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	<updated>2026-04-09T19:15:50Z</updated>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:ALS_landing_and_spot_lights.jpg&amp;diff=78318</id>
		<title>File:ALS landing and spot lights.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:ALS_landing_and_spot_lights.jpg&amp;diff=78318"/>
		<updated>2014-12-15T19:45:35Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Screen shot showing issue with ALS landing lights}}&lt;br /&gt;
|date=2014-12-15 11:44:01&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Screen shot]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=JSBSim_Thrusters&amp;diff=78257</id>
		<title>JSBSim Thrusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=JSBSim_Thrusters&amp;diff=78257"/>
		<updated>2014-12-11T16:53:24Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Development Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[JSBSim]]''' uses '''thruster''' models to convert engine power into aerodynamic forces. The following table shows which engine-thruster combinations work.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;width:60px;&amp;quot; | [[JSBSim Thrusters#FGDirect|Direct]] &lt;br /&gt;
| style=&amp;quot;width:60px;&amp;quot; | [[JSBSim Thrusters#FGNozzle|Nozzle]]&lt;br /&gt;
| style=&amp;quot;width:60px;&amp;quot; | [[JSBSim Thrusters#FGPropeller|Propeller]]&lt;br /&gt;
| style=&amp;quot;width:60px;&amp;quot; | [[JSBSim Thrusters#FGRotor|Rotor]] &lt;br /&gt;
|-&lt;br /&gt;
|[[JSBSim Engines#FGElectric|Electric]]&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[JSBSim Engines#FGPiston|Piston]]&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[JSBSim Engines#FGRocket|Rocket]]&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |    &lt;br /&gt;
|-&lt;br /&gt;
|[[JSBSim Engines#FGTurbine|Turbine]]&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[JSBSim Engines#FGTurboProp|TurboProp]]&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #FF3333;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color: #33FF33;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FGDirect ==&lt;br /&gt;
Thrust is computed directly by the engine, the direct thruster file is a stub. Currently FGTurbine engines use this thruster and it can also be used with FGElectric.&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
This is the complete configuration file. Copy and paste into your 'direct.xml' file.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
&amp;lt;direct name=&amp;quot;Direct&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/direct&amp;gt; &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The direct thruster creates a property called propulsion/engine[#]/reverser-angle-rad&lt;br /&gt;
* &amp;quot;Reverser angle&amp;quot; as used here is a way to manipulate the thrust vector, along the thrust axis ONLY, during run time.  This should not be confused with a thrust vectoring nozzle. The angle is defined in radians, and is used thus:  Final_thrust = cosine( reverser_angle ) * unmodified_thrust. Therefore a reverser angle of 0 results in no change, and a reverser angle of 3.14 (pi) results in a completely reversed thrust vector.  An angle of 1.57 (pi/2) results in no thrust at all&lt;br /&gt;
&lt;br /&gt;
== FGNozzle ==&lt;br /&gt;
FGNozzle is for the FGRocket engine.&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
&amp;lt;nozzle name=&amp;quot;{string}&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;area unit=&amp;quot;{FT2 | M2 | IN2}&amp;quot;&amp;gt; {number}  &amp;lt;/area&amp;gt;&lt;br /&gt;
&amp;lt;/nozzle&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Parameter definitions ===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|area&lt;br /&gt;
|Nozzle area at the exit plane.&lt;br /&gt;
|}&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* All parameters MUST be specified.&lt;br /&gt;
&lt;br /&gt;
== FGPropeller ==&lt;br /&gt;
FGPropeller models a propeller given the tabular data for Ct and Cp, indexed by the advance ratio &amp;quot;J&amp;quot;. &lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- Sense goes in the parent tag --&amp;gt;&lt;br /&gt;
&amp;lt;sense&amp;gt; {1 | -1} &amp;lt;/sense&amp;gt; &lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
&amp;lt;propeller name=&amp;quot;{string}&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;ixx&amp;gt; {number} &amp;lt;/ixx&amp;gt;&lt;br /&gt;
  &amp;lt;diameter unit=&amp;quot;IN&amp;quot;&amp;gt; {number} &amp;lt;/diameter&amp;gt;&lt;br /&gt;
  &amp;lt;numblades&amp;gt; {number} &amp;lt;/numblades&amp;gt;&lt;br /&gt;
  &amp;lt;gearratio&amp;gt; {number} &amp;lt;/gearratio&amp;gt;&lt;br /&gt;
  &amp;lt;minpitch&amp;gt; {number} &amp;lt;/minpitch&amp;gt;&lt;br /&gt;
  &amp;lt;maxpitch&amp;gt; {number} &amp;lt;/maxpitch&amp;gt;&lt;br /&gt;
  &amp;lt;minrpm&amp;gt; {number} &amp;lt;/minrpm&amp;gt;&lt;br /&gt;
  &amp;lt;maxrpm&amp;gt; {number} &amp;lt;/maxrpm&amp;gt;&lt;br /&gt;
  &amp;lt;constspeed&amp;gt; {number} &amp;lt;/constspeed&amp;gt;&lt;br /&gt;
  &amp;lt;reversepitch&amp;gt; {number} &amp;lt;/reversepitch&amp;gt;&lt;br /&gt;
  &amp;lt;p_factor&amp;gt; {number} &amp;lt;/p_factor&amp;gt;&lt;br /&gt;
  &amp;lt;ct_factor&amp;gt; {number} &amp;lt;/ct_factor&amp;gt;&lt;br /&gt;
  &amp;lt;cp_factor&amp;gt; {number} &amp;lt;/cp_factor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;table name=&amp;quot;C_THRUST&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      {numbers}&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;table name=&amp;quot;C_POWER&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      {numbers}&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;table name=&amp;quot;CT_MACH&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      {numbers}&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;table name=&amp;quot;CP_MACH&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      {numbers}&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/propeller&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Parameter definitions ===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|ixx&lt;br /&gt;
|Propeller rotational inertia. This can be english units, slug &amp;amp; feet^2:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;ixx unit=&amp;quot;SLUG*FT2&amp;quot;&amp;gt;       8.95 &amp;lt;/ixx&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or in metric units, kg * meters^2:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;ixx unit=&amp;quot;KG*M2&amp;quot;&amp;gt;         12.14 &amp;lt;/ixx&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a thin rod of mass m (kg) and diameter D (meters) spinning about its center, the formula is m*D^2/12. See the [http://en.wikipedia.org/wiki/List_of_moments_of_inertia Moments of inertia reference page] and [http://www.engineeringtoolbox.com/moment-inertia-torque-d_913.html list of conversion factors for different units for moment of inertia].)&lt;br /&gt;
|-&lt;br /&gt;
|diameter&lt;br /&gt;
|Propeller disk diameter.&lt;br /&gt;
|-&lt;br /&gt;
|numblades&lt;br /&gt;
|Number of blades.&lt;br /&gt;
|-&lt;br /&gt;
|gearratio&lt;br /&gt;
|Ratio of (engine rpm) / (prop rpm).&lt;br /&gt;
|-&lt;br /&gt;
|minpitch&lt;br /&gt;
|Minimum blade pitch angle.&lt;br /&gt;
|-&lt;br /&gt;
|maxpitch&lt;br /&gt;
|Maximum blade pitch angle.&lt;br /&gt;
|-&lt;br /&gt;
|minrpm&lt;br /&gt;
|Minimum rpm target for constant speed propeller.&lt;br /&gt;
|-&lt;br /&gt;
|maxrpm&lt;br /&gt;
|Maximum rpm target for constant speed propeller.&lt;br /&gt;
|-&lt;br /&gt;
|constspeed&lt;br /&gt;
|1 = constant speed mode, 0 = manual pitch mode. &lt;br /&gt;
|-&lt;br /&gt;
|reversepitch&lt;br /&gt;
|Blade pitch angle for reverse.&lt;br /&gt;
|-&lt;br /&gt;
|sense&lt;br /&gt;
|Direction of rotation (1= clockwise as viewed from rear, -1=counter-clockwise as viewed from rear). Sense is specified in the parent tag of the propeller.&lt;br /&gt;
|-&lt;br /&gt;
|p_factor&lt;br /&gt;
|P factor.&lt;br /&gt;
|-&lt;br /&gt;
|ct_factor&lt;br /&gt;
|A multiplier for the coefficients of thrust (multiplies the dependent variable in the C_THRUST table by this factor).&lt;br /&gt;
|-&lt;br /&gt;
|cp_factor&lt;br /&gt;
|A multiplier for the coefficients of power (multiplies the dependent variable in the C_POWER table by this factor).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===C_THRUST and C_POWER tables===&lt;br /&gt;
The C_THRUST and C_POWER tables are required. &lt;br /&gt;
&lt;br /&gt;
The independent variable for both tables is [http://en.wikipedia.org/wiki/Advance_ratio Advance Ratio] (J). The dependent variable is the coefficient of thrust (Ct) for the C_THRUST and the coefficient of power (Cp) for C_POWER. &lt;br /&gt;
&lt;br /&gt;
For variable pitch propellers, it is possible to give a two-dimensional table, showing Ct and Cp for different J and different pitch angles of the propeller.  See example below.&lt;br /&gt;
&lt;br /&gt;
[http://www.mh-aerotools.de/airfoils/pylonprops_1.htm Propellors for F3D Models explains the theory] and has [http://www.mh-aerotools.de/airfoils/pylonprops_2.htm formulas] and [http://www.mh-aerotools.de/airfoils/pylonprops_3.htm many graphs] showing the relationship between J, Ct, and Cp.&lt;br /&gt;
&lt;br /&gt;
Relevant formulas relating the variables in the tables (and metric system units):&lt;br /&gt;
&lt;br /&gt;
* Thrust: T = Ct * rho * n^2 * D^4&lt;br /&gt;
* Power: P = Cp * rho * n^3 * D^5)&lt;br /&gt;
* Advance Ratio: J = v/(n*D)&lt;br /&gt;
* Efficiency: eta = Ct/Cp * v/(n*D) (or equivalently, eta = Ct/Cp * J )&lt;br /&gt;
&lt;br /&gt;
In the formulas&lt;br /&gt;
* Ct = coefficient of thrust&lt;br /&gt;
* Cp = coefficient of power&lt;br /&gt;
* v = true velocity of aircraft (m/s)&lt;br /&gt;
* D = diameter of propeller disk (m)&lt;br /&gt;
* n = rotations per second (1/s) (note RPS, not RPM)&lt;br /&gt;
* rho = density of air (kg/m^3)&lt;br /&gt;
* P = power (W)&lt;br /&gt;
* T = thrust (N)&lt;br /&gt;
&lt;br /&gt;
For a typical propeller, both Cp and Ct are downward sloping curves that reach 0 when J is somewhere in the range 0-4 (depending on blade angle and other factors). Cp and Ct can be negative; this indicates the drag induced by the prop when the airspeed is relatively fast compared with prop RPM. At higher pitch angles Ct may have a positive slope or be flat in the lower J range.&lt;br /&gt;
&lt;br /&gt;
Ct/Cp gives the efficiency (eta), and propeller shape and general design give each propeller a distinctive [http://www.mh-aerotools.de/airfoils/pylonprops_3.htm efficiency curve]. For fixed-pitch propellers, the propeller is generally designed to reach peak efficiency either at climb velocity &amp;amp; RPM, cruise velocity and RPM, or some compromise between the two.  [http://en.wikipedia.org/wiki/Controllable_pitch_propeller Variable pitch propellers] and [http://en.wikipedia.org/wiki/Constant_speed_propeller constant speed propellers] bring different factors into play.&lt;br /&gt;
&lt;br /&gt;
Note that several of the values mentioned above can be viewed while FG is running, in the property tree under /fdm/jsbsim/propulsion/engine.  This is useful for seeing how the settings and tables play out under various conditions and fine-tuning the settings.&lt;br /&gt;
&lt;br /&gt;
==== Sample C_THRUST and C_POWER tables ====&lt;br /&gt;
These example tables are from FlightGear's C172P aircraft:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;table name=&amp;quot;C_THRUST&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;tableData&amp;gt;&lt;br /&gt;
        0.0    0.068&lt;br /&gt;
        0.1    0.068&lt;br /&gt;
        0.2    0.067&lt;br /&gt;
        0.3    0.066&lt;br /&gt;
        0.4    0.064&lt;br /&gt;
        0.5    0.062&lt;br /&gt;
        0.6    0.059&lt;br /&gt;
        0.7    0.054&lt;br /&gt;
        0.8    0.043&lt;br /&gt;
        0.9    0.031&lt;br /&gt;
        1.0    0.019&lt;br /&gt;
        1.1    0.008&lt;br /&gt;
        1.2   -0.001&lt;br /&gt;
        1.3   -0.008&lt;br /&gt;
        1.4   -0.019&lt;br /&gt;
        1.5   -0.029&lt;br /&gt;
        1.6   -0.040&lt;br /&gt;
        1.7   -0.050&lt;br /&gt;
        1.8   -0.057&lt;br /&gt;
        1.9   -0.061&lt;br /&gt;
        2.0   -0.064&lt;br /&gt;
        2.1   -0.066&lt;br /&gt;
        2.2   -0.067&lt;br /&gt;
        2.3   -0.068&lt;br /&gt;
        5.0   -0.068&lt;br /&gt;
      &amp;lt;/tableData&amp;gt;&lt;br /&gt;
    &amp;lt;/table&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
    &amp;lt;table name=&amp;quot;C_POWER&amp;quot; type = &amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;tableData&amp;gt;&lt;br /&gt;
        0.0   0.0580&lt;br /&gt;
        0.1   0.0620&lt;br /&gt;
        0.2   0.0600&lt;br /&gt;
        0.3   0.0580&lt;br /&gt;
        0.4   0.0520&lt;br /&gt;
        0.5   0.0457&lt;br /&gt;
        0.6   0.0436&lt;br /&gt;
        0.7   0.0420&lt;br /&gt;
        0.8   0.0372&lt;br /&gt;
        0.9   0.0299&lt;br /&gt;
        1.0   0.0202&lt;br /&gt;
        1.1   0.0111&lt;br /&gt;
        1.2   0.0075&lt;br /&gt;
        1.3   0.0111&lt;br /&gt;
        1.4   0.0202&lt;br /&gt;
        1.5   0.0280&lt;br /&gt;
        1.6   0.0346&lt;br /&gt;
        1.7   0.0389&lt;br /&gt;
        1.8   0.0421&lt;br /&gt;
        1.9   0.0436&lt;br /&gt;
        2.0   0.0445&lt;br /&gt;
        2.1   0.0445&lt;br /&gt;
        2.2   0.0442&lt;br /&gt;
        2.3   0.0431&lt;br /&gt;
        2.4   0.0424&lt;br /&gt;
        5.0   0.0413&lt;br /&gt;
      &amp;lt;/tableData&amp;gt;&lt;br /&gt;
    &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example of table for variable pitch propeller ([http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg32187.html source]):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;!-- thrust coefficient as a function of advance ratio and blade angle --&amp;gt;&lt;br /&gt;
    &amp;lt;table name=&amp;quot;C_THRUST&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;tableData&amp;gt;&lt;br /&gt;
                  -10        0         15        25        35        45        55        65       90&lt;br /&gt;
        -0.2      -0.0734    0.0413    0.1503    0.1842    0.2030    0.2142    0.1974    0.1691   0.0000&lt;br /&gt;
         0.0      -0.1090    0.0000    0.1503    0.1842    0.2030    0.2162    0.2021    0.1691   0.0000&lt;br /&gt;
         0.2      -0.1222   -0.0376    0.1297    0.1804    0.2001    0.2162    0.2021    0.1691   0.0000&lt;br /&gt;
         0.4      -0.1222   -0.0873    0.0977    0.1786    0.1963    0.2142    0.2021    0.1691   0.0000&lt;br /&gt;
         0.6      -0.1222   -0.1222    0.0517    0.1607    0.1879    0.2087    0.1992    0.1691   0.0000&lt;br /&gt;
         0.8      -0.1222   -0.1222    0.0029    0.1203    0.1824    0.2012    0.1992    0.1691   0.0000&lt;br /&gt;
         1.0      -0.1222   -0.1222   -0.0489    0.0734    0.1748    0.1908    0.1974    0.1691   0.0000&lt;br /&gt;
         1.2      -0.1222   -0.1222   -0.1006    0.0226    0.1437    0.1842    0.1974    0.1691   0.0000&lt;br /&gt;
         1.4      -0.1222   -0.1222   -0.1222   -0.0329    0.1034    0.1813    0.1936    0.1691   0.0000&lt;br /&gt;
         1.6      -0.1222   -0.1222   -0.1222   -0.0836    0.0564    0.1748    0.1899    0.1691   0.0000&lt;br /&gt;
         1.8      -0.1222   -0.1222   -0.1222   -0.1222    0.0095    0.1503    0.1842    0.1691   0.0000&lt;br /&gt;
         2.0      -0.1222   -0.1222   -0.1222   -0.1222   -0.0376    0.1174    0.1834    0.1691   0.0000&lt;br /&gt;
         2.2      -0.1222   -0.1222   -0.1222   -0.1222   -0.0846    0.0846    0.1804    0.1691   0.0000&lt;br /&gt;
         2.4      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222    0.0451    0.1473    0.1691   0.0000&lt;br /&gt;
         2.6      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222    0.0057    0.0932    0.1503   0.0000&lt;br /&gt;
         2.8      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.0338    0.0610    0.1222   0.0000&lt;br /&gt;
         3.0      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.0734    0.0320    0.0940   0.0000&lt;br /&gt;
         3.2      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1128    0.0029    0.0658   0.0000&lt;br /&gt;
         3.4      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.0263    0.0376   0.0000&lt;br /&gt;
         3.6      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.0555    0.0095   0.0000&lt;br /&gt;
         3.8      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.0846   -0.0188   0.0000&lt;br /&gt;
         4.0      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1137   -0.0471   0.0000&lt;br /&gt;
         6.0      -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   -0.1222   0.0000&lt;br /&gt;
        &amp;lt;/tableData&amp;gt;&lt;br /&gt;
    &amp;lt;/table&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
   &amp;lt;!-- power coefficient as a function of advance ratio and blade angle --&amp;gt;&lt;br /&gt;
    &amp;lt;table name=&amp;quot;C_POWER&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;tableData&amp;gt;&lt;br /&gt;
                 -10        0        15        25        35        45        55        65       90&lt;br /&gt;
        -0.2      0.0108   0.0215    0.0753    0.1710    0.2949    0.4194    0.4839    0.5355   0.5355&lt;br /&gt;
         0.0      0.0430   0.0108    0.0645    0.1594    0.2820    0.4194    0.4859    0.5355   0.5355&lt;br /&gt;
         0.2      0.0613   0.0172    0.0624    0.1484    0.2697    0.4194    0.4859    0.5355   0.5355&lt;br /&gt;
         0.4      0.0826   0.0376    0.0537    0.1368    0.2562    0.4194    0.4859    0.5355   0.5355&lt;br /&gt;
         0.6      0.1013   0.0570    0.0355    0.1271    0.2400    0.4110    0.4839    0.5355   0.5355&lt;br /&gt;
         0.8      0.1194   0.0763    0.0108    0.1078    0.2258    0.3923    0.4839    0.5355   0.5355&lt;br /&gt;
         1.0      0.1374   0.0948    0.0108    0.0755    0.2129    0.3723    0.4820    0.5355   0.5355&lt;br /&gt;
         1.2      0.1561   0.0758   -0.0355    0.0290    0.1884    0.3568    0.4788    0.5355   0.5355&lt;br /&gt;
         1.4      0.1742   0.1310   -0.0536   -0.0215    0.1452    0.3516    0.4729    0.5355   0.5355&lt;br /&gt;
         1.6      0.1923   0.1497   -0.0626   -0.0645    0.0916    0.3420    0.4626    0.5162   0.5355&lt;br /&gt;
         1.8      0.2110   0.1678   -0.0645   -0.1078    0.0269    0.3033    0.4484    0.5052   0.5355&lt;br /&gt;
         2.0      0.2291   0.1858   -0.0826   -0.1503   -0.0323    0.2581    0.4271    0.4949   0.5355&lt;br /&gt;
         2.2      0.2471   0.2045   -0.1013   -0.1936   -0.0968    0.2097    0.4142    0.4729   0.5355&lt;br /&gt;
         2.4      0.2658   0.2226   -0.1194   -0.2368   -0.1613    0.1497    0.4020    0.4626   0.5355&lt;br /&gt;
         2.6      0.2839   0.2407   -0.1374   -0.2794   -0.2045    0.0626    0.3923    0.4465   0.5355&lt;br /&gt;
         2.8      0.3020   0.2594   -0.1561   -0.3226   -0.2452   -0.0213    0.3839    0.4407   0.5355&lt;br /&gt;
         3.0      0.3207   0.2774   -0.1742   -0.3658   -0.2903   -0.0968    0.3710    0.4407   0.5355&lt;br /&gt;
         3.2      0.3387   0.2955   -0.1923   -0.4084   -0.3336   -0.1723    0.3471    0.4304   0.5355&lt;br /&gt;
         3.4      0.3568   0.3142   -0.2110   -0.4517   -0.3762   -0.2471    0.2691    0.4194   0.5355&lt;br /&gt;
         3.6      0.3755   0.3323   -0.2291   -0.4949   -0.4194   -0.3226    0.1890    0.4084   0.5355&lt;br /&gt;
         3.8      0.3936   0.3504   -0.2471   -0.5355   -0.4626   -0.3981    0.1052    0.3955   0.5355&lt;br /&gt;
         4.0      0.4117   0.3691   -0.2658   -0.5355   -0.5355   -0.4729    0.0213    0.3658   0.5355&lt;br /&gt;
         6.0      0.5355   0.5355   -0.5355   -0.5355   -0.5355   -0.5355   -0.5355   -0.3226   0.5355&lt;br /&gt;
       &amp;lt;/tableData&amp;gt;&lt;br /&gt;
    &amp;lt;/table&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;!-- thrust effects of helical tip Mach --&amp;gt;&lt;br /&gt;
  &amp;lt;table name=&amp;quot;CT_MACH&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      0.85   1.0&lt;br /&gt;
      1.05   0.8&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- power-required effects of helical tip Mach --&amp;gt;&lt;br /&gt;
  &amp;lt;table name=&amp;quot;CP_MACH&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      0.85   1.0&lt;br /&gt;
      1.05   1.8&lt;br /&gt;
      2.00   1.4&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CT_MACH and CP_MACH ===&lt;br /&gt;
The CT_MACH and CP_MACH tables are optional. They apply a factor to Ct and Cp based on the helical tip Mach. The CP_MACH table models the [http://en.wikipedia.org/wiki/Drag_divergence_Mach_number Drag Divergence Mach Number] for the propeller airfoil. The CT_MACH table models the thrust reduction.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- thrust effects of helical tip Mach --&amp;gt;&lt;br /&gt;
  &amp;lt;table name=&amp;quot;CT_MACH&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      0.85   1.0&lt;br /&gt;
      1.05   0.8&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;!-- power-required effects of helical tip Mach --&amp;gt;&lt;br /&gt;
  &amp;lt;table name=&amp;quot;CP_MACH&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      0.85   1.0&lt;br /&gt;
      1.05   1.8&lt;br /&gt;
      2.00   1.4&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sense ===&lt;br /&gt;
&lt;br /&gt;
Sense is the direction of rotation. 1=clockwise (typically as seen from rear of aircraft or the cockpit of a typical front-propeller aircraft, but this may vary depending on how you have set up the coordinate system for your aircraft) and -1 is counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The sense tag goes in the parent tag of the thruster, ie, in the &amp;lt;propulsion&amp;gt;&amp;lt;thruster&amp;gt; section which is typically in the main JSBSim XML file.  Example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;propulsion&amp;gt;&lt;br /&gt;
        &amp;lt;engine file=&amp;quot;Clerget9B&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;location unit=&amp;quot;IN&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;x&amp;gt; 12 &amp;lt;/x&amp;gt;&lt;br /&gt;
                &amp;lt;y&amp;gt; 0 &amp;lt;/y&amp;gt;&lt;br /&gt;
                &amp;lt;z&amp;gt; 0 &amp;lt;/z&amp;gt;&lt;br /&gt;
            &amp;lt;/location&amp;gt;&lt;br /&gt;
            &amp;lt;orient unit=&amp;quot;DEG&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;roll&amp;gt; 0 &amp;lt;/roll&amp;gt;&lt;br /&gt;
                &amp;lt;pitch&amp;gt; 0 &amp;lt;/pitch&amp;gt;&lt;br /&gt;
                &amp;lt;yaw&amp;gt; 0 &amp;lt;/yaw&amp;gt;&lt;br /&gt;
            &amp;lt;/orient&amp;gt;&lt;br /&gt;
            &amp;lt;feed&amp;gt;0&amp;lt;/feed&amp;gt;&lt;br /&gt;
            &amp;lt;thruster file=&amp;quot;CamelProp&amp;quot;&amp;gt;&lt;br /&gt;
                '''&amp;lt;sense&amp;gt;1&amp;lt;/sense&amp;gt;'''&lt;br /&gt;
                &amp;lt;location unit=&amp;quot;IN&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;x&amp;gt; 0 &amp;lt;/x&amp;gt;&lt;br /&gt;
                    &amp;lt;y&amp;gt; 0 &amp;lt;/y&amp;gt;&lt;br /&gt;
                    &amp;lt;z&amp;gt; 0 &amp;lt;/z&amp;gt;&lt;br /&gt;
                &amp;lt;/location&amp;gt;&lt;br /&gt;
                &amp;lt;orient unit=&amp;quot;DEG&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;roll&amp;gt; 0 &amp;lt;/roll&amp;gt;&lt;br /&gt;
                    &amp;lt;pitch&amp;gt; 0 &amp;lt;/pitch&amp;gt;&lt;br /&gt;
                    &amp;lt;yaw&amp;gt; 0 &amp;lt;/yaw&amp;gt;&lt;br /&gt;
                &amp;lt;/orient&amp;gt;&lt;br /&gt;
            &amp;lt;/thruster&amp;gt;&lt;br /&gt;
        &amp;lt;/engine&amp;gt;&lt;br /&gt;
        &amp;lt;tank type=&amp;quot;FUEL&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;location unit=&amp;quot;IN&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;x&amp;gt; 60 &amp;lt;/x&amp;gt;&lt;br /&gt;
                &amp;lt;y&amp;gt; 0 &amp;lt;/y&amp;gt;&lt;br /&gt;
                &amp;lt;z&amp;gt; -5.62 &amp;lt;/z&amp;gt;&lt;br /&gt;
            &amp;lt;/location&amp;gt;&lt;br /&gt;
            &amp;lt;capacity unit=&amp;quot;LBS&amp;quot;&amp;gt;133.6&amp;lt;/capacity&amp;gt;&lt;br /&gt;
            &amp;lt;contents unit=&amp;quot;LBS&amp;quot;&amp;gt;133.6&amp;lt;/contents&amp;gt;&lt;br /&gt;
        &amp;lt;/tank&amp;gt;&lt;br /&gt;
    &amp;lt;/propulsion&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Starter speed (For piston engines) ===&lt;br /&gt;
There is a somewhat complex relationship among the power coefficient, the maxhp, and idlerpm.  Both maxhp and idlerpm are set in the engine xml file.&lt;br /&gt;
&lt;br /&gt;
The power of the starter motor is equal to 0.4*sqrt(maxhp).  The minimum RPM needed to start the engine is 80% of the idlerpm.  The greater the power coefficient (for J near 0), the more power the propeller will require to spin when starting the engine with the aircraft at rest.&lt;br /&gt;
&lt;br /&gt;
If your propeller will not spin fast enough to start, you can try some combination of:&lt;br /&gt;
&lt;br /&gt;
* Open the throttle. Pulling a partial vacuum in the intake manifold takes some power.&lt;br /&gt;
* Increase maxhp (increases the power of the starter motor)&lt;br /&gt;
* Decrease idlerpm (decreases the minimum RPM needed to start the engine)&lt;br /&gt;
* Decrease the power coefficient in the C_POWER table, for values of J close to (or equal to) 0.  This will reduce the amount of power it takes for the propeller to spin at a given RPM where J is close to 0 (which is the typical situation when starting the engine and the aircraft is at a dead stop).&lt;br /&gt;
&lt;br /&gt;
You can open the property tree and watch the value of J (/fdm/jsbsim/propulsion/engines/advance-ratio) to get an idea of which values you need to change in the C_POWER table.&lt;br /&gt;
&lt;br /&gt;
''' Code is in FG 2.8 to independently control the power of the piston starter motor, to include battery effects. '''&lt;br /&gt;
starter-torque (fgfs 2.8) is a value specifying the zero RPM torque in lb*ft the starter motor provides. Current default value is 40% of the maximum horsepower value.&lt;br /&gt;
starter-rpm (fgfs 2.8) is a value specifying the maximum RPM the unloaded starter motor can achieve. Loads placed on the engine by the propeller and throttle will further limit RPM achieved in practice. Peak starter power is achieved at 1/2 starter-rpm. At 1/2 starter-rpm torque is 1/2 starter-torque. Peak power can be calculated by the standard formula HP=(Torque*RPM)/5252&lt;br /&gt;
&lt;br /&gt;
=== Development Tips ===&lt;br /&gt;
&lt;br /&gt;
* If you open the property tree browser within FG to /fdm/jsbsim/propulsion/engines you can see a number of helpful variables in action, including RPM, horsepower, advance ratio, thrust coefficient, and others.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
*   Several references were helpful, here:&lt;br /&gt;
**Barnes W. McCormick, &amp;quot;Aerodynamics, Aeronautics, and Flight Mechanics&amp;quot;, Wiley &amp;amp; Sons, 1979 ISBN 0-471-03032-5&lt;br /&gt;
**Edwin Hartman, David Biermann, &amp;quot;The Aerodynamic Characteristics of Full Scale Propellers Having 2, 3, and 4 Blades of Clark Y and R.A.F. 6 Airfoil Sections&amp;quot;, NACA Report TN-640, 1938 (?)&lt;br /&gt;
**Various NACA Technical Notes and Reports&lt;br /&gt;
&lt;br /&gt;
== FGRotor ==&lt;br /&gt;
FGRotor moodels a helicopter rotor.&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- Sense goes in the parent tag --&amp;gt;&lt;br /&gt;
&amp;lt;sense&amp;gt; {1 | 0 | -1} &amp;lt;/sense&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
&amp;lt;rotor name=&amp;quot;{string}&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;diameter unit=&amp;quot;{LENGTH}&amp;quot;&amp;gt; {number} &amp;lt;/diameter&amp;gt;&lt;br /&gt;
  &amp;lt;numblades&amp;gt; {number} &amp;lt;/numblades&amp;gt;&lt;br /&gt;
  &amp;lt;gearratio&amp;gt; {number} &amp;lt;/gearratio&amp;gt;&lt;br /&gt;
  &amp;lt;nominalrpm&amp;gt; {number} &amp;lt;/nominalrpm&amp;gt;&lt;br /&gt;
  &amp;lt;minrpm&amp;gt; {number} &amp;lt;/minrpm&amp;gt;&lt;br /&gt;
  &amp;lt;maxrpm&amp;gt; {number} &amp;lt;/maxrpm&amp;gt; &lt;br /&gt;
  &amp;lt;chord unit=&amp;quot;{LENGTH}&amp;quot;&amp;gt; {number} &amp;lt;/chord&amp;gt;&lt;br /&gt;
  &amp;lt;liftcurveslope Xunit=&amp;quot;1/RAD&amp;quot;&amp;gt; {number} &amp;lt;/liftcurveslope&amp;gt;&lt;br /&gt;
  &amp;lt;twist unit=&amp;quot;{ANGLE}&amp;quot;&amp;gt; {number} &amp;lt;/twist&amp;gt;&lt;br /&gt;
  &amp;lt;hingeoffset unit=&amp;quot;{LENGTH}&amp;quot;&amp;gt; {number} &amp;lt;/hingeoffset&amp;gt;&lt;br /&gt;
  &amp;lt;flappingmoment unit=&amp;quot;{MOMENT}&amp;quot;&amp;gt; {number} &amp;lt;/flappingmoment&amp;gt;&lt;br /&gt;
  &amp;lt;massmoment Xunit=&amp;quot;SLUG*FT&amp;quot;&amp;gt; {number} &amp;lt;/massmoment&amp;gt;&lt;br /&gt;
  &amp;lt;polarmoment unit=&amp;quot;{MOMENT}&amp;quot;&amp;gt; {number} &amp;lt;/polarmoment&amp;gt;&lt;br /&gt;
  &amp;lt;inflowlag&amp;gt; {number} &amp;lt;/inflowlag&amp;gt;&lt;br /&gt;
  &amp;lt;tiplossfactor&amp;gt; {number} &amp;lt;/tiplossfactor&amp;gt;&lt;br /&gt;
  &amp;lt;maxbrakepower unit=&amp;quot;{POWER}&amp;quot;&amp;gt; {number} &amp;lt;/maxbrakepower&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;controlmap&amp;gt; {MAIN|TAIL|TANDEM} &amp;lt;/controlmap&amp;gt;&lt;br /&gt;
  &amp;lt;ExternalRPM&amp;gt; {number} &amp;lt;/ExternalRPM&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;groundeffectexp&amp;gt; {number} &amp;lt;/groundeffectexp&amp;gt;&lt;br /&gt;
  &amp;lt;groundeffectshift unit=&amp;quot;{LENGTH}&amp;quot;&amp;gt; {number} &amp;lt;/groundeffectshift&amp;gt;&lt;br /&gt;
&amp;lt;/rotor&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* LENGTH means any of the supported units, same for ANGLE and MOMENT.X unit-attributes are a hint for currently unsupported units, so values must be provided accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Parameter definitions ===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|diameter&lt;br /&gt;
|Rotor disk diameter (2x R).&lt;br /&gt;
|-&lt;br /&gt;
|numblades&lt;br /&gt;
|Number of blades (b).&lt;br /&gt;
|-&lt;br /&gt;
|gearratio&lt;br /&gt;
|Ratio of (engine rpm) / (rotor rpm), usually &amp;gt; 1.&lt;br /&gt;
