<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Expo</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=Expo"/>
	<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/Special:Contributions/Expo"/>
	<updated>2026-04-09T21:00:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git:_splitting_FGData&amp;diff=36025</id>
		<title>FlightGear Git: splitting FGData</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git:_splitting_FGData&amp;diff=36025"/>
		<updated>2011-10-16T13:49:31Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Method 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Aircraft]] are split to seperate [[Git]] repositories, under the [https://gitorious.org/flightgear-aircraft FlightGear Aircraft] project at Gitorious.&lt;br /&gt;
&lt;br /&gt;
== Reasons to split fgdata ==&lt;br /&gt;
* '''Advantages'''&lt;br /&gt;
** Aircraft authors can get commit access to their own aircraft, without granting them global fgdata access.&lt;br /&gt;
** When pulling fgdata, one won't have to download several gigs of aircraft data. People will have to pull the base package, but any additional aircraft will be optional.&lt;br /&gt;
* '''Disadvantages'''&lt;br /&gt;
** It will be harder to keep a local up to date copy of all aircraft. No more &amp;quot;git pull&amp;quot; to fetch all the latest updates.&lt;br /&gt;
*** Might be fixed by using Git submodules.&amp;lt;ref&amp;gt;[http://book.git-scm.com/5_submodules.html Git Community Book: Submoduldes]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Starting new aircraft ==&lt;br /&gt;
New aircraft should not be commited to fgdata. A seperate repository should be created instead. Contact a FlightGear Aircraft admin to get your repository included in the FlightGear Aircraft project. You, as author, will get full admin rights for that repository.&lt;br /&gt;
&lt;br /&gt;
The current fgdata developers will have access to every single aircraft repository. In order to maintain aircraft that no longer have an active author, fix global bugs etc. Other users can create merge requests to get their fixes/improvements commited.&lt;br /&gt;
&lt;br /&gt;
== How to split an aircraft ==&lt;br /&gt;
Please consider splitting your own aircraft and/or some of the others. Spreading the workload makes things go faster ;)&lt;br /&gt;
&lt;br /&gt;
* You need to have up-to-date fgdata to do this. &lt;br /&gt;
* Expect one aircraft to take 5-30 minutes (depending on the filesizes, number of commits (date of last commit?) etc.). &lt;br /&gt;
&lt;br /&gt;
There are two workflows that both do the trick:&lt;br /&gt;
&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
'''Note:''' the split branch (&amp;lt;tt&amp;gt;737-300-split&amp;lt;/tt&amp;gt; in this example) must NOT exist beforehand.&lt;br /&gt;
&lt;br /&gt;
 cd $FG_ROOT &lt;br /&gt;
 git subtree split -P Aircraft/737-300 -b 737-300-split&lt;br /&gt;
 mkdir -p ../split-aircraft/737-300&lt;br /&gt;
 cd ../split-aircraft/737-300&lt;br /&gt;
 git init&lt;br /&gt;
 git fetch $FG_ROOT 737-300-split&lt;br /&gt;
 git checkout -b master FETCH_HEAD&lt;br /&gt;
 git push git@gitorious.org:flightgear-aircraft/737-300.git master&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
(need to check this one)&lt;br /&gt;
 cd fgdata&lt;br /&gt;
 git clone --no-hardlinks /fgdata /737-300&lt;br /&gt;
 git filter-branch --subdirectory-filter Aircraft/737-300 HEAD -- --all&lt;br /&gt;
 git reset --hard&lt;br /&gt;
 rm -rf .git/refs/original/&lt;br /&gt;
 git reflog expire --expire=now --all&lt;br /&gt;
 git gc --aggressive --prune=now&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git:_splitting_FGData&amp;diff=36024</id>
		<title>FlightGear Git: splitting FGData</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git:_splitting_FGData&amp;diff=36024"/>
		<updated>2011-10-16T13:46:24Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Method 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Aircraft]] are split to seperate [[Git]] repositories, under the [https://gitorious.org/flightgear-aircraft FlightGear Aircraft] project at Gitorious.&lt;br /&gt;
&lt;br /&gt;
== Reasons to split fgdata ==&lt;br /&gt;
* '''Advantages'''&lt;br /&gt;
** Aircraft authors can get commit access to their own aircraft, without granting them global fgdata access.&lt;br /&gt;
** When pulling fgdata, one won't have to download several gigs of aircraft data. People will have to pull the base package, but any additional aircraft will be optional.&lt;br /&gt;
* '''Disadvantages'''&lt;br /&gt;
** It will be harder to keep a local up to date copy of all aircraft. No more &amp;quot;git pull&amp;quot; to fetch all the latest updates.&lt;br /&gt;
*** Might be fixed by using Git submodules.&amp;lt;ref&amp;gt;[http://book.git-scm.com/5_submodules.html Git Community Book: Submoduldes]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Starting new aircraft ==&lt;br /&gt;
New aircraft should not be commited to fgdata. A seperate repository should be created instead. Contact a FlightGear Aircraft admin to get your repository included in the FlightGear Aircraft project. You, as author, will get full admin rights for that repository.&lt;br /&gt;
&lt;br /&gt;
The current fgdata developers will have access to every single aircraft repository. In order to maintain aircraft that no longer have an active author, fix global bugs etc. Other users can create merge requests to get their fixes/improvements commited.&lt;br /&gt;
&lt;br /&gt;
== How to split an aircraft ==&lt;br /&gt;
Please consider splitting your own aircraft and/or some of the others. Spreading the workload makes things go faster ;)&lt;br /&gt;
&lt;br /&gt;
* You need to have up-to-date fgdata to do this. &lt;br /&gt;
* Expect one aircraft to take 5-30 minutes (depending on the filesizes, number of commits (date of last commit?) etc.). &lt;br /&gt;
&lt;br /&gt;
There are two workflows that both do the trick:&lt;br /&gt;
&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
'''Note:''' the split branch (&amp;lt;tt&amp;gt;737-300-split&amp;lt;/tt&amp;gt; in this example) must NOT exist beforehand.&lt;br /&gt;
&lt;br /&gt;
 cd $FG_ROOT &lt;br /&gt;
 git subtree split -P Aircraft/737-300 -b 737-300-split&lt;br /&gt;
 mkdir -p ../split-aircraft/737-300&lt;br /&gt;
 cd ../split-aircraft/737-300&lt;br /&gt;
 git init&lt;br /&gt;
 git fetch ../fgdata 737-300-split&lt;br /&gt;
 git checkout -b master FETCH_HEAD&lt;br /&gt;
 git push git@gitorious.org:flightgear-aircraft/737-300.git master&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
(need to check this one)&lt;br /&gt;
 cd fgdata&lt;br /&gt;
 git clone --no-hardlinks /fgdata /737-300&lt;br /&gt;
 git filter-branch --subdirectory-filter Aircraft/737-300 HEAD -- --all&lt;br /&gt;
 git reset --hard&lt;br /&gt;
 rm -rf .git/refs/original/&lt;br /&gt;
 git reflog expire --expire=now --all&lt;br /&gt;
 git gc --aggressive --prune=now&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=35064</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=35064"/>
		<updated>2011-09-25T12:37:42Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* TODO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|scenerytile = e005n51&lt;br /&gt;
}}[[File:EHVK tower.png|thumb|270px|Volkel's old and new [[ATC]] tower (work in progress).]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
'''High priority'''&lt;br /&gt;
* Generate high detail terrain (90% finished. TODO: roads)&lt;br /&gt;
** Correct object placement (finished)&lt;br /&gt;
** Correct ground network (80% finished)&lt;br /&gt;
&lt;br /&gt;
'''Medium priority'''&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (old) (finished)&lt;br /&gt;
** Tower (new) (finished)&lt;br /&gt;
** Hanger 4 (finished)&lt;br /&gt;
** Hangar 6 (finished)&lt;br /&gt;
** Hangar 7 (finished)&lt;br /&gt;
** Hangar 8 (finished)&lt;br /&gt;
** Radar (finished. TODO create better 3D model)&lt;br /&gt;
** Random vehicles like crashtender, fueltrucks and cars (30% finished)&lt;br /&gt;
&lt;br /&gt;
'''Low priority'''&lt;br /&gt;
* Runaway distance remaining indicators (finished)&lt;br /&gt;
* Create fences around:&lt;br /&gt;
**Airfield (finished)&lt;br /&gt;
**Safari park (finished)&lt;br /&gt;
**QRA area &lt;br /&gt;
**Ammo dump&lt;br /&gt;
* place trees (FPS issue being reviewed)&lt;br /&gt;
* Update this wiki with new screenshots&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
{|align=left&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=35063</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=35063"/>
		<updated>2011-09-25T12:30:52Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* TODO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|scenerytile = e005n51&lt;br /&gt;
}}[[File:EHVK tower.png|thumb|270px|Volkel's old and new [[ATC]] tower (work in progress).]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
'''High priority'''&lt;br /&gt;
* Generate high detail terrain (90% finished. TODO: roads)&lt;br /&gt;
** Correct object placement (finished)&lt;br /&gt;
** Correct ground network (80% finished)&lt;br /&gt;
&lt;br /&gt;
'''Medium priority'''&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (old) (finished)&lt;br /&gt;
** Tower (new) (finished)&lt;br /&gt;
** Hanger 4 (finished)&lt;br /&gt;
** Hangar 6 (finished)&lt;br /&gt;
** Hangar 7 (finished)&lt;br /&gt;
** Hangar 8 (finished)&lt;br /&gt;
** Radar (finished. TODO create better 3D model)&lt;br /&gt;
** Random vehicles like crashtender, fueltrucks and cars (30% finished)&lt;br /&gt;
&lt;br /&gt;
'''Low priority'''&lt;br /&gt;
* Runaway distance remaining indicators (finished)&lt;br /&gt;
* Create fences around:&lt;br /&gt;
**Airfield (finished)&lt;br /&gt;
**Safari park (finished)&lt;br /&gt;
**QRA area &lt;br /&gt;
**Ammo dump&lt;br /&gt;
* Update this wiki with new screenshots&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
{|align=left&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35062</id>
		<title>FSweekend 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35062"/>
		<updated>2011-09-25T12:25:21Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Charts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FSweekend_banner_2011.jpg|right|350px|link=http://www.fsweekend.com]]&lt;br /&gt;
This wiki page lists all information required for participants to the [[FSweekend]]. [[FlightGear]] will be represented by a team of regular FlightGear developers and users.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;eventcountdown date=&amp;quot;05-November-2011&amp;quot;&amp;gt;'''&amp;lt;daysuntil in=&amp;quot;days&amp;quot;&amp;gt;05-November-2011&amp;lt;/daysuntil&amp;gt;''' until the FSweekend&amp;lt;/eventcountdown&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Booth information ==&lt;br /&gt;
This year's booth will probably exist of:&lt;br /&gt;
[[File:Anaglyph-glasses.jpg|right]]&lt;br /&gt;
* a FlightGear based [[Howto: Build your own procedure trainer|procedure trainer]].&lt;br /&gt;
* a Linux-based triple-screen PC, with a generic set of input devices for general purpose flight demonstrations&lt;br /&gt;
&lt;br /&gt;
=== Equipment Checklist ===&lt;br /&gt;
* One main power extension cord (JVDV: red)&lt;br /&gt;
* One Linux-based PC (JVDV) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Thrustmaster HOTAS Cougar&lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** USB Headset&lt;br /&gt;
** 3D glasses&lt;br /&gt;
&lt;br /&gt;
== Flight information ==&lt;br /&gt;
=== Airports ===&lt;br /&gt;
Activities will mainly take place at and around [[Amsterdam Airport Schiphol]] (EHAM), [[Lelystad Airport]] (EHLE), [[Volkel Air Base]] (EHVK) and the VU University Medical Center Helipad [[EH0001]].&lt;br /&gt;
&lt;br /&gt;
=== Charts ===&lt;br /&gt;
All charts that you may have to use on your flights are available at http://ais-netherlands.nl (AIS Publications &amp;gt; Integrated Package). Please note that these are the most up to date charts available, so certain situations might not have been changed in FlightGear (EHAM, EHLE and EHVK taxiways should be correct though).&lt;br /&gt;
&lt;br /&gt;
Parking positions have been created for most of the Dutch airports including EHAM, EHRD, EHVK and EHLE (A1-A6, B1 and B2).&lt;br /&gt;
&lt;br /&gt;
All named airports are for civil usage, except for [[Volkel Air Base]] (EHVK). This base will be occupied by the (AI) F-16 squadrons and likely one setup in Lelystad. Feel free to join with your F-16 or other Dutch/NATO [[:Category:Military aircraft|military aircraft]]. For EHVK specific departure and recovery procedures please visit http://cenor.org/pages/proc_eh.html and dowload the corresponding .pdf file.&lt;br /&gt;
&lt;br /&gt;
=== Weather information ===&lt;br /&gt;
Reallife weather information can be found at the KNMI (Dutch Meteorological institute) website.&lt;br /&gt;
* [http://knmi.nl/actueel/metar.html METAR] current weather at airports&lt;br /&gt;
* [http://knmi.nl/waarschuwingen_en_verwachtingen/luchtvaart/nederlandse_vliegveldverwachtingen.html TAF] expected weather at airports&lt;br /&gt;
If the weather is really bad, it is likely that the FSweekend guys will use a preset weather scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scenery === &lt;br /&gt;
We will be using newly generated scenery in Lelystad, showing the latest&amp;amp;greatest possible in FlightGear. Including OSM roads/canals, Corine landclassing and updated airport layouts. &lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
* [http://www.fsweekend.com Official FSweekend website]&lt;br /&gt;
* [http://www.facebook.com/event.php?eid=156455921107827 FlightGear's FSweekend page at Facebook]&lt;br /&gt;
&lt;br /&gt;
[[Category:FSweekend]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35060</id>
		<title>FSweekend 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35060"/>
		<updated>2011-09-25T12:20:06Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FSweekend_banner_2011.jpg|right|350px|link=http://www.fsweekend.com]]&lt;br /&gt;
This wiki page lists all information required for participants to the [[FSweekend]]. [[FlightGear]] will be represented by a team of regular FlightGear developers and users.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;eventcountdown date=&amp;quot;05-November-2011&amp;quot;&amp;gt;'''&amp;lt;daysuntil in=&amp;quot;days&amp;quot;&amp;gt;05-November-2011&amp;lt;/daysuntil&amp;gt;''' until the FSweekend&amp;lt;/eventcountdown&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Booth information ==&lt;br /&gt;
This year's booth will probably exist of:&lt;br /&gt;
[[File:Anaglyph-glasses.jpg|right]]&lt;br /&gt;
* a FlightGear based [[Howto: Build your own procedure trainer|procedure trainer]].&lt;br /&gt;
* a Linux-based triple-screen PC, with a generic set of input devices for general purpose flight demonstrations&lt;br /&gt;
&lt;br /&gt;
=== Equipment Checklist ===&lt;br /&gt;
* One main power extension cord (JVDV: red)&lt;br /&gt;
* One Linux-based PC (JVDV) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Thrustmaster HOTAS Cougar&lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** USB Headset&lt;br /&gt;
** 3D glasses&lt;br /&gt;
&lt;br /&gt;
== Flight information ==&lt;br /&gt;
=== Airports ===&lt;br /&gt;
Activities will mainly take place at and around [[Amsterdam Airport Schiphol]] (EHAM), [[Lelystad Airport]] (EHLE), [[Volkel Air Base]] (EHVK) and the VU University Medical Center Helipad [[EH0001]].&lt;br /&gt;
&lt;br /&gt;
=== Charts ===&lt;br /&gt;
All charts that you may have to use on your flights are available at http://ais-netherlands.nl (AIS Publications &amp;gt; Integrated Package). Please note that these are the most up to date charts available, so certain situations might not have been changed in FlightGear (EHAM, EHLE and EHVK taxiways should be correct though).&lt;br /&gt;
&lt;br /&gt;
Parking positions have been created for most of the Dutch airports including EHAM, EHRD, EHVK and EHLE (A1-A6, B1 and B2).&lt;br /&gt;
&lt;br /&gt;
All named airports are for civil usage, except for [[Volkel Air Base]] (EHVK). This base will be occupied by the (AI) F-16 squadrons and likely one setup in Lelystad. Feel free to join with your F-16 or other Dutch/NATO [[:Category:Military aircraft|military aircraft]].&lt;br /&gt;
&lt;br /&gt;
=== Weather information ===&lt;br /&gt;
Reallife weather information can be found at the KNMI (Dutch Meteorological institute) website.&lt;br /&gt;
* [http://knmi.nl/actueel/metar.html METAR] current weather at airports&lt;br /&gt;
* [http://knmi.nl/waarschuwingen_en_verwachtingen/luchtvaart/nederlandse_vliegveldverwachtingen.html TAF] expected weather at airports&lt;br /&gt;
If the weather is really bad, it is likely that the FSweekend guys will use a preset weather scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scenery === &lt;br /&gt;
We will be using newly generated scenery in Lelystad, showing the latest&amp;amp;greatest possible in FlightGear. Including OSM roads/canals, Corine landclassing and updated airport layouts. &lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
* [http://www.fsweekend.com Official FSweekend website]&lt;br /&gt;
* [http://www.facebook.com/event.php?eid=156455921107827 FlightGear's FSweekend page at Facebook]&lt;br /&gt;
&lt;br /&gt;
[[Category:FSweekend]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35059</id>
		<title>FSweekend 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35059"/>
		<updated>2011-09-25T12:17:52Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Booth information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FSweekend_banner_2011.jpg|right|350px|link=http://www.fsweekend.com]]&lt;br /&gt;
This wiki page lists all information required for participants to the [[FSweekend]]. [[FlightGear]] will be represented by a team of regular FlightGear developers and users.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;eventcountdown date=&amp;quot;05-November-2011&amp;quot;&amp;gt;'''&amp;lt;daysuntil in=&amp;quot;days&amp;quot;&amp;gt;05-November-2011&amp;lt;/daysuntil&amp;gt;''' until the FSweekend&amp;lt;/eventcountdown&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Booth information ==&lt;br /&gt;
This year's booth will probably exist of:&lt;br /&gt;
[[File:Anaglyph-glasses.jpg|right]]&lt;br /&gt;
* a FlightGear based [[Howto: Build your own procedure trainer|procedure trainer]].&lt;br /&gt;
* a Linux-based triple-screen PC, with a generic set of input devices for general purpose flight demonstrations.&lt;br /&gt;
&lt;br /&gt;
=== Equipment Checklist ===&lt;br /&gt;
* One main power extension cord (JVDV: red)&lt;br /&gt;
* One Linux-based PC (JVDV) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Thrustmaster HOTAS Cougar&lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** USB Headset&lt;br /&gt;
** 3D glasses&lt;br /&gt;
&lt;br /&gt;
== Flight information ==&lt;br /&gt;
=== Airports ===&lt;br /&gt;
