gt;
[[Image:EBGB.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Have fun in our little country :)&lt;br /&gt;
&lt;br /&gt;
== New SketchUp exporter plugin ==&lt;br /&gt;
[[SketchUp]] models which are completed using the existing [[SketchUp to AC3D exporter]] are rendered in FlightGear with double sided faces. Though there is nothing wrong with double sided faces, there is a considerable saving in FlightGear processing if single faces can be used. This affects frames per second and is particularly noticeable when entering an area which is heavily inhabited by buildings/models.&lt;br /&gt;
&lt;br /&gt;
It is possible to export SketchUp models with single faces by using a new version of the exporter (adapted by VicMar and i4dnf). This new version is named &amp;lt;tt&amp;gt;ac3dS_export.rb&amp;lt;/tt&amp;gt; and is available for download from http://vicmar.weebly.com/downloads.html&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;ac3dS_export.rb&amp;lt;/tt&amp;gt; file should be placed in the same folder/directory as the existing exporter. In the SketchUp ‘Plugins’ menu, it will appear as “Export to AC3D (Single_Faced)” and will appear with the existing exporter.&lt;br /&gt;
&lt;br /&gt;
The new version is recommended for use with SketchUp models which DO NOT have any see-through (alpha) textures. It is also not recommended if your model has apertures like hangar doors, which allow a view inside the building, as the opposite walls will be invisible.&lt;br /&gt;
&lt;br /&gt;
There is a work around for models which have see-through textures, but it is a chore to do, so it is recommended you use the existing exporter. If you would like details of the work arounds, yes there are two, just ask.&lt;br /&gt;
&lt;br /&gt;
Any feedback will be welcomed at [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=12778 the forum].&lt;br /&gt;
&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
The west coast of Scotland offers some stunning scenery and a number of small airfields and airports to land at on both the mainland and the small islands the dot the coast. The distances between the various airfields are quite small, and some of the runways are on the short side, so STOL or GA aircraft are ideal. The tour suggested here follows part of a microlight trip I made this month, photos of which can be found [http://www.nanjika.co.uk/photos/gigha/ here].&lt;br /&gt;
&lt;br /&gt;
Oban airport (EGEO) lies on the west coast of Scotland, and offers fuel (both AVGAS and AVTUR) and a North/South tarmac runway.&lt;br /&gt;
&lt;br /&gt;
From Oban it is just a 10 minute flight west to the grass airfield of Glenforsa (EG45), on the north-east coast of the island of Mull. Due to the hills and water channel, this airfield often gets quite strange wind patterns - the weather can be perfect in Oban, but much gustier and windier at Glenforsa. At times the windsocks at either end of the runway can blow in completely opposite directions!&lt;br /&gt;
&lt;br /&gt;
Some distance north of Oban lie the airfields of the Isle of Skye (EG57) and Plockton (EG81). This is an excellent place from which to explore the mountains of the Isle of Skye, known as the Cuilins.&lt;br /&gt;
&lt;br /&gt;
Heading south from Oban, one can follow the coast to the island of Jura, with it's distinctive hills (The Paps of Jura). From Jura one can head south to the island of Islay with its numarous malt whisky distilleries (many of which are modelled in FG). Islay Airport (EGPI) has extensive runways. From Islay head north east to the tiny island of Gigha. Despite it's small size, it too has an airfield (EG44), though the FG version is tarmac rather than grass.&lt;br /&gt;
&lt;br /&gt;
From Gigha head east over the Mull of Kintyre, to the hilly isle of Arran, then north east to the Isle of Bute. Both islands have very small grass airstrips, which are sadly not present in FG. From Bute you can head south east to Prestwick International (EGPK), famous for being the only place Elvis touched down in the UK, and a fine place to end our tour.&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
The FlightGear Wiki used to block open proxy IP adresses. Several people reported that they were unable to register an account because of that. Such issues should be solved by now. So, if you were unable to register before, [http://wiki.flightgear.org/index.php?title=Special:UserLogin&amp;amp;type=signup please try again].&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on youtube ===&lt;br /&gt;
* A [http://www.youtube.com/watch?v=I2TUSiDAwEk video uploaded by El Flauta] performing some aerobatic maneuvers in a [[Zlin 50 lx]] over Chubu International Airport, Japan.&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;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_July_2011&amp;diff=33038</id>
		<title>FlightGear Newsletter July 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_July_2011&amp;diff=33038"/>
		<updated>2011-07-30T17:52:53Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Airport of the month */&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 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;
== Release status ==&lt;br /&gt;
On July, 17th, the release branches were created in the [[GIT]] repositories of the source-code and data. This was the last major step in our [[Release Plan]] before the actual release of FlightGear 2.4.0. During the next weeks, we are working hard to remove the last known bugs in the code before we start creating the packages for the major platforms.&lt;br /&gt;
To get an impression of what has changed since our last release (which was version 2.0.0), a changelog is currently being written at [[Changelog 2.4.0]] (work in progress).&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Snapshot releases ==&lt;br /&gt;
Some of you might know that James and Gene have spent a lot of time assembling a [[FlightGear Build Server|nightly build server]] for the FlightGear project. This monitors the [[git]] repository for any source code changes and then spawns builds for Windows, Linux, and Mac.&lt;br /&gt;
&lt;br /&gt;
You can find the build server at http://flightgear.simpits.org:8080/&lt;br /&gt;
&lt;br /&gt;
This is really great work and a huge contribution to the FlightGear project. Unfortunately, to run a nightly build from the build server, you still have to pull the latest data tree from the git repository. That's not all that hard, once you work through the details, but it's a bit &amp;quot;fiddly&amp;quot; for some folks.&lt;br /&gt;
&lt;br /&gt;
So Curt has been playing around with creating a developer's snapshot release which would be similar to our official release. It is one big setup.exe that includes all the programs and the data. We are hopeful that this will eventually make the current development version of FlightGear more accessible for &amp;quot;joe average&amp;quot; users which would then in term hopefully give us more feedback and bug reports ahead of our official release.&lt;br /&gt;
&lt;br /&gt;
None of this would be possible without the &amp;quot;Jenkins&amp;quot; (formerly Hudson) build server that Gene and James set up.&lt;br /&gt;
&lt;br /&gt;
There are a couple things that are done with this snapshot package:&lt;br /&gt;
* An unique app name of the form &amp;lt;tt&amp;gt;FlightGear YYYYMMDD&amp;lt;/tt&amp;gt; is assigned so you can have multiple versions installed concurrently and they don't step on each other and don't step on the official release. If people maintain multiple snapshots installed on their systems, that might help narrow down when a bug was introduced.&lt;br /&gt;
* The openal installer &amp;quot;oalinst.exe&amp;quot; is included and vcredist_x86.exe ... neither of these may be required in the long term if we can just ship the needed dll's, but that probably needs further testing.&lt;br /&gt;
&lt;br /&gt;
Does it basically work? Are there any major packaging blunders? Please note, FlightGear bugs and feature request should still be handled through normal channels. But I am interested in packaging issues right now.&lt;br /&gt;
&lt;br /&gt;
To provide feedback please use [http://flightgear.org/forums/viewtopic.php?f=28&amp;amp;t=10488 this forum thread].&lt;br /&gt;
&lt;br /&gt;
For downloads please see: [http://mirrors.ibiblio.org/pub/mirrors/flightgear/ftp/Win32/Setup%20FlightGear%20v20110629.exe this location]&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
==== FGAnswers ====&lt;br /&gt;
[[File:bannerFGanswers.png|top-left|link=http://flightgear.shapado.com]]&lt;br /&gt;
&lt;br /&gt;
Michat has been working to start a questions and answers (Q&amp;amp;A) service for the FlightGear community based on Shapado AGPL.&lt;br /&gt;
&lt;br /&gt;
FGAnswers is an attempt to provide an easy way to find first hand brief information around the massive info-data that FG generates. Michat designed the basis of the system, giving space to a broad range of languages, in order to reach as many pilots and developers as FG used to enjoy.&lt;br /&gt;
&lt;br /&gt;
FGAnswers, offers all kind of services: Live Chat Support, Flight Center, Training Center, FGSoft Center, ATC Center, VA Center. From easy FAQ's to the deepest Q's. Classic routes, flying techniques, school, fly essentials, dedicated Wiki pages for ATC, VA's, Pilots, or Simply for How to's.. writters-readers, video makers.... and many more.&lt;br /&gt;
&lt;br /&gt;
With almost infinite possibilities, for sure that FGAnswers will need your help, but how? Easy just using it for free, with honor and honesty. Make your questions [http://flightgear.shapado.com here].&lt;br /&gt;
&lt;br /&gt;
Happy answers, have a good summer.&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
[http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=12745 Over on the forums], Intel-Qube has released a near-completed Kfir C2; an Israeli made plane based off of the Dasault Mirage 5. It features a highly detailed full 3d cockpit, although not all of the instruments are complete. The fdm is &amp;quot;fun to fly,&amp;quot; but may not be particularly accurate.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== Boeing 747-400 ====&lt;br /&gt;
The warning and advisory system of the [[Boeing 747-400]] has been dramatically improved. The new system is derived from the [[Boeing 777-200ER|777-200ER]]'s but has been fine-tuned for the 744. Besides this, the landing gear failure system is now more &amp;quot;realistic&amp;quot;, as it supports single gear failures. The simmer can decide what gear will get stuck (and thus no longer listen to control inputs). When the gear is extended above the maximum extension speed (270kts), all gear units will automatically get stuck.&lt;br /&gt;
&lt;br /&gt;
==== Eurofighter Typhoon ====&lt;br /&gt;
[[File:livery_database_dhc-6_images.png|thumb|An example of a image-only page ([[DHC-6]]).]]&lt;br /&gt;
Algernon is planning to publish a new alpha release of the ongoing Eurofighter Typhoon project. This will coincide with the next release of FlightGear, and will only be compatible with that new version - some code is used which is not backwards compatible (development of the aircraft for version 2.0 and earlier is not currently taking place, and may not be resumed if FGFS 2.4 is widely adopted). New features include a revised flight control system and autopilot, improved Multi-Function Displays and HUD (good approximations of the real aircraft), and a pared-down Manual Data Entry panel which gives mouse control over navigation systems, autopilot, radar and communications equipment. More comprehensive information of the systems found in the upcoming release can be found in the [[Eurofighter_Typhoon:_Flight_Manual|Flight Manual article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Short S.23 Empire flying boat====&lt;br /&gt;
[[File:Short_Empire_panel.jpg|thumb|250px|The Captain's and the First Officer's dashboard of a Short S.23 Empire flying boat.]]&lt;br /&gt;
&lt;br /&gt;
The [[Short Empire|Short Empire flying boat]] has been updated by Anders. The flight model has been tuned to match know performance numbers, the fuel system more completely modeled, a number of controls has been added to the flight deck, new propeller and cowling gills models and, finally, flare paths have been added to selected staging posts.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
The [[livery database]]'s functionality has been extended. Visitors can now finetune the looks of the livery and aircraft lists. One can choose between a text only, or a image only layout. Besides that the number of liveries to be shown per page can be set.&lt;br /&gt;
&lt;br /&gt;
Checkout for yourself at [http://liveries.flightgear.org/ liveries.flightgear.org]&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;
&lt;br /&gt;
= Belgian scenery =&lt;br /&gt;
''It's still all work in progress, and still not yet available in the official FlightGear scenery (nor TerraSync). But of course, it's licensed under GNU GPL v2 and its goal is to be included into the official scenery, or at least stay GPL'ed. If you are curious you can look at the work in progress which is [https://gitorious.org/dvanmosselbeen/flightgear-custom-scenery available through Git]''&lt;br /&gt;
&lt;br /&gt;
Some more work has been done at the EBBR airport. Started to texture some few buildings to improve this airport and at the same time Brussels got it's turn too. Thanks to http://imageafter.com website, the &amp;quot;Heysel palais 5&amp;quot; got a free photo realistic texture!&lt;br /&gt;