|-&lt;br /&gt;
|nominalrpm&lt;br /&gt;
|RPM at which the rotor usally operates. &lt;br /&gt;
|-&lt;br /&gt;
|minrpm&lt;br /&gt;
|Lowest RPM used in the model, optional and defaults to 1.&lt;br /&gt;
|-&lt;br /&gt;
|maxrpm&lt;br /&gt;
|Largest RPM used in the model, optional and defaults to 2 x nominalrpm. &lt;br /&gt;
|-&lt;br /&gt;
|chord&lt;br /&gt;
|Blade chord, (c).&lt;br /&gt;
|-&lt;br /&gt;
|liftcurveslope&lt;br /&gt;
|Slope of curve of section lift against section angle of attack, per rad (a).&lt;br /&gt;
|-&lt;br /&gt;
|twist&lt;br /&gt;
|Blade twist from root to tip, (theta_1).&lt;br /&gt;
|-&lt;br /&gt;
|hingeoffset&lt;br /&gt;
|Rotor flapping-hinge offset (e).&lt;br /&gt;
|-&lt;br /&gt;
|flappingmoment&lt;br /&gt;
|Flapping moment of inertia (I_b).&lt;br /&gt;
|-&lt;br /&gt;
|massmoment&lt;br /&gt;
|Blade mass moment. Mass of a single blade times the blade's cg-distance from the hub, optional.&lt;br /&gt;
|-&lt;br /&gt;
|polarmoment&lt;br /&gt;
|Moment of inertia for the whole rotor disk, optional.&lt;br /&gt;
|-&lt;br /&gt;
|inflowlag&lt;br /&gt;
|Rotor inflow time constant, sec. Smaller values yield to quicker responses (typical values for main rotor: 0.1 - 0.2 s).&lt;br /&gt;
|-&lt;br /&gt;
|tiplossfactor&lt;br /&gt;
|Tip-loss factor. The Blade fraction that produces lift. Value usually ranges between 0.95 - 1.0, optional (B).&lt;br /&gt;
|-&lt;br /&gt;
|maxbrakepower&lt;br /&gt;
|Rotor brake, 20-30 hp should work for a mid size helicopter.&lt;br /&gt;
|-&lt;br /&gt;
|controlmap&lt;br /&gt;
|Defines the control inputs used (see notes).&lt;br /&gt;
|-&lt;br /&gt;
|ExternalRPM&lt;br /&gt;
|Links the rotor to another rotor, or an user controllable property.&lt;br /&gt;
&lt;br /&gt;
Experimental properties&lt;br /&gt;
|-&lt;br /&gt;
|groundeffectexp&lt;br /&gt;
|Exponent for ground effect approximation. Values usually range from 0.04 for large rotors to 0.1 for smaller ones. As a rule of thumb the effect vanishes at a height 2-3 times the rotor diameter. formula used: exp ( - groundeffectexp * (height+groundeffectshift) ) Omitting or setting to 0.0 disables the effect calculation.&lt;br /&gt;
|-&lt;br /&gt;
|groundeffectshift&lt;br /&gt;
|Further adjustment of ground effect, approx. hub height or slightly above. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
==== Controls ====&lt;br /&gt;
* The behavior of the rotor is controlled/influenced by following inputs.&lt;br /&gt;
** The power provided by the engine. This is handled by the regular engine controls.&lt;br /&gt;
** The collective control input. This is read from the &amp;lt;tt&amp;gt;fdm&amp;lt;/tt&amp;gt; property &amp;lt;tt&amp;gt;propulsion/engine[x]/collective-ctrl-rad&amp;lt;/tt&amp;gt;. See below for tail rotor&lt;br /&gt;
** The lateral cyclic input. Read from &amp;lt;tt&amp;gt;propulsion/engine[x]/lateral-ctrl-rad&amp;lt;/tt&amp;gt;.&lt;br /&gt;
** The longitudinal cyclic input. Read from &amp;lt;tt&amp;gt;propulsion/engine[x]/longitudinal-ctrl-rad&amp;lt;/tt&amp;gt;.&lt;br /&gt;
** The tail collective (aka antitorque, aka pedal) control input. Read from &amp;lt;tt&amp;gt;propulsion/engine[x]/antitorque-ctrl-rad&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;propulsion/engine[x]/tail-collective-ctrl-rad&amp;lt;/tt&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==== Tail/tandem rotor ====&lt;br /&gt;
&lt;br /&gt;
    Providing '''&amp;amp;lt;ExternalRPM&amp;amp;gt; 0 &amp;amp;lt;/ExternalRPM&amp;amp;gt;''' the tail rotor's RPM&lt;br /&gt;
    is linked to to the main (=first, =0) rotor, and specifying&lt;br /&gt;
    '''&amp;amp;lt;controlmap&amp;amp;gt; TAIL &amp;amp;lt;/controlmap&amp;amp;gt;''' tells this rotor to read the&lt;br /&gt;
    collective input from '''propulsion/engine[1]/antitorque-ctrl-rad'''&lt;br /&gt;
    (The TAIL-map ignores lateral and longitudinal input). The rotor needs to be &lt;br /&gt;
    attached to a dummy engine, e.g. an 1HP electrical engine.&lt;br /&gt;
    A tandem rotor is setup analogous.&lt;br /&gt;
&lt;br /&gt;
==== Sense ====&lt;br /&gt;
&lt;br /&gt;
    The 'sense' parameter from the thruster is interpreted as follows, sense=1 means&lt;br /&gt;
    counter clockwise rotation of the main rotor, as viewed from above. This is as a far&lt;br /&gt;
    as I know more popular than clockwise rotation, which is defined by setting sense to&lt;br /&gt;
    -1. Concerning coaxial designs - by setting 'sense' to zero, a Kamov-style rotor is&lt;br /&gt;
    modeled (i.e. the rotor produces no torque).&lt;br /&gt;
&lt;br /&gt;
==== Engine issues ====&lt;br /&gt;
&lt;br /&gt;
    In order to keep the rotor speed constant, use of a RPM-Governor system is &lt;br /&gt;
    encouraged (see examples).&lt;br /&gt;
&lt;br /&gt;
==== Development hints ====&lt;br /&gt;
&lt;br /&gt;
    Setting '''&amp;amp;lt;ExternalRPM&amp;amp;gt; -1 &amp;amp;lt;/ExternalRPM&amp;amp;gt;''' the rotor's RPM is controlled  by&lt;br /&gt;
    the '''propulsion/engine[x]/x-rpm-dict''' property. This feature can be useful&lt;br /&gt;
    when developing a FDM.&lt;br /&gt;
&lt;br /&gt;
==== Properties ====&lt;br /&gt;
    The rotor model creates the following properties:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/rotor-rpm&lt;br /&gt;
|RPMs of the rotor&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/engine-rpm&lt;br /&gt;
|RPMs of the Engine, as seen from this rotor.&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/a0-rad&lt;br /&gt;
|Rotor's coning angle in radians&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/a1-rad&lt;br /&gt;
|Longitudinal flapping angle with respect to the rotor shaft in radians&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/b1-rad&lt;br /&gt;
|Lateral flapping angle with respect to the rotor shaft in radians&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/inflow-ratio&lt;br /&gt;
| Lambda or λ&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/advance-ratio&lt;br /&gt;
|the tip-speed (aka advance) ratio Mu or μ&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/induced-inflow-ratio&lt;br /&gt;
| Nu or ν&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/vi-fps&lt;br /&gt;
|Induced Velocity in feet per second&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/thrust-coefficient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/torque-lbsft&lt;br /&gt;
| Rotor torque in pound * feet&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/theta-downwash-rad&lt;br /&gt;
|Down wash θ angle - positive values point forward (given a horizontal spinning rotor) in radians&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/phi-downwash-rad&lt;br /&gt;
|Down wash Φ angle - positive values point leftward (given a horizontal spinning rotor) in radians&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/groundeffect-scale-norm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Control Inputs)&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/antitorque-ctrl-rad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/tail-collective-ctrl-rad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/lateral-ctrl-rad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/longitudinal-ctrl-rad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/collective-ctrl-rad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/lateral-ctrl-rad&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|propulsion/engine[#]/longitudinal-ctrl-rad&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== References:===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|SH79&lt;br /&gt;
|Shaugnessy, J. D., Deaux, Thomas N., and Yenni, Kenneth R., &amp;quot;Development and Validation of a Piloted Simulation of a  Helicopter and External Sling Load&amp;quot;,  NASA TP-1285, 1979.&lt;br /&gt;
|-&lt;br /&gt;
|BA41&lt;br /&gt;
|Bailey,F.J.,Jr., &amp;quot;A Simplified Theoretical Method of Determining the Characteristics of a Lifting Rotor in Forward Flight&amp;quot;, NACA Rep.716, 1941&lt;br /&gt;
|-&lt;br /&gt;
|AM50&lt;br /&gt;
|Amer, Kenneth B.,&amp;quot;Theory of Helicopter Damping in Pitch or Roll and a Comparison With Flight Measurements&amp;quot;, NACA TN-2136, 1950.&lt;br /&gt;
|-&lt;br /&gt;
|TA77&lt;br /&gt;
|Talbot, Peter D., Corliss, Lloyd D., &amp;quot;A Mathematical Force and Moment Model of a UH-1H Helicopter for Flight Dynamics Simulations&amp;quot;, NASA TM-73,254, 1977.&lt;br /&gt;
|-&lt;br /&gt;
|GE49&lt;br /&gt;
|Gessow, Alfred, Amer, Kenneth B. &amp;quot;An Introduction to the Physical Aspects of Helicopter Stability&amp;quot;, NACA TN-1982, 1949.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{JSBSim}}&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=JSBSim_Engines&amp;diff=78048</id>
		<title>JSBSim Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=JSBSim_Engines&amp;diff=78048"/>
		<updated>2014-11-28T19:44:11Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[JSBSim]] provides a framework for aerodynamics. This page will attempt to explain how to create engines for the JSBSim framework.  Engines also require [[JSBSim Thrusters|thrusters]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FGPiston ==&lt;br /&gt;
Piston engine model. You enter values based on commonly available data and this model creates reasonable output values.&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
 &amp;lt;piston_engine name=&amp;quot;{string}&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;minmp unit=&amp;quot;{INHG | PA | ATM}&amp;quot;&amp;gt; {number} &amp;lt;/minmp&amp;gt;&lt;br /&gt;
  &amp;lt;maxmp unit=&amp;quot;{INHG | PA | ATM}&amp;quot;&amp;gt; {number} &amp;lt;/maxmp&amp;gt;&lt;br /&gt;
  &amp;lt;displacement unit=&amp;quot;{IN3 | LTR | CC}&amp;quot;&amp;gt; {number} &amp;lt;/displacement&amp;gt;&lt;br /&gt;
  &amp;lt;bore unit=&amp;quot;{IN | M}&amp;quot;&amp;gt; {number} &amp;lt;/bore&amp;gt; &amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
  &amp;lt;stroke unit=&amp;quot;{IN | M}&amp;quot;&amp;gt; {number} &amp;lt;/stroke&amp;gt;&lt;br /&gt;
  &amp;lt;cylinders&amp;gt; {number} &amp;lt;/cylinders&amp;gt;&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
  &amp;lt;cylinder-head-mass unit=&amp;quot;{KG | LBS}&amp;quot;&amp;gt; {number} &amp;lt;/cylinder-head-mass&amp;gt; &lt;br /&gt;
  &amp;lt;compression-ratio&amp;gt; {number} &amp;lt;/compression-ratio&amp;gt;&lt;br /&gt;
  &amp;lt;sparkfaildrop&amp;gt; {number} &amp;lt;/sparkfaildrop&amp;gt;&lt;br /&gt;
  &amp;lt;maxhp unit=&amp;quot;{HP | WATTS}&amp;quot;&amp;gt; {number} &amp;lt;/maxhp&amp;gt;&lt;br /&gt;
  &amp;lt;cycles&amp;gt; {number} &amp;lt;/cycles&amp;gt; &lt;br /&gt;
  &amp;lt;idlerpm&amp;gt; {number} &amp;lt;/idlerpm&amp;gt;&lt;br /&gt;
  &amp;lt;maxrpm&amp;gt; {number} &amp;lt;/maxrpm&amp;gt;&lt;br /&gt;
  &amp;lt;numboostspeeds&amp;gt; {number} &amp;lt;/numboostspeeds&amp;gt;&lt;br /&gt;
  &amp;lt;boostoverride&amp;gt; {0 | 1} &amp;lt;/boostoverride&amp;gt;&lt;br /&gt;
  &amp;lt;boostmanual&amp;gt; {0 | 1} &amp;lt;/boostmanual&amp;gt;&lt;br /&gt;
  &amp;lt;ratedboost1 unit=&amp;quot;{INHG | PA | ATM}&amp;quot;&amp;gt; {number} &amp;lt;/ratedboost1&amp;gt;&lt;br /&gt;
  &amp;lt;ratedpower1 unit=&amp;quot;{HP | WATTS}&amp;quot;&amp;gt; {number} &amp;lt;/ratedpower1&amp;gt;&lt;br /&gt;
  &amp;lt;ratedrpm1&amp;gt; {number} &amp;lt;/ratedrpm1&amp;gt;&lt;br /&gt;
  &amp;lt;ratedaltitude1 unit=&amp;quot;{FT | M}&amp;quot;&amp;gt; {number} &amp;lt;/ratedaltitude1&amp;gt;&lt;br /&gt;
 (repeat for speeds 2 and 3)&lt;br /&gt;
  &amp;lt;takeoffboost unit=&amp;quot;{INHG | PA | ATM}&amp;quot;&amp;gt; {number} &amp;lt;/takeoffboost&amp;gt;&lt;br /&gt;
 &amp;lt;!-- advanced tags! --&amp;gt;&lt;br /&gt;
  &amp;lt;bsfc unit=&amp;quot;{LBS/HP*HR | KG/KW*HR}&amp;quot;&amp;gt; {number} &amp;lt;/bsfc&amp;gt;&lt;br /&gt;
  &amp;lt;volumetric-efficiency&amp;gt; {number} &amp;lt;/volumetric-efficiency&amp;gt;&lt;br /&gt;
  &amp;lt;air-intake-impedance-factor&amp;gt; {number} &amp;lt;/air-intake-impedance-factor&amp;gt;&lt;br /&gt;
  &amp;lt;ram-air-factor&amp;gt; {number} &amp;lt;/ram-air-factor&amp;gt;&lt;br /&gt;
  &amp;lt;cooling-factor&amp;gt; {number} &amp;lt;/cooling-factor&amp;gt; &lt;br /&gt;
&amp;lt;!-- Added in FlightGear 2.8 --&amp;gt;&lt;br /&gt;
  &amp;lt;starter-torque&amp;gt; {number} &amp;lt;/starter-torque&amp;gt;&lt;br /&gt;
  &amp;lt;starter-rpm&amp;gt; {number} &amp;lt;/starter-rpm&amp;gt;&lt;br /&gt;
  &amp;lt;static-friction  unit=&amp;quot;{HP | WATTS}&amp;quot;&amp;gt; {number} &amp;lt;/static-friction&amp;gt;&lt;br /&gt;
  &amp;lt;man-press-lag&amp;gt; {number} &amp;lt;/man-press-lag&amp;gt;&lt;br /&gt;
  &amp;lt;boost-loss-factor&amp;gt; {number} &amp;lt;/boost-loss-factor&amp;gt;&lt;br /&gt;
 &amp;lt;/piston_engine&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Parameter definitions ===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|minmp&lt;br /&gt;
|this value is the nominal idle manifold pressure at sea-level without boost. Along with idlerpm, it determines the throttle response slope.&lt;br /&gt;
|- &lt;br /&gt;
|maxmp&lt;br /&gt;
|this value is the nomial maximum manifold pressure at sea-level without boost. Along with maxrpm it determines the resistance of the aircraft's intake system. See air-intake-impedance-factor&lt;br /&gt;
|-&lt;br /&gt;
|displacement&lt;br /&gt;
|this value is used to determine mass air and fuel flow which impacts engine power and cooling.&lt;br /&gt;
|-&lt;br /&gt;
|bore&lt;br /&gt;
|cylinder bore is currently unused.&lt;br /&gt;
|-&lt;br /&gt;
|stroke&lt;br /&gt;
|piston stroke is used to determine the mean piston speed. A longer stroke results in an engine that does not work as well at higher speeds.&lt;br /&gt;
|-&lt;br /&gt;
|cylinders &lt;br /&gt;
|number of cylinders scales the cylinder head mass.&lt;br /&gt;
|-&lt;br /&gt;
|cylinder-head-mass&lt;br /&gt;
|the nominal mass of a cylinder head. A larger value slows changes in engine temperature&lt;br /&gt;
|-&lt;br /&gt;
|compression-ratio&lt;br /&gt;
|the compression ratio affects the change in volumetric efficiency with altitude.&lt;br /&gt;
|-&lt;br /&gt;
|sparkfaildrop&lt;br /&gt;
|this is the percentage drop in horsepower for single magneto operation.&lt;br /&gt;
|-&lt;br /&gt;
|maxhp&lt;br /&gt;
|this value is the nominal power the engine creates at maxrpm. It will determine bsfc if that tag is not input. It also determines the starter motor power.&lt;br /&gt;
|-&lt;br /&gt;
|static-friction&lt;br /&gt;
|this value is the power required to turn an engine that is not running. Used to control and slow a windmilling propeller.&lt;br /&gt;
|-&lt;br /&gt;
|cycles&lt;br /&gt;
|Designate a 2 or 4 stroke engine. Currently only the 4 stroke engine is supported.&lt;br /&gt;
|-&lt;br /&gt;
|idlerpm&lt;br /&gt;
|this value affects the throttle fall off and the engine stops running if it is slowed below 80% of this value. The engine starts running when it reaches 80% of this value.&lt;br /&gt;
|-&lt;br /&gt;
|maxrpm&lt;br /&gt;
|this value is used to calculate air-box resistance and BSFC. It also affects oil pressure among other things.&lt;br /&gt;
|-&lt;br /&gt;
|maxthrottle&lt;br /&gt;
|Deprecated / unused&lt;br /&gt;
|-&lt;br /&gt;
|minthrottle&lt;br /&gt;
|Deprecated / unused&lt;br /&gt;
|-&lt;br /&gt;
|numboostspeed&lt;br /&gt;
| zero (or not present) for a naturally-aspirated engine, either 1, 2 or 3 for a boosted engine.  This corresponds to the number of supercharger speeds.  Merlin XII had 1 speed, Merlin 61 had 2, a late  Griffon engine apparently had 3.  No known engine more than 3, although some German engines apparently had a continuously variable-speed supercharger.&lt;br /&gt;
|-&lt;br /&gt;
|boostoverride&lt;br /&gt;
|unused&lt;br /&gt;
|-&lt;br /&gt;
|boost-loss-factor (fgfs 2.8)&lt;br /&gt;
|boost-loss-factor - zero (or not present) for 'free' supercharging. A value entered will be used as a multiplier to the power required to compress the input air. Typical value should be 1.15 to 1.20.&lt;br /&gt;
|-&lt;br /&gt;
|boostmanual&lt;br /&gt;
|whether a multispeed supercharger will manually or automatically shift boost speeds. On manual shifting the boost speeds is accomplished by controlling propulsion/engine/boostspeed&lt;br /&gt;
|-&lt;br /&gt;
|takeoffboost&lt;br /&gt;
|boost in psi above sea level ambient.&lt;br /&gt;
|-&lt;br /&gt;
|ratedboost[123]&lt;br /&gt;
|the absolute rated boost above sea level ambient (14.7 PSI, 29.92 inHg) for a given boost speed, in psi&lt;br /&gt;
|-&lt;br /&gt;
|ratedpower[123]&lt;br /&gt;
|required by the parser but ignored&lt;br /&gt;
|-&lt;br /&gt;
|ratedrpm[123]&lt;br /&gt;
|The rpm at which rated boost is developed&lt;br /&gt;
|-&lt;br /&gt;
|ratedaltitude[123]&lt;br /&gt;
|The altitude up to which rated boost can be maintained. Up to this altitude the boost is maintained constant for a given throttle position by the BCV or wastegate. Beyond this altitude the manifold pressure must drop, since the supercharger is now at maximum unregulated output. The actual pressure multiplier of the supercharger system is calculated at initialisation from this value.&lt;br /&gt;
|-&lt;br /&gt;
|bsfc (Advanced)&lt;br /&gt;
|Indicated Specific Fuel Consumption. The power produced per unit of fuel. Higher numbers give worse fuel economy. This number may need to be lowered slightly from actual BSFC numbers because some internal engine losses are modeled separately.&lt;br /&gt;
|-&lt;br /&gt;
|volumetric-efficiency (Advanced)&lt;br /&gt;
|the nominal volumetric efficiency of the engine. Boosted engines require values above 1.&lt;br /&gt;
|-&lt;br /&gt;
|air-intake-impedance-factor (Advanced)&lt;br /&gt;
|this number is the pressure drop across the intake system. Increasing it reduces available manifold pressure.&lt;br /&gt;
|-&lt;br /&gt;
|ram-air-factor (Advanced)&lt;br /&gt;
|this number creates a pressure increase with an increase in dynamic pressure (aircraft speed).&lt;br /&gt;
|-&lt;br /&gt;
|cooling-factor (Advanced)&lt;br /&gt;
|this number models how efficient the aircraft cooling system is.&lt;br /&gt;
|-&lt;br /&gt;
|starter-torque (fgfs 2.8)&lt;br /&gt;
|A value specifying the zero RPM torque in lb*ft the starter motor provides. Current default value is 40% of the maximum horsepower value.&lt;br /&gt;
|-&lt;br /&gt;
|starter-rpm (fgfs 2.8)&lt;br /&gt;
| A value specifying the maximum RPM the unloaded starter motor can achieve. Loads placed on the engine by the propeller and throttle will further limit RPM achieved in practice.  The actual RPM needs to be more than idlerpm * 0.8 for the engine to start running.&lt;br /&gt;
|-&lt;br /&gt;
|static-friction (fgfs 2.8)&lt;br /&gt;
|this value is the power required to turn an engine that is not running. Used to control and slow a windmilling propeller. Choose a small percentage of maxhp. It can also be adjusted at run-time to simulate accessory or other non-thruster engine load.&lt;br /&gt;
|-&lt;br /&gt;
|man-press-lag (fgfs 2.8)&lt;br /&gt;
|Delay in seconds for manifold pressure changes to take effect after the throttle is moved or the RPM changes. Default is 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Intake &amp;amp; Throttle&lt;br /&gt;
** The intake is modeled by &amp;lt;ram-air-factor&amp;gt;,&amp;lt;minmp&amp;gt;, &amp;lt;maxmp&amp;gt;, and &amp;lt;air-intake-impedance-factor&amp;gt;. &lt;br /&gt;
** &amp;lt;ram-air-factor&amp;gt; is the efficiency of the air scoop intake. 0 turns ram air off. Default is 1. This value is exposed on the property tree so it may be altered at runtime to simulate alternate air, etc. The value can be calculated by (ambient pressure)/(desired pressure)-1 where desired pressure is full throttle at rated RPM.&lt;br /&gt;
** &amp;lt;maxmp&amp;gt; is the maximum manifold pressure achievable. It is used for determining &amp;lt;BSFC&amp;gt; and &amp;lt;air-intake-impedance-factor&amp;gt; if a values are not supplied for those items.&lt;br /&gt;
** &amp;lt;minmp&amp;gt; is used along with &amp;lt;idlerpm&amp;gt; to determine the slope of the throttle response&lt;br /&gt;
** &amp;lt;air-intake-impedance-factor&amp;gt; is the fixed impedance in the air intake system. It is determined by &amp;lt;maxmp&amp;gt; if not supplied. This value is exposed on the property tree so it may be altered at runtime to simulate intake icing, alternate air, etc.&lt;br /&gt;
* Boost&lt;br /&gt;
** &amp;lt;boostmanual&amp;gt; whether a multispeed supercharger will manually or automatically shift boost speeds. On manual shifting the boost speeds is accomplished by controlling propulsion/engine/boostspeed&lt;br /&gt;
** &amp;lt;takeoffboost&amp;gt; -  Many aircraft had an extra boost setting beyond rated boost, but not totally uncontrolled as in the already mentioned boost-control-cutout, typically attained by pushing the throttle past a mechanical 'gate' preventing its inadvertant use. This was typically used for takeoff, and emergency situations, generally for not more than five minutes. This is a change in the boost control setting, not the actual supercharger speed, and so would only give extra power below the rated altitude. When TAKEOFFBOOST is specified in the config file (and is above RATEDBOOST1), then the throttle position is interpreted as:&lt;br /&gt;
*** 0 to 0.98 : idle manifold pressure to rated boost (where attainable)&lt;br /&gt;
*** 0.99, 1.0 : takeoff boost (where attainable).&lt;br /&gt;
*** A typical takeoff boost for an earlyish Merlin was about 12psi, compared with a rated boost of 9psi.&lt;br /&gt;
*** It is quite possible that other boost control settings could have been used on some aircraft, or that takeoff/extra boost could have activated by other means than pushing the throttle full forward through a gate, but this will suffice for now.&lt;br /&gt;
** &amp;lt;ratedboost[123]&amp;gt; - the absolute rated boost above sea level ambient (14.7 PSI, 29.92 inHg) for a given boost speed, in psi. Eg the Merlin XII had a rated boost of 9psi, giving approximately 39inHg manifold pressure up to the rated altitude.&lt;br /&gt;
*** Note that &amp;lt;maxmp&amp;gt; is still the non-boosted max manifold pressure even for boosted engines - effectively this is simply a measure of the pressure drop through the fully open throttle.&lt;br /&gt;
** &amp;lt;ratedaltitude[123]&amp;gt; - The altitude up to which rated boost can be maintained. Up to this altitude the boost is maintained constant for a given throttle position by the BCV or wastegate. Beyond this altitude the manifold pressure must drop, since the supercharger is now at maximum unregulated output. The actual pressure multiplier of the supercharger system is calculated at initialisation from this value.&lt;br /&gt;
** &amp;lt;ratedpower[123]&amp;gt; - The power developed at rated boost at rated altitude at rated rpm.&lt;br /&gt;
** &amp;lt;ratedrpm[123]&amp;gt; - The rpm at which rated power is developed.&lt;br /&gt;
* Power production&lt;br /&gt;
** &amp;lt;sparkfaildrop&amp;gt; is the amount of power you get for single magneto operation, try a value of 0.8 or so.&lt;br /&gt;
** &amp;lt;volumetric-efficiency&amp;gt; controls how much air goes through the engine at a given RPM. Values below 1 for unboosted engines and values over 1 for boosted engines. This value is exposed on the property tree so it may be altered at runtime.&lt;br /&gt;
** &amp;lt;bsfc&amp;gt; is the amount of power the engine produces per unit of fuel consumed. Use it to tune the power produced. This value is exposed on the property tree so it may be altered at runtime.&lt;br /&gt;
* Cooling&lt;br /&gt;
** &amp;lt;cylinder-head-mass&amp;gt; controls how fast the engine heats up and cools off. So if you have a '5-minute' limit on a power setting you can adjust this value so the engine just starts to overheat at the end of the given time frame.&lt;br /&gt;
** &amp;lt;cooling-factor&amp;gt; controls how much 'air' flows over the engine to cool it. Raising the value makes the engine run cooler. This value is exposed on the property tree so it may be altered at runtime to simulate cowl flaps, for example.&lt;br /&gt;
* Tuning&lt;br /&gt;
** Using a constant speed load, set the engine model to full throttle and rated RPM.&lt;br /&gt;
** Set &amp;lt;ram-air-factor&amp;gt; to zero.&lt;br /&gt;
** Adjust &amp;lt;air-intake-impedance-factor&amp;gt; to achieve the proper static full throttle manifold pressure.&lt;br /&gt;
** Increase airspeed to cruise and adjust &amp;lt;ram-air-factor&amp;gt; to achieve the proper dynamic full throttle manifold pressure.&lt;br /&gt;
** Adjust &amp;lt;volumetric-efficiency&amp;gt; first to achieve desired fuel flow rate, leaning engine as required.&lt;br /&gt;
** Adjust &amp;lt;bsfc&amp;gt; to achieve desired power.&lt;br /&gt;
** Some piston engines will have power curves that will need to be altered from default depending on operating conditions.  For example engines with multi-speed superchargers will produce less horse power on high speed at the same manifold pressure compared to low speed.  Functions can be setup to alter &amp;lt;volumetric-efficiency&amp;gt; and &amp;lt;bsfc&amp;gt; at run time to get the power and fuel consumption curves correct by using different values for high and low supercharger speeds.&lt;br /&gt;
&lt;br /&gt;
== FGTurbine ==&lt;br /&gt;
The jet turbine engine&lt;br /&gt;
&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
 &amp;lt;turbine_engine name=&amp;quot;{string}&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;milthrust unit=&amp;quot;{LBS | N}&amp;quot;&amp;gt; {number} &amp;lt;/milthrust&amp;gt;&lt;br /&gt;
  &amp;lt;maxthrust unit=&amp;quot;{LBS | N}&amp;quot;&amp;gt; {number} &amp;lt;/maxthrust&amp;gt;&lt;br /&gt;
  &amp;lt;bypassratio&amp;gt; {number} &amp;lt;/bypassratio&amp;gt;&lt;br /&gt;
  &amp;lt;bleed&amp;gt; {number} &amp;lt;/bleed&amp;gt;&lt;br /&gt;
  &amp;lt;tsfc&amp;gt; {number} &amp;lt;/tsfc&amp;gt;&lt;br /&gt;
  &amp;lt;atsfc&amp;gt; {number} &amp;lt;/atsfc&amp;gt;&lt;br /&gt;
  &amp;lt;idlen1&amp;gt; {number} &amp;lt;/idlen1&amp;gt;&lt;br /&gt;
  &amp;lt;idlen2&amp;gt; {number} &amp;lt;/idlen2&amp;gt;&lt;br /&gt;
  &amp;lt;n1spinup&amp;gt; {number} &amp;lt;/n1spinup&amp;gt;&lt;br /&gt;
  &amp;lt;n2spinup&amp;gt; {number} &amp;lt;/n2spinup&amp;gt;&lt;br /&gt;
  &amp;lt;maxn1&amp;gt; {number} &amp;lt;/maxn1&amp;gt;&lt;br /&gt;
  &amp;lt;maxn2&amp;gt; {number} &amp;lt;/maxn2&amp;gt;&lt;br /&gt;
  &amp;lt;augmented&amp;gt; {0 | 1} &amp;lt;/augmented&amp;gt;&lt;br /&gt;
  &amp;lt;augmethod&amp;gt; {0 | 1 | 2} &amp;lt;/augmethod&amp;gt;&lt;br /&gt;
  &amp;lt;injected&amp;gt; {0 | 1} &amp;lt;/injected&amp;gt;&lt;br /&gt;
  &amp;lt;injection-time&amp;gt; {number} &amp;lt;/injection-time&amp;gt;&lt;br /&gt;
  &amp;lt;function name=&amp;quot;IdleThrust&amp;quot;&amp;gt; &amp;lt;/function&amp;gt;&lt;br /&gt;
  &amp;lt;function name=&amp;quot;MilThrust&amp;quot;&amp;gt;  &amp;lt;/function&amp;gt;&lt;br /&gt;
  &amp;lt;function name=&amp;quot;AugThrust&amp;quot;&amp;gt;  &amp;lt;/function&amp;gt;&lt;br /&gt;
  &amp;lt;function name=&amp;quot;Injection&amp;quot;&amp;gt;  &amp;lt;/function&amp;gt;&lt;br /&gt;
 &amp;lt;/turbine_engine&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Parameter definitions ===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|milthrust&lt;br /&gt;
|Maximum thrust, static, at sea level.&lt;br /&gt;
|-&lt;br /&gt;
|maxthrust&lt;br /&gt;
|Afterburning thrust, static, at sea level.&lt;br /&gt;
|-&lt;br /&gt;
|bypassratio&lt;br /&gt;
|Ratio of bypass air flow to core air flow.&lt;br /&gt;
|-&lt;br /&gt;
|bleed&lt;br /&gt;
|Thrust reduction factor due to losses (0.0 to 1.0).&lt;br /&gt;
|-&lt;br /&gt;
|tsfc&lt;br /&gt;
|Thrust-specific fuel consumption at cruise, lbm/hr/lbf&lt;br /&gt;
|-&lt;br /&gt;
|atsfc&lt;br /&gt;
|Afterburning TSFC, lbm/hr/lbf&lt;br /&gt;
|-&lt;br /&gt;
|idlen1&lt;br /&gt;
|Fan rotor rpm (% of max) at idle&lt;br /&gt;
|-&lt;br /&gt;
|idlen2&lt;br /&gt;
|Core rotor rpm (% of max) at idle&lt;br /&gt;
|-&lt;br /&gt;
|n1spinup&lt;br /&gt;
|Fan rotor rpm starter acceleration (default 1.0)&lt;br /&gt;
|-&lt;br /&gt;
|n2spinup&lt;br /&gt;
|Core rotor rpm starter acceleration (default 3.0)&lt;br /&gt;
|-&lt;br /&gt;
|maxn1&lt;br /&gt;
|Fan rotor rpm (% of max) at full throttle&lt;br /&gt;
|-&lt;br /&gt;
|maxn2&lt;br /&gt;
|Core rotor rpm (% of max) at full throttle&lt;br /&gt;
|-&lt;br /&gt;
|augmented&lt;br /&gt;
|0 = afterburner not installed&amp;lt;br /&amp;gt;1 = afterburner installed&lt;br /&gt;
|-&lt;br /&gt;
|augmethod&lt;br /&gt;
|0 = afterburner activated by property /engines/engine[n]/augmentation&amp;lt;br /&amp;gt;1 = afterburner activated by pushing throttle above 99% position&amp;lt;br /&amp;gt;2 = throttle range is expanded in the FCS, and values above 1.0 are afterburner range&lt;br /&gt;
|-&lt;br /&gt;
|injected&lt;br /&gt;
|0 = Water injection not installed&amp;lt;br /&amp;gt;1 = Water injection installed&lt;br /&gt;
|-&lt;br /&gt;
|injection-time&lt;br /&gt;
|Time, in seconds, of water injection duration&lt;br /&gt;
|-&lt;br /&gt;
|function&lt;br /&gt;
|Two functions, IdleThrust and MilThrust must always be defined. AugThrust is required for afterburning (reheated) engines. Injection is for water injected engines. These functions return a multiplier that is applied to the supplied static thrust values. In aeromatic configurations these functions are tables based on sonic velocity and air density&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
*Bypass ratio is used only to estimate engine acceleration time. The effect of bypass ratio on engine efficiency is already included in the TSFC value. Feel free to set this parameter (even for turbojets) to whatever value gives a desired spool-up rate. Default value is 0.&lt;br /&gt;
*The bleed factor is multiplied by thrust to give a resulting thrust after losses. This can represent losses due to bleed, or any other cause. Default value is 0. A common value would be 0.04.&lt;br /&gt;
*Nozzle position, for variable area exhaust nozzles, is provided for users needing to drive a nozzle gauge or animate a virtual nozzle.&lt;br /&gt;
*This model can only be used with the &amp;quot;direct&amp;quot; thruster. See the file: /engine/direct.xml&lt;br /&gt;
*TSFC=fuel consumption per hour/thrust&lt;br /&gt;
*There is a Java program here to calculate thrust vs airspeed and altitude. http://adg.stanford.edu/aa241/propulsion/engmodel.html&lt;br /&gt;
&lt;br /&gt;
== FGTurboprop ==&lt;br /&gt;
