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		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Animate_models&amp;diff=115586</id>
		<title>Howto:Animate models</title>
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		<updated>2018-07-18T10:45:41Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* Material animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The real world is full of motion. To simulate this in [[FlightGear]], '''models must be animated'''.&lt;br /&gt;
&lt;br /&gt;
FlightGear allows you to animate models in response to property changes: for example, the propellers can spin when the engine is on and the elevators can move up and down with your controller. There is no fixed limit on what parts can be animated: the only requirements are that the part is named in the 3D model file, and that there is a property in the main tree that you can use to get the positioning information. &lt;br /&gt;
&lt;br /&gt;
This document provides basic information for all kind of animations. When animating your model, it is very helpful to find an aircraft with parts similar to yours and use it as an example. Cut and paste the code into your wrapper file and then edit to suit.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
=== File name of main model and animation XML file ===&lt;br /&gt;
{{main article|Aircraft-set.xml#Not used for loading multiplayer aircraft}}&lt;br /&gt;
The file name of the main model and animation XML file, or the .ac file if there is no XML file, (in essence the property &amp;lt;code&amp;gt;/sim/model/path&amp;lt;/code&amp;gt;) will be the name of the aircraft that is transmitted when using [[multiplayer]] and will also be used for loading multiplayer aircraft.&lt;br /&gt;
&lt;br /&gt;
There is also a mechanism to substitute a full aircraft model with a simpler AI aircraft model if one is available at the same file path (including for example &amp;lt;code&amp;gt;Models/Boeing-797-800.xml&amp;lt;/code&amp;gt;), but in &amp;lt;code&amp;gt;[[$FG_ROOT]]/'''AI'''/Aircraft/&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== .ac files ===&lt;br /&gt;
{{Main article|AC files: Understanding and changing .ac code#Identifying an object}}&lt;br /&gt;
&lt;br /&gt;
When referring to an .ac file in your xml animation, it is important that the &amp;lt;code&amp;gt;&amp;lt;object name&amp;gt;&amp;lt;/code&amp;gt; exactly matches the object named in the .ac file (this includes cases!). &lt;br /&gt;
&lt;br /&gt;
'''Note for SketchUp users:''' The spatial reference X/Y/Z used in animation to locate an object or a point are different from the ones in AC3D ie X values are the same in both but Y in animation must be matched to AC3D's -Z (Z value but opposite sign) and Z value in animation must be matched to AC3D's Y value. &lt;br /&gt;
&lt;br /&gt;
'''Note for SketchUp users:''' when exporting to AC3D in Sketchup, the .ac file will name the objects in your model to &amp;quot;blah&amp;quot; by default. You need to amend the relevant object names in your .ac file using text edit, so that the xml will work.&lt;br /&gt;
&lt;br /&gt;
=== Animation order ===&lt;br /&gt;
Animations are executed by FlightGear in the order that they are read in the model's .xml file. Therefore, it is very important to pay attention to the order, especially when multiple animations are applied to the same object(s).&lt;br /&gt;
&lt;br /&gt;
== Tags used in most animations ==&lt;br /&gt;
=== Name ===&lt;br /&gt;
With a name animation, you can group multiple objects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Collection1&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object2&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object3&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The example above creates a &amp;quot;virtual object&amp;quot; with the name Collection1. In animation, we can animate this group of objects, by using:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;object-name&amp;gt;Collection1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Object-name ===&lt;br /&gt;
These names are set in the 3D model. Each single object has a unique name; for easy identification it is advised to use descriptive names (LeftElevator, Rudder etc.). Animations are only applied to those objects that are mentioned in an object-name line (one object per line!). Animations lacking those, will be applied to the entire model.&lt;br /&gt;
&lt;br /&gt;
=== Property ===&lt;br /&gt;
Each animation must be associated with exactly one property from the main FlightGear property tree (remember that the properties in the wrapper file are not part of the main tree), using &amp;lt;code&amp;gt;&amp;lt;property&amp;gt;&amp;lt;/code&amp;gt; to provide the property path:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Rudder&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;controls/rudder&amp;lt;/property&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the omission of the leading slash '/' when reffering to the property. This assures that when the model is used for AI or multiplayer traffic the animations will follow that of the AI controller instead of that of the user.&lt;br /&gt;