Activities will mainly take place at and around [[Amsterdam Airport Schiphol]] (EHAM), [[Lelystad Airport]] (EHLE), [[Volkel Air Base]] (EHVK) and the VU University Medical Center Helipad [[EH0001]].&lt;br /&gt;
&lt;br /&gt;
=== Charts ===&lt;br /&gt;
All charts that you may have to use on your flights are available at http://ais-netherlands.nl (AIS Publications &amp;gt; Integrated Package). Please note that these are the most up to date charts available, so certain situations might not have been changed in FlightGear (EHAM, EHLE and EHVK taxiways should be correct though).&lt;br /&gt;
&lt;br /&gt;
Parking positions have been created for most of the Dutch airports including EHAM, EHRD, EHVK and EHLE (A1-A6, B1 and B2).&lt;br /&gt;
&lt;br /&gt;
All named airports are for civil usage, except for [[Volkel Air Base]] (EHVK). This base will be occupied by the (AI) F-16 squadrons and likely one setup in Lelystad. Feel free to join with your F-16 or other Dutch/NATO [[:Category:Military aircraft|military aircraft]].&lt;br /&gt;
&lt;br /&gt;
=== Weather information ===&lt;br /&gt;
Reallife weather information can be found at the KNMI (Dutch Meteorological institute) website.&lt;br /&gt;
* [http://knmi.nl/actueel/metar.html METAR] current weather at airports&lt;br /&gt;
* [http://knmi.nl/waarschuwingen_en_verwachtingen/luchtvaart/nederlandse_vliegveldverwachtingen.html TAF] expected weather at airports&lt;br /&gt;
If the weather is really bad, it is likely that the FSweekend guys will use a preset weather scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scenery === &lt;br /&gt;
We will be using newly generated scenery in Lelystad, showing the latest&amp;amp;greatest possible in FlightGear. Including OSM roads/canals, Corine landclassing and updated airport layouts. &lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
* [http://www.fsweekend.com Official FSweekend website]&lt;br /&gt;
* [http://www.facebook.com/event.php?eid=156455921107827 FlightGear's FSweekend page at Facebook]&lt;br /&gt;
&lt;br /&gt;
[[Category:FSweekend]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35058</id>
		<title>FSweekend 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35058"/>
		<updated>2011-09-25T12:14:27Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Equipment Checklist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FSweekend_banner_2011.jpg|right|350px|link=http://www.fsweekend.com]]&lt;br /&gt;
This wiki page lists all information required for participants to the [[FSweekend]]. [[FlightGear]] will be represented by a team of regular FlightGear developers and users.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;eventcountdown date=&amp;quot;05-November-2011&amp;quot;&amp;gt;'''&amp;lt;daysuntil in=&amp;quot;days&amp;quot;&amp;gt;05-November-2011&amp;lt;/daysuntil&amp;gt;''' until the FSweekend&amp;lt;/eventcountdown&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Booth information ==&lt;br /&gt;
This year's booth will probably exist of:&lt;br /&gt;
* a FlightGear based [[Howto: Build your own procedure trainer|procedure trainer]].&lt;br /&gt;
&lt;br /&gt;
=== Equipment Checklist ===&lt;br /&gt;
* One main power extension cord (JVDV: red)&lt;br /&gt;
* One Linux-based PC (JVDV) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Thrustmaster HOTAS Cougar&lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** USB Headset&lt;br /&gt;
** 3D glasses&lt;br /&gt;
&lt;br /&gt;
== Flight information ==&lt;br /&gt;
=== Airports ===&lt;br /&gt;
Activities will mainly take place at and around [[Amsterdam Airport Schiphol]] (EHAM), [[Lelystad Airport]] (EHLE), [[Volkel Air Base]] (EHVK) and the VU University Medical Center Helipad [[EH0001]].&lt;br /&gt;
&lt;br /&gt;
=== Charts ===&lt;br /&gt;
All charts that you may have to use on your flights are available at http://ais-netherlands.nl (AIS Publications &amp;gt; Integrated Package). Please note that these are the most up to date charts available, so certain situations might not have been changed in FlightGear (EHAM, EHLE and EHVK taxiways should be correct though).&lt;br /&gt;
&lt;br /&gt;
Parking positions have been created for most of the Dutch airports including EHAM, EHRD, EHVK and EHLE (A1-A6, B1 and B2).&lt;br /&gt;
&lt;br /&gt;
All named airports are for civil usage, except for [[Volkel Air Base]] (EHVK). This base will be occupied by the (AI) F-16 squadrons and likely one setup in Lelystad. Feel free to join with your F-16 or other Dutch/NATO [[:Category:Military aircraft|military aircraft]].&lt;br /&gt;
&lt;br /&gt;
=== Weather information ===&lt;br /&gt;
Reallife weather information can be found at the KNMI (Dutch Meteorological institute) website.&lt;br /&gt;
* [http://knmi.nl/actueel/metar.html METAR] current weather at airports&lt;br /&gt;
* [http://knmi.nl/waarschuwingen_en_verwachtingen/luchtvaart/nederlandse_vliegveldverwachtingen.html TAF] expected weather at airports&lt;br /&gt;
If the weather is really bad, it is likely that the FSweekend guys will use a preset weather scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scenery === &lt;br /&gt;
We will be using newly generated scenery in Lelystad, showing the latest&amp;amp;greatest possible in FlightGear. Including OSM roads/canals, Corine landclassing and updated airport layouts. &lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
* [http://www.fsweekend.com Official FSweekend website]&lt;br /&gt;
* [http://www.facebook.com/event.php?eid=156455921107827 FlightGear's FSweekend page at Facebook]&lt;br /&gt;
&lt;br /&gt;
[[Category:FSweekend]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35057</id>
		<title>FSweekend 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FSweekend_2011&amp;diff=35057"/>
		<updated>2011-09-25T12:13:52Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FSweekend_banner_2011.jpg|right|350px|link=http://www.fsweekend.com]]&lt;br /&gt;
This wiki page lists all information required for participants to the [[FSweekend]]. [[FlightGear]] will be represented by a team of regular FlightGear developers and users.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;eventcountdown date=&amp;quot;05-November-2011&amp;quot;&amp;gt;'''&amp;lt;daysuntil in=&amp;quot;days&amp;quot;&amp;gt;05-November-2011&amp;lt;/daysuntil&amp;gt;''' until the FSweekend&amp;lt;/eventcountdown&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Booth information ==&lt;br /&gt;
This year's booth will probably exist of:&lt;br /&gt;
* a FlightGear based [[Howto: Build your own procedure trainer|procedure trainer]].&lt;br /&gt;
&lt;br /&gt;
=== Equipment Checklist ===&lt;br /&gt;
* One main power extension cord (JVDV: red)&lt;br /&gt;
* One Linux-based PC (JVDV) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Thrustmaster HOTAS Cougar&lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** USB Headset&lt;br /&gt;
&lt;br /&gt;
== Flight information ==&lt;br /&gt;
=== Airports ===&lt;br /&gt;
Activities will mainly take place at and around [[Amsterdam Airport Schiphol]] (EHAM), [[Lelystad Airport]] (EHLE), [[Volkel Air Base]] (EHVK) and the VU University Medical Center Helipad [[EH0001]].&lt;br /&gt;
&lt;br /&gt;
=== Charts ===&lt;br /&gt;
All charts that you may have to use on your flights are available at http://ais-netherlands.nl (AIS Publications &amp;gt; Integrated Package). Please note that these are the most up to date charts available, so certain situations might not have been changed in FlightGear (EHAM, EHLE and EHVK taxiways should be correct though).&lt;br /&gt;
&lt;br /&gt;
Parking positions have been created for most of the Dutch airports including EHAM, EHRD, EHVK and EHLE (A1-A6, B1 and B2).&lt;br /&gt;
&lt;br /&gt;
All named airports are for civil usage, except for [[Volkel Air Base]] (EHVK). This base will be occupied by the (AI) F-16 squadrons and likely one setup in Lelystad. Feel free to join with your F-16 or other Dutch/NATO [[:Category:Military aircraft|military aircraft]].&lt;br /&gt;
&lt;br /&gt;
=== Weather information ===&lt;br /&gt;
Reallife weather information can be found at the KNMI (Dutch Meteorological institute) website.&lt;br /&gt;
* [http://knmi.nl/actueel/metar.html METAR] current weather at airports&lt;br /&gt;
* [http://knmi.nl/waarschuwingen_en_verwachtingen/luchtvaart/nederlandse_vliegveldverwachtingen.html TAF] expected weather at airports&lt;br /&gt;
If the weather is really bad, it is likely that the FSweekend guys will use a preset weather scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scenery === &lt;br /&gt;
We will be using newly generated scenery in Lelystad, showing the latest&amp;amp;greatest possible in FlightGear. Including OSM roads/canals, Corine landclassing and updated airport layouts. &lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
* [http://www.fsweekend.com Official FSweekend website]&lt;br /&gt;
* [http://www.facebook.com/event.php?eid=156455921107827 FlightGear's FSweekend page at Facebook]&lt;br /&gt;
&lt;br /&gt;
[[Category:FSweekend]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=34854</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=34854"/>
		<updated>2011-09-22T00:24:08Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* TODO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|scenerytile = e005n51&lt;br /&gt;
}}[[File:EHVK tower.png|thumb|270px|Volkel's old and new [[ATC]] tower (work in progress).]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
'''High priority'''&lt;br /&gt;
* Generate high detail terrain (90% finished. TODO: roads)&lt;br /&gt;
** Correct object placement (finished)&lt;br /&gt;
** Correct ground network (80% finished)&lt;br /&gt;
&lt;br /&gt;
'''Medium priority'''&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (old) (finished)&lt;br /&gt;
** Tower (new) (finished)&lt;br /&gt;
** Hanger 4 (finished)&lt;br /&gt;
** Hangar 6 (finished)&lt;br /&gt;
** Hangar 7 (finished)&lt;br /&gt;
** Hangar 8 (finished)&lt;br /&gt;
** Radar (finished. TODO create better 3D model)&lt;br /&gt;
** Random vehicles like crashtender, fueltrucks and cars (30% finished)&lt;br /&gt;
&lt;br /&gt;
'''Low priority'''&lt;br /&gt;
* Runaway distance remaining indicators (finished)&lt;br /&gt;
* Create fences around the airfield, the QRA area and the 'safari park' (75% finished)&lt;br /&gt;
* Update this wiki with new screenshots&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
{|align=left&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=34417</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=34417"/>
		<updated>2011-09-16T00:16:00Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* TODO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|scenerytile = e005n51&lt;br /&gt;
}}[[File:EHVK tower.png|thumb|270px|Volkel's old and new [[ATC]] tower (work in progress).]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
'''High priority'''&lt;br /&gt;
* Generate high detail terrain (90% finished. TODO: roads)&lt;br /&gt;
** Correct object placement (finished)&lt;br /&gt;
** Correct ground network (80% finished)&lt;br /&gt;
&lt;br /&gt;
'''Medium priority'''&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (old) (finished)&lt;br /&gt;
** Tower (new) (finished)&lt;br /&gt;
** Hanger 4 (finished)&lt;br /&gt;
** Hangar 6 (finished)&lt;br /&gt;
** Hangar 7 (finished)&lt;br /&gt;
** Hangar 8 (finished)&lt;br /&gt;
** Radar (finished. TODO create better 3D model)&lt;br /&gt;
** Random vehicles like crashtender, fueltrucks and cars (25% finished)&lt;br /&gt;
&lt;br /&gt;
'''Low priority'''&lt;br /&gt;
* Runaway distance remaining indicators (finished)&lt;br /&gt;
* Create fences around the airfield and the 'safari park' (50% finished)&lt;br /&gt;
* Update this wiki with new screenshots&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
{|align=left&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33874</id>
		<title>Using TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33874"/>
		<updated>2011-09-04T10:08:26Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Terragearprocesschart.png|thumb|TerraGear Process Flow Chart]]&lt;br /&gt;
The [[TerraGear]] software project supports [[FlightGear]] by creating the files used by FlightGear to represent the elevation and texture of the earth, including airports, cities, fields, forests, rivers, roads and so on. The TerraGear software reads data files containing ground elevation, airport locations and layouts, geographical land-cover data, and more, and produces the scenery files used by FlightGear to represent the terrain of the world.&lt;br /&gt;
&lt;br /&gt;
For simplicity and convenience, most FlightGear users simply download the plug-and-play scenery files from the FlightGear scenery server, or use [[TerraSync]] to automatically download scenery as needed. But there is a variety of reasons you might want to use TerraGear to produce your own terrain files, rather than downloading the standard FlightGear scenery. &lt;br /&gt;
&lt;br /&gt;
For instance, if you use [[TaxiDraw]] to modify/improve information about an [[:Category:Airports|airport]]'s taxiway/apron layout, you might wish to see how that modified airport would look in the scenery before deciding you're happy with the results. Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher-resultion vector data (vmap1, Tiger, osm) to get better roads/streams. For all these reasons, learning how to use TerraGear is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Obtaining TerraGear ==&lt;br /&gt;
You can either build TerraGear yourself, or download a pre-compiled binary. The later is the easiest and advised for starters.&lt;br /&gt;
&lt;br /&gt;
* '''Option 1 - Download TerraGear pre-compiled (recommended for beginners) on Windows'''&lt;br /&gt;
*# Download the latest TerraGear-cs-Win..-....zip file (check what bits version you run!) from ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/. &lt;br /&gt;
*# Create or choose a directory to hold the TerraGear tools. &lt;br /&gt;
*# Unzip the package into a sub-directory named &amp;lt;tt&amp;gt;Terragear/&amp;lt;/tt&amp;gt; in the base directory.&lt;br /&gt;
&lt;br /&gt;
* '''Option 2 - Compile TerraGear from source code''' as explained in [[Building TerraGear|this article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note:'' You might need default_priorities.txt from the mapserver [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob_plain;f=src/BuildTiles/Clipper/default_priorities.txt;h=4bb644a265ffc978a4303aad79169ace7ec1f043;hb=61ac48f3e56941b82aeb35960252c6ec4b7388d4 Git respository] See this forum thread for details: [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;p=77950]&lt;br /&gt;
&lt;br /&gt;
== Using TerraGear ==&lt;br /&gt;
First, choose the boundaries for the area of scenery you want to build, in terms of latitude and longitude. The smaller the area of scenery you generate, the smaller the amount of data you will need, and the less CPU time it will take. For example, if you are just interested in generating a new airport layout at 12.3W 34.4N, then simply generating the scenery between 12W 34N and 13W 35N would be sufficient. &lt;br /&gt;
&lt;br /&gt;
Write down the bounding box (minimum and maximum longitude and latitude) for the scenery you want to generate. Remember that West and South are negative - i.e. 4W 10S would be -4, -10. Try not to get mixed up, otherwise you'll end up generating scenery or airports on the other side of the planet! &lt;br /&gt;
&lt;br /&gt;
You'll be dealing with multiple different types of data in various formats. Create a new directory for your scenery work. Within that directory, create the following sub-directories: &lt;br /&gt;
&lt;br /&gt;
* '''data/''' - for raw and pre-processed data (eg elevation files) &lt;br /&gt;
* '''output/''' - for the scenery files you will create &lt;br /&gt;
* '''work/''' - for data that has been processed (eg by shape-decode) and is ready to be munged into scenery &lt;br /&gt;
&lt;br /&gt;
=== Obtaining and processing data ===&lt;br /&gt;
Terragear uses three different kinds of information to generate scenery:&lt;br /&gt;
&lt;br /&gt;
# The elevation of the land (provided by SRTM) &lt;br /&gt;
# The location and layout of airports (provided by apt.dat or a custom .dat) &lt;br /&gt;
# Whether a given lat/lon is sea, land, city, forest, town, road, railway (provided by VMAP0, CORINE etc. or custom shapefiles) &lt;br /&gt;
&lt;br /&gt;
This article describes how obtain and process each of these types of data in order, and bring it together for use by FlightGear. The order of these steps is important. For example, the airport data step needs the elevation data to determine the elevation of the airports and thus you should start with preparing elevation data.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Please note:&amp;lt;/u&amp;gt; for inclusion in the official FlightGear scenery, all data &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come from [[GNU GPL]] compatible sources!'''&lt;br /&gt;
&lt;br /&gt;
==== Elevation data ====&lt;br /&gt;
The best elevation data currently available is from the Shuttle Radar Topography Mission (SRTM). There are two types of SRTM data: &lt;br /&gt;
* Highly accurate 1-arcsecond resolution data, known as SRTM-1, for the USA &lt;br /&gt;
* Less accurate 3-arcsecond data, known as SRTM-3, for the rest of the world. &lt;br /&gt;
From now on, we'll assume you are using SRTM-3 data. Unless otherwise noted, the process for SRTM-1 is identical.&lt;br /&gt;
&lt;br /&gt;
You can download the appropriate data from http://dds.cr.usgs.gov/srtm/version2_1/. You want all .hgt.zip files covering your region of interest. Depending on the size of your scenery, there may be quite a few. Download them to &amp;lt;tt&amp;gt;data/SRTM-1/&amp;lt;/tt&amp;gt;(or SRTM-3/SRTM-30 depending on the type you downloaded) in your base directory. (Genapts looks for a few known, hardcoded elevation data directories in it's working directory. SRTM-30 is one of them and this is the least confusing in that list. Note: W.E.F. 31st July 2010, the genapts tool now also looks for SRTM-1/SRTM-3 directories. If you are using an older version, please supply the directories using --dem-path)&lt;br /&gt;
&lt;br /&gt;
Now we've got the data, we need to convert it into something of use to TerraGear. First, you need to unzip each of the .hgt files. After that, open the commandline (Windows: &amp;lt;tt&amp;gt;Start &amp;gt; Run &amp;gt; cmd.exe&amp;lt;/tt&amp;gt;) and change into the base directory (&amp;lt;tt&amp;gt;cd .../.../TerraGear&amp;lt;/tt&amp;gt;). &lt;br /&gt;
* '''NOTE:''' If you want to create a batch-file, replace &amp;lt;tt&amp;gt;%f&amp;lt;/tt&amp;gt; with &amp;lt;tt&amp;gt;%%f&amp;lt;/tt&amp;gt;, see [http://technet.microsoft.com/en-us/library/bb490909.aspx]&lt;br /&gt;
* '''NOTE:''' For SRTM-1 data, replace the &amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt; by a &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt; in the first argument to hgtchop&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 for %f in (./data/SRTM-3/*.hgt) do ./Terragear/hgtchop.exe 3 %f ./work/SRTM-3&lt;br /&gt;