The turboprop engine&lt;br /&gt;
&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
&amp;lt;milthrust unit=&amp;quot;{LBS | N}&amp;quot;&amp;gt; {number} &amp;lt;/milthrust&amp;gt;&lt;br /&gt;
&amp;lt;idlen1&amp;gt; {number} &amp;lt;/idlen1&amp;gt;&lt;br /&gt;
&amp;lt;idlen2&amp;gt; {number} &amp;lt;/idlen2&amp;gt;&lt;br /&gt;
&amp;lt;maxn1&amp;gt; {number} &amp;lt;/maxn1&amp;gt;&lt;br /&gt;
&amp;lt;maxn2&amp;gt; {number} &amp;lt;/maxn2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;betarangeend&amp;gt; {number} &amp;lt;/betarangeend&amp;gt;&lt;br /&gt;
&amp;lt;reversemaxpower&amp;gt; {number} &amp;lt;/reversemaxpower&amp;gt;&lt;br /&gt;
&amp;lt;maxpower&amp;gt; {number} &amp;lt;/maxpower&amp;gt;&lt;br /&gt;
&amp;lt;psfc&amp;gt; {number} &amp;lt;/psfc&amp;gt;&lt;br /&gt;
&amp;lt;n1idle_max_delay&amp;gt; {number} &amp;lt;/n1idle_max_delay&amp;gt;&lt;br /&gt;
&amp;lt;maxstartingtime&amp;gt; {number} &amp;lt;/maxstartingtime&amp;gt;&lt;br /&gt;
&amp;lt;startern1&amp;gt; {number} &amp;lt;/startern1&amp;gt;&lt;br /&gt;
&amp;lt;ielumaxtorque&amp;gt; {number} &amp;lt;/ielumaxtorque&amp;gt;&lt;br /&gt;
&amp;lt;itt_delay&amp;gt; {number} &amp;lt;/itt_delay&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;table name=&amp;quot;EnginePowerVC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt; Engine power, function of airspeed and pressure &amp;lt;/description&amp;gt;&lt;br /&gt;
    &amp;lt;independentVar lookup=&amp;quot;row&amp;quot;&amp;gt;atmosphere/P-sl-psf&amp;lt;/independentVar&amp;gt;&lt;br /&gt;
    &amp;lt;independentVar lookup=&amp;quot;column&amp;quot;&amp;gt;velocities/ve-kts&amp;lt;/independentVar&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
                 0     50    100    150    200    250&lt;br /&gt;
       503   0.357  0.380  0.400  0.425  0.457  0.486&lt;br /&gt;
      1048   0.586  0.589  0.600  0.621  0.650  0.686&lt;br /&gt;
      1328   0.707  0.721  0.731  0.757  0.786  0.821&lt;br /&gt;
      1496   0.779  0.786  0.808  0.821  0.857  0.900&lt;br /&gt;
      1684   0.850  0.857  0.874  0.900  0.943  0.979&lt;br /&gt;
      1896   0.914  0.929  0.946  0.971  1      1.057&lt;br /&gt;
      2135   1      1.011  1.029  1.043  1.083  1.150&lt;br /&gt;
      2213   1.029  1.043  1.057  1.079  1.114  1.171&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;table name=&amp;quot;EnginePowerRPM_N1&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt; Engine Power, function of RPM and N1 &amp;lt;/description&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
            0   5   60    86   94   95   96   97   98   99  100  101&lt;br /&gt;
         0  0   0.5  0.5   0.5  0.5  0.5  0.5  0.5  0.5  0.5  0.5  0.5&lt;br /&gt;
       800  0   0.5 35   200  350  380  420  460  500  530  580  620&lt;br /&gt;
      1200  0   0.5 30   230  400  430  470  505  550  590  640  680&lt;br /&gt;
      1600  0   0.5  5   240  440  475  510  550  595  630  680  720&lt;br /&gt;
      2000  0   0.1  0.1 225  450  495  525  565  610  650  700  745&lt;br /&gt;
      2200  0   0.1  0.1 205  440  480  515  560  605  645  695  743&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;table name=&amp;quot;ITT_N1&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt; Inter-Turbine Temperature ITT [deg C] depending on N1 and engine run (0=off / 1=running) &amp;lt;/description&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
              0     1&lt;br /&gt;
      {n1 value} {number} {number}&lt;br /&gt;
       ...&lt;br /&gt;
      {n1 value} {number} {number}&lt;br /&gt;
      &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt; &lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;table name=&amp;quot;CombustionEfficiency_N1&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      {n1 value} {number}&lt;br /&gt;
       ...&lt;br /&gt;
      {n1 value} {number}&lt;br /&gt;
      &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Parameter definitions ===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|milthrust&lt;br /&gt;
|[LBS]&lt;br /&gt;
|-&lt;br /&gt;
|idlen1&lt;br /&gt;
|[%]&lt;br /&gt;
|-&lt;br /&gt;
|maxn1&lt;br /&gt;
|[%]&lt;br /&gt;
|-&lt;br /&gt;
|betarangeend[%]&lt;br /&gt;
| if ThrottleCmd &amp;amp;lt; betarangeend/100.0 then engine power=idle, propeller pitch is controled by ThrottleCmd (between MINPITCH and  REVERSEPITCH).&amp;lt;br /&amp;gt; if ThrottleCmd &amp;amp;gt; betarangeend/100.0 then engine power increases up to max reverse power reversemaxpower [%] max engine power in reverse mode&lt;br /&gt;
|-&lt;br /&gt;
|maxpower&lt;br /&gt;
| [HP]&lt;br /&gt;
|-&lt;br /&gt;
|psfc&lt;br /&gt;
| power specific fuel consumption [pph/HP] for N1=100%&lt;br /&gt;
|-&lt;br /&gt;
|n1idle_max_delay&lt;br /&gt;
|[-] time constant for N1 change&lt;br /&gt;
|-&lt;br /&gt;
|maxstartenginetime [sec]&lt;br /&gt;
|    after this time the automatic starting cycle is interrupted when the engine doesn't start (0=automatic starting not present)&lt;br /&gt;
|-&lt;br /&gt;
|startern1&lt;br /&gt;
|[%] when starting starter spin up engine to this spin&lt;br /&gt;
|-&lt;br /&gt;
|ielumaxtorque [lb.ft]&lt;br /&gt;
|if torque&amp;gt;ielumaxtorque limiters decrease the throttle (ielu = Integrated Electronic Limiter Unit)&lt;br /&gt;
|-&lt;br /&gt;
|itt_delay&lt;br /&gt;
|[-] time constant for ITT change (ITT = Inter Turbine Temperature)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FGRocket ==&lt;br /&gt;
The rocket engine&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
&amp;lt;rocket_engine name=&amp;quot;{string}&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;isp&amp;gt; {number} &amp;lt;/isp&amp;gt;&lt;br /&gt;
  &amp;lt;builduptime&amp;gt; {number} &amp;lt;/builduptime&amp;gt;&lt;br /&gt;
  &amp;lt;maxthrottle&amp;gt; {number} &amp;lt;/maxthrottle&amp;gt;&lt;br /&gt;
  &amp;lt;minthrottle&amp;gt; {number} &amp;lt;/minthrottle&amp;gt;&lt;br /&gt;
  &amp;lt;slfuelflowmax&amp;gt; {number} &amp;lt;/slfuelflowmax&amp;gt;&lt;br /&gt;
  &amp;lt;sloxiflowmax&amp;gt;  {number} &amp;lt;/sloxiflowmax&amp;gt;&lt;br /&gt;
  &amp;lt;variation&amp;gt;&lt;br /&gt;
    &amp;lt;thrust&amp;gt; {number} &amp;lt;/thrust&amp;gt;&lt;br /&gt;
    &amp;lt;total_isp&amp;gt; {number} &amp;lt;/total_isp&amp;gt;&lt;br /&gt;
  &amp;lt;/variation&amp;gt; &lt;br /&gt;
  &amp;lt;thrust_table name=&amp;quot;propulsion/thrust_prop_remain&amp;quot; type=&amp;quot;internal&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tableData&amp;gt;&lt;br /&gt;
      {number} {number}&lt;br /&gt;
	...&lt;br /&gt;
      {number} {number}&lt;br /&gt;
    &amp;lt;/tableData&amp;gt;&lt;br /&gt;
  &amp;lt;/thrust_table&amp;gt;&lt;br /&gt;
&amp;lt;/rocket_engine&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FGElectric ==&lt;br /&gt;
Simple thrust producer. You enter the max power as &amp;lt;power unit=&amp;quot;WATTS&amp;quot;&amp;gt; and the engine model produces throttle_setting*power watts of output.&lt;br /&gt;
* Enter the max power as &amp;lt;power unit=&amp;quot;WATTS&amp;quot;&amp;gt; and the engine model produces throttle_setting*power watts of output.&lt;br /&gt;
=== Configuration File Format ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt; &lt;br /&gt;
&amp;lt;electric_engine name=&amp;quot;{string}&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;power unit=&amp;quot;{HP | WATTS}&amp;quot;&amp;gt; {number} &amp;lt;/power&amp;gt;&lt;br /&gt;
&amp;lt;/electric_engine&amp;gt; &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
FGElectric models an electric motor based on the configuration file &amp;lt;power&amp;gt; parameter. The throttle controls motor output linearly from zero to &amp;lt;power&amp;gt;. This power value (converted internally to horsepower) is then used by FGPropeller to apply torque to the propeller.  At present there is no battery model available, so this motor does not consume any energy.  There is no internal friction.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* http://jsbsim.sourceforge.net/JSBSim/classJSBSim_1_1FGPiston.html&lt;br /&gt;
* http://jsbsim.sourceforge.net/JSBSim/classJSBSim_1_1FGTurbine.html&lt;br /&gt;
* http://jsbsim.sourceforge.net/JSBSim/classJSBSim_1_1FGTurboProp.html&lt;br /&gt;
&lt;br /&gt;
{{JSBSim}}&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Transmit_properties_over_MP&amp;diff=77883</id>
		<title>Howto:Transmit properties over MP</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Transmit_properties_over_MP&amp;diff=77883"/>
		<updated>2014-11-18T04:09:39Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Certain [[Property Tree|properties]] (eg. rudder deflection, flaps setting and gear position) are transmitted by default over the [[Howto: Multiplayer|multiplayer network]]. However there are still lots of (mostly [[aircraft]] specific) properties that are not. Due to this limitation, certain animations (eg. opening of a door or landing lights) won't be visible for a pilot's virtual-colleagues. &lt;br /&gt;
&lt;br /&gt;
This wiki article will teach you '''how to transmit properties over a network'''.&lt;br /&gt;
&lt;br /&gt;
The number of properties that can be sent over MP is limited. If you have properties that do not need to be sent frequently (e.g. only when a certain event happens) these can be sent more efficiently using mp_broadcast.nas in $FG_ROOT/Nasal, please see [[Howto:Using mp_broadcast.nas]], or using the time-sharing (TDM) or bit-packed components (SwitchEncoder/Decoder) for booleans in Aircraft/Generic/DualControl/dual-control-tools.nas.&lt;br /&gt;
&lt;br /&gt;
The method described here will send the properties in question in every multiplayer packet. This is appropriate for parts that need continuous animation but wasteful for many other uses. On the other hand, the method described here is easy to use so if you only have a small number of properties to share it may still be preferable.&lt;br /&gt;
&lt;br /&gt;
== -set.xml ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;multiplay&amp;gt;&lt;br /&gt;
  &amp;lt;generic&amp;gt;&lt;br /&gt;
   &amp;lt;int n=&amp;quot;0&amp;quot; alias=&amp;quot;/controls/lighting/landing-light-l&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;int n=&amp;quot;1&amp;quot; alias=&amp;quot;/controls/lighting/landing-light-r&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;float n=&amp;quot;0&amp;quot; alias=&amp;quot;/controls/flight/flaps&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;string n=&amp;quot;0&amp;quot; alias=&amp;quot;/sim/multiplay/callsign&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/generic&amp;gt;&lt;br /&gt;
 &amp;lt;/multiplay&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are three types of properties that could be used:&lt;br /&gt;
* '''float:''' decimal numbers (0.12, 5.01 ...).&lt;br /&gt;
* '''int(eger):''' natural numbers (... -1, 0, 1, 2 ...)&lt;br /&gt;
* '''string:''' alphanumeric values (PH-TST, EH01 ...).&lt;br /&gt;
'''Note:''' true and false are synonyms from 1 and 0, so in those cases (boolean properties) an integer should be used. Also note that each type is separately numbered; you can have an int n=&amp;quot;0&amp;quot; beside a float n=&amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(FIXME) The value behind alias= is the (local) path to the property that has to be transmitted. Make sure that the local property has the same type as the generic MP enabled one (note that bools are automatically converted to integers so you can map an MP enabled int to a local bool). It is important to remember to not explicitly define the property type in an alias property.&lt;br /&gt;
&lt;br /&gt;
The alias stuff apparently does not work.  This would appear to be a bug.  The consensus on the forum is that you have to use the sim/multiplay/generic/int[0] in your animations and then somewhere (in JSBSim as the output of a function for example) set sim/multiplay/generic/int[0] to the correct value for &amp;quot;/controls/lighting/landing-light-l&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
== In the 3d model XML file ==&lt;br /&gt;
&lt;br /&gt;
If the MP enabled properties are to be used in animations it is preferable to create aliases for them on the remote systems so that the animations can be written using the logical properties rather than the &amp;quot;sim/multiplay/generic/...&amp;quot; ones. The example below creates the &amp;quot;fdm/jsbsim/propulsion/engine[x]/pitch-angle-rad&amp;quot; properties in the AI/MP aircraft property subtree as aliases for the MP properties. In that way the relevant animations can use the more meaningful property name &amp;quot;fdm/jsbsim/propulsion/engine[x]/pitch-angle-rad&amp;quot; instead of &amp;quot;sim/multiplay/generic/float[x]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   ##############################################################################&lt;br /&gt;
   # The on-load Nasal is not executed when this file is loaded as the user&lt;br /&gt;
   # aircraft.&lt;br /&gt;
   ##############################################################################&lt;br /&gt;
   var rplayer = cmdarg();&lt;br /&gt;
   # Set up property aliases for animations.&lt;br /&gt;
   rplayer.getNode(&amp;quot;fdm/jsbsim/propulsion/engine[0]/pitch-angle-rad&amp;quot;, 1).&lt;br /&gt;
     alias(rplayer.getNode(&amp;quot;sim/multiplay/generic/float[0]&amp;quot;));&lt;br /&gt;
   rplayer.getNode(&amp;quot;fdm/jsbsim/propulsion/engine[1]/pitch-angle-rad&amp;quot;, 1).&lt;br /&gt;
     alias(rplayer.getNode(&amp;quot;sim/multiplay/generic/float[1]&amp;quot;));&lt;br /&gt;
   rplayer.getNode(&amp;quot;fdm/jsbsim/propulsion/engine[2]/pitch-angle-rad&amp;quot;, 1).&lt;br /&gt;
     alias(rplayer.getNode(&amp;quot;sim/multiplay/generic/float[2]&amp;quot;));&lt;br /&gt;
   ##############################################################################&lt;br /&gt;
  &amp;lt;/load&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively this can be done without using nasal.  Again in the model xml file:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;params&amp;gt;&lt;br /&gt;
      &amp;lt;lighting&amp;gt;&lt;br /&gt;
        &amp;lt;landing-light-l&amp;gt;&lt;br /&gt;
          &amp;lt;property&amp;gt;sim/multiplay/generic/float[0]&amp;lt;/property&amp;gt;&lt;br /&gt;
        &amp;lt;/landing-light-l&amp;gt;&lt;br /&gt;
      &amp;lt;/lighting&amp;gt;&lt;br /&gt;
    &amp;lt;/params&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then in the animation use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;property alias=&amp;quot;../../params/lighting/landing-light-l/property&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Nasal howto]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Property Tree]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Missing_P-51D.png&amp;diff=77879</id>
		<title>File:Missing P-51D.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Missing_P-51D.png&amp;diff=77879"/>
		<updated>2014-11-16T20:54:31Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Multiplayer P-51D missing.}}&lt;br /&gt;
|date=2014-11-16 12:52:38&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Screenshots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:C-172_present.jpg&amp;diff=77878</id>
		<title>File:C-172 present.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:C-172_present.jpg&amp;diff=77878"/>
		<updated>2014-11-16T20:54:19Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=View of C-172 from P-51D window in multiplayer}}&lt;br /&gt;
|date=2014-11-16 12:52:27&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Screenshots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Creating_FlightGear_Promo_Videos&amp;diff=75603</id>
		<title>Howto:Creating FlightGear Promo Videos</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Creating_FlightGear_Promo_Videos&amp;diff=75603"/>
		<updated>2014-08-26T18:02:26Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Video Recording Software */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contributors: LukeaFG, Osjcag, Trez, connect, sa7k&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
We recommend two different styles. The first video is showing you the detailed features of FlightGear Version 3.2. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|EoNQ1NpcnMw}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second video shows you how to present a FlightGear Version 2.10 video in the form of a slideshow.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZVCmHgAX6Y}}&lt;br /&gt;
&lt;br /&gt;
== Content ==&lt;br /&gt;
Use the [[Next Changelog]] for the list of changes or updates to include in the video. Probably, promo videos should focus on feaures to be found in the release, not on optional aircraft, addons etc. (see screenshot guidelines).&lt;br /&gt;
&lt;br /&gt;
== Style / Appearance and Branding ==&lt;br /&gt;
Place the FlightGear logo in some corner of the video and a link to the official website, i.e. flightgear.org&lt;br /&gt;
&lt;br /&gt;
I would probably make sure to add links (or even watermarks) to each video, so that &amp;quot;flightgear.org&amp;quot; is made very prominent - to make it more difficult for scammers to reuse such promos for their own purposes ... For the same reasons, we may want to use the terms &amp;quot;free&amp;quot; and &amp;quot;open source&amp;quot; to ensure that people cannot easily reuse the promo videos to sell rebranded versions of FG. And maybe each review you should have a date added, so that people know just how recent the promo video really is ? A semi transparent FlightGear logo in the corner of the video might help&lt;br /&gt;
&lt;br /&gt;
== Audio / Background Music ==&lt;br /&gt;
Use royalty free audio or ask for full permission, FlightGear is opensource your video should follow that as much as possible. Look up royalty free on google, there are many websites that feature royalty free music. [https://machinimasound.com/ MachinimaSound] is a great site for royalty free music and it's made for content that features gaming.&lt;br /&gt;
&lt;br /&gt;
Using the aircraft sounds also showcases FlightGear well.&lt;br /&gt;
&lt;br /&gt;
== Localization ==&lt;br /&gt;
We may still want to provide an option to localize/translate videos (I understand that's made possible for YT videos), to give even wider exposure to FG. I think YT videos can have text comments and audio translated for different audiences. Also, using the changelog to create a promo is definitely a very good idea!&lt;br /&gt;
You can create an interactive transcript for YouTube in a .txt file in a different language which would be helpful.&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
Only record video if FlightGear's framerate is high (this prevents jerky motions... Example of what I mean here: http://www.youtube.com/watch?v=JW7ZrGpSCbk)&lt;br /&gt;
&lt;br /&gt;
A good way to get better framerate is to slow the video down in the flightgear replay and speeding it up in the editor.&lt;br /&gt;
&lt;br /&gt;
== Format &amp;amp; Codecs ==&lt;br /&gt;
* Container: mp4&lt;br /&gt;
* Codec: h264 (for optimal quality)&lt;br /&gt;
* Resolution : 720p or 1080p (progressive)&lt;br /&gt;
* Framerate: 24 - 30FPS (30 is the maximum YouTube supports)&lt;br /&gt;
* Aspect ratio: 16 ; 9 (any other ratios will have unwanted back bars in your video)&lt;br /&gt;
&lt;br /&gt;
You should also consider encoding with webm, which is google's royalty free codec if you are just planning to upload to youtube.&lt;br /&gt;
&lt;br /&gt;
== Video Recording Software ==&lt;br /&gt;
Programs to record your video:&lt;br /&gt;
* CamStudio (free) - Windows&lt;br /&gt;
* Quicktime (free) - Mac | only captures the full screen&lt;br /&gt;
* VLC (free, multi-platform)&lt;br /&gt;
* Fraps (paid) - Windows | works great if configured right&lt;br /&gt;
* recordmydesktop - Linux&lt;br /&gt;
* NVidia ShadowPlay (free) - Windows | Requires higher end NVidia card with recent drivers.  Works great with minimal frame rate hit but must be used in desktop capture mode with OpenGL.&lt;br /&gt;
&lt;br /&gt;
MAGIX is a set of Applications that handles video and audio editing, it also has a recording software.&lt;br /&gt;
&lt;br /&gt;
To install record my desktop on Ubuntu(and it's variations), Linux Mint and Debian open the terminal and type:&lt;br /&gt;
'''sudo apt-get install gtk-recordmydesktop'''&lt;br /&gt;
&lt;br /&gt;
== Video Editing Software ==&lt;br /&gt;
Programs to edit your video:&lt;br /&gt;
&lt;br /&gt;
* VirtualDub (free) - Windows&lt;br /&gt;
* IMovie (free) - Mac | IMovie comes with every mac for free it costs 15 dollars to upgrade to the latest version though&lt;br /&gt;
* Adobe Premiere Pro (paid) - Mac &amp;amp; Windows&lt;br /&gt;
* Sony Vegas Pro (paid) - Windows&lt;br /&gt;
* Kdenlive (Free) - Linux,Mac |Great editor with many functions&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
Everything else is up to the editor... ;)&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Creating FlightGear Promo Videos]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:North_American_P-51_Mustang&amp;diff=74925</id>
		<title>Talk:North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:North_American_P-51_Mustang&amp;diff=74925"/>
		<updated>2014-08-10T23:30:26Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Congratulations!&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a really good looking and very detailed aircraft. Though it's unusable on not close to high-end systems. It's cutting FG's frame rate to 10 to 15 fps where it normally has more than 30. Even worse, it not even has a downgraded version in AI/Aircraft. If some other pilot shows up on MP with the p51d my FG suffers from the worst lags ever, making it completely unusable.&lt;br /&gt;
 $ du -hs Aircraft/p51d/&lt;br /&gt;
 1.1G    Aircraft/p51d/&lt;br /&gt;
What the frell!? FG is a simulator which renders the scene in real-time not an animated 3D movie which has 25 times the time to calculate rendering. I am not able to comment on the fdm. Even though it might be good, any fdm goes bad at that frame rate.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Flughund|Flughund]] ([[User talk:Flughund|talk]]) 12:32, 10 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Calm down! Hal V. Engel made several announcements about the heaviness of this aircraft. And compared with other aircraft like 777, computer perfomance is even equal.&lt;br /&gt;
:Compared with commercial sims like X-Plane and FSFX vertice numbers and details are even in a similar range. Nethertheless, some optimations is always appreciated.&lt;br /&gt;
:What are your computer specs? &lt;br /&gt;
--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 15:24, 10 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hi Heiko, thanks for the reply.&lt;br /&gt;
:: Don't worry, I am way too lazy to be really upset, just expressed my disappointment of not being able to fly the p51d anymore and that it kills the MP fun when another pilot shows up with it. Specs of my system can be found [http://beggabaur.onpw.de/wiki/index.php?title=FG_backtraces#System_info here]. Anything but up to date, I know, though I am certain there are many FG users with an even less powerful one.&lt;br /&gt;
:: I can see why people do want eye-candy, however wouldn't it be possible to preserve the old version? Btw, comparing it to other overdone models or even other sims is not something I count as a criterion. I am not a 3D modeler so I am not really able to make suggestions on how to improve the model. But is it really necessary to model every single tiny detail? Like little holes in the fuselage or the interior of the gear housing. Most of those details can be done by a good texture.&lt;br /&gt;
:: But don't mind users with lower spec systems, they'll find a way. I've looked closer at the situation and decided to use the old version of the Mustang as an AI model and switch to another cool, powerful taildragger for flying.&lt;br /&gt;
::[[User:Flughund|Flughund]] ([[User talk:Flughund|talk]]) 16:55, 10 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hello&lt;br /&gt;
:: So it looks like we have a volunteer to create an AI version of the exterior model or am I mistaken?  If users want things to get better they need to do more than complain.  After all I have put literally 10's of thousands of hours of work into this aircraft.  There have only been a few who have volunteered to help and most of them didn't do anything at all (other than waist my time).  Literally the only things in the current model that were produced by a volunteer are the rudder pedals and related linkage.   New rudder pedals will be made sometime soon based on factory blue prints (the existing ones are not very accurate) and I expect this to take perhaps 10 to 12 hours to do.   So volunteers are responsible for literally less than 0.1% of this aircraft.&lt;br /&gt;
&lt;br /&gt;
:: The new exterior model only affected my frame rates by about 5% compared to the old external model but I am running modern high end hardware but with the eye candy near max and I am still seeing frames rates &amp;gt; 55FPS and it often locks onto vsync, which is 60FPS, on a 2560x1600 display (IE. the resolution significantly increases the GPU load compared to a more normal monitor size) at high LOD airports.  I am also using the 8Kx8K textures rather then the default 2Kx2K textures.  So this is a worst case setup.&lt;br /&gt;
&lt;br /&gt;
:: A suggestion that might help out.  How old is the version are you running?  The last version I pushed had texture sizes defaulted to 2Kx2K which should work on most hardware.  This setup was pushed only a few days ago so there is a significant possibility that you are using a version that predates this change.  Earlier versions have only 8Kx8K textures and these would definitely cripple older/lower end hardware even if, as is the case with your hardware/drivers, the 8k textures are supported.  The latest version is setup to allow you to change texture resolution/size although this does require you to do some manual file copying.  This is to allow users to adjust texture size to their hardware capabilities both high and low end.  You can choose 1K, 2K, 4K or 8K textures for both the livery and the effects textures - if you have 1K, 2K, 4K and 8K directories in the Models/Livery and Models/Effects/Textures directories you are using the 2K textures.  I have found that using the same resolution for both the effects textures and the livery textures seems to perform better on my hardware and look cleaner (IE. crisper details).  I have also found that even on my high end hardware that there is a noticeable increase in frame rate going from 8K to 4K textures but not going to lower resolution textures.  But again this is on very high end hardware so I would expect lower end hardware to show an even bigger frame rate hit with the large textures.  Lower end/older hardware might benefit from going all the way down to the 1K level but I don't have any way to test this.  However I did make it possible for users to select these lower resolution textures.&lt;br /&gt;
&lt;br /&gt;
:: The number of vertices in the exterior model is significantly higher than the old model at around 100K (the old one is about 15K) but compared to the scenery (which can have millions of vertices) this is a relatively small number.  From what I have read the 777 is slow on very high end hardware were as the frame rate hit of the P-51D on high end hardware is relatively small compared to the old exterior model.  So it is definitely &amp;quot;lighter&amp;quot; than the 777 or the Extra 500 but there is definitely older/lower end hardware that it not up to the job of running the new P-51D.  I don't know were the cutoff line is since I don't have a bunch of old hardware laying around to do testing on.  Also various versions of this have been in git for sometime now and one responsibility of users is to do testing well before the release date.  If this feedback had happened months ago there might have been time to test some things to see where the bottle neck is on low end hardware and make some adjustments.  At this late hour this will not be possible before the 3.2 release which is days away.  I am not saying that this can not be made to run better on lower end system only that it takes some effort and time to do that and this includes some effort from those with lower end hardware to help figure out what the issues are and to test fixes.  This is an on going issue in the FG community - IE. users with low end hardware complaining about performance but being unwilling to help resolve the issues.  Not saying that this applies to you and perhaps you are an exception to the rule.&lt;br /&gt;
&lt;br /&gt;
:: As to your system hardware.  It is not even close to being &amp;quot;not close to high-end systems&amp;quot; although in it day it was &amp;quot;close to a high end system&amp;quot; and I think clearly stating that it is very old and by modern standards very low end is in order.  This is lower end hardware than I had 10 years ago so it definitely has it's limitations and may not be up to handling higher end models like the P-51D.  My older hardware would only run the FG v2.4 P-51D with the eye candy turned down significantly at around 25FPS when running FG 2.4 with scenery 1.0 and a 1600x1200 monitor.  This is just barely useable IMO.   Going from scenery 1.0 to 2.0 had a significant frame rate hit on my high end system and I shutter to think what it would have done to my old system.  &lt;br /&gt;
&lt;br /&gt;
:: Aircraft devs (and the scenery devs as well) are caught between a rock and a hard place on this because one group of users is always complaining about aircraft (scenery) not being detailed/accurate enough and those with lower end hardware are always complaining that the high end aircraft (scenery) don't run well on their systems.  Basically users can have either detailed accurate models or models that run well on older/lower end hardware but having both is very difficult, at best, if not impossible.  After all none of us have magical powers and I can't just will your graphics card to have more CUDA cores.  Again there are likely some optimizations that can be done to the new P-51D to make it run on a wider range of hardware and I suspect that your hardware is very close to the line between can and can't be made to work OK.&lt;br /&gt;