&lt;br /&gt;
[[Image:EBBR.png|200px]]&lt;br /&gt;
[[Image:EBBR_terminal_1and2.png|200px]]&lt;br /&gt;
[[Image:brussels.png|200px]]&lt;br /&gt;
[[Image:EBBR_terminal_1and2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The EBGB airport, which is really near the EBBR airport got also some more improvements and is near to be completely done. An EBBR-EBGB could be a cool sighting tour.&lt;br /&gt;
&lt;br /&gt;
[[Image:EBGB.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Have fun in our little country :)&lt;br /&gt;
&lt;br /&gt;
== New SketchUp exporter plugin ==&lt;br /&gt;
[[SketchUp]] models which are completed using the existing [[SketchUp to AC3D exporter]] are rendered in FlightGear with double sided faces. Though there is nothing wrong with double sided faces, there is a considerable saving in FlightGear processing if single faces can be used. This affects frames per second and is particularly noticeable when entering an area which is heavily inhabited by buildings/models.&lt;br /&gt;
&lt;br /&gt;
It is possible to export SketchUp models with single faces by using a new version of the exporter (adapted by VicMar and i4dnf). This new version is named &amp;lt;tt&amp;gt;ac3dS_export.rb&amp;lt;/tt&amp;gt; and is available for download from http://vicmar.weebly.com/downloads.html&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;ac3dS_export.rb&amp;lt;/tt&amp;gt; file should be placed in the same folder/directory as the existing exporter. In the SketchUp ‘Plugins’ menu, it will appear as “Export to AC3D (Single_Faced)” and will appear with the existing exporter.&lt;br /&gt;
&lt;br /&gt;
The new version is recommended for use with SketchUp models which DO NOT have any see-through (alpha) textures. It is also not recommended if your model has apertures like hangar doors, which allow a view inside the building, as the opposite walls will be invisible.&lt;br /&gt;
&lt;br /&gt;
There is a work around for models which have see-through textures, but it is a chore to do, so it is recommended you use the existing exporter. If you would like details of the work arounds, yes there are two, just ask.&lt;br /&gt;
&lt;br /&gt;
Any feedback will be welcomed at [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=12778 the forum].&lt;br /&gt;
&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
The west coast of Scotland offers some stunning scenery and a number of small airfields and airports to land at on both the mainland and the small islands the dot the coast. The distances between the various airfields are quite small, and some of the runways are on the short side, so STOL or GA aircraft are ideal. The tour suggested here follows part of a microlight trip I made this month, photos of which can be found [http://www.nanjika.co.uk/photos/gigha/ here].&lt;br /&gt;
&lt;br /&gt;
Oban airport (EGEO) lies on the west coast of Scotland, and offers fuel (both AVGAS and AVTUR) and a North/South tarmac runway.&lt;br /&gt;
&lt;br /&gt;
From Oban it is just a 10 minute flight west to the grass airfield of Glenforsa (EG45), on the north-east coast of the island of Mull. Due to the hills and water channel, this airfield often gets quite strange wind patterns - the weather can be perfect in Oban, but much gustier and windier at Glenforsa. At times the windsocks at either end of the runway can blow in completely opposite directions!&lt;br /&gt;
&lt;br /&gt;
Some distance north of Oban lie the airfields of the Isle of Skye (EG57) and Plockton (EG81). This is an excellent place from which to explore the mountains of the Isle of Skye, known as the Cuilins.&lt;br /&gt;
&lt;br /&gt;
Heading south from Oban, one can follow the coast to the island of Jura, with it's distinctive hills (The Paps of Jura). From Jura one can head south to the island of Islay with its numarous malt whisky distilleries (many of which are modelled in FG). Islay Airport (EGPI) has extensive runways. From Islay head north east to the tiny island of Gigha. Despite it's small size, it too has an airfield (EG44), though the FG version is tarmac rather than grass.&lt;br /&gt;
&lt;br /&gt;
From Gigha head east over the Mull of Kintyre, to the hilly isle of Arran, then north east to the Isle of Bute. Both islands have very small grass airstrips, which are sadly not present in FG. From Bute you can head south east to Prestwick International (EGPK), famous for being the only place Elvis touched down in the UK, and a fine place to end our tour.&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
The FlightGear Wiki used to block open proxy IP adresses. Several people reported that they were unable to register an account because of that. Such issues should be solved by now. So, if you were unable to register before, [http://wiki.flightgear.org/index.php?title=Special:UserLogin&amp;amp;type=signup please try again].&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on youtube ===&lt;br /&gt;
* A [http://www.youtube.com/watch?v=I2TUSiDAwEk video uploaded by El Flauta] performing some aerobatic maneuvers in a [[Zlin 50 lx]] over Chubu International Airport, Japan.&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;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBGB.png&amp;diff=33037</id>
		<title>File:EBGB.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBGB.png&amp;diff=33037"/>
		<updated>2011-07-30T17:49:44Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Heysel.png&amp;diff=33036</id>
		<title>File:Heysel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Heysel.png&amp;diff=33036"/>
		<updated>2011-07-30T17:48:06Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBBR_terminal_1and2.png&amp;diff=33035</id>
		<title>File:EBBR terminal 1and2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBBR_terminal_1and2.png&amp;diff=33035"/>
		<updated>2011-07-30T17:47:26Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBBR.png&amp;diff=33034</id>
		<title>File:EBBR.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBBR.png&amp;diff=33034"/>
		<updated>2011-07-30T17:46:33Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Brussels.png&amp;diff=33033</id>
		<title>File:Brussels.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Brussels.png&amp;diff=33033"/>
		<updated>2011-07-30T17:44:58Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear_GUI&amp;diff=32888</id>
		<title>TerraGear GUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear_GUI&amp;diff=32888"/>
		<updated>2011-07-11T13:02:12Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Obtaining the GUI */ Added GNU/Linux install instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                 = TerraGear GUI&lt;br /&gt;
| image                 = TerraGearGUI.jpg&lt;br /&gt;
| developedby           = Gijs de Rooy (original by Alex Park)&lt;br /&gt;
| initialrelease        = March 24, 2009 (original)&amp;lt;br&amp;gt;March 27, 2010&lt;br /&gt;
| latestrelease		= 0.6 (July 8, 2011)&lt;br /&gt;
| writtenin             = C++ (Qt)&lt;br /&gt;
| os                    = Windows, Linux, Mac OS X&lt;br /&gt;
| website		= http://gitorious.org/terragear-addons/terrageargui/&lt;br /&gt;
}}&lt;br /&gt;
The '''GUI''' tool for '''[[TerraGear]]''' allows people to create [[scenery]] for [[FlightGear]] without using commandlines.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the GUI ==&lt;br /&gt;
You can either build the GUI [http://gitorious.org/terragear-addons/terrageargui/ from source], or download a pre-compiled build:&lt;br /&gt;
* [http://liveries.flightgear.org/terrageargui/ Windows builds]&lt;br /&gt;
Please note that you need to download/compile [[TerraGear]] as well.&lt;br /&gt;
&lt;br /&gt;
'''For GNU/Linux users'''&lt;br /&gt;
&lt;br /&gt;
* Grab the sources and store it where you want (git clone git://gitorious.org/terragear-addons/terrageargui.git)&lt;br /&gt;
* Then go in the source:  cd terrageargui&lt;br /&gt;
* Create a build dir:  mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
* qmake .. &amp;amp;&amp;amp; make&lt;br /&gt;
&lt;br /&gt;
You can now start it with: ./TerraGUI&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
== Using the GUI ==&lt;br /&gt;
The GUI exist of several tabs. For normal scenery creation, all the tabs should be gone through in the order they are arranged.&lt;br /&gt;
&lt;br /&gt;
=== Start ===&lt;br /&gt;
# Set the TerraGear directory, in which you'll find ogr-decode, fgfs-construct etc. TerraGear must be downloaded/build seperatly from the GUI!&lt;br /&gt;
# Set the project's directory. In this directory, all project related stuff will be stored throughout the process. You best choose an empty directory specific to your project.&lt;br /&gt;
# Set your FlightGear's root ([[$FG_ROOT]]). This is used to retrieve the list of available terrain materials.&lt;br /&gt;
&lt;br /&gt;
==== Downloading data ====&lt;br /&gt;
Specifying boundaries in the boxes on the left will download all [[World Custom Scenery Project|custom scenery]] shapefiles for that area. Alternatively you can download shapefiles from [http://mapserver.flightgear.org/download.psp the mapserver by hand]. Unpack the downloaded file(s) to your &amp;lt;tt&amp;gt;{project's directory}/data/&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Elevation files are optional, but ofcourse required to generate scenery with elevation offsets (even flat countries like the Netherlands need elevation data, since a country isn't 100% at sealevel. Unpack the downloaded elevation file(s) in &amp;lt;tt&amp;gt;{project's directory}/data/SRTM-30&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== HGT chop ===&lt;br /&gt;
This will convert the .hgt.zip files you have downloaded earlier on and converts them into a form that TerraGear can read. Simply select the directory in which you unpacked the elevation downloads. Make sure you do set the correct resolution! For the USA this can be 1 arcsec, while the rest of the world is provided in 3 arcsec resolution.&lt;br /&gt;
&lt;br /&gt;
=== Genapts ===&lt;br /&gt;
What is scenery without airports in a flight simulator? If your tile does not contain any airports, you can skip this part and continue with [[#ogr-decode|ogr-decode]].&lt;br /&gt;
&lt;br /&gt;
You can do two things now:&lt;br /&gt;
*'''Already-made airports:''' Locate FlightGears &amp;lt;tt&amp;gt;apt.dat.gz&amp;lt;/tt&amp;gt; file, which is usually in &amp;lt;tt&amp;gt;[[$FG ROOT]]/Airports/&amp;lt;/tt&amp;gt; in the just created directory. Unpack the file before you continue.&lt;br /&gt;
*'''Home-made airports:''' if you created an airport in [[TaxiDraw]], just use the .dat file that you exported.&lt;br /&gt;
&lt;br /&gt;
Use the button to browse to the .dat file of your choice. If you only want to create the scenery for a specific airport you can enter the ICAO name into the relevant field. If you do not enter any information in any of the boxes, the tool will run through the entire apt.dat file, which can take a long time when using the default apt.dat from FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== OGR Decode ===&lt;br /&gt;
Now we need to decode the shapefiles into TerraGear format, which we do with OGR Decode. After clicking the &amp;quot;Retrieve shapefiles&amp;quot; button, the left list will be populated with the shapefiles from your project's data directory. On the right list you'll add the materials, per shapefile. Each single shapefile on the left, should have a material assigned on the right.&lt;br /&gt;
&lt;br /&gt;
You'll have to run OGR Decode twice:&lt;br /&gt;
# with all shapefiles assigned to material &amp;quot;Default&amp;quot;, if you don't do this all scenery will be water.&lt;br /&gt;
# with shapefile-specific materials. This is where you can try various materials in order to find the ones that best fit your area.&lt;br /&gt;
&lt;br /&gt;
You can delete shapefiles from the list by double-clicking on them. A single click on a material will allow you to edit it; to create custom materials that are not (yet) in materials.xml (do note that FlightGear will apply the default material to those landclasses, untill you create the material in materials.xml!). &lt;br /&gt;
&lt;br /&gt;
Line width is only used on line-data (like roads, rivers and railroads). If you leave the line width fields empty, a default width of 10 meters is used.&lt;br /&gt;
&lt;br /&gt;
=== FGFS Construct ===&lt;br /&gt;
'''Note: with recent TerraGear builds, it is required to add the used material-names to the default_priorities.txt file.'''&lt;br /&gt;
&lt;br /&gt;
The fgfs-construct tool brings all your gathered data together, throws it in a washing machine and spits it out the otherside in format ready for use with FlightGear. Click the &amp;quot;Update list&amp;quot; button to populate the field with all decoded shapefiles. In the list you select all types that you'd like to include in your scenery. Note that you must select &amp;quot;Default&amp;quot; in order to generate anything other than water.&lt;br /&gt;
&lt;br /&gt;
Then set the boundaries again (probably you want these to be the same as the ones you set on the start page), so the GUI can calculate the center of the to-be-created scenery area; and the radius (all in degrees).&lt;br /&gt;
&lt;br /&gt;