or&lt;br /&gt;
 for %f in (./data/SRTM-3/*.hgt) do ./Terragear/hgtchop.exe 3 ./data/SRTM-3/%f ./work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 for i in $PWD/data/SRTM-3/*.hgt; do ./Terragear/hgtchop 3 $i $PWD/work/SRTM-3; done&lt;br /&gt;
&lt;br /&gt;
Now you will get a lot of .arr.gz files in your work/SRTM-3/ directory. We need to convert these to the .fit.gz format. Run the commandline again with&lt;br /&gt;
* '''NOTE:''' the space and dot at the and are important!&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 ./Terragear/terrafit.exe work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 ./Terragear/terrafit work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
==== Airport data ====&lt;br /&gt;
Now we've got elevation data, we can generate our airports. First, create a &amp;lt;tt&amp;gt;data/airports/&amp;lt;/tt&amp;gt; directory and copy in your apt.dat file. This may be direct from your FlightGear data package (though you'll need to unzip it), or it may be one that you've modified with [[TaxiDraw]]. &lt;br /&gt;
&lt;br /&gt;
The command to create airports is &amp;quot;genapts&amp;quot;. Run it without any arguments to see the various command-line options. &lt;br /&gt;
&lt;br /&gt;
If it is simply run with a specified apt.dat and work directory, it will generate airport layouts for every airport in the file, which can take a long time. &lt;br /&gt;
&lt;br /&gt;
If you are just creating a single airport and you know the ICAO ID (e.g. [[KSFO]], EGPH, EG32), use is as follows from your root scenery directory (i.e. the directory above your data, work and output directories). If you use an apt.dat file with one single airport in it you should omit the &amp;quot;--airport&amp;quot; parameter. &lt;br /&gt;
&lt;br /&gt;
 genapts --input=data/airports/apt.dat --work=./work --airport=&amp;lt;AIRPORT_ID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are generating a larger set of scenery, then you can specify the minimum and maximum longitude and latitude. &lt;br /&gt;
&lt;br /&gt;
Genapts will create two sub-directories in your work directory:&lt;br /&gt;
* AirportArea/&lt;br /&gt;
* AirportObj/&lt;br /&gt;
&lt;br /&gt;
These contain the definitions of the airport layout and any objects present (e.g. windsocks). &lt;br /&gt;
&lt;br /&gt;
==== Landuse data ====&lt;br /&gt;
The final piece of data we need to generate is the landuse data. In general, this is taken from the VMAP0 dataset as shapefiles from the scenery database mapserver, but other sources can also be used.&lt;br /&gt;
&lt;br /&gt;
The landuse data can be split into a number of different types:&lt;br /&gt;
&lt;br /&gt;
* '''Landmass''' separates the land from the sea. It is used as a mask for all other data. The most commonly used is the VMAP0 Landmass, but GSHHS can also be used.&lt;br /&gt;
* '''Land use data:''' defines whether a piece of land is forest, urban, sand, lava, glacier etc. These are usually VMAP0 data, defined as polygons.&lt;br /&gt;
* '''Line data:''' includes railroads, streams, roads. Typically VMAP0, but also Open Street Map for roads.&lt;br /&gt;
* '''Point data:''' is currently only used for defining towns.&lt;br /&gt;
 &lt;br /&gt;
By far the easiest way to get this data is to download shapefiles from the wonderful [http://mapserver.flightgear.org MapServer]. The MapServer lets you download the shapefiles for any selected scenery area. Click on the &amp;quot;Download Shapefiles&amp;quot; link (or go direct: http://mapserver.flightgear.org/download.psp). Enter in the bounding box of the scenery you want to generate, select the type of shapefile data you want, and click download. For basic scenery, get everything listed under VMap0 (with prefix v0_). &lt;br /&gt;
 &lt;br /&gt;
Download each shapefile into a seperate (!) &amp;lt;tt&amp;gt;data/shapefiles/...&amp;lt;/tt&amp;gt; directory. So, for v0_landmass, you would end up with &amp;lt;tt&amp;gt;data/shapefiles/v0_landmass/v0_landmass.shp&amp;lt;/tt&amp;gt; etc.&lt;br /&gt;
&lt;br /&gt;
You can load these shapefiles into a GIS editor such as [[QGIS]] or GRASS to view and edit. This is a good idea to verify you have the correct files! Later on, you can experiment with replacing various shapefiles with other versions (GSHHS for coastline, OSM for roads etc.).&lt;br /&gt;
&lt;br /&gt;
The next step is to decode the shape-files into TerraGear format using the '''ogr-decode''' command. &lt;br /&gt;
&lt;br /&gt;
There are three important command-line arguments for ogr-decode:&lt;br /&gt;
* the destination directory for the decoded data&lt;br /&gt;
* the location of the shapefile's directory&lt;br /&gt;
* the material type&lt;br /&gt;
&lt;br /&gt;
Each shape-file corresponds with one of the material types defined in the materials.xml files. The mapping is pretty obvious. For example, v0_mixedcroppasturecover maps to MixedCropPastureCover. Note that the material types are case-sensitive, so it is a good idea to refer to the &amp;lt;tt&amp;gt;[[$FG ROOT]]/materials.xml&amp;lt;/tt&amp;gt; file to hand so you can check. The exception is v0_landmass, which MUST be mapped onto the type Default.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a number of optional arguments, to indicate the width of line data (for roads, streams, railways), how large to make point data (for towns) and how long the longest straight line is allowed to be.&lt;br /&gt;
&lt;br /&gt;
For example, to decode the v0_landmass shapefile, you use the following command:&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
&lt;br /&gt;
To create streams of width 10 metres&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --line-width 10 --area-type Stream work/Stream data/shapefiles/v0_stream&lt;br /&gt;
&lt;br /&gt;
To generate some towns about 1km across&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --point-width 500 --area-type Town work/Town data/shapefiles/v0_town&lt;br /&gt;
&lt;br /&gt;
Run this command for each shapefile in the set.&lt;br /&gt;
&lt;br /&gt;
== Generating scenery ==&lt;br /&gt;
You will now have a work directory looking something like this:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|AirportArea&lt;br /&gt;
|-&lt;br /&gt;
|AirportObj&lt;br /&gt;
|-&lt;br /&gt;
|Bog&lt;br /&gt;
|-&lt;br /&gt;
|DryCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|EvergreenBroadCover&lt;br /&gt;
|-&lt;br /&gt;
|GrassCover&lt;br /&gt;
|-&lt;br /&gt;
|IrrCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|Lake&lt;br /&gt;
|-&lt;br /&gt;
|Landmass&lt;br /&gt;
|-&lt;br /&gt;
|Marsh&lt;br /&gt;
|-&lt;br /&gt;
|MixedCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|MixedForestCover&lt;br /&gt;
|-&lt;br /&gt;
|Railroad&lt;br /&gt;
|-&lt;br /&gt;
|Road&lt;br /&gt;
|-&lt;br /&gt;
|Sand&lt;br /&gt;
|-&lt;br /&gt;
|ScrubCover&lt;br /&gt;
|-&lt;br /&gt;
|Shared&lt;br /&gt;
|-&lt;br /&gt;
|SRTM-3&lt;br /&gt;
|-&lt;br /&gt;
|Stream&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now we can actually generate the scenery. This is done by the fgfs-construct command. Run the command with &amp;quot;--help&amp;quot; to get usage information. &lt;br /&gt;
&lt;br /&gt;
We need to define:&lt;br /&gt;
* the work (--work-dir) and output (--output-dir) directories&lt;br /&gt;
* the center of the scenery we want to generate (--lat, --lon)&lt;br /&gt;
* the radius (--xdist, --ydist) from which to generate&lt;br /&gt;
* All the work directories to include in the scenery.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
  fgfs-construct --work-dir=./work --output-dir=./output --lon=55 --lat=60 --xdist=3 --ydist=3 \&lt;br /&gt;
  AirportArea SRTM-3 AirportObj Stream Bog IrrCropPastureCover Town Lake Urban Landmass Railroad \&lt;br /&gt;
  DryCropPastureCover Road EvergreenBroadCover Marsh Sand MixedCropPastureCover ScrubCover GrassCover \&lt;br /&gt;
  MixedForestCover&lt;br /&gt;
&lt;br /&gt;
When this finishes, the output directory will contain a scenery sub-tree.&lt;br /&gt;
&lt;br /&gt;
Point to it by setting either [[$FG SCENERY]] or by using the --fg-scenery command-line option to fgfs, and give your new scenery a try!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
Below is a list of common problems and solutions. If in doubt - Google it. Many problems (particularly when compiling TerraGear) have been hit before: &lt;br /&gt;
&lt;br /&gt;
* Crashes in genapts. Sometimes genapts will crash when dealing with a particular airport. In that case, try running it again with the --start-id argument to start at the airport it failed on, and the --nudge argument which tries to nudge the calculations in the right direction. &lt;br /&gt;
* fgfs-construct Killed. The fgfs-construct process may kill itself if it is using too many system resources. Increasing the values for setrlimit in src/BuildTiles/Main/main.cxx is the best solution. &lt;br /&gt;
* Airports appear in the bottom of holes, or there are spaces between the airports and the scenery. This typically happens when genapts is unable to find the correct elevation data, or the elevation data changed between running genapts and shape-decode. Try generating a single airport in your scenery area using genapts, and look at the output. In particular, make sure there is a work/SRTM-3 directory. &lt;br /&gt;
* Only the airports appear in the scenery. There are three typical causes for this: &lt;br /&gt;
** You didn't download the correct shapefiles for the area. &lt;br /&gt;
** You haven't run shape-decode on the v0_landmass shapefile as Default &lt;br /&gt;
** You didn't include the correct directories in fgfs-construct. &lt;br /&gt;
* Generate scenery includes data removed from the shapefiles. If you are editing shapefiles, you need to delete the appropriate work subdirectory before running shape-decode. Otherwise your changes will be in addition to those already present. &lt;br /&gt;
* All the scenery is flat and at sea-level. Typically this is because you didn't include any elevation data in your fgfs-construct command. Make sure there's a STRM-3 directory included in the command-line. &lt;br /&gt;
* All terrain copies the material of a certain shapefile. You have probably forgotten to put each of the downloaded shapefiles in a seperate directory inside the Data/shapefiles directory. &lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33558</id>
		<title>Using TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33558"/>
		<updated>2011-08-24T21:12:50Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Terragearprocesschart.png|thumb|TerraGear Process Flow Chart]]&lt;br /&gt;
The [[TerraGear]] software project supports [[FlightGear]] by creating the files used by FlightGear to represent the elevation and texture of the earth, including airports, cities, fields, forests, rivers, roads and so on. The TerraGear software reads data files containing ground elevation, airport locations and layouts, geographical land-cover data, and more, and produces the scenery files used by FlightGear to represent the terrain of the world.&lt;br /&gt;
&lt;br /&gt;
For simplicity and convenience, most FlightGear users simply download the plug-and-play scenery files from the FlightGear scenery server, or use [[TerraSync]] to automatically download scenery as needed. But there is a variety of reasons you might want to use TerraGear to produce your own terrain files, rather than downloading the standard FlightGear scenery. &lt;br /&gt;
&lt;br /&gt;
For instance, if you use [[TaxiDraw]] to modify/improve information about an [[:Category:Airports|airport]]'s taxiway/apron layout, you might wish to see how that modified airport would look in the scenery before deciding you're happy with the results. Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher-resultion vector data (vmap1, Tiger, osm) to get better roads/streams. For all these reasons, learning how to use TerraGear is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Obtaining TerraGear ==&lt;br /&gt;
You can either build TerraGear yourself, or download a pre-compiled binary. The later is the easiest and advised for starters.&lt;br /&gt;
&lt;br /&gt;
* '''Option 1 - Download TerraGear pre-compiled (recommended for beginners) on Windows'''&lt;br /&gt;
*# Download the latest TerraGear-cs-Win..-....zip file (check what bits version you run!) from ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/. &lt;br /&gt;
*# Create or choose a directory to hold the TerraGear tools. &lt;br /&gt;
*# Unzip the package into a sub-directory named &amp;lt;tt&amp;gt;Terragear/&amp;lt;/tt&amp;gt; in the base directory.&lt;br /&gt;
&lt;br /&gt;
* '''Option 2 - Compile TerraGear from source code''' as explained in [[Building TerraGear|this article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note:'' You might need default_priorities.txt from the mapserver [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob_plain;f=src/BuildTiles/Clipper/default_priorities.txt;h=4bb644a265ffc978a4303aad79169ace7ec1f043;hb=61ac48f3e56941b82aeb35960252c6ec4b7388d4 Git respository] See this forum thread for details: [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;p=77950]&lt;br /&gt;
&lt;br /&gt;
== Using TerraGear ==&lt;br /&gt;
First, choose the boundaries for the area of scenery you want to build, in terms of latitude and longitude. The smaller the area of scenery you generate, the smaller the amount of data you will need, and the less CPU time it will take. For example, if you are just interested in generating a new airport layout at 12.3W 34.4N, then simply generating the scenery between 12W 34N and 13W 35N would be sufficient. &lt;br /&gt;
&lt;br /&gt;
Write down the bounding box (minimum and maximum longitude and latitude) for the scenery you want to generate. Remember that West and South are negative - i.e. 4W 10S would be -4, -10. Try not to get mixed up, otherwise you'll end up generating scenery or airports on the other side of the planet! &lt;br /&gt;
&lt;br /&gt;
You'll be dealing with multiple different types of data in various formats. Create a new directory for your scenery work. Within that directory, create the following sub-directories: &lt;br /&gt;
&lt;br /&gt;
* '''data/''' - for raw and pre-processed data (eg elevation files) &lt;br /&gt;
* '''output/''' - for the scenery files you will create &lt;br /&gt;
* '''work/''' - for data that has been processed (eg by shape-decode) and is ready to be munged into scenery &lt;br /&gt;
&lt;br /&gt;
=== Obtaining and processing data ===&lt;br /&gt;
Terragear uses three different kinds of information to generate scenery:&lt;br /&gt;
&lt;br /&gt;
# The elevation of the land (provided by SRTM) &lt;br /&gt;
# The location and layout of airports (provided by apt.dat or a custom .dat) &lt;br /&gt;
# Whether a given lat/lon is sea, land, city, forest, town, road, railway (provided by VMAP0, CORINE etc. or custom shapefiles) &lt;br /&gt;
&lt;br /&gt;
This article describes how obtain and process each of these types of data in order, and bring it together for use by FlightGear. The order of these steps is important. For example, the airport data step needs the elevation data to determine the elevation of the airports and thus you should start with preparing elevation data.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Please note:&amp;lt;/u&amp;gt; for inclusion in the official FlightGear scenery, all data &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come from [[GNU GPL]] compatible sources!'''&lt;br /&gt;
&lt;br /&gt;
==== Elevation data ====&lt;br /&gt;
The best elevation data currently available is from the Shuttle Radar Topography Mission (SRTM). There are two types of SRTM data: &lt;br /&gt;
* Highly accurate 1-arcsecond resolution data, known as SRTM-1, for the USA &lt;br /&gt;
* Less accurate 3-arcsecond data, known as SRTM-3, for the rest of the world. &lt;br /&gt;
From now on, we'll assume you are using SRTM-3 data. Unless otherwise noted, the process for SRTM-1 is identical.&lt;br /&gt;
&lt;br /&gt;
You can download the appropriate data from http://dds.cr.usgs.gov/srtm/version2_1/. You want all .hgt.zip files covering your region of interest. Depending on the size of your scenery, there may be quite a few. Download them to &amp;lt;tt&amp;gt;data/SRTM-1/&amp;lt;/tt&amp;gt;(or SRTM-3/SRTM-30 depending on the type you downloaded) in your base directory. (Genapts looks for a few known, hardcoded elevation data directories in it's working directory. SRTM-30 is one of them and this is the least confusing in that list. Note: W.E.F. 31st July 2010, the genapts tool now also looks for SRTM-1/SRTM-3 directories. If you are using an older version, please supply the directories using --dem-path)&lt;br /&gt;
&lt;br /&gt;
Now we've got the data, we need to convert it into something of use to TerraGear. First, you need to unzip each of the .hgt files. After that, open the commandline (Windows: &amp;lt;tt&amp;gt;Start &amp;gt; Run &amp;gt; cmd.exe&amp;lt;/tt&amp;gt;) and change into the base directory (&amp;lt;tt&amp;gt;cd .../.../TerraGear&amp;lt;/tt&amp;gt;). &lt;br /&gt;
* '''NOTE:''' If you want to create a batch-file, replace &amp;lt;tt&amp;gt;%f&amp;lt;/tt&amp;gt; with &amp;lt;tt&amp;gt;%%f&amp;lt;/tt&amp;gt;, see [http://technet.microsoft.com/en-us/library/bb490909.aspx]&lt;br /&gt;
* '''NOTE:''' For SRTM-1 data, replace the &amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt; by a &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt; in the first argument to hgtchop&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 for %f in (./data/SRTM-3/*.hgt) do ./Terragear/hgtchop.exe 3 %f ./work/SRTM-3&lt;br /&gt;
or&lt;br /&gt;
 for %f in (./data/SRTM-3/*.hgt) do ./Terragear/hgtchop.exe 3 ./data/SRTM-3/%f ./work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 for i in $PWD/data/SRTM-3/*.hgt; do ./Terragear/hgtchop 3 $i $PWD/work/SRTM-3; done&lt;br /&gt;
&lt;br /&gt;
Now you will get a lot of .arr.gz files in your work/SRTM-3/ directory. We need to convert these to the .fit.gz format. Run the commandline again with&lt;br /&gt;
* '''NOTE:''' the space and dot at the and are important!&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 ./Terragear/terrafit.exe work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 ./Terragear/terrafit work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
==== Airport data ====&lt;br /&gt;
Now we've got elevation data, we can generate our airports. First, create a &amp;lt;tt&amp;gt;data/airports/&amp;lt;/tt&amp;gt; directory and copy in your apt.dat file. This may be direct from your FlightGear data package (though you'll need to unzip it), or it may be one that you've modified with [[TaxiDraw]]. &lt;br /&gt;
&lt;br /&gt;
The command to create airports is &amp;quot;genapts&amp;quot;. Run it without any arguments to see the various command-line options. &lt;br /&gt;
&lt;br /&gt;
If it is simply run with a specified apt.dat and work directory, it will generate airport layouts for every airport in the file, which can take a long time. &lt;br /&gt;