&lt;br /&gt;
:: On the other hand eventually you and other users with low end/old hardware will be replacing their systems and almost anything purchased to replace it, as long as it has at least a mid level graphics card, should run the P-51D nicely but perhaps not the 777 or Extra 500 and perhaps not with full eye candy.  Over time fewer and fewer users will have low end/older hardware and this is a major consideration for aircraft devs.  In fact at some point my hardware is likely to be considered old/low end so this is a cycle we all go through and at some point all of us need to do hardware upgrades even if we don't want to.  &lt;br /&gt;
&lt;br /&gt;
:: Should I do a bunch of work to create something that works on low end/old hardware but is really not a big improvement over the existing models and that will eventually need to be redone or should I look to the future and make something that will hold up over a longer time frame and will run nicely on mid (IE. $100 graphics card) to high end current hardware?  After all I have over 600 hours into the new exterior model and it is still a work in progress (meaning it needs a lot of work to be &amp;quot;complete&amp;quot;) - why would I do that much work to produce something that is not a big upgrade to the existing models? I started working on the new exterior model about 10 months ago so I will likely have 1 1/2 years into this effort before I consider it to be &amp;quot;done&amp;quot; and I have averaged close to 20 hours per week on this.  This is a huge undertaking that I don't want to repeat anytime soon.  In fact I think the current external model will hold up well for several decades and will likely out live me.  &lt;br /&gt;
&lt;br /&gt;
:: Also I work for a software company and the software I work on is based on certain minimum hardware and system specs.  If the users hardware does not meet that minimum spec and they call in with an issue they are told to upgrade their hardware and system software as the first step in the support process.  That minimum spec is way newer and higher end than your hardware so expecting to run current high end software (which is more or less what the new P-51D is) on your hardware is not a realistic expectation and most commercial software companies support people would basically LOL and then tell you to upgrade your hardware if such a request is made.&lt;br /&gt;
&lt;br /&gt;
:: The wheel well details are only about 1% to 2% of the total vertices of the exterior model. These are all low poly models (some of these models are a few as 12 vertices for example).  The same thing is true for what holes exist in the exterior.  These are at most a few hundred vertices total and are well under 1% of the vertices in the model.  So these things will have almost no impact on frame rate.&lt;br /&gt;
&lt;br /&gt;
:: As has been pointed out on the forums many times there is nothing stopping users with low end hardware from using older lighter models like the 3.0 P-51D model which will run just fine on FG 3.2 or FG 2.4 or anything i between.  Just download it from the 3.0 aircraft page and install it in place of the new one. You can do this going all the way back to 2.4 aircraft if you need to. &amp;quot;however wouldn't it be possible to preserve the old version&amp;quot; yes it has been preserved just get it from the right location and install it as has been pointed on the forum MANY MANY times.  But maintaining the old version in place beside the new work is something I will not do as it significantly increases the maintenance overhead for no reason and in the process slows down the rate at which improvements can be made.   &lt;br /&gt;
&lt;br /&gt;
:: If you are limited to running very old hardware (for what ever reason) then you should be aware that you may have to run older software that is suited to that hardware.  That applies to many things in addition to FlightGear aircraft.  From a flying point of view there is very little difference between the 3.0 version and the 3.2 version of the P-51D since the FDM, systems and cockpit are almost exactly the same although all of these have had some, mostly minor, changes for 3.2.  After all the upgrade project is aimed at the exterior model. Future plans do include significant upgrades to the cockpit to make it more accurate (probably about the same LOD however) since the current cockpit models are more or less eye balled from photos rather than being based on factory blue prints and are not very accurate.  I would also be interested in how the 3.0 version runs on your hardware since it appears that you have not run the older versions based on you comments.  IE. is the older version really 2 to 3 times as fast on your hardware?&lt;br /&gt;
&lt;br /&gt;
:: If you are actually interested in helping out let me know and we will figure how to make that possible.  Even if it is just to be a &amp;quot;low end system&amp;quot; tester something that FG needs way more of in general if low end systems are going to be supported going forward.  After all we can't fix the issues with low end systems if the people with these systems refuse to help with diagnostics and testing.&lt;br /&gt;
&lt;br /&gt;
:: Also I experienced a lot of issues with the Blender to ac3d exporter and one of these has to do with parented objects not being correctly exported (IE. the export moved and rotated these objects in what appeared to be random ways).   As a result, currently, the objects involved in the livery stuff are not correctly parented.  I know that this has some performance implications.  I would like to figure out a good way to fix this but so far have not been able to locate the information needed to do this is a way that is not a huge amount of work (to redo work that I already did).  This could have a significant impact on users with low end systems but on my system it seems to impact how long it takes to start up the sim and how long it takes to switch liveries.  There is a rumor that the solution to this issue was talked about on the dev list but I have not been able to locate this information.  If anyone knows how to solve this issue please let me know. &lt;br /&gt;
&lt;br /&gt;
--[[User:Hvengel|Hvengel]] ([[User talk:hvengel|talk]])&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74855</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74855"/>
		<updated>2014-08-10T00:58:34Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D-25-NA Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 4&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fXX-SnYtpHQ|600|auto|Engine start up procedure tutorial.}}&lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold the tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll particularly if there is a cross wind.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.  Raising the tail slowly is beneficial. &lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* If the aircraft is heavy rotate at 150 mph.  If the aircraft is light you can rotate at slower speeds but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off and climb out.  You will need to start removing right rudder trim almost as soon as you leave the ground and rudder trim will continue to change significantly up to about 275MPH indicated.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900.&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 8-09-2014)''&lt;br /&gt;
* The new external model is in pace and will be released with FlightGear 3.2.  It is still a work in progress as it still needs to have a lot of normal mapping and livery work done.  See the UV Mapping, Texturing, Bump Mapping and Reflection Mapping section below.&lt;br /&gt;
&lt;br /&gt;
=== Wings - New 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
* New Models&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 8-9-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scales with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74854</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74854"/>
		<updated>2014-08-10T00:55:36Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* New 3D external model is underway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fXX-SnYtpHQ|600|auto|Engine start up procedure tutorial.}}&lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold the tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll particularly if there is a cross wind.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.  Raising the tail slowly is beneficial. &lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* If the aircraft is heavy rotate at 150 mph.  If the aircraft is light you can rotate at slower speeds but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off and climb out.  You will need to start removing right rudder trim almost as soon as you leave the ground and rudder trim will continue to change significantly up to about 275MPH indicated.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900.&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 8-09-2014)''&lt;br /&gt;
* The new external model is in pace and will be released with FlightGear 3.2.  It is still a work in progress as it still needs to have a lot of normal mapping and livery work done.  See the UV Mapping, Texturing, Bump Mapping and Reflection Mapping section below.&lt;br /&gt;
&lt;br /&gt;
=== Wings - New 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
* New Models&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 8-9-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scales with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74853</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74853"/>
		<updated>2014-08-10T00:50:52Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Fuselage status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fXX-SnYtpHQ|600|auto|Engine start up procedure tutorial.}}&lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold the tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll particularly if there is a cross wind.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.  Raising the tail slowly is beneficial. &lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* If the aircraft is heavy rotate at 150 mph.  If the aircraft is light you can rotate at slower speeds but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off and climb out.  You will need to start removing right rudder trim almost as soon as you leave the ground and rudder trim will continue to change significantly up to about 275MPH indicated.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900.&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 8-09-2014)''&lt;br /&gt;
* The new external model is in pace and will be released with FlightGear 3.2.  It is still a work in progress as it still needs to have a lot of normal mapping and livery work done.&lt;br /&gt;
&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is mostly animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scale with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74852</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74852"/>
		<updated>2014-08-10T00:27:44Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Flying Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fXX-SnYtpHQ|600|auto|Engine start up procedure tutorial.}}&lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold the tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll particularly if there is a cross wind.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.  Raising the tail slowly is beneficial. &lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* If the aircraft is heavy rotate at 150 mph.  If the aircraft is light you can rotate at slower speeds but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off and climb out.  You will need to start removing right rudder trim almost as soon as you leave the ground and rudder trim will continue to change significantly up to about 275MPH indicated.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900.&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is mostly animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scale with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:P51d-mustang.png&amp;diff=74851</id>
		<title>File:P51d-mustang.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:P51d-mustang.png&amp;diff=74851"/>
		<updated>2014-08-09T22:51:31Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of FlightGear 3.2 P-51D-25-NA.&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:P51d-mustang.png&amp;diff=74850</id>
		<title>File:P51d-mustang.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:P51d-mustang.png&amp;diff=74850"/>
		<updated>2014-08-09T22:47:15Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: Hvengel uploaded a new version of &amp;amp;quot;File:P51d-mustang.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of P51D&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_3.2&amp;diff=74217</id>
		<title>Changelog 3.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_3.2&amp;diff=74217"/>
		<updated>2014-07-24T23:00:05Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Major enhancements in this release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|changelog|This changelog is currently being written for the FlightGear 3.2 release. To see what is being worked on, check out [[Changelog 3.2]].&lt;br /&gt;
Feel free to help! If you are aware of any FlightGear related changes, please add them to the changelog.&amp;lt;br/&amp;gt;It's a good idea to check [[:Category:Changes_after_3.00|the newsletters since the last release]], and the git commit history.&lt;br /&gt;
To view the changelog for the most recent release, please see [[Changelog 3.0]]. &lt;br /&gt;
We also encourage people to help by translating the changelog and appreciate all contributions, however please keep in mind that this changelog is not yet final!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Upcoming FlightGear Changelog==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The FlightGear development team is delighted to announce the v3.2 release of FlightGear, the free, open-source flight simulator.  This new version contains many exciting new features, enhancements and bugfixes.  Highlights in this release include integration of the FGCom voice communications client within the simulator, improved terrain rendering, faster scenery loading, and improved usability.  This release also coincides with the release of FlightGear World Scenery 2.0 - massively improved scenery data covering the entirety of the planet and incorporating OpenStreetMap roads and detailed terrain information from a variety of sources.  &lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create &lt;br /&gt;
the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world &lt;br /&gt;
by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute. &lt;br /&gt;
&lt;br /&gt;
Download FlightGear v3.2 for free from [http://www.flightgear.org FlightGear.org]&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Breaking Changes ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Major enhancements in this release ===&lt;br /&gt;
&lt;br /&gt;
'''Surface Light Effects &amp;amp; OpenSceneGraph 3.2'''&lt;br /&gt;
&lt;br /&gt;
Stuart committed a change that brings surface lights, including VASI/PAPI/taxi/runway etc. into the xml-defined Effects  framework.  Kudos to Tim Moore for his original Effects work - it made it very straightforward to enhance with support for point sprites and a custom texture generator required.&lt;br /&gt;
&lt;br /&gt;
The relevant effect is data/Effects/surface-lights.eff.  It should allow development of ALS and Rembrandt variants.&lt;br /&gt;
&lt;br /&gt;
Stuart also replaced some OSG color/normal binding calls that were removed  in OSG3.2.0, apparently because they were slow.  So, if your&lt;br /&gt;
build fails, please check you've got a recent OSG build installed.&lt;br /&gt;
&lt;br /&gt;
'''Core'''&lt;br /&gt;
* [[Reset &amp;amp; re-init]] is merged and now enabled&lt;br /&gt;
* A segfault related to scripted Nasal fgcommands (like used in joystick and other bindings) has been fixed {{Issue|1397}}&lt;br /&gt;
* yasim versioning support for maintenance fixes (TorstenD)&lt;br /&gt;
* FLITE TTS support&lt;br /&gt;
* Windows dependencies have been updated&lt;br /&gt;
* improved projection handling for the integrated [[Map]] dialog, implemented by Gijs[https://gitorious.org/fg/flightgear/commit/3f433e2c35ef533a847138e6ae10a5cb398323d7#comment_107170]&lt;br /&gt;
&lt;br /&gt;
'''Aircraft Modeling'''&lt;br /&gt;
* galvedro's work: [[A Failure Management Framework for FlightGear]]&lt;br /&gt;
* extra 500&lt;br /&gt;
* Tu-154B2 version 3.1&lt;br /&gt;
* additional aircraft have started adopting Gijs' [[NavDisplay]]&lt;br /&gt;
&lt;br /&gt;
'''JSBSim'''&lt;br /&gt;
* ground effects (see newsletter 02/2014)&lt;br /&gt;
&lt;br /&gt;
'''Atmospheric Light Scattering'''&lt;br /&gt;
&lt;br /&gt;
Atmospheric Light Scattering (ALS) is one of FGs three rendering frameworks, with the aim of providing an integrated simulation of the interaction between weather, light and the environment.&lt;br /&gt;
&lt;br /&gt;
Additions to ALS in version 3.2 include:&lt;br /&gt;
&lt;br /&gt;
* an experimental framework to render cloud shadows on the ground (requires Advanced Weather)&lt;br /&gt;
* a substantial extension of cloud layer visibility using impostor techniques to 150 km&lt;br /&gt;
* a new agriculture effect allowing to render fields without tiling artifacts&lt;br /&gt;
* a new forest effect to simulate managed forest, varying tree size by patch&lt;br /&gt;
* sparkle and fog effect on runway lights&lt;br /&gt;
* much improved visual appearance of rock faces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Environment Rendering'''&lt;br /&gt;
&lt;br /&gt;
* EarthView, a simple orbital rendering engine based on projecting a textured sphere into the scene. By default, EarthView uses low resolution textures, however using hires textures e.g. from the NASA [http://visibleearth.nasa.gov/ Visible Earth] project very realistic results from altitudes above 100 km can be achieved.&lt;br /&gt;
&lt;br /&gt;
* new deciduous and needle tree textures with much improved visuals&lt;br /&gt;
&lt;br /&gt;
* new regional texture definitions for Ireland, Alaska/Northwest territories and US Southwest &lt;br /&gt;
&lt;br /&gt;
'''Performance'''&lt;br /&gt;
* F-JJTH and Stuart have started working on using osg::Simplifier [https://gitorious.org/fg/simgear/commit/3429e0072103a8c90d8e456f1f6b711099851225]: http://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/CAP3ntysifK34TxANKUj1s4Of_dJRg7dvJ74Gbko4zXVFHdV-YQ%40mail.gmail.com/#msg32016452&lt;br /&gt;
&lt;br /&gt;
'''Misc/Uncategorized'''&lt;br /&gt;
* AIModels use PagedLOD&lt;br /&gt;
* Optimise NavCache airport query&lt;br /&gt;
* osg::Switch for masking scenery rendering&lt;br /&gt;
* Torsten's metar work, newradio, mongoose httpd&lt;br /&gt;
* HTTP: improve handling of connection errors&lt;br /&gt;
* [[FGCamera]] (external addon, not yet reviewed/committed as of 03/2014)&lt;br /&gt;
* Windows installer has been reworked&lt;br /&gt;
* Windows installer creates 3 news directories pre-configured in FGRun:&lt;br /&gt;
** {user}\Documents\FlightGear\Aircraft&lt;br /&gt;
** {user}\Documents\FlightGear\TerraSync&lt;br /&gt;
** {user}\Documents\FlightGear\Custom Scenery&lt;br /&gt;
&lt;br /&gt;
''' Usability '''&lt;br /&gt;
* Windows users are now able to use scrollwheel in dialog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Internationalization '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Scenery '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Canvas System'''&lt;br /&gt;
&lt;br /&gt;
FlightGear's fully scriptable 2D rendering system now includes improved APIs for creating maps and navigation displays amongst many other improvements. People no longer need to have programming experience to add a working ND to their aircraft, it can  now  be all done by copying and pasting 30 lines of text and customizing a few properties. The so called MapStructure back-end handles efficient updating of all ND layers transparently. Also, maps can now be mostly customized, including custom styling (colors, fonts, symbols etc).&lt;br /&gt;
&lt;br /&gt;
* Tom has pushed an update to git (simgear) which removes a lot of unneeded OpenGL state changes for Canvas paths. Depending on the GPU/driver this can lead to quite a noticeable performance improvement. For example, he was able to get from ~120ms down to ~45ms [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=16984&amp;amp;p=204730#p204730].&lt;br /&gt;
&amp;lt;!-- code freeze ...&lt;br /&gt;
* Hooray is working on adding shader support to Canvas {{Progressbar|30}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* Gijs is currently working on additional projections as part of {{Issue|550}}&lt;br /&gt;
* The [[MapStructure]] back-end used by the [[NavDisplay]] now supports symbol instancing, so that performance is improved&lt;br /&gt;
* MapStructure-based layers can now be customized and styled&lt;br /&gt;
* Tom added support for button/modifiers (mouse handling) [http://wiki.flightgear.org/index.php?title=Canvas_Event_Handling&amp;amp;curid=10777&amp;amp;diff=68569&amp;amp;oldid=68422]&lt;br /&gt;
* CanvasImage now supports the ''http://'' protocol for dynamically retrieving raster images. See the renamed [[Canvas_Image#src|src attribute]] (''file'' is now deprecated).&lt;br /&gt;
* As part of the ongoing effort on [[Unifying the 2D rendering backend via canvas]], we have started re-implementing the integrated [[Map]] dialog using Nasal &amp;amp; Canvas instead of C++ {{Progressbar|80}}&lt;br /&gt;
* Custom event handlers can now be registered.&lt;br /&gt;
* Canvas Layout Engine&lt;br /&gt;
* Canvas-based dialog for downloading aircraft [[Aircraft Center]]&lt;br /&gt;
[[File:Aircraft-center-prototype.png|400px|thumb|Canvas dialog showing the prototype for an [[Aircraft Center]] for directly installing/managing aircraft from within FlightGear, an upcoming feature scheduled for FlightGear 3.2, currently being developed by TheTom and Zakalawe]]&lt;br /&gt;
&lt;br /&gt;
'''Nasal Scripting'''&lt;br /&gt;
&lt;br /&gt;
* getprop()/setprop() arguments (those that form a path) can now be numeric to specify a index, so:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
getprop(&amp;quot;canvas/by-index&amp;quot;, &amp;quot;texture&amp;quot;, 1, &amp;quot;name&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
: is now the same as:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
getprop(&amp;quot;canvas/by-index/texture[1]/name&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
: (see [https://gitorious.org/fg/flightgear/commit/5eee5e42ae4f5cf56283b3bf5a3be46efc2b51c4 merge request 54] and [https://gitorious.org/fg/flightgear/commit/34ed79e5f88ffdfc5e651a1fe3e639cb8f4d3353 actual commit])&lt;br /&gt;
* A new fully-interactive Nasal GUI console based on [[Canvas]] has been added: [[Interactive Nasal Console]]&lt;br /&gt;
* the hard-coded '''flight path history''' subsystem which samples aircraft position, which was previously only accessible to C++ code, has now been exposed to scripting space by Tom so that people can easily access the system and reuse the data for their own purpoes (e.g. for creating an instructor console). The first use-case will involve the new [[Canvas]] based [[Map]] dialog which will be 100% scripted by then.  &lt;br /&gt;
: Usage:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
var hist = aircraft.history(); debug.dump(hist.pathForHistory(50));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
* cppbind: Nasal ghosts can now support arbitrary setters/getters for when members are not mapped to a C++ member/method.&lt;br /&gt;
* Language enhancements&lt;br /&gt;
** Bitwise operators (|, &amp;amp;, ^, ~, |=, &amp;amp;=, ^=)&lt;br /&gt;
** Support for octal, decimal and hexadecimal numbers in literals as well as in strings&lt;br /&gt;
 &lt;br /&gt;
'''Documentation'''&lt;br /&gt;
&lt;br /&gt;
'''Highlighted new and improved aircraft'''&lt;br /&gt;
&lt;br /&gt;
* Tuned autopilot and improved instrument stack for the Cessna337G Skymaster.&lt;br /&gt;
* All new systems and two engine options for the Boeing 757-200.&lt;br /&gt;
* All new highly accurate external model for P-51D.&lt;br /&gt;
&lt;br /&gt;
'''Other'''&lt;br /&gt;
&lt;br /&gt;
'''Bug fixes'''&lt;br /&gt;
&lt;br /&gt;
* See [http://code.google.com/p/flightgear-bugs/issues/list?can=1&amp;amp;q=Milestone%3D3.2 our bugtracker] for an extensive, yet incomplete, list of the bugs fixed in this release.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74187</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74187"/>
		<updated>2014-07-21T17:00:54Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Non-3D model related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold the tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll particularly if there is a cross wind.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.  Raising the tail slowly is beneficial. &lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* If the aircraft is heavy rotate at 150 mph.  If the aircraft is light you can rotate at slower speeds but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off and climb out.  You will need to start removing right rudder trim almost as soon as you leave the ground and rudder trim will continue to change significantly up to about 275MPH indicated.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900.&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is mostly animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scale with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74186</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74186"/>
		<updated>2014-07-21T16:52:25Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Performance Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold the tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll particularly if there is a cross wind.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.  Raising the tail slowly is beneficial. &lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* If the aircraft is heavy rotate at 150 mph.  If the aircraft is light you can rotate at slower speeds but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off and climb out.  You will need to start removing right rudder trim almost as soon as you leave the ground and rudder trim will continue to change significantly up to about 275MPH indicated.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900.&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7/21-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is mostly animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scale with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74185</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74185"/>
		<updated>2014-07-21T16:48:41Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Take Off */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold the tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll particularly if there is a cross wind.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.  Raising the tail slowly is beneficial. &lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* If the aircraft is heavy rotate at 150 mph.  If the aircraft is light you can rotate at slower speeds but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off and climb out.  You will need to start removing right rudder trim almost as soon as you leave the ground and rudder trim will continue to change significantly up to about 275MPH indicated.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7/21-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is mostly animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scale with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74184</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=74184"/>
		<updated>2014-07-21T16:38:51Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* UV Mapping, Texturing, Bump Mapping Reflection Mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping and Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* UV mapping is mostly done.  There will likely be some adjustments to some parts of the UV map as texturing proceeds.&lt;br /&gt;
* Texturing is underway.&lt;br /&gt;
* Bump mapping is underway but is very time consuming.  It is currently about 20% to 25% complete and will need additional work after the 3.2 release.&lt;br /&gt;
* Reflection mapping is mostly done and only needs final tweaks.&lt;br /&gt;
** Texture source materials for markings and fittings.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7-21-2014)''&lt;br /&gt;
* When the new external model work is completely done a mostly new 3D cockpit will be built out from the skin inward.  Until then the existing interior will be fitted into the new cockpit. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled even if they appear to be OK visually. &lt;br /&gt;
* The existing interior models have been moved into the new fuselage.  Fit not perfect but close enough for the FG 3.2 release.   &lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the old model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 1.192 meters behind the old location.  This means that the old interior components like gauges, radios, controls... were moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components needed to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 7/21-2014)''&lt;br /&gt;
* YASim version has been removed&lt;br /&gt;
* Directory structure has been changed to reflect current FlightGear standards but there is still some cleanup work needed as cruft tends to creep in as work is underway.&lt;br /&gt;
** Most of the cruft in the Model directory has been removed.&lt;br /&gt;
* The new model is mostly animated.&lt;br /&gt;
* The model is now fully integrated into the FDM.&lt;br /&gt;
** The aircraft has a fully functional cockpit including hot spots and check lists. &lt;br /&gt;
** All weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Need to add matriculation.&lt;br /&gt;
* Engine start up smoke has been added.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Gun muzzle smoke and flash animations are in place and scale with hardware capabilities.&lt;br /&gt;