After clicking the &amp;quot;Generate scenery&amp;quot; button, it may take a long time for TerraGear to finish. Depending on the size of the area you are creating the scenery for and the level of detail in your shapefiles. Simple and small sceneries will take a couple of minutes, where larger, more detailed areas can take over an hour! So trying new things on small areas first will save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
The folders and files in your project's &amp;lt;tt&amp;gt;output/&amp;lt;/tt&amp;gt; directory are ready to use as scenery. You can set the scenery path of FlightGear to this directory to check if the scenery is generated correctly. If you generated scenery, you must copy the files [ICAO].btg.gz file(s) from &amp;lt;tt&amp;gt;{project's directory}/work/AirportObj/&amp;lt;/tt&amp;gt; to the corresponding directories in &amp;lt;tt&amp;gt;{project's directory}/output/Terrain&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== GUI development ==&lt;br /&gt;
The current source code can be retrieved [http://gitorious.org/terragear-addons/terrageargui/ from Gitorious].&lt;br /&gt;
&lt;br /&gt;
Feel free to add feature requests and/or bug reports to this page.&lt;br /&gt;
&lt;br /&gt;
=== Requested features ===&lt;br /&gt;
* Visual map for boundary selection.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=7485 Forum topic]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Scenery_Development_Resources&amp;diff=32026</id>
		<title>Scenery Development Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Scenery_Development_Resources&amp;diff=32026"/>
		<updated>2011-05-31T19:20:16Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Added the Textures section with imageafter and burningwell item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This is meant to become a list of resources related to developing scenery for FlightGear, you can help improve and maintain this page by adding and updating contents.&lt;br /&gt;
&lt;br /&gt;
= Textures =&lt;br /&gt;
&lt;br /&gt;
* [http://www.imageafter.com Image After] - Tons of textures we may use for our GPL work. See [http://dvm.zapto.org:8080/~dvanmosselbeen/fgfs/image_after_license_request.jpg here for more details].&lt;br /&gt;
* [http://www.burningwell.org BurningWell] - Public domain textures.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
* [http://www.qgis.org/ Quantum GIS]&lt;br /&gt;
* [http://grass.itc.it/ GRASS GIS Geographic Resources Analysis Support System]&lt;br /&gt;
* [http://www.gdal.org/ GDAL/OGR Geospatial Data Abstraction Library]&lt;br /&gt;
&lt;br /&gt;
= FlightGear Landcover Database Mapserver =&lt;br /&gt;
* [http://mapserver.flightgear.org/ Mapserver Home]&lt;br /&gt;
* [http://mapserver.flightgear.org/download.psp Download Shapefiles]&lt;br /&gt;
&lt;br /&gt;
= Other GIS Data links =&lt;br /&gt;
&lt;br /&gt;
(Please note that &amp;quot;free&amp;quot; data does not mean GNU/GPL. If you want to release your scenery under GPL/GNU you have to verify the licences.)&lt;br /&gt;
&lt;br /&gt;
* [http://www.freegis.org/database/?cat=1 FreeGIS.org/FossGIS E.V.]&lt;br /&gt;
* [http://ppgis.iapad.org/ PPgis.net Public Participation GIS]&lt;br /&gt;
* [http://wiki.osgeo.org/wiki/Public_Geospatial_Data_Project#Open_Access Public Geospatial Data Project]&lt;br /&gt;
* http://www.mapcruzin.com/download_mapcruz.htm&lt;br /&gt;
&lt;br /&gt;
[[Category:Resource]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2011&amp;diff=31429</id>
		<title>FlightGear Newsletter April 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2011&amp;diff=31429"/>
		<updated>2011-04-30T21:36:04Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* Brussel airports project */&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 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;
== Development news ==&lt;br /&gt;
=== Atmospheric scattering shader ===&lt;br /&gt;
Zan has been working very hard on an experimental atmospheric scattering [[shader]]. The shaders makes use of [http://sponeil.net/ Sean O'Neil's algorithm]. Altough there are some issues with the shader, it looks like it will have a promising future! Some screenshots are available at the forum thread [http://www.flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=11274#p117813].&lt;br /&gt;
&lt;br /&gt;
The shader does some simplifications, but basically tries to recreate physical phenomenom, so the look could be easily modified depending on environmental conditions. But since the values are not so easy to figure out, some testing would be needed for creating nice looking sky for misty weather, rainy weather, cold winter etc. After that, proper equations could be written to transform weather values to scattering parameters.&lt;br /&gt;
&lt;br /&gt;
The shader is not production ready; it has some bugs and terrain (especially fog at horizon) does not match the looks of the skydome. This is a work in process, but might take some time, because the terrain shader is much harder than the skydome shader.&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
=== LinuxTrack headtracking software ===&lt;br /&gt;
[http://code.google.com/p/linux-track/ LinuxTrack] is an open source project that allows Linux and Mac users to use head tracking. It aims to support webcams, wiimote and TrackIR 4/5 for this purpose. Features include:&lt;br /&gt;
&lt;br /&gt;
* Six degrees of freedom&lt;br /&gt;
* GUI for configuration and testing&lt;br /&gt;
* Profiles for storing multiple configuration settings&lt;br /&gt;
* Runs on Linux and Mac (both 32 and 64 bit)&lt;br /&gt;
* Fast and precise tracking&lt;br /&gt;
* Output data can be used locally or sent to network&lt;br /&gt;
&lt;br /&gt;
Recently a FlightGear support was added. At this time it was tested to work with FlightGear versions 1.9.1, 2.0 and from GIT. Instructions on how to run LinuxTrack with FlightGear are available in the README.ltr_pipe file located in the &amp;quot;doc&amp;quot; directory of the project's source tree. Source code is available from svn repository:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;svn checkout http://linux-track.googlecode.com/svn/trunk/ linux-track-read-only&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Project's home page: http://code.google.com/p/linux-track/&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== New instruments ===&lt;br /&gt;
==== Airbus A340 moving map ====&lt;br /&gt;
[[File:A343-moving-map.jpg|thumb|The moving map on the Airbus A340-300.]]&lt;br /&gt;
Work on the [[Airbus A340|Airbus A340-300]] is going slowly but surely as [[User:Skyop|Skyop]] and Ampere progress on the model and cockpit. Skyop is currently developing a new instrument, a virtual moving map that displays [[multiplayer]] pilots, AI traffic, selected VORs, and terrain elevation! It is hoped that the instrument, which is designed to be reusable across more aircraft besides the A340, will eventually be a viable 3d alternative to the 2d &amp;quot;wxradar&amp;quot; instrument. [[TCAS]] and weather radar are on the roadmap to completion. When finished, the instrument will be committed to [[FlightGear and Git|Git]] under &amp;lt;tt&amp;gt;Aircraft/Instruments-3d&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the terrain display has several drawbacks. It is very pixelated because [[FlightGear]] cannot handle very many [[Nasal#geodinfo.28.29|terrain elevation calculations]] at once. Therefore, the map has the ability to display &amp;quot;low-resolution&amp;quot; terrain mode (minimal FPS impact) and &amp;quot;high-resolution&amp;quot; terrain mode (severe FPS impact).&lt;br /&gt;
&lt;br /&gt;
==== Boeing 777 chronometer ====&lt;br /&gt;
The [[Boeing 777-200ER]]'s chronometer has been moved to the generic instruments directory (&amp;lt;tt&amp;gt;Aircraft/Instruments-3d/chronometer&amp;lt;/tt&amp;gt;). This allows aircraft developers to easily implement this clock in their aircraft. All related Nasal code was included in the model xml file, so there's really just one file to be linked to! Some aircraft already make use of this clock, including the [[Boeing 747-400]] and [[Boeing 757-200|757-200]]. &lt;br /&gt;
&lt;br /&gt;
There are several advantages in moving instruments to the generic directory, some of which are:&lt;br /&gt;
* Easy to be re-used in other aircraft, all you need to do is link to (and position) the model and on some instruments link to a Nasal file.&lt;br /&gt;
* If someone extents the functionality of a generic instrument, it will be automatically extended in all the aircraft that use it.&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
=== Vostok-1 ===&lt;br /&gt;
[[Image:Vostok-1-Carrier-News.png|thumb|Vostok-1 Carrier]]&lt;br /&gt;
[[Image:Vostok-1-News.png|thumb|Vostok-1 Spacecraft]]&lt;br /&gt;
[[Image:Vostok-1-Interior-News.png|thumb|Vostok-1 Interior]]&lt;br /&gt;
To celebrate Yury Gagarin's historical flight, [[Vostok-1]] carrier and spacecraft were added to FlightGear. In heavy development still, it already allows full orbital flight from lift-off to landing, making it perform the first spaceflight in FlightGear. &lt;br /&gt;
&lt;br /&gt;
Things that make it possible:&lt;br /&gt;
*[[JSBSim]] centrifugal force addition made the whole flight available.&lt;br /&gt;
*JSBSim property driven point masses, tanks and engines, and aerodynamic coefficients implementation allow stages changing. Each single stage of the flight has an independent mass scheme, propulsion system, and aerodynamics reactions, so simulation is more or less realistic.&lt;br /&gt;
*Datcom+ with &amp;quot;little wing&amp;quot; approach resolves carrier and spacecraft aerodynamics accurately enough to make flights on real fuel and oxidizer capacities with real g forces, orbit and deorbit paths. &lt;br /&gt;
*[[FlightGear Newsletter April 2011#Atmospheric scattering shader|Zan's shader]] makes the earth look pretty enough from high altitudes.&lt;br /&gt;
*FG improvement shifted practical flight ceiling from 80 to 160 kilometers.&lt;br /&gt;
&lt;br /&gt;
In real life, the first human spaceflight was fully automated. In FlightGear, instead controls are completely manual to make it interesting, and to make you understand how it really works.&lt;br /&gt;
&lt;br /&gt;
Authors and developers, since orbital flight is possible in FlightGear from now on, you are invited to make a FlightGear driven Mercury-Atlas project. Low earth orbit flights can be more exact and eyecandy in FlightGear than in any current simulator. And you can be sure it will be free for you and users in any case.&lt;br /&gt;
&lt;br /&gt;
=== BK 117 is progressing nice ===&lt;br /&gt;
[[Image:Bk117cockpitdev.jpg|thumb|BK 117 cockpit in developement (Blender)]]&lt;br /&gt;
While work on the fdm is mostly finished and only small things on the exterior model has to be done, work on the cockpit of the &lt;br /&gt;
[[BK 117]] has begun and is in a good progress. The cockpit will be detailed and make use of photorealistic textures and as&lt;br /&gt;
a lot of new instruments and panels will be created, this is mostly a modeling challenge. The b1900d-cockpit is guide for the developement to keep the aircraft framerate-friendly. Because of the complex cockpit an own AI-model will be created to keep MP-Users happy. &lt;br /&gt;
&lt;br /&gt;
This developement is also a test for the upcoming [[EC135]]/635-project, which will also have a detailed and accurate cockpit with photorealistic textures.&lt;br /&gt;
&lt;br /&gt;
The images for the textures are taken by the former user and developer heliflyer, who was a emergency doctor on [[Bo105]], BK117 and EC135 in Northern Germany. &lt;br /&gt;
&lt;br /&gt;
=== Doctor Who TARDIS ===&lt;br /&gt;
[[Image:Tardis colour.png|thumb|Doctor Who TARDIS]]&lt;br /&gt;
Vinura has started work on developing a [http://en.wikipedia.org/wiki/TARDIS#The_Doctor.27s_TARDIS Doctor Who TARDIS] for FlightGear. The exterior model is almost complete in SketchUp. Click [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=11738 here] for the development thread.&lt;br /&gt;
&lt;br /&gt;
Currently, he still needs to get the TARDIS colours right as it is only allowed to use 'Named Colours' from Google SketchUp as they can't claim copyright on colours.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== ATR 72-500 ====&lt;br /&gt;
[[File:ATR_72-500-cockpit.jpg|thumb|The 3d cockpit of the ATR 72.]]&lt;br /&gt;
After a long five months, [[User:Skyop|Skyop]] has completed the [[ATR 72-500]], which finally features a complete cockpit and aircraft systems. Highlights include an advanced autopilot, hydraulics system, tiller steering system, an interior cabin, and new documentation. The aircraft has been committed to [[FlightGear and Git|Git]] and will hopefully be available in the next release of FlightGear. It is now one of the most advanced turboprops for FlightGear, right behind the [[B1900d]].&lt;br /&gt;
&lt;br /&gt;
==== A340-600 ====&lt;br /&gt;
Rumour has it that our A340-600 is now completely different... Users will get to see it in next months newsletter.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
[[Image:Fgfs-screen-089.png|thumb|SriLankan Airlines' Boeing 767]]&lt;br /&gt;
* Some [http://liveries.flightgear.org/airlines.php?id=231 SriLankan Airlines] liveries have been made by Vinura for the [[Boeing 767]] and [[Airbus A320]].&lt;br /&gt;
* Brett created a lot of nice [http://liveries.flightgear.org/aircraft.php?id=52 Gloster Meteor liveries]. Altough we're slowly getting used to the quality of his liveries, they still amaze lots of users.&lt;br /&gt;