&lt;br /&gt;
If you are just creating a single airport and you know the ICAO ID (e.g. [[KSFO]], EGPH, EG32), use is as follows from your root scenery directory (i.e. the directory above your data, work and output directories). If you use an apt.dat file with one single airport in it you should omit the &amp;quot;--airport&amp;quot; parameter. &lt;br /&gt;
&lt;br /&gt;
 genapts --input=data/airports/apt.dat --work=./work --airport=&amp;lt;AIRPORT_ID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are generating a larger set of scenery, then you can specify the minimum and maximum longitude and latitude. &lt;br /&gt;
&lt;br /&gt;
Genapts will create two sub-directories in your work directory:&lt;br /&gt;
* AirportArea/&lt;br /&gt;
* AirportObj/&lt;br /&gt;
&lt;br /&gt;
These contain the definitions of the airport layout and any objects present (e.g. windsocks). &lt;br /&gt;
&lt;br /&gt;
==== Landuse data ====&lt;br /&gt;
The final piece of data we need to generate is the landuse data. In general, this is taken from the VMAP0 dataset as shapefiles from the scenery database mapserver, but other sources can also be used.&lt;br /&gt;
&lt;br /&gt;
The landuse data can be split into a number of different types:&lt;br /&gt;
&lt;br /&gt;
* '''Landmass''' separates the land from the sea. It is used as a mask for all other data. The most commonly used is the VMAP0 Landmass, but GSHHS can also be used.&lt;br /&gt;
* '''Land use data:''' defines whether a piece of land is forest, urban, sand, lava, glacier etc. These are usually VMAP0 data, defined as polygons.&lt;br /&gt;
* '''Line data:''' includes railroads, streams, roads. Typically VMAP0, but also Open Street Map for roads.&lt;br /&gt;
* '''Point data:''' is currently only used for defining towns.&lt;br /&gt;
 &lt;br /&gt;
By far the easiest way to get this data is to download shapefiles from the wonderful [http://mapserver.flightgear.org MapServer]. The MapServer lets you download the shapefiles for any selected scenery area. Click on the &amp;quot;Download Shapefiles&amp;quot; link (or go direct: http://mapserver.flightgear.org/download.psp). Enter in the bounding box of the scenery you want to generate, select the type of shapefile data you want, and click download. For basic scenery, get everything listed under VMap0 (with prefix v0_). &lt;br /&gt;
 &lt;br /&gt;
Download each shapefile into a seperate (!) &amp;lt;tt&amp;gt;data/shapefiles/...&amp;lt;/tt&amp;gt; directory. So, for v0_landmass, you would end up with &amp;lt;tt&amp;gt;data/shapefiles/v0_landmass/v0_landmass.shp&amp;lt;/tt&amp;gt; etc.&lt;br /&gt;
&lt;br /&gt;
You can load these shapefiles into a GIS editor such as [[QGIS]] or GRASS to view and edit. This is a good idea to verify you have the correct files! Later on, you can experiment with replacing various shapefiles with other versions (GSHHS for coastline, OSM for roads etc.).&lt;br /&gt;
&lt;br /&gt;
The next step is to decode the shape-files into TerraGear format using the '''ogr-decode''' command. &lt;br /&gt;
&lt;br /&gt;
There are three important command-line arguments for ogr-decode:&lt;br /&gt;
* the destination directory for the decoded data&lt;br /&gt;
* the location of the shapefile's directory&lt;br /&gt;
* the material type&lt;br /&gt;
&lt;br /&gt;
Each shape-file corresponds with one of the material types defined in the materials.xml files. The mapping is pretty obvious. For example, v0_mixedcroppasturecover maps to MixedCropPastureCover. Note that the material types are case-sensitive, so it is a good idea to refer to the &amp;lt;tt&amp;gt;[[$FG ROOT]]/materials.xml&amp;lt;/tt&amp;gt; file to hand so you can check. The exception is v0_landmass, which MUST be mapped onto the type Default.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a number of optional arguments, to indicate the width of line data (for roads, streams, railways), how large to make point data (for towns) and how long the longest straight line is allowed to be.&lt;br /&gt;
&lt;br /&gt;
For example, to decode the v0_landmass shapefile, you use the following command:&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
&lt;br /&gt;
To create streams of width 10 metres&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --line-width 10 --area-type Stream work/Stream data/shapefiles/v0_stream&lt;br /&gt;
&lt;br /&gt;
To generate some towns about 1km across&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --point-width 500 --area-type Town work/Town data/shapefiles/v0_town&lt;br /&gt;
&lt;br /&gt;
Run this command for each shapefile in the set.&lt;br /&gt;
&lt;br /&gt;
== Generating scenery ==&lt;br /&gt;
You will now have a work directory looking something like this:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|AirportArea&lt;br /&gt;
|-&lt;br /&gt;
|AirportObj&lt;br /&gt;
|-&lt;br /&gt;
|Bog&lt;br /&gt;
|-&lt;br /&gt;
|DryCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|EvergreenBroadCover&lt;br /&gt;
|-&lt;br /&gt;
|GrassCover&lt;br /&gt;
|-&lt;br /&gt;
|IrrCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|Lake&lt;br /&gt;
|-&lt;br /&gt;
|Landmass&lt;br /&gt;
|-&lt;br /&gt;
|Marsh&lt;br /&gt;
|-&lt;br /&gt;
|MixedCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|MixedForestCover&lt;br /&gt;
|-&lt;br /&gt;
|Railroad&lt;br /&gt;
|-&lt;br /&gt;
|Road&lt;br /&gt;
|-&lt;br /&gt;
|Sand&lt;br /&gt;
|-&lt;br /&gt;
|ScrubCover&lt;br /&gt;
|-&lt;br /&gt;
|Shared&lt;br /&gt;
|-&lt;br /&gt;
|SRTM-3&lt;br /&gt;
|-&lt;br /&gt;
|Stream&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now we can actually generate the scenery. This is done by the fgfs-construct command. Run the command with &amp;quot;--help&amp;quot; to get usage information. &lt;br /&gt;
&lt;br /&gt;
We need to define:&lt;br /&gt;
* the work (--work-dir) and output (--output-dir) directories&lt;br /&gt;
* the center of the scenery we want to generate (--lat, --lon)&lt;br /&gt;
* the radius (--xdist, --ydist) from which to generate&lt;br /&gt;
* All the work directories to include in the scenery.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
  fgfs-construct --work-dir=./work --output-dir=./output --lon=55 --lat=60 --xdist=3 --ydist=3 \&lt;br /&gt;
  AirportArea SRTM-3 AirportObj Stream Bog IrrCropPastureCover Town Lake Urban Landmass Railroad \&lt;br /&gt;
  DryCropPastureCover Road EvergreenBroadCover Marsh Sand MixedCropPastureCover ScrubCover GrassCover \&lt;br /&gt;
  MixedForestCover&lt;br /&gt;
&lt;br /&gt;
When this finishes, the output directory will contain a scenery sub-tree.&lt;br /&gt;
&lt;br /&gt;
Point to it by setting either [[$FG SCENERY]] or by using the --fg-scenery command-line option to fgfs, and give your new scenery a try!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
Below is a list of common problems and solutions. If in doubt - Google it. Many problems (particularly when compiling TerraGear) have been hit before: &lt;br /&gt;
&lt;br /&gt;
* Crashes in genapts. Sometimes genapts will crash when dealing with a particular airport. In that case, try running it again with the --start-id argument to start at the airport it failed on, and the --nudge argument which tries to nudge the calculations in the right direction. &lt;br /&gt;
* fgfs-construct Killed. The fgfs-construct process may kill itself if it is using too many system resources. Increasing the values for setrlimit in src/BuildTiles/Main/main.cxx is the best solution. &lt;br /&gt;
* Airports appear in the bottom of holes, or there are spaces between the airports and the scenery. This typically happens when genapts is unable to find the correct elevation data, or the elevation data changed between running genapts and shape-decode. Try generating a single airport in your scenery area using genapts, and look at the output. In particular, make sure there is a work/SRTM-3 directory. &lt;br /&gt;
* Only the airports appear in the scenery. There are three typical causes for this: &lt;br /&gt;
** You didn't download the correct shapefiles for the area. &lt;br /&gt;
** You haven't run shape-decode on the v0_landmass shapefile as Default &lt;br /&gt;
** You didn't include the correct directories in fgfs-construct. &lt;br /&gt;
* Generate scenery includes data removed from the shapefiles. If you are editing shapefiles, you need to delete the appropriate work subdirectory before running shape-decode. Otherwise your changes will be in addition to those already present. &lt;br /&gt;
* All the scenery is flat and at sea-level. Typically this is because you didn't include any elevation data in your fgfs-construct command. Make sure there's a STRM-30 directory included in the command-line. &lt;br /&gt;
* All terrain copies the material of a certain shapefile. You have probably forgotten to put each of the downloaded shapefiles in a seperate directory inside the Data/shapefiles directory. &lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33557</id>
		<title>Using TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33557"/>
		<updated>2011-08-24T21:06:22Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Terragearprocesschart.png|thumb|TerraGear Process Flow Chart]]&lt;br /&gt;
The [[TerraGear]] software project supports [[FlightGear]] by creating the files used by FlightGear to represent the elevation and texture of the earth, including airports, cities, fields, forests, rivers, roads and so on. The TerraGear software reads data files containing ground elevation, airport locations and layouts, geographical land-cover data, and more, and produces the scenery files used by FlightGear to represent the terrain of the world.&lt;br /&gt;
&lt;br /&gt;
For simplicity and convenience, most FlightGear users simply download the plug-and-play scenery files from the FlightGear scenery server, or use [[TerraSync]] to automatically download scenery as needed. But there is a variety of reasons you might want to use TerraGear to produce your own terrain files, rather than downloading the standard FlightGear scenery. &lt;br /&gt;
&lt;br /&gt;
For instance, if you use [[TaxiDraw]] to modify/improve information about an [[:Category:Airports|airport]]'s taxiway/apron layout, you might wish to see how that modified airport would look in the scenery before deciding you're happy with the results. Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher-resultion vector data (vmap1, Tiger, osm) to get better roads/streams. For all these reasons, learning how to use TerraGear is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Obtaining TerraGear ==&lt;br /&gt;
You can either build TerraGear yourself, or download a pre-compiled binary. The later is the easiest and advised for starters.&lt;br /&gt;
&lt;br /&gt;
* '''Option 1 - Download TerraGear pre-compiled (recommended for beginners) on Windows'''&lt;br /&gt;
*# Download the latest TerraGear-cs-Win..-....zip file (check what bits version you run!) from ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/. &lt;br /&gt;
*# Create or choose a directory to hold the TerraGear tools. &lt;br /&gt;
*# Unzip the package into a sub-directory named &amp;lt;tt&amp;gt;Terragear/&amp;lt;/tt&amp;gt; in the base directory.&lt;br /&gt;
&lt;br /&gt;
* '''Option 2 - Compile TerraGear from source code''' as explained in [[Building TerraGear|this article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note:'' You might need default_priorities.txt from the mapserver [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob_plain;f=src/BuildTiles/Clipper/default_priorities.txt;h=4bb644a265ffc978a4303aad79169ace7ec1f043;hb=61ac48f3e56941b82aeb35960252c6ec4b7388d4 Git respository] See this forum thread for details: [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;p=77950]&lt;br /&gt;
&lt;br /&gt;
== Using TerraGear ==&lt;br /&gt;
First, choose the boundaries for the area of scenery you want to build, in terms of latitude and longitude. The smaller the area of scenery you generate, the smaller the amount of data you will need, and the less CPU time it will take. For example, if you are just interested in generating a new airport layout at 12.3W 34.4N, then simply generating the scenery between 12W 34N and 13W 35N would be sufficient. &lt;br /&gt;
&lt;br /&gt;
Write down the bounding box (minimum and maximum longitude and latitude) for the scenery you want to generate. Remember that West and South are negative - i.e. 4W 10S would be -4, -10. Try not to get mixed up, otherwise you'll end up generating scenery or airports on the other side of the planet! &lt;br /&gt;
&lt;br /&gt;
You'll be dealing with multiple different types of data in various formats. Create a new directory for your scenery work. Within that directory, create the following sub-directories: &lt;br /&gt;
&lt;br /&gt;
* '''data/''' - for raw and pre-processed data (eg elevation files) &lt;br /&gt;
* '''output/''' - for the scenery files you will create &lt;br /&gt;
* '''work/''' - for data that has been processed (eg by shape-decode) and is ready to be munged into scenery &lt;br /&gt;
&lt;br /&gt;
=== Obtaining and processing data ===&lt;br /&gt;
Terragear uses three different kinds of information to generate scenery:&lt;br /&gt;
&lt;br /&gt;
# The elevation of the land (provided by SRTM) &lt;br /&gt;
# The location and layout of airports (provided by apt.dat or a custom .dat) &lt;br /&gt;
# Whether a given lat/lon is sea, land, city, forest, town, road, railway (provided by VMAP0, CORINE etc. or custom shapefiles) &lt;br /&gt;
&lt;br /&gt;
This article describes how obtain and process each of these types of data in order, and bring it together for use by FlightGear. The order of these steps is important. For example, the airport data step needs the elevation data to determine the elevation of the airports and thus you should start with preparing elevation data.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Please note:&amp;lt;/u&amp;gt; for inclusion in the official FlightGear scenery, all data &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come from [[GNU GPL]] compatible sources!'''&lt;br /&gt;
&lt;br /&gt;
==== Elevation data ====&lt;br /&gt;
The best elevation data currently available is from the Shuttle Radar Topography Mission (SRTM). There are two types of SRTM data: &lt;br /&gt;
* Highly accurate 1-arcsecond resolution data, known as SRTM-1, for the USA &lt;br /&gt;
* Less accurate 3-arcsecond data, known as SRTM-3, for the rest of the world. &lt;br /&gt;
From now on, we'll assume you are using SRTM-3 data. Unless otherwise noted, the process for SRTM-1 is identical.&lt;br /&gt;
&lt;br /&gt;
You can download the appropriate data from http://dds.cr.usgs.gov/srtm/version2_1/. You want all .hgt.zip files covering your region of interest. Depending on the size of your scenery, there may be quite a few. Download them to &amp;lt;tt&amp;gt;data/SRTM-1/&amp;lt;/tt&amp;gt;(or SRTM-3/SRTM-30 depending on the type you downloaded) in your base directory. (Genapts looks for a few known, hardcoded elevation data directories in it's working directory. SRTM-30 is one of them and this is the least confusing in that list. Note: W.E.F. 31st July 2010, the genapts tool now also looks for SRTM-1/SRTM-3 directories. If you are using an older version, please supply the directories using --dem-path)&lt;br /&gt;
&lt;br /&gt;
Now we've got the data, we need to convert it into something of use to TerraGear. First, you need to unzip each of the .hgt files. After that, open the commandline (Windows: &amp;lt;tt&amp;gt;Start &amp;gt; Run &amp;gt; cmd.exe&amp;lt;/tt&amp;gt;) and change into the base directory (&amp;lt;tt&amp;gt;cd .../.../TerraGear&amp;lt;/tt&amp;gt;). &lt;br /&gt;
* '''NOTE:''' If you want to create a batch-file, replace &amp;lt;tt&amp;gt;%f&amp;lt;/tt&amp;gt; with &amp;lt;tt&amp;gt;%%f&amp;lt;/tt&amp;gt;, see [http://technet.microsoft.com/en-us/library/bb490909.aspx]&lt;br /&gt;
* '''NOTE:''' For SRTM-1 data, replace the &amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt; by a &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt; in the first argument to hgtchop&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 for %f in (./data/SRTM-30/*.hgt) do ./Terragear/hgtchop.exe 3 %f ./work/SRTM-30&lt;br /&gt;
or&lt;br /&gt;
 for %f in (./data/SRTM-30/*.hgt) do ./Terragear/hgtchop.exe 3 ./data/SRTM-30/%f ./work/SRTM-30&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 for i in $PWD/data/SRTM-3/*.hgt; do ./Terragear/hgtchop 3 $i $PWD/work/SRTM-3; done&lt;br /&gt;
&lt;br /&gt;
Now you will get a lot of .arr.gz files in your work/SRTM-3/ directory. We need to convert these to the .fit.gz format. Run the commandline again with&lt;br /&gt;
* '''NOTE:''' the space and dot at the and are important!&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 ./Terragear/terrafit.exe work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 ./Terragear/terrafit work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
==== Airport data ====&lt;br /&gt;
Now we've got elevation data, we can generate our airports. First, create a &amp;lt;tt&amp;gt;data/airports/&amp;lt;/tt&amp;gt; directory and copy in your apt.dat file. This may be direct from your FlightGear data package (though you'll need to unzip it), or it may be one that you've modified with [[TaxiDraw]]. &lt;br /&gt;
&lt;br /&gt;
The command to create airports is &amp;quot;genapts&amp;quot;. Run it without any arguments to see the various command-line options. &lt;br /&gt;
&lt;br /&gt;
If it is simply run with a specified apt.dat and work directory, it will generate airport layouts for every airport in the file, which can take a long time. &lt;br /&gt;
&lt;br /&gt;
If you are just creating a single airport and you know the ICAO ID (e.g. [[KSFO]], EGPH, EG32), use is as follows from your root scenery directory (i.e. the directory above your data, work and output directories). If you use an apt.dat file with one single airport in it you should omit the &amp;quot;--airport&amp;quot; parameter. &lt;br /&gt;
&lt;br /&gt;
 genapts --input=data/airports/apt.dat --work=./work --airport=&amp;lt;AIRPORT_ID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are generating a larger set of scenery, then you can specify the minimum and maximum longitude and latitude. &lt;br /&gt;
&lt;br /&gt;
Genapts will create two sub-directories in your work directory:&lt;br /&gt;
* AirportArea/&lt;br /&gt;
* AirportObj/&lt;br /&gt;
&lt;br /&gt;
These contain the definitions of the airport layout and any objects present (e.g. windsocks). &lt;br /&gt;
&lt;br /&gt;
==== Landuse data ====&lt;br /&gt;
The final piece of data we need to generate is the landuse data. In general, this is taken from the VMAP0 dataset as shapefiles from the scenery database mapserver, but other sources can also be used.&lt;br /&gt;
&lt;br /&gt;
The landuse data can be split into a number of different types:&lt;br /&gt;
&lt;br /&gt;
* '''Landmass''' separates the land from the sea. It is used as a mask for all other data. The most commonly used is the VMAP0 Landmass, but GSHHS can also be used.&lt;br /&gt;