* Gun cartridge case ejection animation is in place, working and scale with hardware capabilities.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Fully_armed_P-51-25NA_over_the_coast..jpg&amp;diff=74165</id>
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		<updated>2014-07-21T06:00:14Z</updated>

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		<updated>2014-07-21T06:00:03Z</updated>

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		<updated>2014-07-20T04:12:37Z</updated>

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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:Hvengel&amp;diff=74049</id>
		<title>User talk:Hvengel</title>
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		<updated>2014-07-12T16:16:13Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Spinner animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Spinner animation ==&lt;br /&gt;
&lt;br /&gt;
Hi. I've duplicated the spinner for each of the stages of the propeller animation (blades, blurred blades, disk ), as each of these spins at a different rate. It's the cheapest way to solve the issue, and it avoids having extra bits of code laying around (I generally avoid having nasal involved if there's a viable solution without it). Some will argue it's a quick job in 5 lines of nasal, well 5 lines of nasal add up, and can become quite the issue as the extra-500 bears witness (it is unflyable here and elsewhere due to the low fps, as everything is waiting on the nasal scripts).&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 09:09, 11 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like you I avoid Nasal if there is an XML way to handle things.  With a JSBSim FDM you can do a lot of things in XML that require Nasal in a YASim aircraft and, at least for a JSBSim FDM, you should almost never need Nasal for animations unless they are VERY complex or are not FDM specific (IE. intended for use in any aircraft regardless of FDM).  The K-14A gun sight reticle animations are an example of something complex enough to be beyond doing it with XML only but it is also intended to be FDM independent as well so using JSBSim to drive the animations was not an option.   &lt;br /&gt;
&lt;br /&gt;
Also in JSBSim you can setup XML functions specifically to drive animations.  For example, I do this to throttle the gun animations as frame rates fall below certain thresholds.  But I don't use any JSBSim stuff for the prop animation. When you use XML you are relegating things to either the FDM or to FG itself which will generally be more efficient and &amp;quot;safer&amp;quot; than rolling your own Nasal and much of this will actually happen in C++ space.  Also if you do this using FDM XML you take this out of the main loop which is generally a good thing.&lt;br /&gt;
&lt;br /&gt;
Yesterday evening I pulled the prop disk and a second copy of the spinner into a separate model and did some cleanup on the models (the blades and the disk were not running true so I fixed that issue).  Looks OK. &lt;br /&gt;
&lt;br /&gt;
Right now I only have two stages to the prop animation and I am trying (unsuccessfully) to use a transparency animation on the blades to simulate the blurred blades phase.  In fact I have been unable to get the transparency animation working in a number of contexts with recent versions of FG and I am not sure what the issue really is (probably something I am doing).  I can get things to have a fixed transparency by setting the material to a certain gamma and using a texture with a gamma but I have been unable to change the transparency at run time using the transparency or blend animation.&lt;br /&gt;
&lt;br /&gt;
The other issue here is that in the blurred blade phase the blades should be darker/less transparent closer to the hub/spinner because they are traveling way slower than at the tips of the blades.  A blurred blade phase specific model and texture would probably make this possible.   &lt;br /&gt;
&lt;br /&gt;
At this point I have more important stuff to tackle than the blurred blase phase stuff so it will have to wait until later as the prop animations are &amp;quot;good enough&amp;quot; for now.&lt;br /&gt;
&lt;br /&gt;
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 16:16, 12 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ubershader Issues ==&lt;br /&gt;
&lt;br /&gt;
HI, I'm the author of the ubershader and accompanying effects. I noticed on the forums that you're having some issues with it.&lt;br /&gt;
&lt;br /&gt;
Could you please paste somewhere the effect file you use?&lt;br /&gt;
&lt;br /&gt;
Also could you check that the respective objects are not parented to some other object (or an empty) from where they could possibly inherit effects/materials?&lt;br /&gt;
&lt;br /&gt;
The flipped normal behaviour is really weird (and would suggest you have inadvertently enabled the &amp;lt;normalmap-dds&amp;gt; flag)&lt;br /&gt;
&lt;br /&gt;
Also, for the uberhsader the relevant documentation is in $FG_DATA/Docs/model-combined.eff/&lt;br /&gt;
&lt;br /&gt;
(If you're gonna ask why it's not on the wiki, you have already hit the main reason, bitrot, and having to duplicate maintenance efforts. And no, I don't think the wiki should be the authoritative source for documentation)&lt;br /&gt;
&lt;br /&gt;
HTH&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 18:11, 3 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello Hvengel&lt;br /&gt;
&lt;br /&gt;
:I have/had the same problem with the EC135P2 and the Dornier 328 model slow WIP. So far I can remember one thing seems to be is the uvmapping. When two face are overlapped in the :UVmapped it seems to produce this issue. At least it is not a issue with the shader itself. More the way the model is uvmapped.&lt;br /&gt;
:Can you send a in-sim screenshot of the faulty part and a image of the the matching uvmapping?&lt;br /&gt;
&lt;br /&gt;
:Btw: the main culprit is not the vertice numbers- but the objects numbers. So a, let's say 7.000.000 vertice aircraft divided into 1000 objects has a much bigger impact &lt;br /&gt;
: as a model with twice number of vertices but divided in only 50 objects. Means: combine all meshes into one object in Blender as long you don't need to animate in any way = &lt;br /&gt;
: One object + those objects which has to be animated (aileron, flap,...)!&lt;br /&gt;
&lt;br /&gt;
:Cheers&lt;br /&gt;
:--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 19:38, 3 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, the UV coordinates direction needs to be consistent on the same mesh. You can have overlapping faces as long as they don't share an edge in the UV and/or they don't have one of the coordinates flipped. &amp;lt;s&amp;gt;(i would post some screenshots if not for the innane upload wizard :( )&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::In the problematic example the middle face will be causing issues (it's U coordinates being flipped, and it shares the UV edge with the left face). In the problematic2 example the B1 (right) face will be causing issues, as it's V coordinates are flipped (mirrored)&lt;br /&gt;
::{{Gallery&lt;br /&gt;
|Ubershader_blender_uv_ok.png|UV OK1&lt;br /&gt;
|Ubershader_blender_uv_ok.png|UV OK2&lt;br /&gt;
|Ubershader_blender_uv_problem.png|UV Problem1&lt;br /&gt;
|Ubershader_blender_uv_problem1.png|UV Problem2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:44, 4 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have very carefully gone over the three objects to make sure that the UV maps had no overlapping or 0 area faces in the UV map.  In the case of the cowl I actually removed parts of it that were not part of the main exterior surface.  These consisted of things like the cylindrical surfaces for the air intake holes, the edge and internal surfaces of the exhaust cutout, the internal air intake passages (behind the holes on the side of the cowl) and the front ring that is next to the spinner which are all now separate objects now.  The cowl in now much simpler (still a fairly complex shape in the chin scoop area) with no folded over edges or inside surfaces.    &lt;br /&gt;
&lt;br /&gt;
So here are some screen shots:&lt;br /&gt;
&lt;br /&gt;
[[File:Cowl UVMap.jpg|thumb|Cowl UVMap]]&lt;br /&gt;
[[File:Cowl In Sim Normals Normal.jpg|thumb|Cowl In Sim Normals Normal]]&lt;br /&gt;
[[File:Cowl In Sim Normals Flipped.jpg|thumb|Cowl In Sim Normals Flipped]]&lt;br /&gt;
&lt;br /&gt;
These are high res screen shots (about 4.5 mega pixels each) so you should be able to see all of the necessary details.  The background in the UV map screen shot is the actual texture being used.  The line and hole detail in the texture was used to create the normal map.&lt;br /&gt;
&lt;br /&gt;
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 18:08, 5 July 2014 (UTC) Hal&lt;br /&gt;
&lt;br /&gt;
:''Hi, I've moved your message here to have the discussion in one place.''&lt;br /&gt;
&lt;br /&gt;
:I took a look at the blender file. Sorry to say this but the mesh is a mess, and I suspect the somewhat flaky blender-2.6+ .ac export script is choking on it and spitting out garbage. &lt;br /&gt;
:For example on the '''cowl''' object there are 88 '''n-gons''' (faces with 5 or more vertices). This can cause issues with the winding order (which determines the respective face/normal orientation), even more so if the script tries to be smart and split those on its own. There is a blender script that's called '''MeshLint''' and can help with checking and fixing the meshes. You can find and enable it in the addons tab of the user-settings dialog. Try first manually splitting the n-gons into tris, recalculate normals and then re export the mesh from blender, see if that helps. &lt;br /&gt;
:I know working with booleans seems easier, but these are the ''hidden'' traps in that style of work, and you end up doing twice the work needed on the mesh to fix it up after the ''quick&amp;amp;dirty'' boolean operations.&lt;br /&gt;
:And that's a shame given the amount of work you obviously already put into it.&lt;br /&gt;
:HTH&lt;br /&gt;
:[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 19:01, 5 July 2014 (UTC) [[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 08:22, 6 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Got the MeshLint add in and went through the three meshes that are having issues and removed all n-gons.  Kind of time consuming but no too bad.   After all I only have to do one side then mirror it to get the other side. After removing all n-gons I then had Blender recalculate the normals and exported the model.  The issue is still there.&lt;br /&gt;
&lt;br /&gt;
As a side note the last objects I discovered that had this issue are the exhaust covers.  In these I cut the holes by hand since I couldn't get the boolean operation to work.  I also cut the exhaust cutouts in the cowl by hand and at one point these were nice clean looking cutouts.  But when i did the boolean operation to do the 32 1 inch holes for the filtered air intake Blender decided to mess with the exhaust cutouts.  But at that point I don't think there where any n-gons.  But the normals problem was still there even before I tried to clean things up.  I spent some time cleaning up the air intake holes and this is where the n-gons came from.&lt;br /&gt;
&lt;br /&gt;
I just had a close look at the exhaust covers and the one I looked at did have two n-gons.  I fixed those then flipped back to to normal and recalculated the normals and exported it.  Opening the .ac file in FG everything looked sort of OK except the inside of the mesh was bright and reflective.  This object has the normals of the front pointing outward and the normals of the back areas are pointing inward and these parts of the object are textured black.  But the back was acting like it's normals were flipped (IE. the back was black - showing the texture- on the outside when it should be showing this on the inside).  Turns out that this is acting just like the cowl and wing fairings.  So is unrelated to using a Boolean operation.&lt;br /&gt;
&lt;br /&gt;
Thinking things through a little it appears that all of the objects that are showing up black in the FGRUN 3D preview when the normals are the correct direction are objects where I did cutouts of some sort either by hand or using a Boolean operation in Blender.  For most of these I did NOT use a boolean operation. &lt;br /&gt;
&lt;br /&gt;
The export script definitely has issues but, at least with simpler models, works in most cases.  The way it behaves when something is not textured is very flawed in that it just fails with more or less hidden and very cryptic error messages.  I do UI work for a living and I would never let something that poorly designed out into the wild.  If it has such obvious UI issues who knows what kind of issues exist in the actually functionality.&lt;br /&gt;
&lt;br /&gt;
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 08:22, 6 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Most Likely Fix ===&lt;br /&gt;
:: Pfewww that was a hard one, and well hidden. The perils of transforming stuff in object mode in blender ;)&lt;br /&gt;
:: All these problem objects have negative scaling on at least one of the axes, and when the export script applies the transform, the normals get flipped. You'll notice it right away if you apply the transform first. Which you should do, to all objects, right away, to avoid this cropping up again. Fuselage isn't affected since it's not scaled. Examples below:&lt;br /&gt;
::{{Gallery&lt;br /&gt;
|Ubershader-isue-blender-cowl.jpg|Cowl&lt;br /&gt;
|Ubershader-isue-blender-exhaustcover.jpg|exhaustCoverLeft&lt;br /&gt;
|Ubershader-isue-blender-wingfillet.jpg|wingFilletLeft&lt;br /&gt;
|Ubershader-isue-blender-fuse.jpg|Fuse&lt;br /&gt;
}}&lt;br /&gt;
::Btw, a couple of issues that I noticed that '''will''' affect performance: all your meshes have '''double-sided''' faces in blender, make them '''single-sided'''; your textures have the '''alpha channel''' left in, this will affect performance with shaders disabled and will cause funny rendering bugs in Rembrandt. Remove the alpha channel for the textures that are applied to opaque objects.&lt;br /&gt;
::&lt;br /&gt;
::HTH, and cheers,&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 16:06, 6 July 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:Hvengel&amp;diff=73785</id>
		<title>User talk:Hvengel</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:Hvengel&amp;diff=73785"/>
		<updated>2014-07-06T08:22:20Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ubershader Issues ==&lt;br /&gt;
&lt;br /&gt;
HI, I'm the author of the ubershader and accompanying effects. I noticed on the forums that you're having some issues with it.&lt;br /&gt;
&lt;br /&gt;
Could you please paste somewhere the effect file you use?&lt;br /&gt;
&lt;br /&gt;
Also could you check that the respective objects are not parented to some other object (or an empty) from where they could possibly inherit effects/materials?&lt;br /&gt;
&lt;br /&gt;
The flipped normal behaviour is really weird (and would suggest you have inadvertently enabled the &amp;lt;normalmap-dds&amp;gt; flag)&lt;br /&gt;
&lt;br /&gt;
Also, for the uberhsader the relevant documentation is in $FG_DATA/Docs/model-combined.eff/&lt;br /&gt;
&lt;br /&gt;
(If you're gonna ask why it's not on the wiki, you have already hit the main reason, bitrot, and having to duplicate maintenance efforts. And no, I don't think the wiki should be the authoritative source for documentation)&lt;br /&gt;
&lt;br /&gt;
HTH&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 18:11, 3 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello Hvengel&lt;br /&gt;
&lt;br /&gt;
:I have/had the same problem with the EC135P2 and the Dornier 328 model slow WIP. So far I can remember one thing seems to be is the uvmapping. When two face are overlapped in the :UVmapped it seems to produce this issue. At least it is not a issue with the shader itself. More the way the model is uvmapped.&lt;br /&gt;
:Can you send a in-sim screenshot of the faulty part and a image of the the matching uvmapping?&lt;br /&gt;
&lt;br /&gt;
:Btw: the main culprit is not the vertice numbers- but the objects numbers. So a, let's say 7.000.000 vertice aircraft divided into 1000 objects has a much bigger impact &lt;br /&gt;
: as a model with twice number of vertices but divided in only 50 objects. Means: combine all meshes into one object in Blender as long you don't need to animate in any way = &lt;br /&gt;
: One object + those objects which has to be animated (aileron, flap,...)!&lt;br /&gt;
&lt;br /&gt;
:Cheers&lt;br /&gt;
:--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 19:38, 3 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, the UV coordinates direction needs to be consistent on the same mesh. You can have overlapping faces as long as they don't share an edge in the UV and/or they don't have one of the coordinates flipped. (i would post some screenshots if not for the innane upload wizard :( )&lt;br /&gt;
&lt;br /&gt;
::In the meantime a couple of examples here: http://emilianh.go.ro:6980/flightgear/uv-mapping/&lt;br /&gt;
&lt;br /&gt;
::In the problematic1 example the middle face will be causing issues (it's U coordinates being flipped, and it shares the UV edge with the left face). In the problematic2 example the B1 (right) face will be causing issues, as it's V coordinates are flipped (mirrored) &lt;br /&gt;
&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:44, 4 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have very carefully gone over the three objects to make sure that the UV maps had no overlapping or 0 area faces in the UV map.  In the case of the cowl I actually removed parts of it that were not part of the main exterior surface.  These consisted of things like the cylindrical surfaces for the air intake holes, the edge and internal surfaces of the exhaust cutout, the internal air intake passages (behind the holes on the side of the cowl) and the front ring that is next to the spinner which are all now separate objects now.  The cowl in now much simpler (still a fairly complex shape in the chin scoop area) with no folded over edges or inside surfaces.    &lt;br /&gt;
&lt;br /&gt;
So here are some screen shots:&lt;br /&gt;
&lt;br /&gt;
[[File:Cowl UVMap.jpg|thumb|Cowl UVMap]]&lt;br /&gt;
[[File:Cowl In Sim Normals Normal.jpg|thumb|Cowl In Sim Normals Normal]]&lt;br /&gt;
[[File:Cowl In Sim Normals Flipped.jpg|thumb|Cowl In Sim Normals Flipped]]&lt;br /&gt;
&lt;br /&gt;
These are high res screen shots (about 4.5 mega pixels each) so you should be able to see all of the necessary details.  The background in the UV map screen shot is the actual texture being used.  The line and hole detail in the texture was used to create the normal map.&lt;br /&gt;
&lt;br /&gt;
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 18:08, 5 July 2014 (UTC) Hal&lt;br /&gt;
&lt;br /&gt;
:''Hi, I've moved your message here to have the discussion in one place.''&lt;br /&gt;
&lt;br /&gt;
:I took a look at the blender file. Sorry to say this but the mesh is a mess, and I suspect the somewhat flaky blender-2.6+ .ac export script is choking on it and spitting out garbage. &lt;br /&gt;
:For example on the '''cowl''' object there are 88 '''n-gons''' (faces with 5 or more vertices). This can cause issues with the winding order (which determines the respective face/normal orientation), even more so if the script tries to be smart and split those on its own. There is a blender script that's called '''MeshLint''' and can help with checking and fixing the meshes. You can find and enable it in the addons tab of the user-settings dialog. Try first manually splitting the n-gons into tris, recalculate normals and then re export the mesh from blender, see if that helps. &lt;br /&gt;
:I know working with booleans seems easier, but these are the ''hidden'' traps in that style of work, and you end up doing twice the work needed on the mesh to fix it up after the ''quick&amp;amp;dirty'' boolean operations.&lt;br /&gt;
:And that's a shame given the amount of work you obviously already put into it.&lt;br /&gt;
:HTH&lt;br /&gt;
:[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 19:01, 5 July 2014 (UTC) [[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 08:22, 6 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Got the MeshLint add in and went through the three meshes that are having issues and removed all n-gons.  Kind of time consuming but no too bad.   After all I only have to do one side then mirror it to get the other side. After removing all n-gons I then had Blender recalculate the normals and exported the model.  The issue is still there.&lt;br /&gt;
&lt;br /&gt;
As a side note the last objects I discovered that had this issue are the exhaust covers.  In these I cut the holes by hand since I couldn't get the boolean operation to work.  I also cut the exhaust cutouts in the cowl by hand and at one point these were nice clean looking cutouts.  But when i did the boolean operation to do the 32 1 inch holes for the filtered air intake Blender decided to mess with the exhaust cutouts.  But at that point I don't think there where any n-gons.  But the normals problem was still there even before I tried to clean things up.  I spent some time cleaning up the air intake holes and this is where the n-gons came from.&lt;br /&gt;
&lt;br /&gt;
I just had a close look at the exhaust covers and the one I looked at did have two n-gons.  I fixed those then flipped back to to normal and recalculated the normals and exported it.  Opening the .ac file in FG everything looked sort of OK except the inside of the mesh was bright and reflective.  This object has the normals of the front pointing outward and the normals of the back areas are pointing inward and these parts of the object are textured black.  But the back was acting like it's normals were flipped (IE. the back was black - showing the texture- on the outside when it should be showing this on the inside).  Turns out that this is acting just like the cowl and wing fairings.  So is unrelated to using a Boolean operation.&lt;br /&gt;
&lt;br /&gt;
Thinking things through a little it appears that all of the objects that are showing up black in the FGRUN 3D preview when the normals are the correct direction are objects where I did cutouts of some sort either by hand or using a Boolean operation in Blender.  For most of these I did NOT use a boolean operation. &lt;br /&gt;
&lt;br /&gt;
The export script definitely has issues but, at least with simpler models, works in most cases.  The way it behaves when something is not textured is very flawed in that it just fails with more or less hidden and very cryptic error messages.  I do UI work for a living and I would never let something that poorly designed out into the wild.  If it has such obvious UI issues who knows what kind of issues exist in the actually functionality.&lt;br /&gt;
&lt;br /&gt;
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 08:22, 6 July 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:I4dnf&amp;diff=73757</id>
		<title>User talk:I4dnf</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:I4dnf&amp;diff=73757"/>
		<updated>2014-07-05T18:08:05Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have very carefully gone over the three objects to make sure that the UV maps had no overlapping or 0 area faces in the UV map.  In the case of the cowl I actually removed parts of it that were not part of the main exterior surface.  These consisted of things like the cylindrical surfaces for the air intake holes, the edge and internal surfaces of the exhaust cutout, the internal air intake passages (behind the holes on the side of the cowl) and the front ring that is next to the spinner which are all now separate objects now.  The cowl in now much simpler (still a fairly complex shape in the chin scoop area) with no folded over edges or inside surfaces.    &lt;br /&gt;
&lt;br /&gt;
So here are some screen shots:&lt;br /&gt;
&lt;br /&gt;
[[File:Cowl UVMap.jpg|thumb|Cowl UVMap]]&lt;br /&gt;
[[File:Cowl In Sim Normals Normal.jpg|thumb|Cowl In Sim Normals Normal]]&lt;br /&gt;
[[File:Cowl In Sim Normals Flipped.jpg|thumb|Cowl In Sim Normals Flipped]]&lt;br /&gt;
&lt;br /&gt;
These are high res screen shots (about 4.5 mega pixels each) so you should be able to see all of the necessary details.  The background in the UV map screen shot is the actual texture being used.  The line and hole detail in the texture was used to create the normal map.&lt;br /&gt;
&lt;br /&gt;
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 18:08, 5 July 2014 (UTC) Hal&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Cowl_In_Sim_Normals_Normal.jpg&amp;diff=73756</id>
		<title>File:Cowl In Sim Normals Normal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Cowl_In_Sim_Normals_Normal.jpg&amp;diff=73756"/>
		<updated>2014-07-05T17:56:29Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Cowl In Sim Normals Normal}}&lt;br /&gt;
|date=2014-07-05 10:54:16&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlighrGear Screen Shots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Cowl_UVMap.jpg&amp;diff=73755</id>
		<title>File:Cowl UVMap.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Cowl_UVMap.jpg&amp;diff=73755"/>
		<updated>2014-07-05T17:56:18Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Cowl UVMap}}&lt;br /&gt;
|date=2014-07-05 10:54:17&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Blender Screen shots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Cowl_In_Sim_Normals_Flipped.jpg&amp;diff=73754</id>
		<title>File:Cowl In Sim Normals Flipped.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Cowl_In_Sim_Normals_Flipped.jpg&amp;diff=73754"/>
		<updated>2014-07-05T17:56:07Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Cowl In Sim Normals Flipped}}&lt;br /&gt;
|date=2014-07-05 10:54:16&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlighrGear Screen Shots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:P-51D_with_some_effects_enabled..jpg&amp;diff=73741</id>
		<title>File:P-51D with some effects enabled..jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:P-51D_with_some_effects_enabled..jpg&amp;diff=73741"/>
		<updated>2014-07-04T19:24:31Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=P-51D with some effects enabled.}}&lt;br /&gt;
|date=2014-07-04 12:23:28&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Screen Shots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=73041</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=73041"/>
		<updated>2014-06-22T00:51:32Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Wings - 3D Models Done */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything.&lt;br /&gt;
** Initial UV map in place.  New exterior 3D model is now in sim but is mostly in gray primer.&lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
** Texture source materials.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. &lt;br /&gt;
* Currently in the process of moving existing interior models into the new fuselage.  Fit not perfect but close enough to allow getting things working in sim and components can be replaced as time permits.&lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the existing model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 32 inches behind the old location.  This means that the old interior components like gauges, radios, controls... need to be moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components need to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-13-2014)''&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
** Underway now.&lt;br /&gt;
** There is currently a considerable amount of cruft in the Model directory that will be removed during this process.&lt;br /&gt;
* Animate new model.  This is a non-trivial task that has just started.  All items animated in the old model are now animated in the new model.&lt;br /&gt;
* The model is now integrated into the FDM.&lt;br /&gt;
** It has a fully functional cockpit including hot spots. &lt;br /&gt;
** all weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2014&amp;diff=73040</id>
		<title>FlightGear Newsletter June 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2014&amp;diff=73040"/>
		<updated>2014-06-22T00:16:31Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Updated P-51D Now in git */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{newsletter}}&lt;br /&gt;
{{TOC_right|limit=2}}&lt;br /&gt;
{{Newsletter being written}}&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
Note to all contributors: Please also copy your newsletter additions to the changelog for the upcoming release: [[Next Changelog]].&lt;br /&gt;
&lt;br /&gt;
=== FlightGear 3.2 - Feature Freeze ===&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Hi all,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
this is just a short reminder that yesterday, we entered our scheduled &amp;lt;br/&amp;gt;&lt;br /&gt;
feature freeze state for the next release.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Please use the next four weeks to improve the existing features, harden &amp;lt;br/&amp;gt;&lt;br /&gt;
and cleanup the code, edit the ChangeLog &amp;lt;br/&amp;gt;&lt;br /&gt;
(http://wiki.flightgear.org/Next_Changelog), improve the Manual, &amp;lt;br/&amp;gt;&lt;br /&gt;
document the undocumented etc. etc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
I'll create the release branches on July 17th to have the release ready &amp;lt;br/&amp;gt;&lt;br /&gt;
by Aug. 17th.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Torsten&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  |{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/32475295/&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;[Flightgear-devel] Feature Freeze for 3.2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Torsten Dreyer&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;2014-06-18&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
=== Logo Proposal ===&lt;br /&gt;
This is the new logo badge concept proposal for FlightGear designed by Michat.&lt;br /&gt;