* Robert started painting (and remapping) the [[De Havilland Canada DHC-6 Twin Otter|DHC-6]], providing us some [http://liveries.flightgear.org/aircraft.php?id=57 excellent liveries].&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== Terrain Creation ===&lt;br /&gt;
There are a couple different ways of creating shapefiles for terrain. Here is an overview and hopefully it will help those understand the scenery process a little bit better.&lt;br /&gt;
&lt;br /&gt;
==== Create the shapefiles by hand ====&lt;br /&gt;
{{Main article|Howto: Create custom scenery}}&lt;br /&gt;
This method has been used for St. Maarten in the World Scenery and Rio de Janeiro custom scenery. In this way, you download a satellite photo or an aerial photo and create the shapefiles by hand by &amp;quot;drawing&amp;quot; on top of the photo.&lt;br /&gt;
&lt;br /&gt;
==== Create the shapefiles using land cover data ====&lt;br /&gt;
Land cover data can be either vector like CORINE or raster like NOAA. However if the files are raster you will have to convert them into vector using a similar way described below. European CORINE scenery and most large-scale custom United States scenery such as Hawai'i or the Pacific Northwest were created using available third-party land cover data.&lt;br /&gt;
&lt;br /&gt;
==== Create the land cover data yourself ====&lt;br /&gt;
There is Switzerland land cover data available for both Bodensee and for most of Switzerland which has been created using land cover classification techniques. In this scenery, the developer takes a satellite photo and, using raster manipulation software such as GRASS, manually classifies each pixel in the satellite as a land cover type. After refining the data, the data is turned into a vector format and cleaned again, removing oddities such as cloud cover. This is probably the most difficult type of scenery to create, but can cover a large area most efficiently.&lt;br /&gt;
&lt;br /&gt;
A mix of the last two approaches is usually the most beneficial unless you are using an end-product such as CORINE. For instance, in the new Pacific Northwest sceneries, there are some oddities where rivers start falling under 30m wide. These need to be fixed by hand and then merged which can be a time-consuming process.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about creating your own land cover scenery feel free to ask on the forums.&lt;br /&gt;
&lt;br /&gt;
=== New terrain ===&lt;br /&gt;
New third-party scenery for the USA's Pacific Northwest (Seattle and Portland, OR) and Rio de Janeiro is now available for download at http://www.stattosoftware.com/flightgear&lt;br /&gt;
&lt;br /&gt;
=== New buildings ===&lt;br /&gt;
Once again, there are new Eastern Asian buildings added to the scenery database, including:&lt;br /&gt;
*Ho Chi Minh City - Vietnam&lt;br /&gt;
** Saigon Center&lt;br /&gt;
** Ben Thanh market&lt;br /&gt;
** Vincom Center&lt;br /&gt;
** Ho Chi Minh City Hall&lt;br /&gt;
** Reunification palace&lt;br /&gt;
** Saigon Notre-Dame Basilica&lt;br /&gt;
&lt;br /&gt;
*Other Asian cities&lt;br /&gt;
** Mode Gakuen Coccoon Tower - Tokyo - Japan&lt;br /&gt;
** Trade Tower - Seoul - South Korea&lt;br /&gt;
** Koryo Hotel - Pyongyang - North Korea&lt;br /&gt;
** The Center - Hong Kong - China&lt;br /&gt;
** Central Plaza - Hong Kong - China&lt;br /&gt;
** Citic Plaza - Guangzhou - China&lt;br /&gt;
** Menara Telekom - Kuala Lumpur - Malaysia&lt;br /&gt;
&lt;br /&gt;
=== New generic buildings ===&lt;br /&gt;
&lt;br /&gt;
This month, 13 new generic buildings have been modeled and textured with a day and night image. &lt;br /&gt;
&lt;br /&gt;
[[File:13_generic_buildings_noon.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Click on the image to enlarge.&lt;br /&gt;
&lt;br /&gt;
[[File:13_generic_buildings_dawn.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
The purpose is to use them as placeholders in your big city. They are simple, light and lot's of different colors are available, which i hope, fit your needs.&lt;br /&gt;
&lt;br /&gt;
These buildings are actually used at Brussels, near the EBBR airport (north-west) which is currently under heavy development. &lt;br /&gt;
&lt;br /&gt;
You can get these new generic buildings if you use the git version or terrasync.&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
The generic Concourse C at KDEN was recently replaced with a much better, realistic working model featuring animated jetways. Please enjoy.&lt;br /&gt;
KSFO was also improved with animated jetways.&lt;br /&gt;
&lt;br /&gt;
=== Chubu Centrair - JAPAN: a new highly detailed airport in FlightGear===&lt;br /&gt;
[[File:RJGG_island.png|200px|thumb|left|Chubu Centrair island and airport]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Ch%C5%ABbu_Centrair_International_Airport Chubu Centrair] (RJGG) is classified as a first class airport and is the main international gateway for the Chūbu (&amp;quot;central&amp;quot;) region of Japan, and currently is counted among the Top-10 modern airports of the world. Chubu is an airport on an artificial island in Ise Bay, Tokoname City in Aichi Prefecture, 35 km (22 mi) south of Nagoya in central Japan.&lt;br /&gt;
&lt;br /&gt;
[[File:RJGG_day01.png|200px|thumb|right|Chubu jetways and hangars]]&lt;br /&gt;
&lt;br /&gt;
Originally a single runway in the middle of the ocean in tge default FlightGear terrain, it has now been developed at a high level of details and realism by Horacio, who has modeled the main terminal (shaped like a &amp;quot;T&amp;quot;), the ATC tower and main hangars sorrounding the airport. A second step considers complete the rest of buildings presents on the island. The terminal and main buildings have been animated with night textures, which complemented with lights and default 3D airplane models taken from FG package, give the airport a very realistic and fantastic night impression.&lt;br /&gt;
&lt;br /&gt;
[[File:RJGG_night01.png|200px|thumb|right|Chubu jetways and hangars]]&lt;br /&gt;
&lt;br /&gt;
The main windows have been treated using real pictures to get a photorealistic effect of glass reflection, which gives the model a new approach to 3D graphics in FlightGear development that points to a precise and meticulous work to improve the simulation experience and realism in the models used, both aircraft and buildings. With the exception of the photographs used as an effect, all textures have been developed in a sole and exclusive work from scratch, adding bevels, shadows, lights, noise, color equalization and many other effects to get realism in each textures used.&lt;br /&gt;
&lt;br /&gt;
The island terrain and sorrounding coastline have been developed in an accordingly highly detailed level by Gijs to complete the necesary elements for provide a great new airport for FlightGear, containing all internal roads and railways, which leaves the way open for future works on bridge, parkings and other details of vehicular transport to and from the island.&lt;br /&gt;
&lt;br /&gt;
Details of development and future updates can be followed on the [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=11556 topic] specially created on [http://www.flightgear.org/forums/index.php forum]. The airport models and terrain will be available in a few days for to be downloaded in [http://www.grafikavirtual.com/fgfs Horacio's hangar], and later available on FG models database.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RJGG_night02.png&lt;br /&gt;
Image:RJGG_day02.png&lt;br /&gt;
Image:RJGG_day03.png&lt;br /&gt;
Image:RJGG_day04.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Brussel airports project ===&lt;br /&gt;
''It's all work in progress, and not yet available in the official FlightGear scenery (nor TerraSync). But of course, it's licensed under GNU GPL v2 and its goal is to be included into the official scenery, or at least stay GPL'ed. If you are curious you can look at the work in progress which is [https://gitorious.org/dvanmosselbeen/flightgear-custom-scenery available through Git]''&lt;br /&gt;
&lt;br /&gt;
Due to it's proximity, the EBBR project includes not only EBBR itself, but also the neighbouring Grimbergen (EBGB), Brussels South (EBCI) and some little stuff here and there around Brussels. As we should recognize, Belgium isn't that big however, EBBR is a big, well organized, high traffic airport and also a key airport in Europe. The EBBR is a simple, but efficient airport with lot's of other little cool to-visit airfields around there. It could be a nice place for some touristic trips with a little aircraft.&lt;br /&gt;
&lt;br /&gt;
There is also a hidden bonus at [https://gitorious.org/papillon81/flightgear-custom-scenery/ papillon81's git repo]: improved terrain including OSM data. This is really a must have! It includes the highways, rivers and much more accurate elevation and urban data. It just improves the overall graphics and makes the area look simply amazing!&lt;br /&gt;
&lt;br /&gt;
Howto get this terrain? Copy at least the &amp;lt;tt&amp;gt;Terrain/e000n50/e004n50&amp;lt;/tt&amp;gt; tree from papillon81's repo into the tree of the EBBR project. That's it!&lt;br /&gt;
&lt;br /&gt;
Have fun and see you soon hanging around EBBR&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:EBBR_overview_01.jpg&lt;br /&gt;
Image:EBBR_overview_02.jpg&lt;br /&gt;
Image:EBBR_cargo.jpg&lt;br /&gt;
Image:Brussels.jpg&lt;br /&gt;
Image:EBCI.jpg&lt;br /&gt;
Image:EBGB_01.jpg&lt;br /&gt;
Image:EBGB_02.jpg&lt;br /&gt;
Image:F16_landing_on_EBBR.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
SriLankan Airlines livery on an Airbus A320 taken at dusk.&lt;br /&gt;
&lt;br /&gt;
[[File:Fgfs-screen-085.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
Departing from Brisbane International Airport and heading towards Sydney International Airport at a heading of about 203, you will come across some beautiful scenery.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Fgfs-screen-020.png&lt;br /&gt;
Image:Fgfs-screen-016.png&lt;br /&gt;
Image:Fgfs-screen-012.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
=== '''''The Good old Cessna Citation X''''' ===&lt;br /&gt;
I hope to do a monthly review of a specific aircraft. I can't guarantee that I will get to do it every month though because I do have other stuff to attend to.&lt;br /&gt;
&lt;br /&gt;
The [[Cessna Citation X]] is by far one of my favourite little planes! Its reaction time is quite quick. The rudder control is very responsive, even the slightest move of your rudder pedals or the mouse and the aircraft's rudder moves. It accelerates quite fast down the runway, building up momentum and then, you lift your joystick up slightly and the nose lifts up just like you want it to. &lt;br /&gt;
&lt;br /&gt;
Regarding the animations, they are extraordinary. They function quite well like for example the flaps, spoilers or the landing gear. The cockpit is quite well designed and has a lot of instruments, just like a real Citation would. &lt;br /&gt;
&lt;br /&gt;
It has a tutorial system built in for people wanting to fly one. '''''This was the first jet plane that I could actually land properly in.''''' It also has several nice camera views, including views from the passenger seats. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cessna Citation X Cockpit.png&lt;br /&gt;
Image:Cessna Citation X Passenger View 1.png&lt;br /&gt;
Image:Cessna Citation X Passenger View 2.png&lt;br /&gt;
Image:Cessna Citation X - Screenshot 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recommendation:'''&lt;br /&gt;
&lt;br /&gt;
I would recommend this plane to people who have already flown planes like the [[Cessna C172P]] or the [[Piper J3 Cub]] and want to progress into Jet aviation. This is a GREAT little starter plane to get you going.&lt;br /&gt;
&lt;br /&gt;
This has to be one of the best planes that I have ever used in FlightGear!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading!&lt;br /&gt;
&lt;br /&gt;
'''''Review by Vinura'''''&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on youtube ===&lt;br /&gt;
* Skyop created a lovely video (for the [http://www.flightgear.org/forums/viewtopic.php?f=19&amp;amp;t=11059 Linuxtag video contest], which was held at the forum) showcasing some of the latest and greatest developments in FlightGear. The video was uploaded in two parts: [http://www.youtube.com/watch?v=nTDgtDrabaA part 1], [http://www.youtube.com/watch?v=A-6xyxjom68 part 2]. It will be shown in Berlin, to attract new FlightGear users and developers.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
==== FlightGear at Linuxtag ====&lt;br /&gt;
From 11 till 14 May, FlightGear will be present at [http://www.linuxtag.org/2011/en.html Linuxtag 2011] in Berlin, Germany. A preview of what the FlightGear guys will be showing was posted at [http://www.flightgear.org/forums/viewtopic.php?f=42&amp;amp;t=11881 our forum]. If you are able to drop Berlin a visit, feel welcome to stop over at our booth.&lt;br /&gt;
&lt;br /&gt;
==== FlyingClub Mayday 1 ====&lt;br /&gt;