* '''Land use data:''' defines whether a piece of land is forest, urban, sand, lava, glacier etc. These are usually VMAP0 data, defined as polygons.&lt;br /&gt;
* '''Line data:''' includes railroads, streams, roads. Typically VMAP0, but also Open Street Map for roads.&lt;br /&gt;
* '''Point data:''' is currently only used for defining towns.&lt;br /&gt;
 &lt;br /&gt;
By far the easiest way to get this data is to download shapefiles from the wonderful [http://mapserver.flightgear.org MapServer]. The MapServer lets you download the shapefiles for any selected scenery area. Click on the &amp;quot;Download Shapefiles&amp;quot; link (or go direct: http://mapserver.flightgear.org/download.psp). Enter in the bounding box of the scenery you want to generate, select the type of shapefile data you want, and click download. For basic scenery, get everything listed under VMap0 (with prefix v0_). &lt;br /&gt;
 &lt;br /&gt;
Download each shapefile into a seperate (!) &amp;lt;tt&amp;gt;data/shapefiles/...&amp;lt;/tt&amp;gt; directory. So, for v0_landmass, you would end up with &amp;lt;tt&amp;gt;data/shapefiles/v0_landmass/v0_landmass.shp&amp;lt;/tt&amp;gt; etc.&lt;br /&gt;
&lt;br /&gt;
You can load these shapefiles into a GIS editor such as [[QGIS]] or GRASS to view and edit. This is a good idea to verify you have the correct files! Later on, you can experiment with replacing various shapefiles with other versions (GSHHS for coastline, OSM for roads etc.).&lt;br /&gt;
&lt;br /&gt;
The next step is to decode the shape-files into TerraGear format using the '''ogr-decode''' command. &lt;br /&gt;
&lt;br /&gt;
There are three important command-line arguments for ogr-decode:&lt;br /&gt;
* the destination directory for the decoded data&lt;br /&gt;
* the location of the shapefile's directory&lt;br /&gt;
* the material type&lt;br /&gt;
&lt;br /&gt;
Each shape-file corresponds with one of the material types defined in the materials.xml files. The mapping is pretty obvious. For example, v0_mixedcroppasturecover maps to MixedCropPastureCover. Note that the material types are case-sensitive, so it is a good idea to refer to the &amp;lt;tt&amp;gt;[[$FG ROOT]]/materials.xml&amp;lt;/tt&amp;gt; file to hand so you can check. The exception is v0_landmass, which MUST be mapped onto the type Default.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a number of optional arguments, to indicate the width of line data (for roads, streams, railways), how large to make point data (for towns) and how long the longest straight line is allowed to be.&lt;br /&gt;
&lt;br /&gt;
For example, to decode the v0_landmass shapefile, you use the following command:&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
&lt;br /&gt;
To create streams of width 10 metres&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --line-width 10 --area-type Stream work/Stream data/shapefiles/v0_stream&lt;br /&gt;
&lt;br /&gt;
To generate some towns about 1km across&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --point-width 500 --area-type Town work/Town data/shapefiles/v0_town&lt;br /&gt;
&lt;br /&gt;
Run this command for each shapefile in the set.&lt;br /&gt;
&lt;br /&gt;
== Generating scenery ==&lt;br /&gt;
You will now have a work directory looking something like this:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|AirportArea&lt;br /&gt;
|-&lt;br /&gt;
|AirportObj&lt;br /&gt;
|-&lt;br /&gt;
|Bog&lt;br /&gt;
|-&lt;br /&gt;
|DryCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|EvergreenBroadCover&lt;br /&gt;
|-&lt;br /&gt;
|GrassCover&lt;br /&gt;
|-&lt;br /&gt;
|IrrCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|Lake&lt;br /&gt;
|-&lt;br /&gt;
|Landmass&lt;br /&gt;
|-&lt;br /&gt;
|Marsh&lt;br /&gt;
|-&lt;br /&gt;
|MixedCropPastureCover&lt;br /&gt;
|-&lt;br /&gt;
|MixedForestCover&lt;br /&gt;
|-&lt;br /&gt;
|Railroad&lt;br /&gt;
|-&lt;br /&gt;
|Road&lt;br /&gt;
|-&lt;br /&gt;
|Sand&lt;br /&gt;
|-&lt;br /&gt;
|ScrubCover&lt;br /&gt;
|-&lt;br /&gt;
|Shared&lt;br /&gt;
|-&lt;br /&gt;
|SRTM-30&lt;br /&gt;
|-&lt;br /&gt;
|Stream&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now we can actually generate the scenery. This is done by the fgfs-construct command. Run the command with &amp;quot;--help&amp;quot; to get usage information. &lt;br /&gt;
&lt;br /&gt;
We need to define:&lt;br /&gt;
* the work (--work-dir) and output (--output-dir) directories&lt;br /&gt;
* the center of the scenery we want to generate (--lat, --lon)&lt;br /&gt;
* the radius (--xdist, --ydist) from which to generate&lt;br /&gt;
* All the work directories to include in the scenery.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
  fgfs-construct --work-dir=./work --output-dir=./output --lon=55 --lat=60 --xdist=3 --ydist=3 \&lt;br /&gt;
  AirportArea SRTM-30 AirportObj Stream Bog IrrCropPastureCover Town Lake Urban Landmass Railroad \&lt;br /&gt;
  DryCropPastureCover Road EvergreenBroadCover Marsh Sand MixedCropPastureCover ScrubCover GrassCover \&lt;br /&gt;
  MixedForestCover&lt;br /&gt;
&lt;br /&gt;
When this finishes, the output directory will contain a scenery sub-tree.&lt;br /&gt;
&lt;br /&gt;
Point to it by setting either [[$FG SCENERY]] or by using the --fg-scenery command-line option to fgfs, and give your new scenery a try!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
Below is a list of common problems and solutions. If in doubt - Google it. Many problems (particularly when compiling TerraGear) have been hit before: &lt;br /&gt;
&lt;br /&gt;
* Crashes in genapts. Sometimes genapts will crash when dealing with a particular airport. In that case, try running it again with the --start-id argument to start at the airport it failed on, and the --nudge argument which tries to nudge the calculations in the right direction. &lt;br /&gt;
* fgfs-construct Killed. The fgfs-construct process may kill itself if it is using too many system resources. Increasing the values for setrlimit in src/BuildTiles/Main/main.cxx is the best solution. &lt;br /&gt;
* Airports appear in the bottom of holes, or there are spaces between the airports and the scenery. This typically happens when genapts is unable to find the correct elevation data, or the elevation data changed between running genapts and shape-decode. Try generating a single airport in your scenery area using genapts, and look at the output. In particular, make sure there is a work/SRTM-30 directory. &lt;br /&gt;
* Only the airports appear in the scenery. There are three typical causes for this: &lt;br /&gt;
** You didn't download the correct shapefiles for the area. &lt;br /&gt;
** You haven't run shape-decode on the v0_landmass shapefile as Default &lt;br /&gt;
** You didn't include the correct directories in fgfs-construct. &lt;br /&gt;
* Generate scenery includes data removed from the shapefiles. If you are editing shapefiles, you need to delete the appropriate work subdirectory before running shape-decode. Otherwise your changes will be in addition to those already present. &lt;br /&gt;
* All the scenery is flat and at sea-level. Typically this is because you didn't include any elevation data in your fgfs-construct command. Make sure there's a STRM-30 directory included in the command-line. &lt;br /&gt;
* All terrain copies the material of a certain shapefile. You have probably forgotten to put each of the downloaded shapefiles in a seperate directory inside the Data/shapefiles directory. &lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33556</id>
		<title>Using TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33556"/>
		<updated>2011-08-24T21:01:05Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Generating scenery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Terragearprocesschart.png|thumb|TerraGear Process Flow Chart]]&lt;br /&gt;
The [[TerraGear]] software project supports [[FlightGear]] by creating the files used by FlightGear to represent the elevation and texture of the earth, including airports, cities, fields, forests, rivers, roads and so on. The TerraGear software reads data files containing ground elevation, airport locations and layouts, geographical land-cover data, and more, and produces the scenery files used by FlightGear to represent the terrain of the world.&lt;br /&gt;
&lt;br /&gt;
For simplicity and convenience, most FlightGear users simply download the plug-and-play scenery files from the FlightGear scenery server, or use [[TerraSync]] to automatically download scenery as needed. But there is a variety of reasons you might want to use TerraGear to produce your own terrain files, rather than downloading the standard FlightGear scenery. &lt;br /&gt;
&lt;br /&gt;
For instance, if you use [[TaxiDraw]] to modify/improve information about an [[:Category:Airports|airport]]'s taxiway/apron layout, you might wish to see how that modified airport would look in the scenery before deciding you're happy with the results. Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher-resultion vector data (vmap1, Tiger, osm) to get better roads/streams. For all these reasons, learning how to use TerraGear is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Obtaining TerraGear ==&lt;br /&gt;
You can either build TerraGear yourself, or download a pre-compiled binary. The later is the easiest and advised for starters.&lt;br /&gt;
&lt;br /&gt;
* '''Option 1 - Download TerraGear pre-compiled (recommended for beginners) on Windows'''&lt;br /&gt;
*# Download the latest TerraGear-cs-Win..-....zip file (check what bits version you run!) from ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/. &lt;br /&gt;
*# Create or choose a directory to hold the TerraGear tools. &lt;br /&gt;
*# Unzip the package into a sub-directory named &amp;lt;tt&amp;gt;Terragear/&amp;lt;/tt&amp;gt; in the base directory.&lt;br /&gt;
&lt;br /&gt;
* '''Option 2 - Compile TerraGear from source code''' as explained in [[Building TerraGear|this article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note:'' You might need default_priorities.txt from the mapserver [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob_plain;f=src/BuildTiles/Clipper/default_priorities.txt;h=4bb644a265ffc978a4303aad79169ace7ec1f043;hb=61ac48f3e56941b82aeb35960252c6ec4b7388d4 Git respository] See this forum thread for details: [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;p=77950]&lt;br /&gt;
&lt;br /&gt;
== Using TerraGear ==&lt;br /&gt;
First, choose the boundaries for the area of scenery you want to build, in terms of latitude and longitude. The smaller the area of scenery you generate, the smaller the amount of data you will need, and the less CPU time it will take. For example, if you are just interested in generating a new airport layout at 12.3W 34.4N, then simply generating the scenery between 12W 34N and 13W 35N would be sufficient. &lt;br /&gt;
&lt;br /&gt;
Write down the bounding box (minimum and maximum longitude and latitude) for the scenery you want to generate. Remember that West and South are negative - i.e. 4W 10S would be -4, -10. Try not to get mixed up, otherwise you'll end up generating scenery or airports on the other side of the planet! &lt;br /&gt;
&lt;br /&gt;
You'll be dealing with multiple different types of data in various formats. Create a new directory for your scenery work. Within that directory, create the following sub-directories: &lt;br /&gt;
&lt;br /&gt;
* '''data/''' - for raw and pre-processed data (eg elevation files) &lt;br /&gt;
* '''output/''' - for the scenery files you will create &lt;br /&gt;
* '''work/''' - for data that has been processed (eg by shape-decode) and is ready to be munged into scenery &lt;br /&gt;
&lt;br /&gt;
=== Obtaining and processing data ===&lt;br /&gt;
Terragear uses three different kinds of information to generate scenery:&lt;br /&gt;
&lt;br /&gt;
# The elevation of the land (provided by SRTM) &lt;br /&gt;
# The location and layout of airports (provided by apt.dat or a custom .dat) &lt;br /&gt;
# Whether a given lat/lon is sea, land, city, forest, town, road, railway (provided by VMAP0, CORINE etc. or custom shapefiles) &lt;br /&gt;
&lt;br /&gt;
This article describes how obtain and process each of these types of data in order, and bring it together for use by FlightGear. The order of these steps is important. For example, the airport data step needs the elevation data to determine the elevation of the airports and thus you should start with preparing elevation data.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Please note:&amp;lt;/u&amp;gt; for inclusion in the official FlightGear scenery, all data &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come from [[GNU GPL]] compatible sources!'''&lt;br /&gt;
&lt;br /&gt;
==== Elevation data ====&lt;br /&gt;
The best elevation data currently available is from the Shuttle Radar Topography Mission (SRTM). There are two types of SRTM data: &lt;br /&gt;
* Highly accurate 1-arcsecond resolution data, known as SRTM-1, for the USA &lt;br /&gt;
* Less accurate 3-arcsecond data, known as SRTM-3, for the rest of the world. &lt;br /&gt;
From now on, we'll assume you are using SRTM-3 data. Unless otherwise noted, the process for SRTM-1 is identical.&lt;br /&gt;
&lt;br /&gt;
You can download the appropriate data from http://dds.cr.usgs.gov/srtm/version2_1/. You want all .hgt.zip files covering your region of interest. Depending on the size of your scenery, there may be quite a few. Download them to &amp;lt;tt&amp;gt;data/SRTM-1/&amp;lt;/tt&amp;gt;(or SRTM-3/SRTM-30 depending on the type you downloaded) in your base directory. (Genapts looks for a few known, hardcoded elevation data directories in it's working directory. SRTM-30 is one of them and this is the least confusing in that list. Note: W.E.F. 31st July 2010, the genapts tool now also looks for SRTM-1/SRTM-3 directories. If you are using an older version, please supply the directories using --dem-path)&lt;br /&gt;
&lt;br /&gt;
Now we've got the data, we need to convert it into something of use to TerraGear. First, you need to unzip each of the .hgt files. After that, open the commandline (Windows: &amp;lt;tt&amp;gt;Start &amp;gt; Run &amp;gt; cmd.exe&amp;lt;/tt&amp;gt;) and change into the base directory (&amp;lt;tt&amp;gt;cd .../.../TerraGear&amp;lt;/tt&amp;gt;). &lt;br /&gt;
* '''NOTE:''' If you want to create a batch-file, replace &amp;lt;tt&amp;gt;%f&amp;lt;/tt&amp;gt; with &amp;lt;tt&amp;gt;%%f&amp;lt;/tt&amp;gt;, see [http://technet.microsoft.com/en-us/library/bb490909.aspx]&lt;br /&gt;
* '''NOTE:''' For SRTM-1 data, replace the &amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt; by a &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt; in the first argument to hgtchop&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 for %f in (./data/SRTM-30/*.hgt) do ./Terragear/hgtchop.exe 3 %f ./work/SRTM-30&lt;br /&gt;
or&lt;br /&gt;
 for %f in (./data/SRTM-30/*.hgt) do ./Terragear/hgtchop.exe 3 ./data/SRTM-30/%f ./work/SRTM-30&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 for i in $PWD/data/SRTM-3/*.hgt; do ./Terragear/hgtchop 3 $i $PWD/work/SRTM-3; done&lt;br /&gt;
&lt;br /&gt;
Now you will get a lot of .arr.gz files in your work/SRTM-3/ directory. We need to convert these to the .fit.gz format. Run the commandline again with&lt;br /&gt;
* '''NOTE:''' the space and dot at the and are important!&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 ./Terragear/terrafit.exe work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 ./Terragear/terrafit work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
==== Airport data ====&lt;br /&gt;
Now we've got elevation data, we can generate our airports. First, create a &amp;lt;tt&amp;gt;data/airports/&amp;lt;/tt&amp;gt; directory and copy in your apt.dat file. This may be direct from your FlightGear data package (though you'll need to unzip it), or it may be one that you've modified with [[TaxiDraw]]. &lt;br /&gt;
&lt;br /&gt;
The command to create airports is &amp;quot;genapts&amp;quot;. Run it without any arguments to see the various command-line options. &lt;br /&gt;
&lt;br /&gt;
If it is simply run with a specified apt.dat and work directory, it will generate airport layouts for every airport in the file, which can take a long time. &lt;br /&gt;
&lt;br /&gt;
If you are just creating a single airport and you know the ICAO ID (e.g. [[KSFO]], EGPH, EG32), use is as follows from your root scenery directory (i.e. the directory above your data, work and output directories). If you use an apt.dat file with one single airport in it you should omit the &amp;quot;--airport&amp;quot; parameter. &lt;br /&gt;
&lt;br /&gt;
 genapts --input=data/airports/apt.dat --work=./work --airport=&amp;lt;AIRPORT_ID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are generating a larger set of scenery, then you can specify the minimum and maximum longitude and latitude. &lt;br /&gt;
&lt;br /&gt;
Genapts will create two sub-directories in your work directory:&lt;br /&gt;
* AirportArea/&lt;br /&gt;
* AirportObj/&lt;br /&gt;
&lt;br /&gt;
These contain the definitions of the airport layout and any objects present (e.g. windsocks). &lt;br /&gt;
&lt;br /&gt;
==== Landuse data ====&lt;br /&gt;
The final piece of data we need to generate is the landuse data. In general, this is taken from the VMAP0 dataset as shapefiles from the scenery database mapserver, but other sources can also be used.&lt;br /&gt;
&lt;br /&gt;
The landuse data can be split into a number of different types:&lt;br /&gt;
&lt;br /&gt;
* '''Landmass''' separates the land from the sea. It is used as a mask for all other data. The most commonly used is the VMAP0 Landmass, but GSHHS can also be used.&lt;br /&gt;
* '''Land use data:''' defines whether a piece of land is forest, urban, sand, lava, glacier etc. These are usually VMAP0 data, defined as polygons.&lt;br /&gt;
* '''Line data:''' includes railroads, streams, roads. Typically VMAP0, but also Open Street Map for roads.&lt;br /&gt;
* '''Point data:''' is currently only used for defining towns.&lt;br /&gt;
 &lt;br /&gt;
By far the easiest way to get this data is to download shapefiles from the wonderful [http://mapserver.flightgear.org MapServer]. The MapServer lets you download the shapefiles for any selected scenery area. Click on the &amp;quot;Download Shapefiles&amp;quot; link (or go direct: http://mapserver.flightgear.org/download.psp). Enter in the bounding box of the scenery you want to generate, select the type of shapefile data you want, and click download. For basic scenery, get everything listed under VMap0 (with prefix v0_). &lt;br /&gt;
 &lt;br /&gt;
Download each shapefile into a seperate (!) &amp;lt;tt&amp;gt;data/shapefiles/...&amp;lt;/tt&amp;gt; directory. So, for v0_landmass, you would end up with &amp;lt;tt&amp;gt;data/shapefiles/v0_landmass/v0_landmass.shp&amp;lt;/tt&amp;gt; etc.&lt;br /&gt;
&lt;br /&gt;