&lt;br /&gt;
=== Axis ===&lt;br /&gt;
An axis part is required in every animation that involves a rotating or moving thing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The axis are similar to the ones of the 3D model. There is a difference between rotation and translation:&lt;br /&gt;
* In rotation animations, the axis part defines around what axis the object rotates. Negative/positive values make the difference between counterclockwise and clockwise rotations.&lt;br /&gt;
* In translate animations, the part defines along what axis the object moves. If the x-axis is poiting backwards, an x-value of -1 will result in forward motion.&lt;br /&gt;
&lt;br /&gt;
You could also define two points, between which FlightGear will calculate the correct axis. This makes the use of a [[#Center|&amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;]] tag redundant! Such coordinates are extremely useful for animating control surfaces (rudder, elevators etc.).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;   &lt;br /&gt;
   &amp;lt;x1-m&amp;gt; 4.9&amp;lt;/x1-m&amp;gt;&lt;br /&gt;
   &amp;lt;y1-m&amp;gt; 7.1&amp;lt;/y1-m&amp;gt;&lt;br /&gt;
   &amp;lt;z1-m&amp;gt;-1.0&amp;lt;/z1-m&amp;gt;&lt;br /&gt;
   &amp;lt;x2-m&amp;gt; 5.9&amp;lt;/x2-m&amp;gt;&lt;br /&gt;
   &amp;lt;y2-m&amp;gt;11.2&amp;lt;/y2-m&amp;gt;&lt;br /&gt;
   &amp;lt;z2-m&amp;gt;-0.5&amp;lt;/z2-m&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
Various animations ([[#Rotate|rotate]], [[#Spin|spin]], [[#Scale|scale]]) move around a center point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The axis are similar to the ones of the 3D model, so finding coordinates is easily done in 3D modeling software.&lt;br /&gt;
&lt;br /&gt;
=== Using a geometry object for axis and centre (2017.2) ===&lt;br /&gt;
&lt;br /&gt;
Added in V2017.2 is support to allow a geometry object (a line segment with two vertices) that is used to define both the centre and the axis for an animation. This will work with rotate, translate and the knob animations.&lt;br /&gt;
&lt;br /&gt;
The syntax for this is &lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;axis&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;some-object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the object-name used for the axis has been processed the geometry object will be hidden. This also allows a visual check for any axis objects that are not yet assigned.&lt;br /&gt;
&lt;br /&gt;
It is possible to reuse the same object definition multiple times within a single XML file. &lt;br /&gt;
&lt;br /&gt;
[[File:Canopy-animation-axis-object.png|small|Illustration of where an axis object (2017.2) can be placed for a canopy]]&lt;br /&gt;
&lt;br /&gt;
[[File:Gauges-knobs-animation-axis-object.png|small|Illustration of where an axis object (2017.2) can be placed for cockpit elements]]&lt;br /&gt;
&lt;br /&gt;
== Additional tags that can be used in most animations ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Multiple animations can make use of a conditional. Check &amp;lt;tt&amp;gt;$FGDATA/Docs/README.conditions&amp;lt;/tt&amp;gt; for some more details.&lt;br /&gt;
&lt;br /&gt;
* '''equals:''' property value (or second property) is equal to value/(first)property.&lt;br /&gt;
* '''greater-than:''' property value (or second property) is larger than value/(first)property.&lt;br /&gt;
* '''greater-than-equals:''' property value (or second property) is greater than or equal to value/(first)property.&lt;br /&gt;
* '''less-than:''' property value (or second property) is smaller than value/(first)property.&lt;br /&gt;
* '''less-than-equals:''' property value (or second property) is smaller than or equal to value/(first)property.&lt;br /&gt;
&lt;br /&gt;
The example below is true when n1 has a value greater than 25.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;engines/engine[1]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;25&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then there are some special tags:&lt;br /&gt;
&lt;br /&gt;
* '''and:'''&lt;br /&gt;
* '''not:'''&lt;br /&gt;
* '''or:'''&lt;br /&gt;
&lt;br /&gt;
In the example below, the condition is true when either n1 is greater than 25% or equal to 0%.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;or&amp;gt;&lt;br /&gt;
    &amp;lt;greater-than&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;engines/engine[1]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
     &amp;lt;value&amp;gt;25&amp;lt;/value&amp;gt;&lt;br /&gt;
    &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;equals&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;engines/engine[1]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
     &amp;lt;value&amp;gt;0&amp;lt;/value&amp;gt;&lt;br /&gt;