The FGFC '''&amp;quot;Mayday 1: Manitoba Rescue&amp;quot;''' operation was held April 2nd, 2011 at CYAV, Winnipeg/St.Andrews, with seven pilots participating. The scenario stated two of Manitoba's major rivers were flooding, and people were stranded along both, so STOL and helicopter pilots were mustered at CYAV, received assignments from ATC, planned their flights, and notified ATC when they were ready to proceed. A total of twenty missions were assigned, sixteen of which were successfully completed in the space of three hours.&lt;br /&gt;
&lt;br /&gt;
The scenario was based around the idea that pilots should have basic skills in addition to merely flying with an autopilot, and was designed to test both their actual flying ability by not having airports at their destinations, and providing no actual navigational data beyond a map or two. They were required to map their routes in territory unknown to them, then fly those routes in their chosen aircraft, land, report in, then return to CYAV to complete a &amp;quot;cycle.&amp;quot; Points were awarded for cycle completion, and points deducted for aircraft crashes. FG Seg faults were not penalized.&lt;br /&gt;
&lt;br /&gt;
Comments back about the operation from pilots have so far been positive. Watch the [http://www.flightgear.org/forums/viewforum.php?f=10&amp;amp;sid=381d9860a9183d143cd2fa8aee16099d Multiplayer Forums] for the next one; there will be one, but at this writing, it has not yet been decided. &lt;br /&gt;
&lt;br /&gt;
* [[FlightGear Flying Club]]&lt;br /&gt;
* [http://flightgearfans.wordpress.com/about/ FGFC WordPress Site ]&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=10&amp;amp;t=11551 Mayday 1 Forum Pages]&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 misconception 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 fly backwards in a UFO? While holding the brake button down on your joystick or keyboard, increase engine throttle and you should start to fly backwards. A short video can be seen at [http://www.youtube.com/watch?v=F7U1bsO7g-EYouTube]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2011 04]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2011&amp;diff=31427</id>
		<title>FlightGear Newsletter April 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2011&amp;diff=31427"/>
		<updated>2011-04-30T21:06:17Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* EBBR (Brussels) airport project */&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 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;
== Development news ==&lt;br /&gt;
=== Atmospheric scattering shader ===&lt;br /&gt;
Zan has been working very hard on an experimental atmospheric scattering [[shader]]. The shaders makes use of [http://sponeil.net/ Sean O'Neil's algorithm]. Altough there are some issues with the shader, it looks like it will have a promising future! Some screenshots are available at the forum thread [http://www.flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=11274#p117813].&lt;br /&gt;
&lt;br /&gt;
The shader does some simplifications, but basically tries to recreate physical phenomenom, so the look could be easily modified depending on environmental conditions. But since the values are not so easy to figure out, some testing would be needed for creating nice looking sky for misty weather, rainy weather, cold winter etc. After that, proper equations could be written to transform weather values to scattering parameters.&lt;br /&gt;
&lt;br /&gt;
The shader is not production ready; it has some bugs and terrain (especially fog at horizon) does not match the looks of the skydome. This is a work in process, but might take some time, because the terrain shader is much harder than the skydome shader.&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
=== LinuxTrack headtracking software ===&lt;br /&gt;
[http://code.google.com/p/linux-track/ LinuxTrack] is an open source project that allows Linux and Mac users to use head tracking. It aims to support webcams, wiimote and TrackIR 4/5 for this purpose. Features include:&lt;br /&gt;
&lt;br /&gt;
* Six degrees of freedom&lt;br /&gt;
* GUI for configuration and testing&lt;br /&gt;
* Profiles for storing multiple configuration settings&lt;br /&gt;
* Runs on Linux and Mac (both 32 and 64 bit)&lt;br /&gt;
* Fast and precise tracking&lt;br /&gt;
* Output data can be used locally or sent to network&lt;br /&gt;
&lt;br /&gt;
Recently a FlightGear support was added. At this time it was tested to work with FlightGear versions 1.9.1, 2.0 and from GIT. Instructions on how to run LinuxTrack with FlightGear are available in the README.ltr_pipe file located in the &amp;quot;doc&amp;quot; directory of the project's source tree. Source code is available from svn repository:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;svn checkout http://linux-track.googlecode.com/svn/trunk/ linux-track-read-only&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Project's home page: http://code.google.com/p/linux-track/&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== New instruments ===&lt;br /&gt;
==== Airbus A340 moving map ====&lt;br /&gt;
[[File:A343-moving-map.jpg|thumb|The moving map on the Airbus A340-300.]]&lt;br /&gt;
Work on the [[Airbus A340|Airbus A340-300]] is going slowly but surely as [[User:Skyop|Skyop]] and Ampere progress on the model and cockpit. Skyop is currently developing a new instrument, a virtual moving map that displays [[multiplayer]] pilots, AI traffic, selected VORs, and terrain elevation! It is hoped that the instrument, which is designed to be reusable across more aircraft besides the A340, will eventually be a viable 3d alternative to the 2d &amp;quot;wxradar&amp;quot; instrument. [[TCAS]] and weather radar are on the roadmap to completion. When finished, the instrument will be committed to [[FlightGear and Git|Git]] under &amp;lt;tt&amp;gt;Aircraft/Instruments-3d&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the terrain display has several drawbacks. It is very pixelated because [[FlightGear]] cannot handle very many [[Nasal#geodinfo.28.29|terrain elevation calculations]] at once. Therefore, the map has the ability to display &amp;quot;low-resolution&amp;quot; terrain mode (minimal FPS impact) and &amp;quot;high-resolution&amp;quot; terrain mode (severe FPS impact).&lt;br /&gt;
&lt;br /&gt;
==== Boeing 777 chronometer ====&lt;br /&gt;
The [[Boeing 777-200ER]]'s chronometer has been moved to the generic instruments directory (&amp;lt;tt&amp;gt;Aircraft/Instruments-3d/chronometer&amp;lt;/tt&amp;gt;). This allows aircraft developers to easily implement this clock in their aircraft. All related Nasal code was included in the model xml file, so there's really just one file to be linked to! Some aircraft already make use of this clock, including the [[Boeing 747-400]] and [[Boeing 757-200|757-200]]. &lt;br /&gt;
&lt;br /&gt;
There are several advantages in moving instruments to the generic directory, some of which are:&lt;br /&gt;
* Easy to be re-used in other aircraft, all you need to do is link to (and position) the model and on some instruments link to a Nasal file.&lt;br /&gt;
* If someone extents the functionality of a generic instrument, it will be automatically extended in all the aircraft that use it.&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
=== Vostok-1 ===&lt;br /&gt;
[[Image:Vostok-1-Carrier-News.png|thumb|Vostok-1 Carrier]]&lt;br /&gt;
[[Image:Vostok-1-News.png|thumb|Vostok-1 Spacecraft]]&lt;br /&gt;
[[Image:Vostok-1-Interior-News.png|thumb|Vostok-1 Interior]]&lt;br /&gt;
To celebrate Yury Gagarin's historical flight, [[Vostok-1]] carrier and spacecraft were added to FlightGear. In heavy development still, it already allows full orbital flight from lift-off to landing, making it perform the first spaceflight in FlightGear. &lt;br /&gt;
&lt;br /&gt;
Things that make it possible:&lt;br /&gt;
*[[JSBSim]] centrifugal force addition made the whole flight available.&lt;br /&gt;
*JSBSim property driven point masses, tanks and engines, and aerodynamic coefficients implementation allow stages changing. Each single stage of the flight has an independent mass scheme, propulsion system, and aerodynamics reactions, so simulation is more or less realistic.&lt;br /&gt;
*Datcom+ with &amp;quot;little wing&amp;quot; approach resolves carrier and spacecraft aerodynamics accurately enough to make flights on real fuel and oxidizer capacities with real g forces, orbit and deorbit paths. &lt;br /&gt;
*[[FlightGear Newsletter April 2011#Atmospheric scattering shader|Zan's shader]] makes the earth look pretty enough from high altitudes.&lt;br /&gt;
*FG improvement shifted practical flight ceiling from 80 to 160 kilometers.&lt;br /&gt;
&lt;br /&gt;
In real life, the first human spaceflight was fully automated. In FlightGear, instead controls are completely manual to make it interesting, and to make you understand how it really works.&lt;br /&gt;
&lt;br /&gt;
Authors and developers, since orbital flight is possible in FlightGear from now on, you are invited to make a FlightGear driven Mercury-Atlas project. Low earth orbit flights can be more exact and eyecandy in FlightGear than in any current simulator. And you can be sure it will be free for you and users in any case.&lt;br /&gt;
&lt;br /&gt;
=== BK 117 is progressing nice ===&lt;br /&gt;
[[Image:Bk117cockpitdev.jpg|thumb|BK 117 cockpit in developement (Blender)]]&lt;br /&gt;
While work on the fdm is mostly finished and only small things on the exterior model has to be done, work on the cockpit of the &lt;br /&gt;
[[BK 117]] has begun and is in a good progress. The cockpit will be detailed and make use of photorealistic textures and as&lt;br /&gt;
a lot of new instruments and panels will be created, this is mostly a modeling challenge. The b1900d-cockpit is guide for the developement to keep the aircraft framerate-friendly. Because of the complex cockpit an own AI-model will be created to keep MP-Users happy. &lt;br /&gt;
&lt;br /&gt;
This developement is also a test for the upcoming [[EC135]]/635-project, which will also have a detailed and accurate cockpit with photorealistic textures.&lt;br /&gt;
&lt;br /&gt;
The images for the textures are taken by the former user and developer heliflyer, who was a emergency doctor on [[Bo105]], BK117 and EC135 in Northern Germany. &lt;br /&gt;
&lt;br /&gt;
=== Doctor Who TARDIS ===&lt;br /&gt;
[[Image:Tardis colour.png|thumb|Doctor Who TARDIS]]&lt;br /&gt;
Vinura has started work on developing a [http://en.wikipedia.org/wiki/TARDIS#The_Doctor.27s_TARDIS Doctor Who TARDIS] for FlightGear. The exterior model is almost complete in SketchUp. Click [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=11738 here] for the development thread.&lt;br /&gt;
&lt;br /&gt;
Currently, he still needs to get the TARDIS colours right as it is only allowed to use 'Named Colours' from Google SketchUp as they can't claim copyright on colours.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== ATR 72-500 ====&lt;br /&gt;
[[File:ATR_72-500-cockpit.jpg|thumb|The 3d cockpit of the ATR 72.]]&lt;br /&gt;
After a long five months, [[User:Skyop|Skyop]] has completed the [[ATR 72-500]], which finally features a complete cockpit and aircraft systems. Highlights include an advanced autopilot, hydraulics system, tiller steering system, an interior cabin, and new documentation. The aircraft has been committed to [[FlightGear and Git|Git]] and will hopefully be available in the next release of FlightGear. It is now one of the most advanced turboprops for FlightGear, right behind the [[B1900d]].&lt;br /&gt;
&lt;br /&gt;
==== A340-600 ====&lt;br /&gt;
Rumour has it that our A340-600 is now completely different... Users will get to see it in next months newsletter.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
[[Image:Fgfs-screen-089.png|thumb|SriLankan Airlines' Boeing 767]]&lt;br /&gt;
* Some [http://liveries.flightgear.org/airlines.php?id=231 SriLankan Airlines] liveries have been made by Vinura for the [[Boeing 767]] and [[Airbus A320]].&lt;br /&gt;
* Brett created a lot of nice [http://liveries.flightgear.org/aircraft.php?id=52 Gloster Meteor liveries]. Altough we're slowly getting used to the quality of his liveries, they still amaze lots of users.&lt;br /&gt;
* Robert started painting (and remapping) the [[De Havilland Canada DHC-6 Twin Otter|DHC-6]], providing us some [http://liveries.flightgear.org/aircraft.php?id=57 excellent liveries].&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== Terrain Creation ===&lt;br /&gt;
There are a couple different ways of creating shapefiles for terrain. Here is an overview and hopefully it will help those understand the scenery process a little bit better.&lt;br /&gt;
&lt;br /&gt;
==== Create the shapefiles by hand ====&lt;br /&gt;
{{Main article|Howto: Create custom scenery}}&lt;br /&gt;
This method has been used for St. Maarten in the World Scenery and Rio de Janeiro custom scenery. In this way, you download a satellite photo or an aerial photo and create the shapefiles by hand by &amp;quot;drawing&amp;quot; on top of the photo.&lt;br /&gt;
&lt;br /&gt;
==== Create the shapefiles using land cover data ====&lt;br /&gt;
Land cover data can be either vector like CORINE or raster like NOAA. However if the files are raster you will have to convert them into vector using a similar way described below. European CORINE scenery and most large-scale custom United States scenery such as Hawai'i or the Pacific Northwest were created using available third-party land cover data.&lt;br /&gt;
&lt;br /&gt;
==== Create the land cover data yourself ====&lt;br /&gt;