You can load these shapefiles into a GIS editor such as [[QGIS]] or GRASS to view and edit. This is a good idea to verify you have the correct files! Later on, you can experiment with replacing various shapefiles with other versions (GSHHS for coastline, OSM for roads etc.).&lt;br /&gt;
&lt;br /&gt;
The next step is to decode the shape-files into TerraGear format using the '''ogr-decode''' command. &lt;br /&gt;
&lt;br /&gt;
There are three important command-line arguments for ogr-decode:&lt;br /&gt;
* the destination directory for the decoded data&lt;br /&gt;
* the location of the shapefile's directory&lt;br /&gt;
* the material type&lt;br /&gt;
&lt;br /&gt;
Each shape-file corresponds with one of the material types defined in the materials.xml files. The mapping is pretty obvious. For example, v0_mixedcroppasturecover maps to MixedCropPastureCover. Note that the material types are case-sensitive, so it is a good idea to refer to the &amp;lt;tt&amp;gt;[[$FG ROOT]]/materials.xml&amp;lt;/tt&amp;gt; file to hand so you can check. The exception is v0_landmass, which MUST be mapped onto the type Default.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a number of optional arguments, to indicate the width of line data (for roads, streams, railways), how large to make point data (for towns) and how long the longest straight line is allowed to be.&lt;br /&gt;
&lt;br /&gt;
For example, to decode the v0_landmass shapefile, you use the following command:&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
&lt;br /&gt;
To create streams of width 10 metres&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --line-width 10 --area-type Stream work/Stream data/shapefiles/v0_stream&lt;br /&gt;
&lt;br /&gt;
To generate some towns about 1km across&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --point-width 500 --area-type Town work/Town data/shapefiles/v0_town&lt;br /&gt;
&lt;br /&gt;
Run this command for each shapefile in the set.&lt;br /&gt;
&lt;br /&gt;
== Generating scenery ==&lt;br /&gt;
You will now have a work directory looking something like this:&lt;br /&gt;
&lt;br /&gt;
AirportArea &lt;br /&gt;
AirportObj&lt;br /&gt;
Bog&lt;br /&gt;
DryCropPastureCover&lt;br /&gt;
EvergreenBroadCover&lt;br /&gt;
GrassCover&lt;br /&gt;
IrrCropPastureCover&lt;br /&gt;
Lake&lt;br /&gt;
Landmass&lt;br /&gt;
Marsh&lt;br /&gt;
MixedCropPastureCover&lt;br /&gt;
MixedForestCover&lt;br /&gt;
Railroad&lt;br /&gt;
Road&lt;br /&gt;
Sand&lt;br /&gt;
ScrubCover&lt;br /&gt;
Shared&lt;br /&gt;
SRTM-30&lt;br /&gt;
Stream&lt;br /&gt;
Town&lt;br /&gt;
Urban&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we can actually generate the scenery. This is done by the fgfs-construct command. Run the command with &amp;quot;--help&amp;quot; to get usage information. &lt;br /&gt;
&lt;br /&gt;
We need to define:&lt;br /&gt;
* the work (--work-dir) and output (--output-dir) directories&lt;br /&gt;
* the center of the scenery we want to generate (--lat, --lon)&lt;br /&gt;
* the radius (--xdist, --ydist) from which to generate&lt;br /&gt;
* All the work directories to include in the scenery.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
  fgfs-construct --work-dir=./work --output-dir=./output --lon=55 --lat=60 --xdist=3 --ydist=3 \&lt;br /&gt;
  AirportArea SRTM-30 AirportObj Stream Bog IrrCropPastureCover Town Lake Urban Landmass Railroad \&lt;br /&gt;
  DryCropPastureCover Road EvergreenBroadCover Marsh Sand MixedCropPastureCover ScrubCover GrassCover \&lt;br /&gt;
  MixedForestCover&lt;br /&gt;
&lt;br /&gt;
When this finishes, the output directory will contain a scenery sub-tree.&lt;br /&gt;
&lt;br /&gt;
Point to it by setting either [[$FG SCENERY]] or by using the --fg-scenery command-line option to fgfs, and give your new scenery a try!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
Below is a list of common problems and solutions. If in doubt - Google it. Many problems (particularly when compiling TerraGear) have been hit before: &lt;br /&gt;
&lt;br /&gt;
* Crashes in genapts. Sometimes genapts will crash when dealing with a particular airport. In that case, try running it again with the --start-id argument to start at the airport it failed on, and the --nudge argument which tries to nudge the calculations in the right direction. &lt;br /&gt;
* fgfs-construct Killed. The fgfs-construct process may kill itself if it is using too many system resources. Increasing the values for setrlimit in src/BuildTiles/Main/main.cxx is the best solution. &lt;br /&gt;
* Airports appear in the bottom of holes, or there are spaces between the airports and the scenery. This typically happens when genapts is unable to find the correct elevation data, or the elevation data changed between running genapts and shape-decode. Try generating a single airport in your scenery area using genapts, and look at the output. In particular, make sure there is a work/SRTM-30 directory. &lt;br /&gt;
* Only the airports appear in the scenery. There are three typical causes for this: &lt;br /&gt;
** You didn't download the correct shapefiles for the area. &lt;br /&gt;
** You haven't run shape-decode on the v0_landmass shapefile as Default &lt;br /&gt;
** You didn't include the correct directories in fgfs-construct. &lt;br /&gt;
* Generate scenery includes data removed from the shapefiles. If you are editing shapefiles, you need to delete the appropriate work subdirectory before running shape-decode. Otherwise your changes will be in addition to those already present. &lt;br /&gt;
* All the scenery is flat and at sea-level. Typically this is because you didn't include any elevation data in your fgfs-construct command. Make sure there's a STRM-30 directory included in the command-line. &lt;br /&gt;
* All terrain copies the material of a certain shapefile. You have probably forgotten to put each of the downloaded shapefiles in a seperate directory inside the Data/shapefiles directory. &lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33555</id>
		<title>Using TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Using_TerraGear&amp;diff=33555"/>
		<updated>2011-08-24T20:49:38Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Generating scenery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Terragearprocesschart.png|thumb|TerraGear Process Flow Chart]]&lt;br /&gt;
The [[TerraGear]] software project supports [[FlightGear]] by creating the files used by FlightGear to represent the elevation and texture of the earth, including airports, cities, fields, forests, rivers, roads and so on. The TerraGear software reads data files containing ground elevation, airport locations and layouts, geographical land-cover data, and more, and produces the scenery files used by FlightGear to represent the terrain of the world.&lt;br /&gt;
&lt;br /&gt;
For simplicity and convenience, most FlightGear users simply download the plug-and-play scenery files from the FlightGear scenery server, or use [[TerraSync]] to automatically download scenery as needed. But there is a variety of reasons you might want to use TerraGear to produce your own terrain files, rather than downloading the standard FlightGear scenery. &lt;br /&gt;
&lt;br /&gt;
For instance, if you use [[TaxiDraw]] to modify/improve information about an [[:Category:Airports|airport]]'s taxiway/apron layout, you might wish to see how that modified airport would look in the scenery before deciding you're happy with the results. Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher-resultion vector data (vmap1, Tiger, osm) to get better roads/streams. For all these reasons, learning how to use TerraGear is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Obtaining TerraGear ==&lt;br /&gt;
You can either build TerraGear yourself, or download a pre-compiled binary. The later is the easiest and advised for starters.&lt;br /&gt;
&lt;br /&gt;
* '''Option 1 - Download TerraGear pre-compiled (recommended for beginners) on Windows'''&lt;br /&gt;
*# Download the latest TerraGear-cs-Win..-....zip file (check what bits version you run!) from ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/. &lt;br /&gt;
*# Create or choose a directory to hold the TerraGear tools. &lt;br /&gt;
*# Unzip the package into a sub-directory named &amp;lt;tt&amp;gt;Terragear/&amp;lt;/tt&amp;gt; in the base directory.&lt;br /&gt;
&lt;br /&gt;
* '''Option 2 - Compile TerraGear from source code''' as explained in [[Building TerraGear|this article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note:'' You might need default_priorities.txt from the mapserver [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob_plain;f=src/BuildTiles/Clipper/default_priorities.txt;h=4bb644a265ffc978a4303aad79169ace7ec1f043;hb=61ac48f3e56941b82aeb35960252c6ec4b7388d4 Git respository] See this forum thread for details: [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;p=77950]&lt;br /&gt;
&lt;br /&gt;
== Using TerraGear ==&lt;br /&gt;
First, choose the boundaries for the area of scenery you want to build, in terms of latitude and longitude. The smaller the area of scenery you generate, the smaller the amount of data you will need, and the less CPU time it will take. For example, if you are just interested in generating a new airport layout at 12.3W 34.4N, then simply generating the scenery between 12W 34N and 13W 35N would be sufficient. &lt;br /&gt;
&lt;br /&gt;
Write down the bounding box (minimum and maximum longitude and latitude) for the scenery you want to generate. Remember that West and South are negative - i.e. 4W 10S would be -4, -10. Try not to get mixed up, otherwise you'll end up generating scenery or airports on the other side of the planet! &lt;br /&gt;
&lt;br /&gt;
You'll be dealing with multiple different types of data in various formats. Create a new directory for your scenery work. Within that directory, create the following sub-directories: &lt;br /&gt;
&lt;br /&gt;
* '''data/''' - for raw and pre-processed data (eg elevation files) &lt;br /&gt;
* '''output/''' - for the scenery files you will create &lt;br /&gt;
* '''work/''' - for data that has been processed (eg by shape-decode) and is ready to be munged into scenery &lt;br /&gt;
&lt;br /&gt;
=== Obtaining and processing data ===&lt;br /&gt;
Terragear uses three different kinds of information to generate scenery:&lt;br /&gt;
&lt;br /&gt;
# The elevation of the land (provided by SRTM) &lt;br /&gt;
# The location and layout of airports (provided by apt.dat or a custom .dat) &lt;br /&gt;
# Whether a given lat/lon is sea, land, city, forest, town, road, railway (provided by VMAP0, CORINE etc. or custom shapefiles) &lt;br /&gt;
&lt;br /&gt;
This article describes how obtain and process each of these types of data in order, and bring it together for use by FlightGear. The order of these steps is important. For example, the airport data step needs the elevation data to determine the elevation of the airports and thus you should start with preparing elevation data.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Please note:&amp;lt;/u&amp;gt; for inclusion in the official FlightGear scenery, all data &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come from [[GNU GPL]] compatible sources!'''&lt;br /&gt;
&lt;br /&gt;
==== Elevation data ====&lt;br /&gt;
The best elevation data currently available is from the Shuttle Radar Topography Mission (SRTM). There are two types of SRTM data: &lt;br /&gt;
* Highly accurate 1-arcsecond resolution data, known as SRTM-1, for the USA &lt;br /&gt;
* Less accurate 3-arcsecond data, known as SRTM-3, for the rest of the world. &lt;br /&gt;
From now on, we'll assume you are using SRTM-3 data. Unless otherwise noted, the process for SRTM-1 is identical.&lt;br /&gt;
&lt;br /&gt;
You can download the appropriate data from http://dds.cr.usgs.gov/srtm/version2_1/. You want all .hgt.zip files covering your region of interest. Depending on the size of your scenery, there may be quite a few. Download them to &amp;lt;tt&amp;gt;data/SRTM-1/&amp;lt;/tt&amp;gt;(or SRTM-3/SRTM-30 depending on the type you downloaded) in your base directory. (Genapts looks for a few known, hardcoded elevation data directories in it's working directory. SRTM-30 is one of them and this is the least confusing in that list. Note: W.E.F. 31st July 2010, the genapts tool now also looks for SRTM-1/SRTM-3 directories. If you are using an older version, please supply the directories using --dem-path)&lt;br /&gt;
&lt;br /&gt;
Now we've got the data, we need to convert it into something of use to TerraGear. First, you need to unzip each of the .hgt files. After that, open the commandline (Windows: &amp;lt;tt&amp;gt;Start &amp;gt; Run &amp;gt; cmd.exe&amp;lt;/tt&amp;gt;) and change into the base directory (&amp;lt;tt&amp;gt;cd .../.../TerraGear&amp;lt;/tt&amp;gt;). &lt;br /&gt;
* '''NOTE:''' If you want to create a batch-file, replace &amp;lt;tt&amp;gt;%f&amp;lt;/tt&amp;gt; with &amp;lt;tt&amp;gt;%%f&amp;lt;/tt&amp;gt;, see [http://technet.microsoft.com/en-us/library/bb490909.aspx]&lt;br /&gt;
* '''NOTE:''' For SRTM-1 data, replace the &amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt; by a &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt; in the first argument to hgtchop&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 for %f in (./data/SRTM-30/*.hgt) do ./Terragear/hgtchop.exe 3 %f ./work/SRTM-30&lt;br /&gt;
or&lt;br /&gt;
 for %f in (./data/SRTM-30/*.hgt) do ./Terragear/hgtchop.exe 3 ./data/SRTM-30/%f ./work/SRTM-30&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 for i in $PWD/data/SRTM-3/*.hgt; do ./Terragear/hgtchop 3 $i $PWD/work/SRTM-3; done&lt;br /&gt;
&lt;br /&gt;
Now you will get a lot of .arr.gz files in your work/SRTM-3/ directory. We need to convert these to the .fit.gz format. Run the commandline again with&lt;br /&gt;
* '''NOTE:''' the space and dot at the and are important!&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
 ./Terragear/terrafit.exe work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
For Linux:&lt;br /&gt;
 ./Terragear/terrafit work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
==== Airport data ====&lt;br /&gt;
Now we've got elevation data, we can generate our airports. First, create a &amp;lt;tt&amp;gt;data/airports/&amp;lt;/tt&amp;gt; directory and copy in your apt.dat file. This may be direct from your FlightGear data package (though you'll need to unzip it), or it may be one that you've modified with [[TaxiDraw]]. &lt;br /&gt;
&lt;br /&gt;
The command to create airports is &amp;quot;genapts&amp;quot;. Run it without any arguments to see the various command-line options. &lt;br /&gt;
&lt;br /&gt;
If it is simply run with a specified apt.dat and work directory, it will generate airport layouts for every airport in the file, which can take a long time. &lt;br /&gt;
&lt;br /&gt;
If you are just creating a single airport and you know the ICAO ID (e.g. [[KSFO]], EGPH, EG32), use is as follows from your root scenery directory (i.e. the directory above your data, work and output directories). If you use an apt.dat file with one single airport in it you should omit the &amp;quot;--airport&amp;quot; parameter. &lt;br /&gt;
&lt;br /&gt;
 genapts --input=data/airports/apt.dat --work=./work --airport=&amp;lt;AIRPORT_ID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are generating a larger set of scenery, then you can specify the minimum and maximum longitude and latitude. &lt;br /&gt;
&lt;br /&gt;
Genapts will create two sub-directories in your work directory:&lt;br /&gt;
* AirportArea/&lt;br /&gt;
* AirportObj/&lt;br /&gt;
&lt;br /&gt;
These contain the definitions of the airport layout and any objects present (e.g. windsocks). &lt;br /&gt;
&lt;br /&gt;
==== Landuse data ====&lt;br /&gt;
The final piece of data we need to generate is the landuse data. In general, this is taken from the VMAP0 dataset as shapefiles from the scenery database mapserver, but other sources can also be used.&lt;br /&gt;
&lt;br /&gt;
The landuse data can be split into a number of different types:&lt;br /&gt;
&lt;br /&gt;
* '''Landmass''' separates the land from the sea. It is used as a mask for all other data. The most commonly used is the VMAP0 Landmass, but GSHHS can also be used.&lt;br /&gt;
* '''Land use data:''' defines whether a piece of land is forest, urban, sand, lava, glacier etc. These are usually VMAP0 data, defined as polygons.&lt;br /&gt;
* '''Line data:''' includes railroads, streams, roads. Typically VMAP0, but also Open Street Map for roads.&lt;br /&gt;
* '''Point data:''' is currently only used for defining towns.&lt;br /&gt;
 &lt;br /&gt;
By far the easiest way to get this data is to download shapefiles from the wonderful [http://mapserver.flightgear.org MapServer]. The MapServer lets you download the shapefiles for any selected scenery area. Click on the &amp;quot;Download Shapefiles&amp;quot; link (or go direct: http://mapserver.flightgear.org/download.psp). Enter in the bounding box of the scenery you want to generate, select the type of shapefile data you want, and click download. For basic scenery, get everything listed under VMap0 (with prefix v0_). &lt;br /&gt;
 &lt;br /&gt;
Download each shapefile into a seperate (!) &amp;lt;tt&amp;gt;data/shapefiles/...&amp;lt;/tt&amp;gt; directory. So, for v0_landmass, you would end up with &amp;lt;tt&amp;gt;data/shapefiles/v0_landmass/v0_landmass.shp&amp;lt;/tt&amp;gt; etc.&lt;br /&gt;
&lt;br /&gt;
You can load these shapefiles into a GIS editor such as [[QGIS]] or GRASS to view and edit. This is a good idea to verify you have the correct files! Later on, you can experiment with replacing various shapefiles with other versions (GSHHS for coastline, OSM for roads etc.).&lt;br /&gt;
&lt;br /&gt;
The next step is to decode the shape-files into TerraGear format using the '''ogr-decode''' command. &lt;br /&gt;
&lt;br /&gt;
There are three important command-line arguments for ogr-decode:&lt;br /&gt;
* the destination directory for the decoded data&lt;br /&gt;
* the location of the shapefile's directory&lt;br /&gt;
* the material type&lt;br /&gt;
&lt;br /&gt;
Each shape-file corresponds with one of the material types defined in the materials.xml files. The mapping is pretty obvious. For example, v0_mixedcroppasturecover maps to MixedCropPastureCover. Note that the material types are case-sensitive, so it is a good idea to refer to the &amp;lt;tt&amp;gt;[[$FG ROOT]]/materials.xml&amp;lt;/tt&amp;gt; file to hand so you can check. The exception is v0_landmass, which MUST be mapped onto the type Default.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a number of optional arguments, to indicate the width of line data (for roads, streams, railways), how large to make point data (for towns) and how long the longest straight line is allowed to be.&lt;br /&gt;
&lt;br /&gt;
For example, to decode the v0_landmass shapefile, you use the following command:&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
&lt;br /&gt;
To create streams of width 10 metres&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --max-segment 500 --line-width 10 --area-type Stream work/Stream data/shapefiles/v0_stream&lt;br /&gt;