&lt;br /&gt;
[[File:Fglogo1.png]]&lt;br /&gt;
[[File:Fglogowiki.png]]&lt;br /&gt;
[[File:Fglogoforum.png]]&lt;br /&gt;
&lt;br /&gt;
===MapStructure stress-testing ===&lt;br /&gt;
&lt;br /&gt;
[[File:Map-canvas-mapstructure-performance.png|thumb|stress-testing [[MapStructure]] using the ufo @ KSFO circling at 2000 kts in a climb, see [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=21509&amp;amp;p=211611#p211611] ]]&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt;Now that Hyde has committed Philosopher's latest changes, I'd be interested in getting some more feedback on performance.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Here, I am using the ufo @ksfo circling in a shuttle climb at &amp;gt;= 2000 kts GS and getting roughly 30 fps and 40-60 ms.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211611#p211611&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: NavDisplay &amp;amp; MapStructure discussion (previously via PM)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Hooray&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Tue Jun 03&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== 777 EFB Prototype by I-NEMO ===&lt;br /&gt;
[[File:777-EFB-MAIN.png|thumb|777-200ER EFB [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=23196]]]&lt;br /&gt;
[[File:777-EFB-AIRPORT-SEARCH.png|thumb|777-200 EFB AIRPORT SEARCH, see [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=23196&amp;amp;p=211410#p211410]]]&lt;br /&gt;
&lt;br /&gt;
I-NEMO has started porting his 777/EFB prototype to [[Canvas]]&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt;As I wrote several times, I finally decided to put hands on the EFB (Reason: No one ever took care of developing an EFB for the 777; a 'working' EFB, though) with two (2) main goals in mind:&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) to do something to compensate for the lacking of an EFB inside the Seattle.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
2) to actually try (I repeat it: 'try') to learn some first essentials of nasal.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211550#p211550&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB status &amp;amp; plans  ?&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Mon Jun 02&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt; this Seattle EFB is just a 'rude' one: with this term, I mean (as a word's pun) 'unpolite'. I'm perfectly aware that the coding is horrible, clumsy, repetitive, silly and very, very far from what it should be. &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
My first aim was simply to have a somehow 'working' EFB inside the Seattle's Cockpit.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
My second aim was to use EFB.nas as a starting playground for a newbie as I am on 'nasal'. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211550#p211550&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB status &amp;amp; plans  ?&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Mon Jun 02&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt;I do not pretend that current 777's EFB.nas is a piece of nice software; but - to my initial purpose - it works. Not completely, not nicely, not properly...but it's a starting point. At least, it works...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211550#p211550&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB status &amp;amp; plans  ?&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Mon Jun 02&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Current development ('modernisation' phase) of the '''Boeing 777 Seattle's EFB''' is going on nicely; the code is shorter, more readable and cleaner.&amp;lt;br/&amp;gt;&lt;br /&gt;
I have not finished it, yet (I'd say that it's almost 50% done).&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213104#p213104&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |At the moment I have a single Canvas group (i.e., ''EFB_group''), with 5 children: the text-matrix (16 left lines, 16 right lines), a Title line , an Helper line and the Display.&amp;lt;br/&amp;gt;&lt;br /&gt;
The ''Display'' element is then textured with all the various pages' textures, called by the page-handler (''see'' here below).&amp;lt;br/&amp;gt;&lt;br /&gt;
Currently, I'm using the .jpg textures which I had previously generated through Photoshop; in the future they might be replaced by .svg files, depending from actual interactive use of some graphical objects (a few EFB pages do need interaction with graphical parts). Besides - if i'm not wrong - I've read somewhere on the FGWiki that gradients are not handled by the SVG parser...and I do like to use some gradients effects (antialiasing and such) to achieve a sort of realism on the displays.&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213104#p213104&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |that's the &amp;lt;u&amp;gt;current status&amp;lt;/u&amp;gt; of the new 777 ''Seattle'''s EFB: it's still far from being perfect, but - as a newbie - I'm quite satisfied for the moment: I need to finish the first version fairly soon, because my to-do-list is long (I have to re-model all the aircraft fuselage [original model has wrong measures, ''sigh!''], produce better gears and flight-control surfaces model &amp;amp;amp; animations in Blender, and then to produce a new Paint-Kit in Photoshop; then all 3D models optimizations...and so forth; of course, we also have to take care of CDU, which will interface with the EFB. So, the job is still very, very long...&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213104#p213104&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |The current EFB code is heavily focused on rendering raster images, which can be retained obviously, but in FG, we have additional means to render airport information that is 100% in sync with the FG side of things (navdb). &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
For instance, we are going to &amp;quot;port&amp;quot; the airport-selection dialog to move rendering of airports/runways/taxiways/parking spots into dedicated MapStructure layers that can be properly styled and customized: [[Canvas_MapStructure#Porting_the_airports.xml_dialog]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Airport-selection-dialog.png|250px]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
As you can probably tell, these kinds of layers would be very useful for any  kind of EFB related application.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
As long as the underlying design for a &amp;quot;page&amp;quot;-based MFD framework is sufficiently generic, we can easily replace/augment raster images and procedurally created charts - we could even use the built-in support for fetching via HTTP to download images on-line. In fact, we could then even extend Canvas to directly support rendering PDFs (OSG supports this out-of-the-box), this would make many steps unnecessary, because we could directly access [http://airnav.com http://airnav.com] without having to download/convert/ship any imagery. The code required to pull this off would be very compact in comparison.&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213084#p213084&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Hooray&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learn more at [[Canvas EFB Framework]] ...&lt;br /&gt;
&lt;br /&gt;
=== Canvas Garmin GPSMap196 Updates ===&lt;br /&gt;
&lt;br /&gt;
[[File:Gpsmap196-canvas-panel-page.png|thumb|F-JJTH has updated the SVG file implementing the panel page for the [[Garmin GPSMap 196]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avidyne Entegra R9 ===&lt;br /&gt;
&lt;br /&gt;
[[File:Extra500canvas.png|thumb|Work has begun to analyze, refactor and generalize useful parts of the [[Avidyne Entegra R9]] to help reuse some code in similar MFD efforts, like the [[Garmin GPSMap 196]] or [[Canvas EFB Framework]]]]&lt;br /&gt;
&lt;br /&gt;
=== Towards an Aircraft-agnostic MFD Framework ===&lt;br /&gt;
&lt;br /&gt;
[[File:Canvas-mfd-framework-prototyping.png|thumb|This is an adapted version of the [[Garmin GPSMap 196]] that is currently being developed by F-JJTH. Here, the whole instrument is entirely set up in XML space, including buttons/event handling, but also the embedded canvas region that serves as the 'screen'. The idea is to allow arbitrary MFDs to be specified in an aircraft-agnostic fashion, including displays like a PFD, [[NavDisplay]] or EFB. For details, please see [[Canvas Glass Cockpit Efforts]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Canvas-mfd-framework-prototyping-with-mapstructure.png|400px|thumb|This demonstrates how a purely XML-based MFD framework can instantiate dynamic [[MapStructure]] layers - none of this involves any [[Nasal]] coding now, it's just an XML file - to learn more, see [[Canvas Glass Cockpit Efforts]].]]&lt;br /&gt;
&lt;br /&gt;
[[File:Canvas-mfd-framework-prototyping-with-mapstructure-with-kln89-skin.png|400px|thumb|This screen shot shows the texture of the hard-coded KLN89 instrument used as a skin/theme for the MFD instrument, with a MapStructure-powered map shown.]]&lt;br /&gt;
&lt;br /&gt;
=== Canvas System ===&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |The upcoming FlightGear version (3.2) will contain a canvas-based map dialog, including a modular &amp;quot;plugin&amp;quot; system for creating custom map layers and charts with roughly ~50 lines of code, most of it boilerplate. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is entirely XML/Nasal based (scripted) - symbols can be pretty much anything, raster or vector images (png or svg), but even animated. Styling can be customized, too.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For more info, I suggest to check out:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[MapStructure#Porting_the_map_dialog|http://wiki.flightgear.org/MapStructure ... map_dialog]]&amp;lt;br&amp;gt;[[File:MapStructureDialog.png|250px]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You can basically create arbitrary layers, even for custom objects/positions:&amp;lt;br&amp;gt;[[File:Map-canvas-chain-home-editor.png|250px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The same method can be used for creating a &amp;quot;live&amp;quot; radar display:&amp;lt;br&amp;gt;[[Canvas_Radar|http://wiki.flightgear.org/Canvas_Radar]]&amp;lt;br&amp;gt;[[File:MapStructure-TFC-Troubleshooting.png|250px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But maps and layers can be fairly sophisticated, too - all 100% scripted:&amp;lt;br&amp;gt;[[FlightGear_Newsletter_May_2014#A_Canvas-based_Map_dialog|http://wiki.flightgear.org/FlightGear_N ... Map_dialog]]&amp;lt;br&amp;gt;[[File:Map-canvas-dialog-storms-overlay.png|250px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As long as you use the MapStructure framework, all layers can be easily used in dialogs AND instruments&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Coding-wise, there isn't too much involved these days, all the details are covered in the MapStructure article.&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=212558#p212558&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: Get objects to show up on Map/Radar&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Hooray&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 14&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Aircraft-center-prototype.png|500px|thumb|Canvas dialog showing the prototype for an [[Aircraft Center]] for directly installing/managing aircraft from within FlightGear, an upcoming feature scheduled for FlightGear 3.2, currently being developed by TheTom and Zakalawe]]&lt;br /&gt;
&lt;br /&gt;
=== Missions &amp;amp; Adventures ===&lt;br /&gt;
[[File:Missionb.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{forum|79|Tutorials, Missions &amp;amp; Adventures}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High Level Architecture ===&lt;br /&gt;
&lt;br /&gt;
=== Usability Improvements ===&lt;br /&gt;
&lt;br /&gt;
=== Getting your own ideas and features in FlightGear without having to be a coder ===&lt;br /&gt;
&lt;br /&gt;
We've been seeing an increasing number of discussions on the forum started by people who are obviously eager to become potential contributors, either by adding new features to FlightGear, or by improving other aspects of FlightGear as a whole (community, infrastructure, usability, end-user support, accessibility, funding etc). Unfortunately, this has caused some friction over time, because people were expecting their involvement to work differently, especially those primarily making suggestions and providing feedback through discussions are obviously getting fed up with the community of contributors not responding directly to such feedback.&lt;br /&gt;
Now, we do appreciate any community involvement obviously, but people who are serious about actually bringing certain changes to FlightGear will find that just making suggestions will typically not work too well, and that just participating in lengthy community discussions is usually fruitless. We've had some extremely heated discussions over the years, some debating interesting ideas - and many ending up being dozens of pages in size, containing hundreds of postings. Often, these contain lots of good ideas and suggestions, but sooner or later these suggestions become emotional and are no longer constructive - yet, we're dealing with them constantly, which is taking up resources, i.e. time and energy. In an open source project like FlightGear, which is entirely volunteer driven, time is the most precious resource we have to contribute. It is like a &amp;quot;currency&amp;quot; for the project, and whenever something (or someone) is taking up lots of time without anything materializing, this is draining resources from other areas, no matter if it's end-user support or development in some shape or form.&lt;br /&gt;
We are now trying to document how &amp;quot;bootstrapping&amp;quot; a feature or project works conceptually, i.e. implementing new features for Flightgear - to provide a perspective that enables people to better understand how to bring changes to FlightGear without having to do all the work on their own. Note that this doesn't mean that this is the only way to accomplish something, but this is a tested and proven way - which we didn't come up with, but which is just a convention that happens to &amp;quot;just work&amp;quot;, which is an important aspect for a non-organized project like FlightGear, where development itself also primarily &amp;quot;just happens&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Continue reading at [[Implementing new features for FlightGear]]...&lt;br /&gt;
&lt;br /&gt;
=== Getting involved as a programmer ===&lt;br /&gt;
Unfortunately, most of the active FG developers are currently very overstretched in terms of the areas that they have ownership of, which is affecting how much can actually be done.  Fundamentally we need more core devs.&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing as a core developer, please see [[Howto:Start core development]].&lt;br /&gt;
&lt;br /&gt;
If you interested in other developing, i.e. not C++ but [[Nasal]] scripting and/or XML, there are some articles listed at [[:Category:Popular Community Requests]] that have been suggested, but not fully or partially implemented, and are &amp;quot;mentored efforts&amp;quot;. That means that the community is looking for a hand in implementing them -- help from ''you'' -- but will also have more experienced developers willing to help you, for example by having tailored tutorials or even code snippets written for you. As mentioned in each page, please get in touch if you would like to help with one of those projects. In comparison to C/C++, Nasal is simpler and easier to learn quickly. It also doesn't require recompiling, which means that you can test and develop changes with a standard FlightGear release, i.e. off of the main download page. As long as you can run FlightGear, you can also run Nasal code and contribute. Many tutorials covering a wide range of projects are listed at [[Nasal]], so if you know a programming/scripting language already, or would like to try something new, go ahead: read, write, try and get involved! When it comes to Nasal scripting, playing around with different tutorials and code snippets is more important than being an experienced coder. &lt;br /&gt;
&lt;br /&gt;
{{CppBind Ideas}}&lt;br /&gt;
&lt;br /&gt;
Of course, you're also free to work on whatever you want -- FlightGear as a community-driven doesn't tell people what to do, but welcomes any contributions from anybody, as long as they have acceptable quality and are free to be licensed under the GNU GPL. So if you have something you would like to contribute back to FlightGear, please get in touch! (Preferably using Gitorious for larger merge requests, and the forums or (core-) developer's mailing list to inform the developers of what you want to contribute back.) Changes contributed 6-8 weeks before a release will usually appear in the next release, so your changes can be spread across the world.&lt;br /&gt;
&lt;br /&gt;
== Release ChangeLog ==&lt;br /&gt;
This section lists changes committed this month that will be available in the next release, these will be copied to the release changelog shortly before a release (for each month), so that we hopefully get a comprehensive list of new features.&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (NAME) ==&lt;br /&gt;
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
* Are there any &amp;quot;hidden features&amp;quot; you have worked on in FlightGear that new users may miss?&lt;br /&gt;
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?&lt;br /&gt;
&lt;br /&gt;
More questions are being collected here: [[Interview questions]].&lt;br /&gt;
&lt;br /&gt;
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX &lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
=== Damage and disintegration ===&lt;br /&gt;
{{#ev:youtube|OpwNaoO3xMQ|240|right|Tomaskom's V-1 used in anger over London}}&lt;br /&gt;
{{#ev:youtube|H4XDuLo35ks|240|right|Victor V2.0 damage script causing a catastrophic failure and fire}}&lt;br /&gt;
{{#ev:youtube|uLojBI7ezdM|240|right|L-159 disintegration}}&lt;br /&gt;
The development team at FGUK have been experimenting with modelling aircraft damage in a number of different ways. First of all, Tomaskom has used the particle system carefully to produce visually impressive fireballs and smoke columns with very little FPS impact. First seen in his V-1, we hope to adapt this to simulate realistic fireballs for ground impacts (where appropriate). For the moment, it explodes with the full force of a V-1's explosive payload. On the right is a video excerpt from the #FlightNight which Tom organised to debut the V-1, where we all had '''way''' too much fun bombing London. As you can see, the smoke is visible from quite a long way away from the impact, and despite two fires burning with huge smoke columns, and over ten multiplayer aircraft within model range, the frame rates are still more than acceptable. StuartC has already integrated the explosion and fireball into several development aircraft, and we expect eventually to combine it with the disintegration code and make the size of the explosion dependent on fuel load etc.&lt;br /&gt;
&lt;br /&gt;
In a separate development, Algernon's work on the Victor V2.0(YASim) now includes modelled damage, a collection of Nasal scripts, some modified from existing FlightGear staples, which detects irregularities such as component failures, birdstrikes and combat weapon damage and adversely affects system performance and reliability accordingly. Unserviceability often follows, using the existing FlightGear failures system, and compatibility will be maintained as the failures system is improved. The damage script also calculates probabilites for chain reaction damage - for instance, an explosion or serious fire in one Victor engine will usually have an effect on the other. In extreme circumstances, an explosion will trigger further explosions and destroy the aircraft. The second video on the right shows a serious induced explosion on the Victor's number one engine at night. Some fine-tuning of the Rembrandt light has been carried out since this video was shot, so apologies for the visible cut-off.&lt;br /&gt;
&lt;br /&gt;
Finally, and most spectacularly, Tomaskom has demonstrated the disintegration capabilities of his L-159, which is under development. Hopefully, he will explain all here before publication date.&lt;br /&gt;
&lt;br /&gt;
=== Scenesetter ===&lt;br /&gt;
Scenesetter is a piece of code by Algernon, very early in development but already quite effective, which can effect changes to the time and weather from an AI scenario synchronously with other MP players. A crude proof of concept was used in the recent FGUK #FlightNight &amp;quot;British Weather&amp;quot;, where pilots visited different airfields with various unpleasant flying conditions. Scenesetter pushes METAR strings to the FlightGear weather system based on the location of an associated Navaid, establishing a circular zone of a specified radius around it in which METAR will be changed. Start time can be specified too, either by providing a local start time or a local time offset (useful for Multiplayer use where players will not all start the AI scenario at precisely the same time).&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
The Swedish fighter jet Saab JA-37 Viggen has been updated, since it was included in FG 3.0.0; More instruments, additional liveries, aerodynamic response to payload and tooltips on instruments. Option for automatic reverse thrust at touchdown, selection of HUD brightness, disabling of structural damage. HUD can now switch to imperial units and show MP and AI aircraft and closest airport. The aircraft now also has multiplayer sounds and better cockpit view helps seeing the landing strip. Support for FG 2.8 by deleting a small section in an xml file. Also worth mentioning is countless bug-fixes and improvements, e.g. better handling at high altitudes and a bug fix in the lift force formula.&lt;br /&gt;
&lt;br /&gt;
[[File:Saab JA-37 Viggen Blue Peter Livery.png|Blå Petter Livery for JA-37]]&lt;br /&gt;
&lt;br /&gt;
==== Updated P-51D Now in git ====&lt;br /&gt;
&lt;br /&gt;
The new 3D exterior model for the P-51D is now in git and under active development.  It is currently in gray primer waiting for the UV map to be finalized.  It is now fully integrated into the existing FDM.  Extensive new animation work has been done including animated trim tabs and a fully functional canopy.  Here are some screen shots taken in sim for your enjoyment.&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
There is a project to add all the USA state capital buildings into FG.  A scenery forum thread talks about it here http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=22715&amp;amp;sid=ea847909bde2e1f8ffe5b94bcc673f4f  There is also a wiki page here [[State_Capitol_Buildings_in_the_United_States]].  So far, Idaho, Louisiana &amp;amp; Nebraska have been completed. Hawaii and New York are currently in progress.  Please feel free to join in with any other state that has not been done yet.  Just let us know through the forum and we will add it to the in progress list.&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
&lt;br /&gt;
== Aircraft of the month ==&lt;br /&gt;
== Airport of the month ==&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
=== Translators required ===&lt;br /&gt;
{|&lt;br /&gt;
|[[File:en.gif]]&lt;br /&gt;
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:de.gif]]&lt;br /&gt;
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nl.gif]]&lt;br /&gt;
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:es.gif]]&lt;br /&gt;
|La FlightGear wiki todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
&lt;br /&gt;
{{Volunteer Intro|mode=showlogo}}&lt;br /&gt;
&lt;br /&gt;
=== Call for volunteers ===&lt;br /&gt;
* The Terragear maintainers are looking for volunteers to help with development on the next world scenery project.  If you've ever wondered how a full 3D model of earth can be generated from raw data, now is your chance.  See the plan at [[World Scenery 3.0 roadmap]].&lt;br /&gt;
&lt;br /&gt;
=== Did you know ===&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter]]&lt;br /&gt;
&amp;lt;!-- this needs to be changed after each release, so that newsletters show up in the proper category --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 3.00]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2014&amp;diff=73039</id>
		<title>FlightGear Newsletter June 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2014&amp;diff=73039"/>
		<updated>2014-06-21T23:52:53Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Updated aircraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{newsletter}}&lt;br /&gt;
{{TOC_right|limit=2}}&lt;br /&gt;
{{Newsletter being written}}&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
Note to all contributors: Please also copy your newsletter additions to the changelog for the upcoming release: [[Next Changelog]].&lt;br /&gt;
&lt;br /&gt;
=== FlightGear 3.2 - Feature Freeze ===&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Hi all,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
this is just a short reminder that yesterday, we entered our scheduled &amp;lt;br/&amp;gt;&lt;br /&gt;
feature freeze state for the next release.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Please use the next four weeks to improve the existing features, harden &amp;lt;br/&amp;gt;&lt;br /&gt;
and cleanup the code, edit the ChangeLog &amp;lt;br/&amp;gt;&lt;br /&gt;
(http://wiki.flightgear.org/Next_Changelog), improve the Manual, &amp;lt;br/&amp;gt;&lt;br /&gt;
document the undocumented etc. etc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
I'll create the release branches on July 17th to have the release ready &amp;lt;br/&amp;gt;&lt;br /&gt;
by Aug. 17th.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Torsten&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  |{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/32475295/&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;[Flightgear-devel] Feature Freeze for 3.2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Torsten Dreyer&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;2014-06-18&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
=== Logo Proposal ===&lt;br /&gt;
This is the new logo badge concept proposal for FlightGear designed by Michat.&lt;br /&gt;
&lt;br /&gt;
[[File:Fglogo1.png]]&lt;br /&gt;
[[File:Fglogowiki.png]]&lt;br /&gt;
[[File:Fglogoforum.png]]&lt;br /&gt;
&lt;br /&gt;
===MapStructure stress-testing ===&lt;br /&gt;
&lt;br /&gt;
[[File:Map-canvas-mapstructure-performance.png|thumb|stress-testing [[MapStructure]] using the ufo @ KSFO circling at 2000 kts in a climb, see [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=21509&amp;amp;p=211611#p211611] ]]&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt;Now that Hyde has committed Philosopher's latest changes, I'd be interested in getting some more feedback on performance.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Here, I am using the ufo @ksfo circling in a shuttle climb at &amp;gt;= 2000 kts GS and getting roughly 30 fps and 40-60 ms.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211611#p211611&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: NavDisplay &amp;amp; MapStructure discussion (previously via PM)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Hooray&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Tue Jun 03&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== 777 EFB Prototype by I-NEMO ===&lt;br /&gt;
[[File:777-EFB-MAIN.png|thumb|777-200ER EFB [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=23196]]]&lt;br /&gt;
[[File:777-EFB-AIRPORT-SEARCH.png|thumb|777-200 EFB AIRPORT SEARCH, see [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=23196&amp;amp;p=211410#p211410]]]&lt;br /&gt;
&lt;br /&gt;
I-NEMO has started porting his 777/EFB prototype to [[Canvas]]&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt;As I wrote several times, I finally decided to put hands on the EFB (Reason: No one ever took care of developing an EFB for the 777; a 'working' EFB, though) with two (2) main goals in mind:&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1) to do something to compensate for the lacking of an EFB inside the Seattle.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
2) to actually try (I repeat it: 'try') to learn some first essentials of nasal.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211550#p211550&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB status &amp;amp; plans  ?&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Mon Jun 02&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt; this Seattle EFB is just a 'rude' one: with this term, I mean (as a word's pun) 'unpolite'. I'm perfectly aware that the coding is horrible, clumsy, repetitive, silly and very, very far from what it should be. &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
My first aim was simply to have a somehow 'working' EFB inside the Seattle's Cockpit.&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
My second aim was to use EFB.nas as a starting playground for a newbie as I am on 'nasal'. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211550#p211550&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB status &amp;amp; plans  ?&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Mon Jun 02&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cquote&lt;br /&gt;
  |&amp;lt;nowiki&amp;gt;I do not pretend that current 777's EFB.nas is a piece of nice software; but - to my initial purpose - it works. Not completely, not nicely, not properly...but it's a starting point. At least, it works...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=211550#p211550&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB status &amp;amp; plans  ?&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Mon Jun 02&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Current development ('modernisation' phase) of the '''Boeing 777 Seattle's EFB''' is going on nicely; the code is shorter, more readable and cleaner.&amp;lt;br/&amp;gt;&lt;br /&gt;