    &amp;lt;/equals&amp;gt;&lt;br /&gt;
   &amp;lt;/or&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of implementation into an animation looks as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;suface-positions/left-aileron-pos-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;25&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;suface-positions/left-aileron-pos-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;10&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Interpolation ===&lt;br /&gt;
For non-fixed factors, an interpolation &amp;quot;table&amp;quot; can be created. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;interpolation&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt; 0.0&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt; 0.0&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt; 0.667&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt; 0.0&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt; 1.0&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt; 0.5&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
  &amp;lt;/interpolation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lines above represent the following table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Input&lt;br /&gt;
!Output&lt;br /&gt;
|-&lt;br /&gt;
|0.0&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|0.667&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|1.0&lt;br /&gt;
|0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can add as many entries as you need. Interpolation tables are often used for gear animations (eg. to open doors during gear-movements and close them again once the gear is either retracted or fully extended).&lt;br /&gt;
&lt;br /&gt;
=== Expressions ===&lt;br /&gt;
For some animations it is possible to define complex animations by using [[Expressions|Expressions]]. This even allows to drive the animation from multiple properties without the need for additional Nasal scripts. Here is an example for a translate animation depending on two properties and the cosine function:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;expression&amp;gt;&lt;br /&gt;
       &amp;lt;product&amp;gt;&lt;br /&gt;
         &amp;lt;property&amp;gt;/my/factor-property&amp;lt;/property&amp;gt;&lt;br /&gt;
         &amp;lt;cos&amp;gt;&lt;br /&gt;
           &amp;lt;deg2rad&amp;gt;&lt;br /&gt;
             &amp;lt;property&amp;gt;/my/angular-property&amp;lt;/property&amp;gt;&lt;br /&gt;
           &amp;lt;/deg2rad&amp;gt;&lt;br /&gt;
         &amp;lt;/cos&amp;gt;&lt;br /&gt;
       &amp;lt;/product&amp;gt;&lt;br /&gt;
     &amp;lt;/expression&amp;gt;&lt;br /&gt;
     [..]more elements[..]&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animations which can utilize [[Expressions|Expressions]] are: &lt;br /&gt;
* [[Howto:Animate_models#Translate|Translate]]&lt;br /&gt;
* [[Howto:Animate_models#Rotate|Rotate]]&lt;br /&gt;
* [[Howto:Animate_models#Scale|Scale]]&lt;br /&gt;
* [[Howto:Animate_models#Range|Range]]&lt;br /&gt;
* [[Howto:Animate_models#Blend|Blend]]&lt;br /&gt;
&lt;br /&gt;
See more detailed info at [[Expressions|Expressions]]&lt;br /&gt;
&lt;br /&gt;
== Object animations ==&lt;br /&gt;
=== Alpha-test ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;alpha-test&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;alpha-factor&amp;gt;0.01&amp;lt;/alpha-factor&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
This &amp;quot;animation&amp;quot; is a way to set an alpha test on a model branch. The effect is to avoid depth buffer writing of pixel that are not seen because they are transparent. This is particulary useful when modeling a metallic structure or a tree with a billboard. The threshold of transparency is set with the &amp;lt;alpha-factor&amp;gt; element.  See also [[Pixel testing in effects]].&lt;br /&gt;
&lt;br /&gt;
=== Blend ===&lt;br /&gt;
Blends an object with the surrounding. Comparable to a translucency animation. A value of 0 corresponds to no transparency, i.e. and ordinary solid object, and a value of 1 makes the object fully transparent, i.e., not visible at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;blend&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;/velocities/airspeed-kt&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;0.00025&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;min&amp;gt;0.2&amp;lt;/min&amp;gt;&lt;br /&gt;
  &amp;lt;max&amp;gt;0.7&amp;lt;/max&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''property:'''&lt;br /&gt;
* '''factor:'''&lt;br /&gt;
* '''min:'''&lt;br /&gt;
* '''max:'''&lt;br /&gt;
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]&lt;br /&gt;
&lt;br /&gt;
Note that when using the Project Rembrandt renderer, all transparent and translucent objects must be registered to display properly.  [[Project_Rembrandt#Registering_all_translucent_surfaces|More information here.]]&lt;br /&gt;
&lt;br /&gt;
=== Billboard ===&lt;br /&gt;