&lt;br /&gt;
To generate some towns about 1km across&lt;br /&gt;
&lt;br /&gt;
 ogr-decode --point-width 500 --area-type Town work/Town data/shapefiles/v0_town&lt;br /&gt;
&lt;br /&gt;
Run this command for each shapefile in the set.&lt;br /&gt;
&lt;br /&gt;
== Generating scenery ==&lt;br /&gt;
You will now have a work directory looking something like this:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|  AirportArea           - SRTM-30&lt;br /&gt;
|-&lt;br /&gt;
|  AirportObj            - Stream&lt;br /&gt;
|-&lt;br /&gt;
|  Bog                   - IrrCropPastureCover    - Town&lt;br /&gt;
|-&lt;br /&gt;
|  Lake                  - Urban                  - Landmass&lt;br /&gt;
|-&lt;br /&gt;
|  Railroad              - DryCropPastureCover    - Road&lt;br /&gt;
|-&lt;br /&gt;
|  EvergreenBroadCover   - Marsh                  - Sand&lt;br /&gt;
|-&lt;br /&gt;
|  MixedCropPastureCover - ScrubCover&lt;br /&gt;
|-&lt;br /&gt;
|  GrassCover            - MixedForestCover       - Shared&lt;br /&gt;
|}&lt;br /&gt;
Now we can actually generate the scenery. This is done by the fgfs-construct command. Run the command with &amp;quot;--help&amp;quot; to get usage information. &lt;br /&gt;
&lt;br /&gt;
We need to define:&lt;br /&gt;
* the work (--work-dir) and output (--output-dir) directories&lt;br /&gt;
* the center of the scenery we want to generate (--lat, --lon)&lt;br /&gt;
* the radius (--xdist, --ydist) from which to generate&lt;br /&gt;
* All the work directories to include in the scenery.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
  fgfs-construct --work-dir=./work --output-dir=./output --lon=55 --lat=60 --xdist=3 --ydist=3 \&lt;br /&gt;
  AirportArea SRTM-30 AirportObj Stream Bog IrrCropPastureCover Town Lake Urban Landmass Railroad \&lt;br /&gt;
  DryCropPastureCover Road EvergreenBroadCover Marsh Sand MixedCropPastureCover ScrubCover GrassCover \&lt;br /&gt;
  MixedForestCover&lt;br /&gt;
&lt;br /&gt;
When this finishes, the output directory will contain a scenery sub-tree.&lt;br /&gt;
&lt;br /&gt;
Point to it by setting either [[$FG SCENERY]] or by using the --fg-scenery command-line option to fgfs, and give your new scenery a try!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
Below is a list of common problems and solutions. If in doubt - Google it. Many problems (particularly when compiling TerraGear) have been hit before: &lt;br /&gt;
&lt;br /&gt;
* Crashes in genapts. Sometimes genapts will crash when dealing with a particular airport. In that case, try running it again with the --start-id argument to start at the airport it failed on, and the --nudge argument which tries to nudge the calculations in the right direction. &lt;br /&gt;
* fgfs-construct Killed. The fgfs-construct process may kill itself if it is using too many system resources. Increasing the values for setrlimit in src/BuildTiles/Main/main.cxx is the best solution. &lt;br /&gt;
* Airports appear in the bottom of holes, or there are spaces between the airports and the scenery. This typically happens when genapts is unable to find the correct elevation data, or the elevation data changed between running genapts and shape-decode. Try generating a single airport in your scenery area using genapts, and look at the output. In particular, make sure there is a work/SRTM-30 directory. &lt;br /&gt;
* Only the airports appear in the scenery. There are three typical causes for this: &lt;br /&gt;
** You didn't download the correct shapefiles for the area. &lt;br /&gt;
** You haven't run shape-decode on the v0_landmass shapefile as Default &lt;br /&gt;
** You didn't include the correct directories in fgfs-construct. &lt;br /&gt;
* Generate scenery includes data removed from the shapefiles. If you are editing shapefiles, you need to delete the appropriate work subdirectory before running shape-decode. Otherwise your changes will be in addition to those already present. &lt;br /&gt;
* All the scenery is flat and at sea-level. Typically this is because you didn't include any elevation data in your fgfs-construct command. Make sure there's a STRM-30 directory included in the command-line. &lt;br /&gt;
* All terrain copies the material of a certain shapefile. You have probably forgotten to put each of the downloaded shapefiles in a seperate directory inside the Data/shapefiles directory. &lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear&amp;diff=33524</id>
		<title>TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear&amp;diff=33524"/>
		<updated>2011-08-21T11:45:11Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''TerraGear''' is a collection of open-source tools and rendering libraries which can transform publically available GIS data in 3D representations (i.e. 3D models or 3D maps) of the earth for use in real time rendering projects. Terragear can import 3D data sets such as DEM terrain grids, 2D polygon data sets such as coastlines, city outlines, lake outlines, and 2D raster data sets such as the 1 km NAOO land use/land cover data. It also has tools for generating realistic airports, runways, and lighting based on available FAA data. &lt;br /&gt;
&lt;br /&gt;
TerraGear is the primary tool used to generate the [[Scenery]] for the [[FlightGear]] project. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For a variety of reasons you might want to build terrain yourself, rather than downloading it from the available Scenery on FlightGear. For instance, if you use [[TaxiDraw]] to create or modify an airport layout, you might wish to see how that modified airport would look in the Scenery before deciding you're happy with the results. And normally, to see and use the airport in the Scenery, it's necessary to submit the modifications to the FlighGear Scenery staff and then wait untill the next update of the Scenery of that area is available via [[TerraSync]] or in the [http://www.flightgear.org/Downloads/scenery.html official FlightGear Scenery] build. If you can build terrain yourself, you can start using it right away. &amp;lt;BR&amp;gt;&lt;br /&gt;
Maybe the official Scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher resultion vector data (vmap1, Tiger) to get better roads/rivers. For all these reasons learning how to use TerraGear is a good idea. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting TerraGear ==&lt;br /&gt;
=== Pre-compiled builds ===&lt;br /&gt;
* [ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32 Windows builds]&lt;br /&gt;
&lt;br /&gt;
=== Source ===&lt;br /&gt;
The source is hold in a [[git]] repository on the [http://mapserver.flightgear.org/git/ mapserver].&lt;br /&gt;
 git clone git://mapserver.flightgear.org/terragear-cs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compilation ==&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
* TerraGear&lt;br /&gt;
** [[SimGear]] - '''Not''' simgear-cs!&lt;br /&gt;
** [[OpenSceneGraph]]&lt;br /&gt;
** [[plib]]&lt;br /&gt;
** libnewmat - at least version newmat11 (which is beta at the time of writing) &amp;lt;BR&amp;gt;See [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.newmat;h=95570b6b279d3d00bd7664cd4f00d6c4802aed1b;hb=HEAD README.newmat] for info on how to obtain and install it.&lt;br /&gt;
** gpc - See [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.gpc;h=226e185b1ce1d1578006b48bb426e35848cce93b;hb=HEAD README.gpc] for info on how to obtain and install it.&lt;br /&gt;
** libgdal&lt;br /&gt;
** libproj&lt;br /&gt;
** libogdi&lt;br /&gt;
** libexpat&lt;br /&gt;
** Feel free to add more required libs here!&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Please, have a look at [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README;h=7dae654283ca0b1447aeb3aa398287219f4b57df;hb=HEAD README] and/or [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.cygwin;h=d0436ec0371dd9fa255a8a560a388818432600d6;hb=HEAD README.cygwin] of the terragear-cs sources.&lt;br /&gt;
 ./autogen.sh&lt;br /&gt;
 ./configure [options] &lt;br /&gt;
 sed s/-O2// -i src/Lib/TriangleJRS/Makefile&lt;br /&gt;
 make install&lt;br /&gt;
&amp;lt;tt&amp;gt;./configure&amp;lt;/tt&amp;gt; options:&lt;br /&gt;
 --prefix=/path/to/install-dir&lt;br /&gt;
 I am missing reliable data here. Please, revise/complete the list if you have more info!&lt;br /&gt;
 --with-gdal=/path/to/gdal-config&lt;br /&gt;
 --with-gpc=/path/to/libgenpolyclip.a&lt;br /&gt;
 --with-newmat=/path/to/libnewmat.a&lt;br /&gt;
 --with-plib=/path/to/libplib*.a&lt;br /&gt;
 --with-simgear=/path/to/libsg*.a&lt;br /&gt;
 --with-osg=/path/to/OSGinstallation&lt;br /&gt;
&lt;br /&gt;
=== Plattform specific ===&lt;br /&gt;
* Debian: [[Building FlightGear - Debian#TerraGear]]&lt;br /&gt;
* Gentoo: &amp;lt;tt&amp;gt;emerge -av terragear-cs&amp;lt;/tt&amp;gt; &amp;lt;BR&amp;gt;See [[Building Flightgear - Gentoo]].&lt;br /&gt;
* Ubuntu: [[Building terragear-cs in Ubuntu_64]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI Tool ==&lt;br /&gt;
A [[TerraGear GUI]] is available for those that would like to use TerraGear without knowing/using the command line options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Using Terragear]]&lt;br /&gt;
* [[Terragear Corine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
{{Building}}&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33519</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33519"/>
		<updated>2011-08-20T19:33:44Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
'''High priority'''&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
'''Medium priority'''&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
'''Low priority'''&lt;br /&gt;
* Create fences around the airfield and the 'safari park'&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
{|align=left&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33518</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33518"/>
		<updated>2011-08-20T19:33:17Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* TODO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
'''High priority'''&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
'''Medium priority'''&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
'''Low priority'''&lt;br /&gt;
* create fences around the airfield and the 'safari park'&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
{|align=left&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33517</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33517"/>
		<updated>2011-08-20T18:59:43Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
{|align=left&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33516</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33516"/>
		<updated>2011-08-20T18:55:50Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33515</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33515"/>
		<updated>2011-08-20T18:54:37Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
|[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33514</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33514"/>
		<updated>2011-08-20T18:53:55Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33513</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33513"/>
		<updated>2011-08-20T18:51:53Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33511</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33511"/>
		<updated>2011-08-20T18:47:47Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33510</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33510"/>
		<updated>2011-08-20T18:21:53Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Generate high detail terrain&lt;br /&gt;
** Correct object placement (if required)&lt;br /&gt;
&lt;br /&gt;
* Place new objects:&lt;br /&gt;
** Tower (new)&lt;br /&gt;
** Hanger 4&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33509</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33509"/>
		<updated>2011-08-20T18:08:51Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are currently scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (old)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower (new)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33508</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33508"/>
		<updated>2011-08-20T18:05:42Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33507</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33507"/>
		<updated>2011-08-20T18:05:13Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33506</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33506"/>
		<updated>2011-08-20T18:04:49Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
* '''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|&amp;quot; Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (2011)&lt;br /&gt;
|}&lt;br /&gt;
* '''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
* '''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33505</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33505"/>
		<updated>2011-08-20T18:00:37Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|&amp;quot; Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (Aug 2011)&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33504</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33504"/>
		<updated>2011-08-20T17:59:53Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|&amp;quot; Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (Aug 2011)&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33503</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33503"/>
		<updated>2011-08-20T17:58:54Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|&amp;quot; Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (Aug 2011)&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|- Hanger 4&lt;br /&gt;
|-&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33502</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33502"/>
		<updated>2011-08-20T17:58:25Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|-&lt;br /&gt;
|* Textures&lt;br /&gt;
|&amp;quot; Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (Aug 2011)&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|- Hanger 4&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33501</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33501"/>
		<updated>2011-08-20T17:57:58Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|* Textures&lt;br /&gt;
|&amp;quot; Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (Aug 2011)&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|* Textures&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|- Hanger 4&lt;br /&gt;
|* 3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33500</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33500"/>
		<updated>2011-08-20T17:56:05Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|development started (Aug 2011)&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|3D Model&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
'''Hangers'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Hanger 4&lt;br /&gt;
|: Alpha status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33499</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33499"/>
		<updated>2011-08-20T17:50:34Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33498</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33498"/>
		<updated>2011-08-20T17:49:57Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The following items are scheduled for development:&lt;br /&gt;
'''Scenery'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower old'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Tower new'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
'''Shelters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33497</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33497"/>
		<updated>2011-08-20T17:42:40Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33496</id>
		<title>Volkel Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Volkel_Air_Base&amp;diff=33496"/>
		<updated>2011-08-20T17:41:17Z</updated>

		<summary type="html">&lt;p&gt;Expo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Volkel Air Base&lt;br /&gt;
|image =EHVK_overview.jpg&lt;br /&gt;
|iata =UDE&lt;br /&gt;
|icao =EHVK&lt;br /&gt;
|type =Military&lt;br /&gt;
|owner =Royal Netherlands Air Force&lt;br /&gt;
|city = Uden, the Netherlands&lt;br /&gt;
|runway= 06R/24L&lt;br /&gt;
|length= 3026 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 06L/24R&lt;br /&gt;
|length2= 3028 m   &lt;br /&gt;
|material2= Asphalt&lt;br /&gt;
|website =&lt;br /&gt;
}}&lt;br /&gt;
[[File:EHVK_flightline.jpg|thumb|270px|Dutch F-16s at the flightline at EHVK.]]&lt;br /&gt;
'''Volkel Air Base''' (Dutch: '''Vliegbasis Volkel''') is a military airfield used by the Royal Netherlands Air Force (RNLAF) and is located near the town of Uden in the Netherlands. It is home to three [[General Dynamics F-16|Fokker F-16 Fighting Falcon]] squadrons, 311, 312 and 313. It also serves as a maintenance and logistical base for the RNLAF and houses the 703rd Munition Support Squadron, part of the 52d Fighter Wing from the United States Air Force.&lt;br /&gt;
&lt;br /&gt;
== Volkel in FlightGear ==&lt;br /&gt;
The scenery is currently in development, but will soon be released. Currently only the groundnetwork is finished and the shelters are modeled and placed. Volkel and surrounding area can soon be found on the e000n50/e005n51 scenery tile.&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in the Netherlands]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FSweekend_2010&amp;diff=24624</id>
		<title>FSweekend 2010</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FSweekend_2010&amp;diff=24624"/>
		<updated>2010-10-11T16:13:30Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Equipment Checklist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:FSweekend_banner_2010.jpg|right|350px]]&lt;br /&gt;
This wiki page lists all information required for participants to the [[FSweekend]] and the attached multiplayer event(s). [[FlightGear]] will be represented by a team of seven regular FlightGear developers and users.&lt;br /&gt;
&lt;br /&gt;
==Booth information==&lt;br /&gt;
This year's booth will probably exist of:&lt;br /&gt;
[[image:Anaglyph-glasses.jpg|right]]&lt;br /&gt;
* an UMTS usb stick for unlimited date use at high speed, so users from all over the world can visit us virtually.&lt;br /&gt;
* a bunch of 3D glasses, to demo the [[Anaglyph (3D)|anaglyph]] ability of FlightGear.&lt;br /&gt;
* a FlightGear based [[Howto:_Build_your_own_procedure_trainer|procedure trainer]].&lt;br /&gt;
* a Linux-based triple-screen PC, with a generic set of input devices for general purpose flight demonstrations. &lt;br /&gt;
* a top-end workstation equipped with 4(!) nVidia GTX460 to showcase our multi-screen capabilities&lt;br /&gt;
&lt;br /&gt;
=== Equipment Checklist ===&lt;br /&gt;
* One main power extension cord (DT: yellow)&lt;br /&gt;
* One main power extension cord (DT: green)&lt;br /&gt;