I have not finished it, yet (I'd say that it's almost 50% done).&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213104#p213104&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |At the moment I have a single Canvas group (i.e., ''EFB_group''), with 5 children: the text-matrix (16 left lines, 16 right lines), a Title line , an Helper line and the Display.&amp;lt;br/&amp;gt;&lt;br /&gt;
The ''Display'' element is then textured with all the various pages' textures, called by the page-handler (''see'' here below).&amp;lt;br/&amp;gt;&lt;br /&gt;
Currently, I'm using the .jpg textures which I had previously generated through Photoshop; in the future they might be replaced by .svg files, depending from actual interactive use of some graphical objects (a few EFB pages do need interaction with graphical parts). Besides - if i'm not wrong - I've read somewhere on the FGWiki that gradients are not handled by the SVG parser...and I do like to use some gradients effects (antialiasing and such) to achieve a sort of realism on the displays.&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213104#p213104&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |that's the &amp;lt;u&amp;gt;current status&amp;lt;/u&amp;gt; of the new 777 ''Seattle'''s EFB: it's still far from being perfect, but - as a newbie - I'm quite satisfied for the moment: I need to finish the first version fairly soon, because my to-do-list is long (I have to re-model all the aircraft fuselage [original model has wrong measures, ''sigh!''], produce better gears and flight-control surfaces model &amp;amp;amp; animations in Blender, and then to produce a new Paint-Kit in Photoshop; then all 3D models optimizations...and so forth; of course, we also have to take care of CDU, which will interface with the EFB. So, the job is still very, very long...&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213104#p213104&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;I-NEMO&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |The current EFB code is heavily focused on rendering raster images, which can be retained obviously, but in FG, we have additional means to render airport information that is 100% in sync with the FG side of things (navdb). &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
For instance, we are going to &amp;quot;port&amp;quot; the airport-selection dialog to move rendering of airports/runways/taxiways/parking spots into dedicated MapStructure layers that can be properly styled and customized: [[Canvas_MapStructure#Porting_the_airports.xml_dialog]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Airport-selection-dialog.png|250px]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
As you can probably tell, these kinds of layers would be very useful for any  kind of EFB related application.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
As long as the underlying design for a &amp;quot;page&amp;quot;-based MFD framework is sufficiently generic, we can easily replace/augment raster images and procedurally created charts - we could even use the built-in support for fetching via HTTP to download images on-line. In fact, we could then even extend Canvas to directly support rendering PDFs (OSG supports this out-of-the-box), this would make many steps unnecessary, because we could directly access [http://airnav.com http://airnav.com] without having to download/convert/ship any imagery. The code required to pull this off would be very compact in comparison.&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=213084#p213084&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: 777 EFB: initial feedback&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Hooray&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 21&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learn more at [[Canvas EFB Framework]] ...&lt;br /&gt;
&lt;br /&gt;
=== Canvas Garmin GPSMap196 Updates ===&lt;br /&gt;
&lt;br /&gt;
[[File:Gpsmap196-canvas-panel-page.png|thumb|F-JJTH has updated the SVG file implementing the panel page for the [[Garmin GPSMap 196]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avidyne Entegra R9 ===&lt;br /&gt;
&lt;br /&gt;
[[File:Extra500canvas.png|thumb|Work has begun to analyze, refactor and generalize useful parts of the [[Avidyne Entegra R9]] to help reuse some code in similar MFD efforts, like the [[Garmin GPSMap 196]] or [[Canvas EFB Framework]]]]&lt;br /&gt;
&lt;br /&gt;
=== Towards an Aircraft-agnostic MFD Framework ===&lt;br /&gt;
&lt;br /&gt;
[[File:Canvas-mfd-framework-prototyping.png|thumb|This is an adapted version of the [[Garmin GPSMap 196]] that is currently being developed by F-JJTH. Here, the whole instrument is entirely set up in XML space, including buttons/event handling, but also the embedded canvas region that serves as the 'screen'. The idea is to allow arbitrary MFDs to be specified in an aircraft-agnostic fashion, including displays like a PFD, [[NavDisplay]] or EFB. For details, please see [[Canvas Glass Cockpit Efforts]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Canvas-mfd-framework-prototyping-with-mapstructure.png|400px|thumb|This demonstrates how a purely XML-based MFD framework can instantiate dynamic [[MapStructure]] layers - none of this involves any [[Nasal]] coding now, it's just an XML file - to learn more, see [[Canvas Glass Cockpit Efforts]].]]&lt;br /&gt;
&lt;br /&gt;
[[File:Canvas-mfd-framework-prototyping-with-mapstructure-with-kln89-skin.png|400px|thumb|This screen shot shows the texture of the hard-coded KLN89 instrument used as a skin/theme for the MFD instrument, with a MapStructure-powered map shown.]]&lt;br /&gt;
&lt;br /&gt;
=== Canvas System ===&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |The upcoming FlightGear version (3.2) will contain a canvas-based map dialog, including a modular &amp;quot;plugin&amp;quot; system for creating custom map layers and charts with roughly ~50 lines of code, most of it boilerplate. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is entirely XML/Nasal based (scripted) - symbols can be pretty much anything, raster or vector images (png or svg), but even animated. Styling can be customized, too.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For more info, I suggest to check out:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[MapStructure#Porting_the_map_dialog|http://wiki.flightgear.org/MapStructure ... map_dialog]]&amp;lt;br&amp;gt;[[File:MapStructureDialog.png|250px]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You can basically create arbitrary layers, even for custom objects/positions:&amp;lt;br&amp;gt;[[File:Map-canvas-chain-home-editor.png|250px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The same method can be used for creating a &amp;quot;live&amp;quot; radar display:&amp;lt;br&amp;gt;[[Canvas_Radar|http://wiki.flightgear.org/Canvas_Radar]]&amp;lt;br&amp;gt;[[File:MapStructure-TFC-Troubleshooting.png|250px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But maps and layers can be fairly sophisticated, too - all 100% scripted:&amp;lt;br&amp;gt;[[FlightGear_Newsletter_May_2014#A_Canvas-based_Map_dialog|http://wiki.flightgear.org/FlightGear_N ... Map_dialog]]&amp;lt;br&amp;gt;[[File:Map-canvas-dialog-storms-overlay.png|250px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As long as you use the MapStructure framework, all layers can be easily used in dialogs AND instruments&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Coding-wise, there isn't too much involved these days, all the details are covered in the MapStructure article.&lt;br /&gt;
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=212558#p212558&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;Re: Get objects to show up on Map/Radar&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |author=&amp;lt;nowiki&amp;gt;Hooray&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |date=&amp;lt;nowiki&amp;gt;Sat Jun 14&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Aircraft-center-prototype.png|500px|thumb|Canvas dialog showing the prototype for an [[Aircraft Center]] for directly installing/managing aircraft from within FlightGear, an upcoming feature scheduled for FlightGear 3.2, currently being developed by TheTom and Zakalawe]]&lt;br /&gt;
&lt;br /&gt;
=== Missions &amp;amp; Adventures ===&lt;br /&gt;
[[File:Missionb.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{forum|79|Tutorials, Missions &amp;amp; Adventures}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High Level Architecture ===&lt;br /&gt;
&lt;br /&gt;
=== Usability Improvements ===&lt;br /&gt;
&lt;br /&gt;
=== Getting your own ideas and features in FlightGear without having to be a coder ===&lt;br /&gt;
&lt;br /&gt;
We've been seeing an increasing number of discussions on the forum started by people who are obviously eager to become potential contributors, either by adding new features to FlightGear, or by improving other aspects of FlightGear as a whole (community, infrastructure, usability, end-user support, accessibility, funding etc). Unfortunately, this has caused some friction over time, because people were expecting their involvement to work differently, especially those primarily making suggestions and providing feedback through discussions are obviously getting fed up with the community of contributors not responding directly to such feedback.&lt;br /&gt;
Now, we do appreciate any community involvement obviously, but people who are serious about actually bringing certain changes to FlightGear will find that just making suggestions will typically not work too well, and that just participating in lengthy community discussions is usually fruitless. We've had some extremely heated discussions over the years, some debating interesting ideas - and many ending up being dozens of pages in size, containing hundreds of postings. Often, these contain lots of good ideas and suggestions, but sooner or later these suggestions become emotional and are no longer constructive - yet, we're dealing with them constantly, which is taking up resources, i.e. time and energy. In an open source project like FlightGear, which is entirely volunteer driven, time is the most precious resource we have to contribute. It is like a &amp;quot;currency&amp;quot; for the project, and whenever something (or someone) is taking up lots of time without anything materializing, this is draining resources from other areas, no matter if it's end-user support or development in some shape or form.&lt;br /&gt;
We are now trying to document how &amp;quot;bootstrapping&amp;quot; a feature or project works conceptually, i.e. implementing new features for Flightgear - to provide a perspective that enables people to better understand how to bring changes to FlightGear without having to do all the work on their own. Note that this doesn't mean that this is the only way to accomplish something, but this is a tested and proven way - which we didn't come up with, but which is just a convention that happens to &amp;quot;just work&amp;quot;, which is an important aspect for a non-organized project like FlightGear, where development itself also primarily &amp;quot;just happens&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Continue reading at [[Implementing new features for FlightGear]]...&lt;br /&gt;
&lt;br /&gt;
=== Getting involved as a programmer ===&lt;br /&gt;
Unfortunately, most of the active FG developers are currently very overstretched in terms of the areas that they have ownership of, which is affecting how much can actually be done.  Fundamentally we need more core devs.&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing as a core developer, please see [[Howto:Start core development]].&lt;br /&gt;
&lt;br /&gt;
If you interested in other developing, i.e. not C++ but [[Nasal]] scripting and/or XML, there are some articles listed at [[:Category:Popular Community Requests]] that have been suggested, but not fully or partially implemented, and are &amp;quot;mentored efforts&amp;quot;. That means that the community is looking for a hand in implementing them -- help from ''you'' -- but will also have more experienced developers willing to help you, for example by having tailored tutorials or even code snippets written for you. As mentioned in each page, please get in touch if you would like to help with one of those projects. In comparison to C/C++, Nasal is simpler and easier to learn quickly. It also doesn't require recompiling, which means that you can test and develop changes with a standard FlightGear release, i.e. off of the main download page. As long as you can run FlightGear, you can also run Nasal code and contribute. Many tutorials covering a wide range of projects are listed at [[Nasal]], so if you know a programming/scripting language already, or would like to try something new, go ahead: read, write, try and get involved! When it comes to Nasal scripting, playing around with different tutorials and code snippets is more important than being an experienced coder. &lt;br /&gt;
&lt;br /&gt;
{{CppBind Ideas}}&lt;br /&gt;
&lt;br /&gt;
Of course, you're also free to work on whatever you want -- FlightGear as a community-driven doesn't tell people what to do, but welcomes any contributions from anybody, as long as they have acceptable quality and are free to be licensed under the GNU GPL. So if you have something you would like to contribute back to FlightGear, please get in touch! (Preferably using Gitorious for larger merge requests, and the forums or (core-) developer's mailing list to inform the developers of what you want to contribute back.) Changes contributed 6-8 weeks before a release will usually appear in the next release, so your changes can be spread across the world.&lt;br /&gt;
&lt;br /&gt;
== Release ChangeLog ==&lt;br /&gt;
This section lists changes committed this month that will be available in the next release, these will be copied to the release changelog shortly before a release (for each month), so that we hopefully get a comprehensive list of new features.&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor (NAME) ==&lt;br /&gt;
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''&lt;br /&gt;
&lt;br /&gt;
* How long have you been involved in FlightGear?&lt;br /&gt;
* What are your major interests in FlightGear?&lt;br /&gt;
* What project are you working on right now?&lt;br /&gt;
* What do you plan on doing in the future?&lt;br /&gt;
* Are you happy with the way the FlightGear project is going?&lt;br /&gt;
* What do you enjoy most about developing for FlightGear?&lt;br /&gt;
* Are there any &amp;quot;hidden features&amp;quot; you have worked on in FlightGear that new users may miss?&lt;br /&gt;
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?&lt;br /&gt;
&lt;br /&gt;
More questions are being collected here: [[Interview questions]].&lt;br /&gt;
&lt;br /&gt;
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX &lt;br /&gt;
&lt;br /&gt;
== Nasal for newbies ==&lt;br /&gt;
&lt;br /&gt;
== New software tools and projects ==&lt;br /&gt;
&lt;br /&gt;
== FlightGear addons and mods ==&lt;br /&gt;
=== Damage and disintegration ===&lt;br /&gt;
{{#ev:youtube|OpwNaoO3xMQ|240|right|Tomaskom's V-1 used in anger over London}}&lt;br /&gt;
{{#ev:youtube|H4XDuLo35ks|240|right|Victor V2.0 damage script causing a catastrophic failure and fire}}&lt;br /&gt;
{{#ev:youtube|uLojBI7ezdM|240|right|L-159 disintegration}}&lt;br /&gt;
The development team at FGUK have been experimenting with modelling aircraft damage in a number of different ways. First of all, Tomaskom has used the particle system carefully to produce visually impressive fireballs and smoke columns with very little FPS impact. First seen in his V-1, we hope to adapt this to simulate realistic fireballs for ground impacts (where appropriate). For the moment, it explodes with the full force of a V-1's explosive payload. On the right is a video excerpt from the #FlightNight which Tom organised to debut the V-1, where we all had '''way''' too much fun bombing London. As you can see, the smoke is visible from quite a long way away from the impact, and despite two fires burning with huge smoke columns, and over ten multiplayer aircraft within model range, the frame rates are still more than acceptable. StuartC has already integrated the explosion and fireball into several development aircraft, and we expect eventually to combine it with the disintegration code and make the size of the explosion dependent on fuel load etc.&lt;br /&gt;
&lt;br /&gt;
In a separate development, Algernon's work on the Victor V2.0(YASim) now includes modelled damage, a collection of Nasal scripts, some modified from existing FlightGear staples, which detects irregularities such as component failures, birdstrikes and combat weapon damage and adversely affects system performance and reliability accordingly. Unserviceability often follows, using the existing FlightGear failures system, and compatibility will be maintained as the failures system is improved. The damage script also calculates probabilites for chain reaction damage - for instance, an explosion or serious fire in one Victor engine will usually have an effect on the other. In extreme circumstances, an explosion will trigger further explosions and destroy the aircraft. The second video on the right shows a serious induced explosion on the Victor's number one engine at night. Some fine-tuning of the Rembrandt light has been carried out since this video was shot, so apologies for the visible cut-off.&lt;br /&gt;
&lt;br /&gt;
Finally, and most spectacularly, Tomaskom has demonstrated the disintegration capabilities of his L-159, which is under development. Hopefully, he will explain all here before publication date.&lt;br /&gt;
&lt;br /&gt;
=== Scenesetter ===&lt;br /&gt;
Scenesetter is a piece of code by Algernon, very early in development but already quite effective, which can effect changes to the time and weather from an AI scenario synchronously with other MP players. A crude proof of concept was used in the recent FGUK #FlightNight &amp;quot;British Weather&amp;quot;, where pilots visited different airfields with various unpleasant flying conditions. Scenesetter pushes METAR strings to the FlightGear weather system based on the location of an associated Navaid, establishing a circular zone of a specified radius around it in which METAR will be changed. Start time can be specified too, either by providing a local start time or a local time offset (useful for Multiplayer use where players will not all start the AI scenario at precisely the same time).&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
&lt;br /&gt;
=== Updated aircraft ===&lt;br /&gt;
&lt;br /&gt;
The Swedish fighter jet Saab JA-37 Viggen has been updated, since it was included in FG 3.0.0; More instruments, additional liveries, aerodynamic response to payload and tooltips on instruments. Option for automatic reverse thrust at touchdown, selection of HUD brightness, disabling of structural damage. HUD can now switch to imperial units and show MP and AI aircraft and closest airport. The aircraft now also has multiplayer sounds and better cockpit view helps seeing the landing strip. Support for FG 2.8 by deleting a small section in an xml file. Also worth mentioning is countless bug-fixes and improvements, e.g. better handling at high altitudes and a bug fix in the lift force formula.&lt;br /&gt;
&lt;br /&gt;
[[File:Saab JA-37 Viggen Blue Peter Livery.png|Blå Petter Livery for JA-37]]&lt;br /&gt;
&lt;br /&gt;
==== Updated P-51D Now in git ====&lt;br /&gt;
&lt;br /&gt;
The new 3D exterior model for the P-51D is now in git and under active development.  It is currently in gray primer waiting for the UV map is finalized.  It is now fully integrated into the existing FDM.  Extensive new animation work has been done including animated trim tabs and a fully functional canopy.  Here are some screen shots taken in sim for your enjoyment.&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D testing it's guns before a flight..jpg|thumb|P-51D testing it's guns before a flight.]]&lt;br /&gt;
[[File:P-51D trim tab animation..jpg|thumb|P-51D trim tab animation.]]&lt;br /&gt;
&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
There is a project to add all the USA state capital buildings into FG.  A scenery forum thread talks about it here http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=22715&amp;amp;sid=ea847909bde2e1f8ffe5b94bcc673f4f  There is also a wiki page here [[State_Capitol_Buildings_in_the_United_States]].  So far, Idaho, Louisiana &amp;amp; Nebraska have been completed. Hawaii and New York are currently in progress.  Please feel free to join in with any other state that has not been done yet.  Just let us know through the forum and we will add it to the in progress list.&lt;br /&gt;
&lt;br /&gt;
=== Airports ===&lt;br /&gt;
&lt;br /&gt;
== Aircraft of the month ==&lt;br /&gt;
== Airport of the month ==&lt;br /&gt;
== Screenshot of the month ==&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
== Aircraft reviews ==&lt;br /&gt;
&lt;br /&gt;
== Wiki updates ==&lt;br /&gt;
=== Translators required ===&lt;br /&gt;
{|&lt;br /&gt;
|[[File:en.gif]]&lt;br /&gt;
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:de.gif]]&lt;br /&gt;
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nl.gif]]&lt;br /&gt;
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:es.gif]]&lt;br /&gt;
|La FlightGear wiki todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
=== Forum news ===&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
=== Virtual airlines ===&lt;br /&gt;
=== FlightGear events ===&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
&lt;br /&gt;
{{Volunteer Intro|mode=showlogo}}&lt;br /&gt;
&lt;br /&gt;
=== Call for volunteers ===&lt;br /&gt;
* The Terragear maintainers are looking for volunteers to help with development on the next world scenery project.  If you've ever wondered how a full 3D model of earth can be generated from raw data, now is your chance.  See the plan at [[World Scenery 3.0 roadmap]].&lt;br /&gt;
&lt;br /&gt;
=== Did you know ===&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter]]&lt;br /&gt;
&amp;lt;!-- this needs to be changed after each release, so that newsletters show up in the proper category --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 3.00]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:P-51D_trim_tab_animation..jpg&amp;diff=73037</id>
		<title>File:P-51D trim tab animation..jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:P-51D_trim_tab_animation..jpg&amp;diff=73037"/>
		<updated>2014-06-21T23:46:15Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=P-51D trim tab animation.}}&lt;br /&gt;
|date=2014-06-21 16:43:23&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Screen Shots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:P-51D_testing_it%27s_guns_before_a_flight..jpg&amp;diff=73036</id>
		<title>File:P-51D testing it's guns before a flight..jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:P-51D_testing_it%27s_guns_before_a_flight..jpg&amp;diff=73036"/>
		<updated>2014-06-21T23:46:04Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=P-51D testing it's guns before a flight.}}&lt;br /&gt;
|date=2014-06-21 16:43:22&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Screen Shots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72735</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72735"/>
		<updated>2014-06-14T03:26:26Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Non-3D model related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything.&lt;br /&gt;
** Initial UV map in place.  New exterior 3D model is now in sim but is mostly in gray primer.&lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
** Texture source materials.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. &lt;br /&gt;
* Currently in the process of moving existing interior models into the new fuselage.  Fit not perfect but close enough to allow getting things working in sim and components can be replaced as time permits.&lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the existing model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 32 inches behind the old location.  This means that the old interior components like gauges, radios, controls... need to be moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components need to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-13-2014)''&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
** Underway now.&lt;br /&gt;
** There is currently a considerable amount of cruft in the Model directory that will be removed during this process.&lt;br /&gt;
* Animate new model.  This is a non-trivial task that has just started.  All items animated in the old model are now animated in the new model.&lt;br /&gt;
* The model is now integrated into the FDM.&lt;br /&gt;
** It has a fully functional cockpit including hot spots. &lt;br /&gt;
** all weapons systems are operational and the guns have been sighted in.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72734</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72734"/>
		<updated>2014-06-14T03:22:22Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* New 3D external model is underway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:After Maiden Flight 1.jpg|thumb|P51D after first flight with new 3D model.  Front view.]]&lt;br /&gt;
[[File:After Maiden Flight 2.jpg|thumb|P51D after first flight with new 3D model. Rear quartering view.]]&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything.&lt;br /&gt;
** Initial UV map in place.  New exterior 3D model is now in sim but is mostly in gray primer.&lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
** Texture source materials.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. &lt;br /&gt;
* Currently in the process of moving existing interior models into the new fuselage.  Fit not perfect but close enough to allow getting things working in sim and components can be replaced as time permits.&lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the existing model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 32 inches behind the old location.  This means that the old interior components like gauges, radios, controls... need to be moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components need to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-10-2014)''&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
** Underway now.&lt;br /&gt;
** There is currently a considerable amount of cruft in the Model directory that will be removed during this process.&lt;br /&gt;
* Animate new model.  This is a non-trivial task that has just started.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:After_Maiden_Flight_2.jpg&amp;diff=72733</id>
		<title>File:After Maiden Flight 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:After_Maiden_Flight_2.jpg&amp;diff=72733"/>
		<updated>2014-06-14T03:20:04Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=P51D after first flight with new 3D model. Rear quartering view.}}&lt;br /&gt;
|date=2014-06-13 20:16:57&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other_versions=&lt;br /&gt;
}}&lt;br /&gt;
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=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear screenshots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:After_Maiden_Flight_1.jpg&amp;diff=72732</id>
		<title>File:After Maiden Flight 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:After_Maiden_Flight_1.jpg&amp;diff=72732"/>
		<updated>2014-06-14T03:19:53Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: User created page with UploadWizard&lt;/p&gt;
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{{Information&lt;br /&gt;
|description={{en|1=P51D after first flight with new 3D model.  Front view.}}&lt;br /&gt;
|date=2014-06-13 20:16:41&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Hvengel|Hvengel]]&lt;br /&gt;
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{{self|cc-by-sa-3.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear screenshots]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72562</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72562"/>
		<updated>2014-06-10T14:33:41Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Non-3D model related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything.&lt;br /&gt;
** Initial UV map in place.  New exterior 3D model is now in sim but is mostly in gray primer.&lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
** Texture source materials.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. &lt;br /&gt;
* Currently in the process of moving existing interior models into the new fuselage.  Fit not perfect but close enough to allow getting things working in sim and components can be replaced as time permits.&lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the existing model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 32 inches behind the old location.  This means that the old interior components like gauges, radios, controls... need to be moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components need to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-10-2014)''&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
** Underway now.&lt;br /&gt;
** There is currently a considerable amount of cruft in the Model directory that will be removed during this process.&lt;br /&gt;
* Animate new model.  This is a non-trivial task that has just started.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72545</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72545"/>
		<updated>2014-06-09T15:38:12Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* New 3D external model is underway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping ===&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything.&lt;br /&gt;