There is Switzerland land cover data available for both Bodensee and for most of Switzerland which has been created using land cover classification techniques. In this scenery, the developer takes a satellite photo and, using raster manipulation software such as GRASS, manually classifies each pixel in the satellite as a land cover type. After refining the data, the data is turned into a vector format and cleaned again, removing oddities such as cloud cover. This is probably the most difficult type of scenery to create, but can cover a large area most efficiently.&lt;br /&gt;
&lt;br /&gt;
A mix of the last two approaches is usually the most beneficial unless you are using an end-product such as CORINE. For instance, in the new Pacific Northwest sceneries, there are some oddities where rivers start falling under 30m wide. These need to be fixed by hand and then merged which can be a time-consuming process.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about creating your own land cover scenery feel free to ask on the forums.&lt;br /&gt;
&lt;br /&gt;
=== New terrain ===&lt;br /&gt;
New third-party scenery for the USA's Pacific Northwest (Seattle and Portland, OR) and Rio de Janeiro is now available for download at http://www.stattosoftware.com/flightgear&lt;br /&gt;
&lt;br /&gt;
=== New buildings ===&lt;br /&gt;
Once again, there are new Eastern Asian buildings added to the scenery database, including:&lt;br /&gt;
*Ho Chi Minh City - Vietnam&lt;br /&gt;
** Saigon Center&lt;br /&gt;
** Ben Thanh market&lt;br /&gt;
** Vincom Center&lt;br /&gt;
** Ho Chi Minh City Hall&lt;br /&gt;
** Reunification palace&lt;br /&gt;
** Saigon Notre-Dame Basilica&lt;br /&gt;
&lt;br /&gt;
*Other Asian cities&lt;br /&gt;
** Mode Gakuen Coccoon Tower - Tokyo - Japan&lt;br /&gt;
** Trade Tower - Seoul - South Korea&lt;br /&gt;
** Koryo Hotel - Pyongyang - North Korea&lt;br /&gt;
** The Center - Hong Kong - China&lt;br /&gt;
** Central Plaza - Hong Kong - China&lt;br /&gt;
** Citic Plaza - Guangzhou - China&lt;br /&gt;
** Menara Telekom - Kuala Lumpur - Malaysia&lt;br /&gt;
&lt;br /&gt;
=== New generic buildings ===&lt;br /&gt;
&lt;br /&gt;
This month, 13 new generic buildings have been modeled and textured with a day and night image. &lt;br /&gt;
&lt;br /&gt;
[[File:13_generic_buildings_noon.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Click on the image to enlarge.&lt;br /&gt;
&lt;br /&gt;
[[File:13_generic_buildings_dawn.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
The purpose is to use them as placeholders in your big city. They are simple, light and lot's of different colors are available, which i hope, fit your needs.&lt;br /&gt;
&lt;br /&gt;
These buildings are actually used at Brussels, near the EBBR airport (north-west) which is currently under heavy development. &lt;br /&gt;
&lt;br /&gt;
You can get these new generic buildings if you use the git version or terrasync.&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
The generic Concourse C at KDEN was recently replaced with a much better, realistic working model featuring animated jetways. Please enjoy.&lt;br /&gt;
KSFO was also improved with animated jetways.&lt;br /&gt;
&lt;br /&gt;
=== Chubu Centrair - JAPAN: a new highly detailed airport in FlightGear===&lt;br /&gt;
[[File:RJGG_island.png|200px|thumb|left|Chubu Centrair island and airport]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Ch%C5%ABbu_Centrair_International_Airport Chubu Centrair] (RJGG) is classified as a first class airport and is the main international gateway for the Chūbu (&amp;quot;central&amp;quot;) region of Japan, and currently is counted among the Top-10 modern airports of the world. Chubu is an airport on an artificial island in Ise Bay, Tokoname City in Aichi Prefecture, 35 km (22 mi) south of Nagoya in central Japan.&lt;br /&gt;
&lt;br /&gt;
[[File:RJGG_day01.png|200px|thumb|right|Chubu jetways and hangars]]&lt;br /&gt;
&lt;br /&gt;
Originally a single runway in the middle of the ocean in tge default FlightGear terrain, it has now been developed at a high level of details and realism by Horacio, who has modeled the main terminal (shaped like a &amp;quot;T&amp;quot;), the ATC tower and main hangars sorrounding the airport. A second step considers complete the rest of buildings presents on the island. The terminal and main buildings have been animated with night textures, which complemented with lights and default 3D airplane models taken from FG package, give the airport a very realistic and fantastic night impression.&lt;br /&gt;
&lt;br /&gt;
[[File:RJGG_night01.png|200px|thumb|right|Chubu jetways and hangars]]&lt;br /&gt;
&lt;br /&gt;
The main windows have been treated using real pictures to get a photorealistic effect of glass reflection, which gives the model a new approach to 3D graphics in FlightGear development that points to a precise and meticulous work to improve the simulation experience and realism in the models used, both aircraft and buildings. With the exception of the photographs used as an effect, all textures have been developed in a sole and exclusive work from scratch, adding bevels, shadows, lights, noise, color equalization and many other effects to get realism in each textures used.&lt;br /&gt;
&lt;br /&gt;
The island terrain and sorrounding coastline have been developed in an accordingly highly detailed level by Gijs to complete the necesary elements for provide a great new airport for FlightGear, containing all internal roads and railways, which leaves the way open for future works on bridge, parkings and other details of vehicular transport to and from the island.&lt;br /&gt;
&lt;br /&gt;
Details of development and future updates can be followed on the [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=11556 topic] specially created on [http://www.flightgear.org/forums/index.php forum]. The airport models and terrain will be available in a few days for to be downloaded in [http://www.grafikavirtual.com/fgfs Horacio's hangar], and later available on FG models database.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RJGG_night02.png&lt;br /&gt;
Image:RJGG_day02.png&lt;br /&gt;
Image:RJGG_day03.png&lt;br /&gt;
Image:RJGG_day04.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EBBR (Brussels) airport project ===&lt;br /&gt;
&lt;br /&gt;
''It's all about work in progress stuff, and stuff not directly available into the fgfs tree (nor terragear). But of course, it's licenced under GPL v2 and it's goal is to be included into the fgfs tree, or at least stay GPL'ed. If you are curious you can look at the work in progress which is in the git here https://gitorious.org/dvanmosselbeen/flightgear-custom-scenery''&lt;br /&gt;
&lt;br /&gt;
Due it's proximity, the EBBR project includes EBBR, Brussels, EBGB (Grimbergen), EBCI (Brussels South) and some more little stuff here and there around Brussels. As we should recognise, Belgium isn't that big. The EBBR airport is a big, well organized, high traffic airport and also a key airport in Europe. The EBBR is a simple, but efficient airport with lot's of other little cool to-visit airfields around there. It could be a nice place for some touristic trip with a little aircraft.&lt;br /&gt;
&lt;br /&gt;
There is also a hidden bonus at papillon81's git repo (https://gitorious.org/papillon81/flightgear-custom-scenery/), improved terrains based on OSM data. This is really a must have! This will includes the highways, rivers and much more accurate elevation and urban data. It just improve the overal graphics and it just looks amazing with this data! &lt;br /&gt;
&lt;br /&gt;
Howto?: Copy at least the tree Terrain/e000n50/e004n50 into the tree of the ebbr project. That's it!&lt;br /&gt;
&lt;br /&gt;
Have fun and see you soon hanging around EBBR&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:EBBR_overview_01.jpg&lt;br /&gt;
Image:EBBR_overview_02.jpg&lt;br /&gt;
Image:EBBR_cargo.jpg&lt;br /&gt;
Image:Brussels.jpg&lt;br /&gt;
Image:EBCI.jpg&lt;br /&gt;
Image:EBGB_01.jpg&lt;br /&gt;
Image:EBGB_02.jpg&lt;br /&gt;
Image:F16_landing_on_EBBR.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
SriLankan Airlines livery on an Airbus A320 taken at dusk.&lt;br /&gt;
&lt;br /&gt;
[[File:Fgfs-screen-085.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
Departing from Brisbane International Airport and heading towards Sydney International Airport at a heading of about 203, you will come across some beautiful scenery.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Fgfs-screen-020.png&lt;br /&gt;
Image:Fgfs-screen-016.png&lt;br /&gt;
Image:Fgfs-screen-012.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
=== '''''The Good old Cessna Citation X''''' ===&lt;br /&gt;
I hope to do a monthly review of a specific aircraft. I can't guarantee that I will get to do it every month though because I do have other stuff to attend to.&lt;br /&gt;
&lt;br /&gt;
The [[Cessna Citation X]] is by far one of my favourite little planes! Its reaction time is quite quick. The rudder control is very responsive, even the slightest move of your rudder pedals or the mouse and the aircraft's rudder moves. It accelerates quite fast down the runway, building up momentum and then, you lift your joystick up slightly and the nose lifts up just like you want it to. &lt;br /&gt;
&lt;br /&gt;
Regarding the animations, they are extraordinary. They function quite well like for example the flaps, spoilers or the landing gear. The cockpit is quite well designed and has a lot of instruments, just like a real Citation would. &lt;br /&gt;
&lt;br /&gt;
It has a tutorial system built in for people wanting to fly one. '''''This was the first jet plane that I could actually land properly in.''''' It also has several nice camera views, including views from the passenger seats. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cessna Citation X Cockpit.png&lt;br /&gt;
Image:Cessna Citation X Passenger View 1.png&lt;br /&gt;
Image:Cessna Citation X Passenger View 2.png&lt;br /&gt;
Image:Cessna Citation X - Screenshot 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recommendation:'''&lt;br /&gt;
&lt;br /&gt;
I would recommend this plane to people who have already flown planes like the [[Cessna C172P]] or the [[Piper J3 Cub]] and want to progress into Jet aviation. This is a GREAT little starter plane to get you going.&lt;br /&gt;
&lt;br /&gt;
This has to be one of the best planes that I have ever used in FlightGear!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading!&lt;br /&gt;
&lt;br /&gt;
'''''Review by Vinura'''''&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on youtube ===&lt;br /&gt;
* Skyop created a lovely video (for the [http://www.flightgear.org/forums/viewtopic.php?f=19&amp;amp;t=11059 Linuxtag video contest], which was held at the forum) showcasing some of the latest and greatest developments in FlightGear. The video was uploaded in two parts: [http://www.youtube.com/watch?v=nTDgtDrabaA part 1], [http://www.youtube.com/watch?v=A-6xyxjom68 part 2]. It will be shown in Berlin, to attract new FlightGear users and developers.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
==== FlightGear at Linuxtag ====&lt;br /&gt;
From 11 till 14 May, FlightGear will be present at [http://www.linuxtag.org/2011/en.html Linuxtag 2011] in Berlin, Germany. A preview of what the FlightGear guys will be showing was posted at [http://www.flightgear.org/forums/viewtopic.php?f=42&amp;amp;t=11881 our forum]. If you are able to drop Berlin a visit, feel welcome to stop over at our booth.&lt;br /&gt;
&lt;br /&gt;
==== FlyingClub Mayday 1 ====&lt;br /&gt;
The FGFC '''&amp;quot;Mayday 1: Manitoba Rescue&amp;quot;''' operation was held April 2nd, 2011 at CYAV, Winnipeg/St.Andrews, with seven pilots participating. The scenario stated two of Manitoba's major rivers were flooding, and people were stranded along both, so STOL and helicopter pilots were mustered at CYAV, received assignments from ATC, planned their flights, and notified ATC when they were ready to proceed. A total of twenty missions were assigned, sixteen of which were successfully completed in the space of three hours.&lt;br /&gt;
&lt;br /&gt;
The scenario was based around the idea that pilots should have basic skills in addition to merely flying with an autopilot, and was designed to test both their actual flying ability by not having airports at their destinations, and providing no actual navigational data beyond a map or two. They were required to map their routes in territory unknown to them, then fly those routes in their chosen aircraft, land, report in, then return to CYAV to complete a &amp;quot;cycle.&amp;quot; Points were awarded for cycle completion, and points deducted for aircraft crashes. FG Seg faults were not penalized.&lt;br /&gt;
&lt;br /&gt;
Comments back about the operation from pilots have so far been positive. Watch the [http://www.flightgear.org/forums/viewforum.php?f=10&amp;amp;sid=381d9860a9183d143cd2fa8aee16099d Multiplayer Forums] for the next one; there will be one, but at this writing, it has not yet been decided. &lt;br /&gt;
&lt;br /&gt;
* [[FlightGear Flying Club]]&lt;br /&gt;