* One main power extension cord (TD: black)&lt;br /&gt;
* One main power extension cord (JVDV: red)&lt;br /&gt;
* One Linux-based PC (DT) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Saitek Joystick &lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** Headset&lt;br /&gt;
** Sound system&lt;br /&gt;
* One Linux-based PC (JVDV) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Thrustmaster HOTAS Cougar&lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** USB Headset&lt;br /&gt;
* One Macbook Pro (DT) &lt;br /&gt;
** simple joystick&lt;br /&gt;
* One Macbook, white (TD)&lt;br /&gt;
* One Linx-based Notebook (TD)&lt;br /&gt;
** simple joystick&lt;br /&gt;
** ELITE yoke&lt;br /&gt;
** simple, homemade multi-engine and view controller&lt;br /&gt;
** 3Dconnexion 3d-mouse&lt;br /&gt;
* One FlightGear based procedure trainer (TD) [[image:Pmpt-0.1.jpg|right|thumb]]&lt;br /&gt;
** ELITE ProPanelII&lt;br /&gt;
** FlightLink rudder set&lt;br /&gt;
** Two TFT Displays&lt;br /&gt;
** Panel controller&lt;br /&gt;
** old (historic?) tablet pc running Atlas&lt;br /&gt;
* One Thomas-Krens-AG workstation (TD)&lt;br /&gt;
** Eight monitors (probably)&lt;br /&gt;
* Two FlightGear banners (TD)&lt;br /&gt;
** mounting material (last year's setup from Durk)&lt;br /&gt;
* FlightGear business cards (TD)&lt;br /&gt;
* Coffee maker (Senseo, bring your own pads!) (TD)&lt;br /&gt;
* two or three sets of aviation headsets (deco) (TD)&lt;br /&gt;
* One CH Flight Sim Yoke&lt;br /&gt;
* One CH Pro Pedals&lt;br /&gt;
&lt;br /&gt;
==Flight information==&lt;br /&gt;
===Airports===&lt;br /&gt;
Activities will mainly take place at and around [[Amsterdam Airport Schiphol]] (EHAM), [[Lelystad Airport]] (EHLE), [[Volkel Air Base]] (EHVK) and the VU University Medical Center Helipad [[EH0001]].&lt;br /&gt;
&lt;br /&gt;
===Charts===&lt;br /&gt;
All charts that you may have to use on your flights are available at http://ais-netherlands.nl (AIS Publications &amp;gt; Integrated Package). Please note that these are the most up to date charts available, so certain situations might not have been changed in FlightGear (EHAM, EHLE and EHVK taxiways should be correct though).&lt;br /&gt;
&lt;br /&gt;
Parking positions have been created for most of the Dutch airports including EHAM, EHRD, EHVK and EHLE (A1-A6, B1 and B2).&lt;br /&gt;
&lt;br /&gt;
All named airports are for civil usage, except for [[Volkel Air Base]] (EHVK). This base will be occupied by the (AI) F-16 squadrons and likely one setup in Lelystad. Feel free to join with your F-16 or other Dutch/NATO mil aircraft.&lt;br /&gt;
&lt;br /&gt;
===Weather information===&lt;br /&gt;
Reallife weather information can be found at the KNMI (Dutch Meteological institute) website.&lt;br /&gt;
* [http://knmi.nl/actueel/metar.html METAR] current weather at airports&lt;br /&gt;
* [http://knmi.nl/waarschuwingen_en_verwachtingen/luchtvaart/nederlandse_vliegveldverwachtingen.html TAF] expected weather at airports&lt;br /&gt;
If the weather is really bad, it is likely that the FSweekend guys will use a preset weather scenario.&lt;br /&gt;
&lt;br /&gt;
==Scenery==&lt;br /&gt;
We will be using newly generated scenery in Lelystad.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
We are currently discussing the possibility of a special [[TransGear]](-like) event throughout the weekend.&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FSweekend_2010&amp;diff=24623</id>
		<title>FSweekend 2010</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FSweekend_2010&amp;diff=24623"/>
		<updated>2010-10-11T16:12:46Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Equipment Checklist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:FSweekend_banner_2010.jpg|right|350px]]&lt;br /&gt;
This wiki page lists all information required for participants to the [[FSweekend]] and the attached multiplayer event(s). [[FlightGear]] will be represented by a team of seven regular FlightGear developers and users.&lt;br /&gt;
&lt;br /&gt;
==Booth information==&lt;br /&gt;
This year's booth will probably exist of:&lt;br /&gt;
[[image:Anaglyph-glasses.jpg|right]]&lt;br /&gt;
* an UMTS usb stick for unlimited date use at high speed, so users from all over the world can visit us virtually.&lt;br /&gt;
* a bunch of 3D glasses, to demo the [[Anaglyph (3D)|anaglyph]] ability of FlightGear.&lt;br /&gt;
* a FlightGear based [[Howto:_Build_your_own_procedure_trainer|procedure trainer]].&lt;br /&gt;
* a Linux-based triple-screen PC, with a generic set of input devices for general purpose flight demonstrations. &lt;br /&gt;
* a top-end workstation equipped with 4(!) nVidia GTX460 to showcase our multi-screen capabilities&lt;br /&gt;
&lt;br /&gt;
=== Equipment Checklist ===&lt;br /&gt;
* One main power extension cord (DT: yellow)&lt;br /&gt;
* One main power extension cord (DT: green)&lt;br /&gt;
* One main power extension cord (TD: black)&lt;br /&gt;
* One main power extension cord (JVDV: red)&lt;br /&gt;
* One Linux-based PC (DT) &lt;br /&gt;
** Three monitors&lt;br /&gt;
** Saitek Joystick &lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** Headset&lt;br /&gt;
** Sound system&lt;br /&gt;
* One Linux-based PC (JVDV) &lt;br /&gt;
** Three monitors (3840*1024)&lt;br /&gt;
** Thrustmaster HOTAS Cougar&lt;br /&gt;
** Saitek Rudder Pedals&lt;br /&gt;
** USB Headset&lt;br /&gt;
* One Macbook Pro (DT) &lt;br /&gt;
** simple joystick&lt;br /&gt;
* One Macbook, white (TD)&lt;br /&gt;
* One Linx-based Notebook (TD)&lt;br /&gt;
** simple joystick&lt;br /&gt;
** ELITE yoke&lt;br /&gt;
** simple, homemade multi-engine and view controller&lt;br /&gt;
** 3Dconnexion 3d-mouse&lt;br /&gt;
* One FlightGear based procedure trainer (TD) [[image:Pmpt-0.1.jpg|right|thumb]]&lt;br /&gt;
** ELITE ProPanelII&lt;br /&gt;
** FlightLink rudder set&lt;br /&gt;
** Two TFT Displays&lt;br /&gt;
** Panel controller&lt;br /&gt;
** old (historic?) tablet pc running Atlas&lt;br /&gt;
* One Thomas-Krens-AG workstation (TD)&lt;br /&gt;
** Eight monitors (probably)&lt;br /&gt;
* Two FlightGear banners (TD)&lt;br /&gt;
** mounting material (last year's setup from Durk)&lt;br /&gt;
* FlightGear business cards (TD)&lt;br /&gt;
* Coffee maker (Senseo, bring your own pads!) (TD)&lt;br /&gt;
* two or three sets of aviation headsets (deco) (TD)&lt;br /&gt;
* One CH Flight Sim Yoke&lt;br /&gt;
* One CH Pro Pedals&lt;br /&gt;
&lt;br /&gt;
==Flight information==&lt;br /&gt;
===Airports===&lt;br /&gt;
Activities will mainly take place at and around [[Amsterdam Airport Schiphol]] (EHAM), [[Lelystad Airport]] (EHLE), [[Volkel Air Base]] (EHVK) and the VU University Medical Center Helipad [[EH0001]].&lt;br /&gt;
&lt;br /&gt;
===Charts===&lt;br /&gt;
All charts that you may have to use on your flights are available at http://ais-netherlands.nl (AIS Publications &amp;gt; Integrated Package). Please note that these are the most up to date charts available, so certain situations might not have been changed in FlightGear (EHAM, EHLE and EHVK taxiways should be correct though).&lt;br /&gt;
&lt;br /&gt;
Parking positions have been created for most of the Dutch airports including EHAM, EHRD, EHVK and EHLE (A1-A6, B1 and B2).&lt;br /&gt;
&lt;br /&gt;
All named airports are for civil usage, except for [[Volkel Air Base]] (EHVK). This base will be occupied by the (AI) F-16 squadrons and likely one setup in Lelystad. Feel free to join with your F-16 or other Dutch/NATO mil aircraft.&lt;br /&gt;
&lt;br /&gt;
===Weather information===&lt;br /&gt;
Reallife weather information can be found at the KNMI (Dutch Meteological institute) website.&lt;br /&gt;
* [http://knmi.nl/actueel/metar.html METAR] current weather at airports&lt;br /&gt;
* [http://knmi.nl/waarschuwingen_en_verwachtingen/luchtvaart/nederlandse_vliegveldverwachtingen.html TAF] expected weather at airports&lt;br /&gt;
If the weather is really bad, it is likely that the FSweekend guys will use a preset weather scenario.&lt;br /&gt;
&lt;br /&gt;
==Scenery==&lt;br /&gt;
We will be using newly generated scenery in Lelystad.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
We are currently discussing the possibility of a special [[TransGear]](-like) event throughout the weekend.&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=12902</id>
		<title>General Dynamics F-16 Fighting Falcon</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=12902"/>
		<updated>2009-05-30T22:01:32Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Development status/Issues/Todo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = General_Dynamics_F16.jpg&lt;br /&gt;
|name = General Dynamics F16&lt;br /&gt;
|type = Military aircraft&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = Production&lt;br /&gt;
|authors = Erik Hofman, Martin &amp;quot;Pegasus&amp;quot; Schmitt (panel textures)&lt;br /&gt;
|fgname = f16 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Keyboard Controls==&lt;br /&gt;
'''Flight Controls'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-b&lt;br /&gt;
|toggle speed brake&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Toggle FBW (Fly By Wire) override&lt;br /&gt;
|}&lt;br /&gt;
'''Miscellaneous'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-f&lt;br /&gt;
|trigger flare release&lt;br /&gt;
|-&lt;br /&gt;
|Ctrl-h&lt;br /&gt;
|toggle arrester hook&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Toggle canopy&lt;br /&gt;
|-&lt;br /&gt;
|e&lt;br /&gt;
|Fire the cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Radar'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-n&lt;br /&gt;
|Toggles Radar RWS / TWS AUTO Modes&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|Decrease Radar Range&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|Increase Radar Range&lt;br /&gt;
|-&lt;br /&gt;
|q&lt;br /&gt;
|Toggles Radar Standby Mode&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Issues to be fixed shortly:&lt;br /&gt;
* The first time the user change the view (ie. by hiting &amp;quot;v&amp;quot;) there is a 10/15 seconds pause.&lt;br /&gt;
**This seems to be due to the liveries textures. Removing the Livery choice and all associated entry in the -set file doesn't change the delay. Then reducing and flatening (remove alpha channel) the main texture f16.rgb from 2048 to 1024 px reduce the delay to 6/7 sec, then flatening the transparent logo texture f16-trans.rgb reduce the delay to 3/sec.&lt;br /&gt;
**Solution: switch to PNG textures, remove transparency on logos or even remove logos. Use a different mapping layout with 4 x 1024^2 textures instead of 1 x 2048^2 texture. Optimize surface usage in the textures, flaten textures as much as possible. (see much more complicated and detailled f-14b which doesn't suffer delay) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL FDM:&lt;br /&gt;
* Main U/C is above ground.&lt;br /&gt;
* Vibration when accelerating on the runway for takeof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL Outside&lt;br /&gt;
* flaps are in wrong position and can't be triggered.&lt;br /&gt;
** that's because the f16 is flight computer controlled, so this is correct and NOT an error. (this to be moved in flight documentation)&lt;br /&gt;
* pilot's shoulder patch is empty. (remove ?)&lt;br /&gt;
* engine turbines do not rotate (is it useful ?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL Cockpit and systems:&lt;br /&gt;
* HSI 3d model and textures.&lt;br /&gt;
* internal/external lighting panel.&lt;br /&gt;
* FMD's buttons pick animation. Define a logic in the FMD interactivity ?&lt;br /&gt;
* ICP better texture. buttons pick animation. Define a logic in the ICP interactivity ?&lt;br /&gt;
* HUD modes:&lt;br /&gt;
** A/A mode&lt;br /&gt;
** Basic nav mode (those could be a first step in order to provide usability in short term)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sounds: (Low priority)&lt;br /&gt;
* Establish a list of all sounds that can be produced by the F-16 and its driver:&lt;br /&gt;
&lt;br /&gt;
Cockpit:&lt;br /&gt;
**switches&lt;br /&gt;
**knobs&lt;br /&gt;
**levers&lt;br /&gt;
**buttons&lt;br /&gt;
**wheels (ICP)&lt;br /&gt;
**rudder pedals&lt;br /&gt;
**ejection seat&lt;br /&gt;
**canopy **implemented**&lt;br /&gt;
**canopy lock **implemented**&lt;br /&gt;
&lt;br /&gt;
Audio:&lt;br /&gt;
**&amp;quot;bitching betty&amp;quot;&lt;br /&gt;
***missile launch&lt;br /&gt;
***warning **implemented**&lt;br /&gt;
***chaff/flare&lt;br /&gt;
***jammer&lt;br /&gt;
**RWR&lt;br /&gt;
***radar signature identification sounds&lt;br /&gt;
****radar spike&lt;br /&gt;
****radar lock&lt;br /&gt;
**gear horn (currently implemented as alert?)&lt;br /&gt;
&lt;br /&gt;
Pilot:&lt;br /&gt;
**breathing&lt;br /&gt;
**movement&lt;br /&gt;
**brevity comms&lt;br /&gt;
&lt;br /&gt;
External-sounds:&lt;br /&gt;
**engine **implemented**&lt;br /&gt;
**landing gear&lt;br /&gt;
***up&lt;br /&gt;
***down&lt;br /&gt;
***broken&lt;br /&gt;
**ordnance&lt;br /&gt;
***jettison store(s)&lt;br /&gt;
***bomb drop&lt;br /&gt;
***missile launch&lt;br /&gt;
***20mm cannon **implemented**&lt;br /&gt;
**damage&lt;br /&gt;
***airframe overstress&lt;br /&gt;
***gun hit&lt;br /&gt;
***explosion&lt;br /&gt;
**Mid air refueling &lt;br /&gt;
***refueling door&lt;br /&gt;
****open&lt;br /&gt;
****close&lt;br /&gt;
***tank boom (tanker aircraft)&lt;br /&gt;
****connect&lt;br /&gt;
****disconnect&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft|F-16 Falcon]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=12901</id>
		<title>General Dynamics F-16 Fighting Falcon</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=12901"/>
		<updated>2009-05-30T21:59:00Z</updated>

		<summary type="html">&lt;p&gt;Expo: /* Development status/Issues/Todo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = General_Dynamics_F16.jpg&lt;br /&gt;
|name = General Dynamics F16&lt;br /&gt;
|type = Military aircraft&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = Production&lt;br /&gt;
|authors = Erik Hofman, Martin &amp;quot;Pegasus&amp;quot; Schmitt (panel textures)&lt;br /&gt;
|fgname = f16 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Keyboard Controls==&lt;br /&gt;
'''Flight Controls'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-b&lt;br /&gt;
|toggle speed brake&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Toggle FBW (Fly By Wire) override&lt;br /&gt;
|}&lt;br /&gt;
'''Miscellaneous'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-f&lt;br /&gt;
|trigger flare release&lt;br /&gt;
|-&lt;br /&gt;
|Ctrl-h&lt;br /&gt;
|toggle arrester hook&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Toggle canopy&lt;br /&gt;
|-&lt;br /&gt;
|e&lt;br /&gt;
|Fire the cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Radar'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Ctrl-n&lt;br /&gt;
|Toggles Radar RWS / TWS AUTO Modes&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|Decrease Radar Range&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|Increase Radar Range&lt;br /&gt;
|-&lt;br /&gt;
|q&lt;br /&gt;
|Toggles Radar Standby Mode&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Issues to be fixed shortly:&lt;br /&gt;
* The first time the user change the view (ie. by hiting &amp;quot;v&amp;quot;) there is a 10/15 seconds pause.&lt;br /&gt;
**This seems to be due to the liveries textures. Removing the Livery choice and all associated entry in the -set file doesn't change the delay. Then reducing and flatening (remove alpha channel) the main texture f16.rgb from 2048 to 1024 px reduce the delay to 6/7 sec, then flatening the transparent logo texture f16-trans.rgb reduce the delay to 3/sec.&lt;br /&gt;
**Solution: switch to PNG textures, remove transparency on logos or even remove logos. Use a different mapping layout with 4 x 1024^2 textures instead of 1 x 2048^2 texture. Optimize surface usage in the textures, flaten textures as much as possible. (see much more complicated and detailled f-14b which doesn't suffer delay) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL FDM:&lt;br /&gt;
* Main U/C is above ground.&lt;br /&gt;
* Vibration when accelerating on the runway for takeof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL Outside&lt;br /&gt;
* flaps are in wrong position and can't be triggered.&lt;br /&gt;
** that's because the f16 is flight computer controlled, so this is correct and NOT an error. (this to be moved in flight documentation)&lt;br /&gt;
* pilot's shoulder patch is empty. (remove ?)&lt;br /&gt;
* engine turbines do not rotate (is it useful ?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDL Cockpit and systems:&lt;br /&gt;
* HSI 3d model and textures.&lt;br /&gt;
* internal/external lighting panel.&lt;br /&gt;
* FMD's buttons pick animation. Define a logic in the FMD interactivity ?&lt;br /&gt;
* ICP better texture. buttons pick animation. Define a logic in the ICP interactivity ?&lt;br /&gt;
* HUD modes:&lt;br /&gt;
** A/A mode&lt;br /&gt;
** Basic nav mode (those could be a first step in order to provide usability in short term)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sounds: (Low priority)&lt;br /&gt;
* Establish a list of all sounds that can be produced by the F-16 and its driver:&lt;br /&gt;
&lt;br /&gt;
Cockpit:&lt;br /&gt;
**switches&lt;br /&gt;
**knobs&lt;br /&gt;
**levers&lt;br /&gt;
**buttons&lt;br /&gt;
**wheels (ICP)&lt;br /&gt;
**rudder pedals&lt;br /&gt;
**ejection seat&lt;br /&gt;
**canopy **implemented**&lt;br /&gt;
&lt;br /&gt;
Audio:&lt;br /&gt;
**&amp;quot;bitching betty&amp;quot;&lt;br /&gt;
***missile launch&lt;br /&gt;
***warning **implemented**&lt;br /&gt;
***chaff/flare&lt;br /&gt;
***jammer&lt;br /&gt;
**RWR&lt;br /&gt;
***radar signature identification sounds&lt;br /&gt;
****radar spike&lt;br /&gt;
****radar lock&lt;br /&gt;
**gear horn (stall)&lt;br /&gt;
&lt;br /&gt;
Pilot:&lt;br /&gt;
**breathing&lt;br /&gt;
**movement&lt;br /&gt;
**brevity comms&lt;br /&gt;
&lt;br /&gt;
External-sounds:&lt;br /&gt;
**engine **implemented**&lt;br /&gt;
**landing gear&lt;br /&gt;
***up&lt;br /&gt;
***down&lt;br /&gt;
***broken&lt;br /&gt;
**ordnance&lt;br /&gt;
***jettison store(s)&lt;br /&gt;
***bomb drop&lt;br /&gt;
***missile launch&lt;br /&gt;
***20mm cannon **implemented**&lt;br /&gt;
**damage&lt;br /&gt;
***airframe overstress&lt;br /&gt;
***gun hit&lt;br /&gt;
***explosion&lt;br /&gt;
**Mid air refueling &lt;br /&gt;
***refueling door&lt;br /&gt;
****open&lt;br /&gt;
****close&lt;br /&gt;
***tank boom (tanker aircraft)&lt;br /&gt;
****connect&lt;br /&gt;
****disconnect&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft|F-16 Falcon]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;/div&gt;</summary>
		<author><name>Expo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=12900</id>
		<title>General Dynamics F-16 Fighting Falcon</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=General_Dynamics_F-16_Fighting_Falcon&amp;diff=12900"/>
		<updated>2009-05-30T21:52:34Z</updated>

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