** Initial UV map in place.  New exterior 3D model is now in sim but is mostly in gray primer.&lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
** Texture source materials.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. &lt;br /&gt;
* Currently in the process of moving existing interior models into the new fuselage.  Fit not perfect but close enough to allow getting things working in sim and components can be replaced as time permits.&lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the existing model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 32 inches behind the old location.  This means that the old interior components like gauges, radios, controls... need to be moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components need to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
''(updated 6-09-2014)''&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
** Underway now.&lt;br /&gt;
** There is currently a considerable amount of cruft in the Model directory that will be removed during this process.&lt;br /&gt;
* Animate new model.  This is a non-trivial task that is about to get underway.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72544</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72544"/>
		<updated>2014-06-09T15:34:10Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Non-3D model related (update 6-09-2014) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 6-08-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping (updated 6-09-2014) ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything.&lt;br /&gt;
** Initial UV map in place.  New exterior 3D model is now in sim but is mostly in gray primer.&lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
** Texture source materials.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit (update 6-09-2014) ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. &lt;br /&gt;
* Currently in the process of moving existing interior models into the new fuselage.  Fit not perfect but close enough to allow getting things working in sim and components can be replaced as time permits.&lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the existing model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 32 inches behind the old location.  This means that the old interior components like gauges, radios, controls... need to be moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components need to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related (update 6-09-2014) ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
** Underway now.&lt;br /&gt;
** There is currently a considerable amount of cruft in the Model directory that will be removed during this process.&lt;br /&gt;
* Animate new model.  This is a non-trivial task that is about to get underway.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72543</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72543"/>
		<updated>2014-06-09T15:29:07Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* UV Mapping, Texturing, Bump Mapping Reflection Mapping To-do list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 6-08-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping (updated 6-09-2014) ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything.&lt;br /&gt;
** Initial UV map in place.  New exterior 3D model is now in sim but is mostly in gray primer.&lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
** Texture source materials.&lt;br /&gt;
*** HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
*** 10*-48144, 104-73365&lt;br /&gt;
*** fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit (update 6-09-2014) ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. &lt;br /&gt;
* Currently in the process of moving existing interior models into the new fuselage.  Fit not perfect but close enough to allow getting things working in sim and components can be replaced as time permits.&lt;br /&gt;
* The new correctly dimensioned cockpit is about 3 inches narrower and 3.5 inches lower relative to the Fuselage Reference line than the existing model.  In addition the new model has the 0, 0, 0 point located in the factory location which is 7.68 inches behind the front edge of the cowl.  So the 0, 0, 0 point is about 32 inches behind the old location.  This means that the old interior components like gauges, radios, controls... need to be moved around a considerable amount to get them fitted into the new cockpit.  It also means that many animations of existing components need to be modified to use the new locations. &lt;br /&gt;
* Components that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related (update 6-09-2014) ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
** Underway now.&lt;br /&gt;
* Animate new model.  This is a non-trivial task that is about to get underway.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72542</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=72542"/>
		<updated>2014-06-09T15:08:05Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Fuselage status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 6-08-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy release cable covers. Done.&lt;br /&gt;
* Canopy frame cover. done&lt;br /&gt;
* Canopy crank. done&lt;br /&gt;
* Emergency release handle and handle bracket. done&lt;br /&gt;
* Canopy and frame. done&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping To-do list ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything. &lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
* HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
** 10*-48144, 104-73365&lt;br /&gt;
* fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. Exceptions that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Canopy release handle and brackets&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71940</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71940"/>
		<updated>2014-05-26T22:22:31Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Fuselage status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
* Emergency canopy relase cable covers. Done.&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Canopy, canopy frame, tracks and other visible canopy hardware mostly modeled.&lt;br /&gt;
** Canopy and canopy frame TODO list:&lt;br /&gt;
*** Emergency release handle and handle bracket. k642, T294&lt;br /&gt;
*** Canopy crank. T564, T591&lt;br /&gt;
*** Canopy frame cover. Q366&lt;br /&gt;
*** Other canopy related drawings M258 (not legible), J712 roller, S120 frame detail pulled, R185 canopy frame detail, R186, R187,R188, R189, R190, L202 frame sta 176, L203 Read web L204 forward fitting, L205 beam sta 146, T563 beam sta 146, R181, R182, K511 bulkhead assmy sta 146, R189, N252, T563 beam sta 146, T562 (truck assy). T564 (crank assy), T591 (crack detail), M258 not legible, L198 truck emergency release, T294 support emergency release handle, T295 gusset bow attatching, T180 cockpit seal windshield to canopy, k642 emergency release handle, Q366 cover canopy frame sta 117.753 - 146&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping To-do list ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything. &lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
* HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
** 10*-48144, 104-73365&lt;br /&gt;
* fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. Exceptions that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Canopy release handle and brackets&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71905</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71905"/>
		<updated>2014-05-26T16:50:32Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* New 3D external model is underway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Canopy, canopy frame, tracks and other visible canopy hardware mostly modeled.&lt;br /&gt;
** Canopy and canopy frame TODO list:&lt;br /&gt;
*** Emergency release handle and handle bracket. k642, T294&lt;br /&gt;
*** Canopy crank. T564, T591&lt;br /&gt;
*** Canopy frame cover. Q366&lt;br /&gt;
*** Other canopy related drawings M258 (not legible), J712 roller, S120 frame detail pulled, R185 canopy frame detail, R186, R187,R188, R189, R190, L202 frame sta 176, L203 Read web L204 forward fitting, L205 beam sta 146, T563 beam sta 146, R181, R182, K511 bulkhead assmy sta 146, R189, N252, T563 beam sta 146, T562 (truck assy). T564 (crank assy), T591 (crack detail), M258 not legible, L198 truck emergency release, T294 support emergency release handle, T295 gusset bow attatching, T180 cockpit seal windshield to canopy, k642 emergency release handle, Q366 cover canopy frame sta 117.753 - 146&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings - 3D Models Done ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping To-do list ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything. &lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
* HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
** 10*-48144, 104-73365&lt;br /&gt;
* fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. Exceptions that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Canopy release handle and brackets&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71904</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71904"/>
		<updated>2014-05-26T16:46:15Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* Fuselage status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 5-26-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Canopy, canopy frame, tracks and other visible canopy hardware mostly modeled.&lt;br /&gt;
** Canopy and canopy frame TODO list:&lt;br /&gt;
*** Emergency release handle and handle bracket. k642, T294&lt;br /&gt;
*** Canopy crank. T564, T591&lt;br /&gt;
*** Canopy frame cover. Q366&lt;br /&gt;
*** Other canopy related drawings M258 (not legible), J712 roller, S120 frame detail pulled, R185 canopy frame detail, R186, R187,R188, R189, R190, L202 frame sta 176, L203 Read web L204 forward fitting, L205 beam sta 146, T563 beam sta 146, R181, R182, K511 bulkhead assmy sta 146, R189, N252, T563 beam sta 146, T562 (truck assy). T564 (crank assy), T591 (crack detail), M258 not legible, L198 truck emergency release, T294 support emergency release handle, T295 gusset bow attatching, T180 cockpit seal windshield to canopy, k642 emergency release handle, Q366 cover canopy frame sta 117.753 - 146&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-07-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Detail work on the wheel wells remains.&lt;br /&gt;
** Main landing gear trunnion needs to be modeled. R18.&lt;br /&gt;
** mounting bracket for main gear strut hydraulics strut.&lt;br /&gt;
** Hydraulic lines for main retract strut.&lt;br /&gt;
** Connecting rod main gear retract hydraulics strut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping To-do list ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything. &lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
* HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
** 10*-48144, 104-73365&lt;br /&gt;
* fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. Exceptions that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Canopy release handle and brackets&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71903</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71903"/>
		<updated>2014-05-26T16:45:31Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* To-do list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 5-10-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Canopy, canopy frame, tracks and other visible canopy hardware mostly modeled.&lt;br /&gt;
** Canopy and canopy frame TODO list:&lt;br /&gt;
*** Emergency release handle and handle bracket. k642, T294&lt;br /&gt;
*** Canopy crank. T564, T591&lt;br /&gt;
*** Canopy frame cover. Q366&lt;br /&gt;
*** Other canopy related drawings M258 (not legible), J712 roller, S120 frame detail pulled, R185 canopy frame detail, R186, R187,R188, R189, R190, L202 frame sta 176, L203 Read web L204 forward fitting, L205 beam sta 146, T563 beam sta 146, R181, R182, K511 bulkhead assmy sta 146, R189, N252, T563 beam sta 146, T562 (truck assy). T564 (crank assy), T591 (crack detail), M258 not legible, L198 truck emergency release, T294 support emergency release handle, T295 gusset bow attatching, T180 cockpit seal windshield to canopy, k642 emergency release handle, Q366 cover canopy frame sta 117.753 - 146&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-07-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Detail work on the wheel wells remains.&lt;br /&gt;
** Main landing gear trunnion needs to be modeled. R18.&lt;br /&gt;
** mounting bracket for main gear strut hydraulics strut.&lt;br /&gt;
** Hydraulic lines for main retract strut.&lt;br /&gt;
** Connecting rod main gear retract hydraulics strut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping To-do list ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything. &lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
* HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
** 10*-48144, 104-73365&lt;br /&gt;
* fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. Exceptions that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Canopy release handle and brackets&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71902</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=71902"/>
		<updated>2014-05-26T16:29:43Z</updated>

		<summary type="html">&lt;p&gt;Hvengel: /* New 3D external model is underway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready		= aircraftmonth/bombable&lt;br /&gt;
|image 		= P51d-mustang.png&lt;br /&gt;
|name 		= P51D Mustang&lt;br /&gt;
|type 		= Military aircraft&lt;br /&gt;
|fdm 		= YASim and JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 4&lt;br /&gt;
|authors 	= Jim Wilson &amp;amp; Hal Engel&lt;br /&gt;
|fgname 	= p51d&lt;br /&gt;
|download 	= http://www.flightgear.org/Downloads/aircraft-2.4.0/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
The '''P-51D ''Mustang''''' is a piston single engine fighter [[aircraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft Help ==&lt;br /&gt;
=== Flying Hints ===  &lt;br /&gt;
&lt;br /&gt;
For the JSBSIm model use the USAAF F-51D/K manual (Aug. 1945) for detailed procedures.  This are available on-line from the link near the bottom of this page in the External Links section. &lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
* Initially hold tail down with full aft stick.&lt;br /&gt;
* Slowly increase throttle to 40 inHG Manifold Pressure as you pick up speed.&lt;br /&gt;
* Be ready to actuate rudder during the take off roll.&lt;br /&gt;
* At about 50 MPH indicated start releasing stick back pressure. The tail will start to lift and the airplane will want to go to the left as the tail is coming up.&lt;br /&gt;
* Once the tail is up increase throttle to 61 inHG.&lt;br /&gt;
* As you gain speed the amount of rudder correction to the right will need to be decreased and you may need to use left rudder depending on how much right rudder trim you set.&lt;br /&gt;
* Stay on top of rudder and elevator with small adjustments and keep the nose down until rotation or you'll do a ground loop.&lt;br /&gt;
* Rotate at 150 mph if you have enough room but never below 120 mph (short field only).&lt;br /&gt;
* As you raise the gear the trim will change in a nose up direction.  Be careful to avoid stalling or loosing air speed as the gear is retracted.&lt;br /&gt;
* All of the take off trim settings will need to be adjusted as you pick up speed so this will contribute to a high pilot work load during the take off.  You will need to remove right rudder trim almost as soon as you leave the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
* Back off manifold pressure to 46 inHG.&lt;br /&gt;
* Adjust propeller pitch to 2700 RPM.&lt;br /&gt;
* The throttle has automatic boost controls and will hold the manifold pressure setting as long as the supercharger has enough boost to provide the selected setting.  It will hold 46 inHg to about 30,000 feet.&lt;br /&gt;
* The mixture control is also automatic if it is set in the RUN position.&lt;br /&gt;
* If the supercharger speed switch is at AUTOMATIC the supercharger gear ratio will be controlled by an automatic system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
* Trim and Cruise at about 2400 rpm.&lt;br /&gt;
* Do not exceed 2700 rpm sustained.&lt;br /&gt;
* Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
* Do not exceed 3500 rpm in dives.&lt;br /&gt;
* Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
* Use continuous back pressure on the stick to obtain an tail-low attitude for actual touch down.&lt;br /&gt;
* Because of the wide landing gear and locked tail wheel, landing characteristics are excellent on this aircraft.&lt;br /&gt;
* Minimize use of brakes during ground roll.&lt;br /&gt;
* At completion of the landing roll, clear runway as soon as possible.  Excessive braking can cause you to do a ground loop (nose over).  Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
&lt;br /&gt;
== New 3D external model is underway ==&lt;br /&gt;
''(2-1-2014)''&lt;br /&gt;
&lt;br /&gt;
The intent is to create an external model that is a solid 5 in the FlightGear rating system.  All models are being built based on factory blue prints (my set has over 11,000 drawings).  So the models will be extremely accurate and have lots of detail.  Volunteers are welcome but I am expecting any work done to be of the very highest standard.  There is tons of 3D related work that needs to be done and there are many very small 3D modeling projects that would make good starter projects and I am willing to mentor anyone that is willing and ready to do a good job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fuselage status ===&lt;br /&gt;
''(updated 5-10-2014)''&lt;br /&gt;
* External skin model - done.&lt;br /&gt;
* Windshield and its external frame models - done.&lt;br /&gt;
* Doghouse model including inner passages, doors and heat exchangers - done.&lt;br /&gt;
* Exhaust fairing, pipes and cowl cutout models - done.&lt;br /&gt;
* Spinner model - done.&lt;br /&gt;
* Full instrument panel model - done&lt;br /&gt;
* Internal windshield and armor glass structure/framing - done.&lt;br /&gt;
* Air intake holes in the lower front area of the cowl - done.&lt;br /&gt;
* Horizontal stabilizer and elevator model including trim tabs and linkage - done.&lt;br /&gt;
* Dorsal fin done - S51, Q144, Q145.  &lt;br /&gt;
* Appendage fillet - done. L162 front, L163 upper, M202 front LH, L395 full butt lines B model (pre-dorsal).&lt;br /&gt;
* Vertical stabilizer and rudder including trim tabs and linkage - done.&lt;br /&gt;
* VHF antenna done. S129 has side view but no dimension. Grommet fuselage pass through T360. &lt;br /&gt;
* Internal skin model - done.&lt;br /&gt;
* Upper and lower longerons - done.&lt;br /&gt;
* Frames done:&lt;br /&gt;
** Station 89.75 drawing T553&lt;br /&gt;
** Station 104 drawing R172&lt;br /&gt;
** Station 112.75 drawing T547&lt;br /&gt;
** Station 118.2 upper canted drawing Q509&lt;br /&gt;
** Station 119.25 &lt;br /&gt;
** Station 122.25 upper drawing L181&lt;br /&gt;
** Station 133 drawing Q500 &amp;amp; T291&lt;br /&gt;
** Station 146 drawing R173&lt;br /&gt;
** Station 148.5 106-31109-1&lt;br /&gt;
** Station 155.5 upper drawing T495&lt;br /&gt;
** Station 157.5 drawing Q501&lt;br /&gt;
** Station 168 drawing T548 &amp;amp; S156&lt;br /&gt;
** Station 184 drawing O502 &amp;amp; T558&lt;br /&gt;
* Wing fairing model done.&lt;br /&gt;
* Tail wheel, retract mechanism and doors models done.&lt;br /&gt;
* SRC-522A radio model done.&lt;br /&gt;
* Instrument shroud done. R182 side view M135 main drawing D model.&lt;br /&gt;
* Rear warning radar antenna. done.&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Canopy, canopy frame, tracks and other visible canopy hardware need to be modeled.&lt;br /&gt;
** Drawings M258 (not legible), J712 roller, S120 frame detail pulled, R185 canopy frame detail, R186, R187,R188, R189, R190, L202 frame sta 176, L203 Read web L204 forward fitting, L205 beam sta 146, T563 beam sta 146, R181, R182, K511 bulkhead assmy sta 146, R189, N252, T563 beam sta 146, T562 (truck assy). T564 (crank assy), T591 (crack detail), M258 not legible, L198 truck emergency release, T294 support emergency release handle, T295 gusset bow attatching, T180 cockpit seal windshield to canopy, k642 emergency release handle, Q366 cover canopy frame sta 117.753 - 146&lt;br /&gt;
* SRC-522A dynomotor.&lt;br /&gt;
* support beams for radio and dynomotor.&lt;br /&gt;
* Rear fuselage fuel tank. Drawings: S11, S12 and S13.&lt;br /&gt;
* Battery box.&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
''(updated 5-07-2014)''&lt;br /&gt;
* Ailerons - done.&lt;br /&gt;
* Flaps - done.&lt;br /&gt;
* Wing tip - done.&lt;br /&gt;
* Wing tip lights - done.&lt;br /&gt;
* Signal lights - done.&lt;br /&gt;
* Ribs in wheel wells.&lt;br /&gt;
** Station 27 drawing R39 - done.&lt;br /&gt;
** Station 38.5 drawing K521  &amp;amp; M110 - done.&lt;br /&gt;
** Station 50 drawing K522 &amp;amp; S98 - done.&lt;br /&gt;
** Station 61.5 drawing K523 R156 -done.&lt;br /&gt;
* Wheel well internal skin including front and rear spar models - done.  &lt;br /&gt;
* Landing gear door models - done.&lt;br /&gt;
* Landing gear door hydraulics models - done.&lt;br /&gt;
* Main landing gear leg model - done.&lt;br /&gt;
* Outboard landing gear door linkage - done.&lt;br /&gt;
* Main wheel &amp;amp; tire model - done.&lt;br /&gt;
* Gun port fairing models - done.&lt;br /&gt;
* Gun ejection chutes - done.&lt;br /&gt;
* Aileron trim tabs including linkage - done.&lt;br /&gt;
* Stringers in Wheel well - done.&lt;br /&gt;
* Main gear hydraulics models - done. T460&lt;br /&gt;
* Mounting brackets for landing gear door hydraulics - done.&lt;br /&gt;
* Plumbing for landing gear door hydraulics _ done.&lt;br /&gt;
* Landing light model - done. T316 T578, T579, T580, L276, Q590, Q548, T626, P562, J890 - J892, T84&lt;br /&gt;
* Center wing gap cover - done. S48&lt;br /&gt;
==== To-do list ====&lt;br /&gt;
* Detail work on the wheel wells remains.&lt;br /&gt;
** Main landing gear trunnion needs to be modeled. R18.&lt;br /&gt;
** mounting bracket for main gear strut hydraulics strut.&lt;br /&gt;
** Hydraulic lines for main retract strut.&lt;br /&gt;
** Connecting rod main gear retract hydraulics strut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the right are some screen shots of the WIP models.&lt;br /&gt;
[[File:P-51D Interior Structure Details.png|thumb|Interior view of new P-51D 3D model.  Shows frame and longeron details.]]&lt;br /&gt;
&lt;br /&gt;
[[File:P-51D below from front.png|thumb|View of underside of the P-51D model.  Notice the gun ejection ports on the lower wing surface and the rib and stringer detail in wheel wells.]]&lt;br /&gt;
[[File:P-51D upper front quatering view.png|thumb|Upper front quartering view.]]&lt;br /&gt;
[[File:P-51D upper rear quartering view.png|thumb|Upper rear quartering view.]]&lt;br /&gt;
[[File:P-51D side view.png|thumb|Side view.]]&lt;br /&gt;
[[File:P-51D lower rear quartering view.png|thumb|Rear quartering view.]]&lt;br /&gt;
[[File:P-51D head on view.png|thumb|Head on view.  Note how the canopy bulges away from the shape of the windscreen.  This is the typical shape of later model California P-51Ds with the type -6 blown canopy.]]&lt;br /&gt;
[[File:P-51D canopy rear quartering view.png|thumb|Canopy and canopy frame from above and to the rear.]]&lt;br /&gt;
[[File:P-51D canopy frame and truck detail front view.png|thumb|Canopy and truck detail - front view.]]&lt;br /&gt;
[[File:P-51D canopy and truck detail.png|thumb|Canopy and truck detail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wing Gun Ports Models.jpg|thumb|Gun ports on left wing looking toward the fuselage.]]&lt;br /&gt;
[[File:P-51D WIP View Looking Up At The Wheel Wells.png|thumb|The P-51D model looking up into the wheel wells.]]&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping, Texturing, Bump Mapping Reflection Mapping To-do list ===&lt;br /&gt;
* UV mapping, texturing, bump mapping and reflection mapping need to be done for everything. &lt;br /&gt;
** If anyone would like to help with this please feel free to contact me via a PM on the FlightGear forum.&lt;br /&gt;
* HG476-1 through HG476-6, R140 (D model), S254, P246, P247, B971, G415, C101&lt;br /&gt;
** 10*-48144, 104-73365&lt;br /&gt;
* fuel filler flange on wing Q102&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 3D cockpit ====&lt;br /&gt;
&lt;br /&gt;
* When the new external model is done a mostly new 3D cockpit will be built out from the skin inward. &lt;br /&gt;
* Almost none of the existing models in the cockpit were built from actual plans/blue prints and as a result are not accurately modeled. Exceptions that will not need to be remodeled include:&lt;br /&gt;
** Most instruments.&lt;br /&gt;
** The K-14A gun sight and related models.&lt;br /&gt;
** The throttle quadrant. &lt;br /&gt;
** The VHF radio control unit.&lt;br /&gt;
** Elevator trim wheel.&lt;br /&gt;
** Rudder and aileron trim wheels.&lt;br /&gt;
&lt;br /&gt;
* Need to be remodeled.&lt;br /&gt;
** Armor plate S45 &amp;amp; S46&lt;br /&gt;
** Seat S22, M179&lt;br /&gt;
** Stick T526, G141&lt;br /&gt;
** Rudder pedals&lt;br /&gt;
** Panels&lt;br /&gt;
** Right switch box Q480 &amp;amp; Q481, T576, T596, T597&lt;br /&gt;
** Canopy release handle and brackets&lt;br /&gt;
** Port control pedestal M171, M172, M173&lt;br /&gt;
*** Retract lever.&lt;br /&gt;
*** Flap control.&lt;br /&gt;
*** Induction air controls. &lt;br /&gt;
** Cooling system control box L282&lt;br /&gt;
** Lower panel Q640 &amp;amp; Q641&lt;br /&gt;
** Fuel tank selector&lt;br /&gt;
** APS13 panel Q648&lt;br /&gt;
** rear warning radar panel Q646 &amp;amp; Q647&lt;br /&gt;
** VHF radio control unit mount Q633 Q558&lt;br /&gt;
&lt;br /&gt;
==== Non-3D model related ====&lt;br /&gt;
&lt;br /&gt;
* YASim version will be removed.  Done.&lt;br /&gt;
* Directory structure will be changed to reflect current FlightGear standards.&lt;br /&gt;
* Add matriculation.&lt;br /&gt;
* Add engine start up smoke.&lt;br /&gt;
* Add exhaust flames.&lt;br /&gt;
* Add muzzle smoke and flash to guns.&lt;br /&gt;
* Add gun cartridge case ejection animation.  50 BMG case already modeled.&lt;br /&gt;
&lt;br /&gt;
== Airplane of the Week/Month ==&lt;br /&gt;
&lt;br /&gt;
The P-51D (JSBSim) was reviewed as 'Airplane of the Week/Month' on May 04, 2011 as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;P-51D (JSBSim)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim version of the P-51D comes with a very detailed 3d cockpit, down to various warning plaquettes. I think it conveys the feeling of being in a warbird very much. Based on a quick google image search, it looks pretty authentic to me.&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-cockpit.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of the switches are actually functional :-) For instance, some amount of fuel management is required for longer flights. The plane comes with a full working set of weapons, from guns via bombs to rockets - so tight dogfights are entirely possible. A full engine startup procedure is simulated. The exterior model is maybe not stunning, but nice enough for all practical purposes:&lt;br /&gt;
&lt;br /&gt;
[[File: P51d-model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Flight characteristics&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The JSBSim  FDM of the P-51D is very detailed and is actually a joy to experience. As common with warbirds, engine torque is a major issue - try spinning up the engine suddenly in mid-air, and observe how the plane begins to roll unless you counter immediately with the ailerons. Accoding to Hal (the author), the performance characteristics in different altitudes is very faithfully reproduces (I lack the documentation to check, but I haven't seen anything implausible).&lt;br /&gt;
&lt;br /&gt;
The plane is rather difficult to handle - it requires some skill to get it off the ground in spite of the engine torque forces, and even more skill to get it back to the ground in one piece onto the runway. Having the full control equipment (joystick and rudder pedals) is certainly a tremendous help - but it is possible with some practice to fly with just the mouse (avoid crosswinds though...).&lt;br /&gt;
&lt;br /&gt;
The ground handling is tricky - ground loops (the propeller touches the ground) are a constant danger (apparently that really was and is an issue with the real plane) - so careful use of the brakes is a must, and sometimes its even necessary to throttle down immediately after the engine starts. &lt;br /&gt;
&lt;br /&gt;
And, as a very special feature - the plane actually spins rather realistically - so be careful when approaching stall speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;My personal wishlist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An added pdf manual describing all the features and providing some background info would be terrific - I have the feeling I'm missing so many details...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Things to experience&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let a tank run out of fuel, and experience a lovingly and realistically modelled engine stutter, followed by an emergency landing.&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.avialogs.com/en/aircraft/usa/northamericanaviation/p-51mustang/aaf-51-127-5-pilot-training-manual-for-the-p-51-mustang.html 1945 USAF F-51D/K Pilots Manual]&lt;br /&gt;
* [http://www.youtube.com/watch?v=caJtGXMdxGM Flight Characteristics of the North American P-51 Mustang: How to Fly the P-51 Fighter] YouTube video about the '''B''' version (30 minutes).&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[ja:North_American_P-51_Mustang]]&lt;/div&gt;</summary>
		<author><name>Hvengel</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:P-51D_upper_front_quatering_view.png&amp;diff=71889</id>
		<title>File:P-51D upper front quatering view.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:P-51D_upper_front_quatering_view.png&amp;diff=71889"/>
		<updated>2014-05-26T16:11:49Z</updated>

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[[Category:Blender Render Screen Shots]]&lt;/div&gt;</summary>
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