* [http://flightgearfans.wordpress.com/about/ FGFC WordPress Site ]&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=10&amp;amp;t=11551 Mayday 1 Forum Pages]&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 misconception 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 fly backwards in a UFO? While holding the brake button down on your joystick or keyboard, increase engine throttle and you should start to fly backwards. A short video can be seen at [http://www.youtube.com/watch?v=F7U1bsO7g-EYouTube]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2011 04]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:F16_landing_on_EBBR.jpg&amp;diff=31426</id>
		<title>File:F16 landing on EBBR.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:F16_landing_on_EBBR.jpg&amp;diff=31426"/>
		<updated>2011-04-30T20:58:42Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Belgian Airforce, landing with it's F16 on EBBR runway 25R.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Belgian Airforce, landing with it's F16 on EBBR runway 25R.&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBGB_02.jpg&amp;diff=31425</id>
		<title>File:EBGB 02.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBGB_02.jpg&amp;diff=31425"/>
		<updated>2011-04-30T20:57:26Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Overview of EBGB (Grimbergen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of EBGB (Grimbergen).&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBGB_01.jpg&amp;diff=31424</id>
		<title>File:EBGB 01.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBGB_01.jpg&amp;diff=31424"/>
		<updated>2011-04-30T20:56:33Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Overview of EBGB (Grimbergen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of EBGB (Grimbergen).&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBCI.jpg&amp;diff=31423</id>
		<title>File:EBCI.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBCI.jpg&amp;diff=31423"/>
		<updated>2011-04-30T20:55:42Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Starting modeling EBCI (Brussels South).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting modeling EBCI (Brussels South).&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Brussels.jpg&amp;diff=31422</id>
		<title>File:Brussels.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Brussels.jpg&amp;diff=31422"/>
		<updated>2011-04-30T20:54:37Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Overview of Brussels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of Brussels.&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBBR_cargo.jpg&amp;diff=31421</id>
		<title>File:EBBR cargo.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBBR_cargo.jpg&amp;diff=31421"/>
		<updated>2011-04-30T20:53:57Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Overview of the EBBR (Brussels) cargo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of the EBBR (Brussels) cargo.&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBBR_overview_02.jpg&amp;diff=31420</id>
		<title>File:EBBR overview 02.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBBR_overview_02.jpg&amp;diff=31420"/>
		<updated>2011-04-30T20:52:23Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Overview of the EBBR (Brussels) work in progress airport.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of the EBBR (Brussels) work in progress airport.&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:EBBR_overview_01.jpg&amp;diff=31419</id>
		<title>File:EBBR overview 01.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:EBBR_overview_01.jpg&amp;diff=31419"/>
		<updated>2011-04-30T20:51:18Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: Overview of the EBBR (Brussels) work in progress airport.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of the EBBR (Brussels) work in progress airport.&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2011&amp;diff=31413</id>
		<title>FlightGear Newsletter April 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2011&amp;diff=31413"/>
		<updated>2011-04-30T18:53:13Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: /* New generic buildings */&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 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;
== Development news ==&lt;br /&gt;
=== Atmospheric scattering shader ===&lt;br /&gt;
Zan has been working very hard on an experimental atmospheric scattering [[shader]]. The shaders makes use of [http://sponeil.net/ Sean O'Neil's algorithm]. Altough there are some issues with the shader, it looks like it will have a promising future! Some screenshots are available at the forum thread [http://www.flightgear.org/forums/viewtopic.php?f=47&amp;amp;t=11274#p117813].&lt;br /&gt;
&lt;br /&gt;
The shader does some simplifications, but basically tries to recreate physical phenomenom, so the look could be easily modified depending on environmental conditions. But since the values are not so easy to figure out, some testing would be needed for creating nice looking sky for misty weather, rainy weather, cold winter etc. After that, proper equations could be written to transform weather values to scattering parameters.&lt;br /&gt;
&lt;br /&gt;
The shader is not production ready, it has some bugs and terrain (especially fog at horizon) does not match the looks of the skydome. This is a work in process, but might take some times, because the terrain shader is much harder than the skydome shader.&lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
=== LinuxTrack headtracking software ===&lt;br /&gt;
[http://code.google.com/p/linux-track/ LinuxTrack] is an open source project that allows Linux and Mac users to use head tracking. It aims to support webcams, wiimote and TrackIR 4/5 for this purpose. Features include:&lt;br /&gt;
&lt;br /&gt;
* Six degrees of freedom&lt;br /&gt;
* GUI for configuration and testing&lt;br /&gt;
* Profiles for storing multiple configuration settings&lt;br /&gt;
* Runs on Linux and Mac (both 32 and 64 bit)&lt;br /&gt;
* Fast and precise tracking&lt;br /&gt;
* Output data can be used locally or sent to network&lt;br /&gt;
&lt;br /&gt;
Recently a FlightGear support was added. At this time it was tested&lt;br /&gt;
to work with FlightGear versions 1.9.1, 2.0 and from GIT. Instructions on how&lt;br /&gt;
to run LinuxTrack with FlightGear are available in the README.ltr_pipe file located&lt;br /&gt;
in the &amp;quot;doc&amp;quot; directory of the project's source tree. Source code is available from svn repository:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;svn checkout http://linux-track.googlecode.com/svn/trunk/ linux-track-read-only&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Project's home page: http://code.google.com/p/linux-track/&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== New instruments ===&lt;br /&gt;
==== Airbus A340 moving map ====&lt;br /&gt;
[[File:A343-moving-map.jpg|thumb|The moving map on the Airbus A340-300.]]&lt;br /&gt;
Work on the [[Airbus A340|Airbus A340-300]] is going slowly but surely as [[User:Skyop|Skyop]] and Ampere progress on the model and cockpit. Skyop is currently developing a new instrument, a virtual moving map that displays [[multiplayer]] pilots, AI traffic, selected VORs, and terrain elevation! It is hoped that the instrument, which is designed to be reusable across more aircraft besides the A340, will eventually be a viable 3d alternative to the 2d &amp;quot;wxradar&amp;quot; instrument. [[TCAS]] and weather radar are on the roadmap to completion. When finished, the instrument will be committed to [[FlightGear and Git|Git]] under &amp;lt;tt&amp;gt;Aircraft/Instruments-3d&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the terrain display has several drawbacks. It is very pixelated because [[FlightGear]] cannot handle very many [[Nasal#geodinfo.28.29|terrain elevation calculations]] at once. Therefore, the map has the ability to display &amp;quot;low-resolution&amp;quot; terrain mode (minimal FPS impact) and &amp;quot;high-resolution&amp;quot; terrain mode (severe FPS impact).&lt;br /&gt;
&lt;br /&gt;
==== Boeing 777 chronometer ====&lt;br /&gt;
The [[Boeing 777-200ER]]'s chronometer has been moved to the generic instruments directory (&amp;lt;tt&amp;gt;Aircraft/Instruments-3d/chronometer&amp;lt;/tt&amp;gt;). This allows aircraft developers to easily implement this clock in their aircraft. All related Nasal code was included in the model xml file, so there's really just one file to be linked to! Some aircraft already make use of this clock, including the [[Boeing 747-400]] and [[Boeing 757-200|757-200]]. &lt;br /&gt;
&lt;br /&gt;
There are several advantages in moving instruments to the generic directory, some of which are:&lt;br /&gt;
* Easy to be re-used in other aircraft, all you need to do is link to (and position) the model and on some instruments link to a Nasal file.&lt;br /&gt;
* If someone extents the functionality of a generic instrument, it will be automatically extended in all the aircraft that use it.&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
=== Vostok-1 ===&lt;br /&gt;
[[Image:Vostok-1-Carrier-News.png|thumb|Vostok-1 Carrier]]&lt;br /&gt;
[[Image:Vostok-1-News.png|thumb|Vostok-1 Spacecraft]]&lt;br /&gt;
[[Image:Vostok-1-Interior-News.png|thumb|Vostok-1 Interior]]&lt;br /&gt;
To celebrate Yury Gagarin's historical flight, [[Vostok-1]] carrier and spacecraft were added to FlightGear. In heavy development still, it already allows full orbital flight from lift-off to landing, making it perform the first spaceflight in FlightGear. &lt;br /&gt;
&lt;br /&gt;
Things that make it possible:&lt;br /&gt;
*[[JSBSim]] centrifugal force addition made the whole flight available.&lt;br /&gt;
*JSBSim property driven point masses, tanks and engines, and aerodynamic coefficients implementation allow stages changing. Each single stage of the flight has an independent mass scheme, propulsion system, and aerodynamics reactions, so simulation is more or less realistic.&lt;br /&gt;
*Datcom+ with &amp;quot;little wing&amp;quot; approach resolves carrier and spacecraft aerodynamics accurately enough to make flights on real fuel and oxidizer capacities with real g forces, orbit and deorbit paths. &lt;br /&gt;
*[[FlightGear Newsletter April 2011#Atmospheric scattering shader|Zan's shader]] makes the earth look pretty enough from high altitudes.&lt;br /&gt;
*FG improvement shifted practical flight ceiling from 80 to 160 kilometers.&lt;br /&gt;
&lt;br /&gt;
In real life, the first human spaceflight was fully automated. In FlightGear, instead controls are completely manual to make it interesting, and to make you understand how it really works.&lt;br /&gt;
&lt;br /&gt;
Authors and developers, since orbital flight is possible in FlightGear from now on, you are invited to make a FlightGear driven Mercury-Atlas project. Low earth orbit flights can be more exact and eyecandy in FlightGear than in any current simulator. And you can be sure it will be free for you and users in any case.&lt;br /&gt;
&lt;br /&gt;
=== BK 117 is progressing nice ===&lt;br /&gt;
[[Image:Bk117cockpitdev.jpg|thumb|BK 117 cockpit in developement (Blender)]]&lt;br /&gt;
While work on the fdm is mostly finished and only small things on the exterior model has to be done, work on the cockpit of the &lt;br /&gt;
BK 117 has begun and is in a good progress. The cockpit will be detailed and make use of photorealistic textures and as&lt;br /&gt;
a lot of new instruments and panels will be created, this is mostly a modeling challenge. The b1900d-cockpit is guide for the developement to keep the aircraft framerate-friendly. Because of the complex cockpit an own AI-model will be created to keep MP-Users happy. &lt;br /&gt;
This developement is also a test for the upcoming EC135/635-project, which will also have a detailed and accurate cockpit with photorealistic textures.&lt;br /&gt;
The images for the textures are taken by the former user and developer heliflyer, who was a emergency doctor on Bo105, BK117 and EC135 in Northern Germany. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Doctor Who TARDIS ===&lt;br /&gt;
[[Image:Tardis colour.png|thumb|Doctor Who TARDIS]]&lt;br /&gt;
Vinura has started work on developing a [http://en.wikipedia.org/wiki/TARDIS#The_Doctor.27s_TARDIS Doctor Who TARDIS] for FlightGear. The exterior model is almost complete in SketchUp. Click [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=11738 here] for the development thread.&lt;br /&gt;
&lt;br /&gt;
Currently, I still need to get the TARDIS colours right as I am only allowed to use 'Named Colours' from Google SketchUp as they can't claim copyright on colours.&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== ATR 72-500 ====&lt;br /&gt;
[[File:ATR_72-500-cockpit.jpg|thumb|The 3d cockpit of the ATR 72.]]&lt;br /&gt;
After a long 5 months, [[User:Skyop|Skyop]] has completed the [[ATR 72-500]], which finally features a complete cockpit and aircraft systems. Highlights include an advanced autopilot, hydraulics system, tiller steering system, an interior cabin, and new documentation. The aircraft has been committed to [[FlightGear and Git|Git]] and will hopefully be available in the next release of [[FlightGear]]. It is now one of the most advanced turboprops for FlightGear, right behind the [[B1900d]].&lt;br /&gt;
&lt;br /&gt;
==== A340-600 ====&lt;br /&gt;
Rumour has it that our A340-600 is now completely different... Users will get to see it in next months newsletter.&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
[[Image:Fgfs-screen-089.png|thumb|SriLankan Airlines' Boeing 767]]&lt;br /&gt;
Some [http://liveries.flightgear.org/airlines.php?id=231 SriLankan Airlines] liveries have been made by Vinura for the [[Boeing 767]] and [[Airbus A320]].&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== Terrain Creation ===&lt;br /&gt;
There are a couple different ways of creating shapefiles for terrain. Here is an overview and hopefully it will help those understand the scenery process a little bit better.&lt;br /&gt;
&lt;br /&gt;
==== Create the shapefiles by hand ====&lt;br /&gt;
This method has been used for St. Maarten in the World Scenery or Rio de Janeiro custom scenery. In this way, you download a satellite photo or an aerial photo and create the shapefiles by hand by &amp;quot;drawing&amp;quot; on top of the photo.&lt;br /&gt;
&lt;br /&gt;
==== Create the shapefiles using land cover data ====&lt;br /&gt;
Land cover data can be either vector like CORINE or raster like NOAA. However if the files are raster you will have to convert them into vector using a similar way described below. European CORINE scenery and most large-scale custom United States scenery such as Hawai'i or the Pacific Northwest were created using available third-party land cover data.&lt;br /&gt;
&lt;br /&gt;
==== Create the land cover data yourself ====&lt;br /&gt;
There is Switzerland land cover data available for both Bodensee and for most of Switzerland which has been created using land cover classification techniques. In this scenery, the developer takes a satellite photo and, using raster manipulation software such as GRASS, manually classifies each pixel in the satellite as a land cover type. After refining the data, the data is turned into a vector format and cleaned again, removing oddities such as cloud cover. This is probably the most difficult type of scenery to create, but can cover a large area most efficiently.&lt;br /&gt;
&lt;br /&gt;
A mix of the last two approaches is usually the most beneficial unless you are using an end-product such as CORINE. For instance, in the new Pacific Northwest sceneries, there are some oddities where rivers start falling under 30m wide. These need to be fixed by hand and then merged which can be a time-consuming process.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about creating your own land cover scenery feel free to ask on the forums.&lt;br /&gt;
&lt;br /&gt;
=== New terrain ===&lt;br /&gt;
New third-party scenery for the USA's Pacific Northwest (Seattle and Portland, OR) and Rio de Janeiro is now available for download at http://www.stattosoftware.com/flightgear&lt;br /&gt;
&lt;br /&gt;
=== New buildings ===&lt;br /&gt;
Once again, there are new Eastern Asian buildings !&lt;br /&gt;
&lt;br /&gt;
* Saigon Center - Ho Chi Minh City - Vietnam&lt;br /&gt;
* Ben Thanh market - Ho Chi Minh City - Vietnam&lt;br /&gt;
* Vincom Center - Ho Chi Minh City - Vietnam&lt;br /&gt;
* Ho Chi Minh City Hall - Ho Chi Minh City - Vietnam&lt;br /&gt;
* Reunification palace - Ho Chi Minh City - Vietnam&lt;br /&gt;
* Mode Gakuen Coccoon Tower - Tokyo - Japan&lt;br /&gt;
* Trade Tower - Seoul - South Korea&lt;br /&gt;
* Koryo Hotel - Pyongyang - North Korea&lt;br /&gt;
* The Center - Hong Kong - China&lt;br /&gt;
* Central Plaza - Hong Kong - China&lt;br /&gt;
* Citic Plaza - Guangzhou - China&lt;br /&gt;
* Menara Telekom - Kuala Lumpur - Malaysia&lt;br /&gt;
&lt;br /&gt;
=== New generic buildings ===&lt;br /&gt;
&lt;br /&gt;
This month, 13 new generic buildings have been modeled and textured with a day and night image. &lt;br /&gt;
&lt;br /&gt;
[[File:13_generic_buildings_noon.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Click on the image to enlarge.&lt;br /&gt;
&lt;br /&gt;
[[File:13_generic_buildings_dawn.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
The purpose is to use them as placeholders in your big city. They are simple, light and lot's of different colors are available, which i hope, fit your needs.&lt;br /&gt;
&lt;br /&gt;
These buildings are actually used at Brussels, near the EBBR airport (north-west) which is currently under heavy development. &lt;br /&gt;
&lt;br /&gt;
You can get these new generic buildings if you use the git version or terrasync.&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
The generic Concourse C at KDEN was recently replaced with a much better, realistic working model featuring animated jetways. Please enjoy.&lt;br /&gt;
KSFO was also improved with animated jetways.&lt;br /&gt;
&lt;br /&gt;
=== RJGG/Chubu Centrair - JAPAN: a new highly detailed airport in FlightGear===&lt;br /&gt;
[[File:RJGG_island.png|200px|thumb|left|Chubu Centrair island and airport]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Ch%C5%ABbu_Centrair_International_Airport Centrair] is classified as a first class airport and is the main international gateway for the Chūbu (&amp;quot;central&amp;quot;) region of Japan, and currently is counted among the Top-10 modern airports of the world. Chubu is an airport on an artificial island in Ise Bay, Tokoname City in Aichi Prefecture, 35 km (22 mi) south of Nagoya in central Japan.&lt;br /&gt;
&lt;br /&gt;
[[File:RJGG_day01.png|200px|thumb|right|Chubu jetways and hangars]]&lt;br /&gt;
&lt;br /&gt;
Originally a single runway in the middle of the ocean in default FG terrain, have been now developed at a high level of details and realism by Horacio, who has modeled the main terminal (shaped like a &amp;quot;T&amp;quot;), the ATC tower and main hangars sorrounding the airport. A second step considers complete the rest of buildings presents on the island. The terminal and main buildings have been animated with night textures, which complemented with lights and default 3d model airplanes taken from FG package gives the airport a very realistic and fantastic night impression.&lt;br /&gt;
&lt;br /&gt;
[[File:RJGG_night01.png|200px|thumb|right|Chubu jetways and hangars]]&lt;br /&gt;
&lt;br /&gt;
The main windows have been treated using real pictures to get a photorealistic effect of glass reflection, which gives the model a new approach to 3D graphics in FlightGear development that points to a precise and meticulous work to improve the simulation experience and realism in the models used, both aircraft and buildings. With the exception of the photographs used as an effect, all textures have been developed in a sole and exclusive work from scratch, adding bevels, shadows, lights, noise, color equalization and many other effects to get realism in each textures used.&lt;br /&gt;
&lt;br /&gt;
The island terrain and sorrounding coastline have been developed in an accordingly highly detailed level by Gijs to complete the necesary elements for provide a great new airport for FlightGear, containing all internal roads and railways, which leaves the way open for future works on bridge, parkings and other details of vehicular transport to and from the island.&lt;br /&gt;
&lt;br /&gt;
Details of development and future updates can be followed on the [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=11556 topic] specially created on [http://www.flightgear.org/forums/index.php forum]. The airport models and terrain will be available in a few days for to be downloaded in [http://www.grafikavirtual.com/fgfs Horacio's hangar], and later available on FG models database.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RJGG_night02.png&lt;br /&gt;
Image:RJGG_day02.png&lt;br /&gt;
Image:RJGG_day03.png&lt;br /&gt;
Image:RJGG_day04.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
SriLankan Airlines livery on an Airbus A320 taken at dusk.&lt;br /&gt;
&lt;br /&gt;
[[File:Fgfs-screen-085.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
Departing from Brisbane International Airport and heading towards Sydney International Airport at a heading of about 203, you will come across some beautiful scenery.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Fgfs-screen-020.png&lt;br /&gt;
Image:Fgfs-screen-016.png&lt;br /&gt;
Image:Fgfs-screen-012.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
=== '''''The Good old Cessna Citation X''''' ===&lt;br /&gt;
I hope to do a monthly review of a specific aircraft. I can't guarantee that I will get to do it every month though because I do have other stuff to attend to.&lt;br /&gt;
&lt;br /&gt;
The [[Cessna Citation X]] is by far one of my favourite little planes! Its reaction time is quite quick. The rudder control is very responsive, even the slightest move of your rudder pedals or the mouse and the aircraft's rudder moves. It accelerates quite fast down the runway, building up momentum and then, you lift your joystick up slightly and the nose lifts up just like you want it to. &lt;br /&gt;
&lt;br /&gt;
Regarding the animations, they are extraordinary. They function quite well like for example the flaps, spoilers or the landing gear. The cockpit is quite well designed and has a lot of instruments, just like a real Citation would. &lt;br /&gt;
&lt;br /&gt;
It has a tutorial system built in for people wanting to fly one. '''''This was the first jet plane that I could actually land properly in.''''' It also has several nice camera views, including views from the passenger seats. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cessna Citation X Cockpit.png&lt;br /&gt;
Image:Cessna Citation X Passenger View 1.png&lt;br /&gt;
Image:Cessna Citation X Passenger View 2.png&lt;br /&gt;
Image:Cessna Citation X - Screenshot 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recommendation:'''&lt;br /&gt;
&lt;br /&gt;
I would recommend this plane to people who have already flown planes like the [[Cessna C172P]] or the [[Piper J3 Cub]] and want to progress into Jet aviation. This is a GREAT little starter plane to get you going.&lt;br /&gt;
&lt;br /&gt;
This has to be one of the best planes that I have ever used in FlightGear!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading! :D&lt;br /&gt;
&lt;br /&gt;
'''''Review By: Vinura'''''&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&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;
&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
==== FlyingClub Mayday 1 ====&lt;br /&gt;
The FGFC '''&amp;quot;Mayday 1: Manitoba Rescue&amp;quot;''' operation was held April 2nd, 2011 at CYAV, Winnipeg/St.Andrews, with seven pilots participating. The scenario stated two of Manitoba's major rivers were flooding, and people were stranded along both, so STOL and helicopter pilots were mustered at CYAV, received assignments from ATC, planned their flights, and notified ATC when they were ready to proceed. A total of twenty missions were assigned, sixteen of which were successfully completed in the space of three hours.&lt;br /&gt;
&lt;br /&gt;
The scenario was based around the idea that pilots should have basic skills in addition to merely flying with an autopilot, and was designed to test both their actual flying ability by not having airports at their destinations, and providing no actual navigational data beyond a map or two. They were required to map their routes in territory unknown to them, then fly those routes in their chosen aircraft, land, report in, then return to CYAV to complete a &amp;quot;cycle.&amp;quot; Points were awarded for cycle completion, and points deducted for aircraft crashes. FG Seg faults were not penalized.&lt;br /&gt;
&lt;br /&gt;
Comments back about the operation from pilots have so far been positive. Watch the [http://www.flightgear.org/forums/viewforum.php?f=10&amp;amp;sid=381d9860a9183d143cd2fa8aee16099d Multiplayer Forums] for the next one; there will be one, but at this writing, it has not yet been decided. &lt;br /&gt;
&lt;br /&gt;
* [[FlightGear Flying Club]]&lt;br /&gt;
* [http://flightgearfans.wordpress.com/about/ FGFC WordPress Site ]&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=10&amp;amp;t=11551 Mayday 1 Forum Pages]&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 misconception 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 fly backwards in a UFO? While holding the brake button down on your joystick or keyboard, increase engine throttle and you should start to fly backwards. A short video can be seen at [http://www.youtube.com/watch?v=F7U1bsO7g-EYouTube]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2011 04]]&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:13_generic_buildings_dawn.jpg&amp;diff=31412</id>
		<title>File:13 generic buildings dawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:13_generic_buildings_dawn.jpg&amp;diff=31412"/>
		<updated>2011-04-30T18:45:20Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: 13 new generic buildings included into fgdata/Models/Commercial, dawn view.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;13 new generic buildings included into fgdata/Models/Commercial, dawn view.&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:13_generic_buildings_noon.jpg&amp;diff=31411</id>
		<title>File:13 generic buildings noon.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:13_generic_buildings_noon.jpg&amp;diff=31411"/>
		<updated>2011-04-30T18:44:33Z</updated>

		<summary type="html">&lt;p&gt;Dvanmosselbeen: uploaded a new version of &amp;amp;quot;File:13 generic buildings noon.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;13 new generic buildings included into fgdata/Models/Commercial, noon view.&lt;/div&gt;</summary>
		<author><name>Dvanmosselbeen</name></author>
	</entry>
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