This faces an object towards the viewer. Often used on 2D objects, like clouds, trees and lights.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;billboard&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;spherical type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/spherical&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''spherical:'''&lt;br /&gt;
&lt;br /&gt;
=== Dist-scale ===&lt;br /&gt;
Used to scale an object, based on the distance to the viewer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;dist-scale&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;interpolation&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt;0&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt;1&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt;300&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt;4&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt;1500&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt;8&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
  &amp;lt;/interpolation&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can optionally add [[#Center|&amp;amp;lt;center&amp;amp;gt;]] coordinates, to scale the object around that point.&lt;br /&gt;
&lt;br /&gt;
=== Flash ===&lt;br /&gt;
&lt;br /&gt;
Used to scale an object based on the cosine of the angle between the axis provided in the animation and the view vector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;flash&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;offset&amp;gt;0.0&amp;lt;/offset&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;1.0&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;power&amp;gt;2&amp;lt;/power&amp;gt;&lt;br /&gt;
  &amp;lt;two-sides type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/two-sides&amp;gt;&lt;br /&gt;
  &amp;lt;min&amp;gt;0.0&amp;lt;/min&amp;gt;&lt;br /&gt;
  &amp;lt;max&amp;gt;1.0&amp;lt;/max&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;0.0&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;0.0&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;0.0&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0.0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;-1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0.1&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''offset:'''&lt;br /&gt;
* '''factor:'''&lt;br /&gt;
* '''power:'''&lt;br /&gt;
* '''two-sides:''' if false, nothing is drawn if the cosine is negative.&lt;br /&gt;
* '''min:'''&lt;br /&gt;
* '''max:'''&lt;br /&gt;
&lt;br /&gt;
scale = factor * pow( cosine, power ) + offset&lt;br /&gt;
&lt;br /&gt;
scale is then clamped between min and max.&lt;br /&gt;
&lt;br /&gt;
and this scale factor is applied to the object, from the center specified. It works best if scale is less than 1. Otherwise, there will be clipping issues.&lt;br /&gt;
&lt;br /&gt;
=== Noshadow ===&lt;br /&gt;
This animation is used to make sure an object will cast no shadow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;noshadow&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
: ''See also [[Modeling - Getting Started#Level of Detail (LOD)]].''&lt;br /&gt;
&lt;br /&gt;
To prevent objects -like instruments- being drawn when the aircraft is actually too far away for them to be seen anyway, a range animation is used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
  &amp;lt;max-m&amp;gt;30&amp;lt;/max-m&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''min-m:''' the shortest distance (in meters) from the object center at which it is visible.&lt;br /&gt;
* '''max-m:''' the largest distance (in meters) from the object center at which it is visible.&lt;br /&gt;
&lt;br /&gt;
You could also use the generic level of detail (LOD) properties, which can be set by the user through View &amp;gt; Adjust LOD rangers: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Description&lt;br /&gt;
! Default value&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;/sim/rendering/static-lod/bare&amp;lt;/tt&amp;gt;&lt;br /&gt;
| only a rough exterior model&lt;br /&gt;
| 30,000 m&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;/sim/rendering/static-lod/rough&amp;lt;/tt&amp;gt; &lt;br /&gt;
| most should be visible&lt;br /&gt;
| 9,000 m&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;/sim/rendering/static-lod/detailed&amp;lt;/tt&amp;gt; &lt;br /&gt;
| all details should be visible&lt;br /&gt;
| 1,500 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The animation code will look like this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
  &amp;lt;max-property&amp;gt;sim/rendering/static-lod/bare&amp;lt;/max-property&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can have both ranges (max and min) bound to a property, or just one of them.&lt;br /&gt;
* '''min-property:''' &lt;br /&gt;
* '''max-property:'''&lt;br /&gt;
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
One of the most important and frequently used animations of all. It rotates an object to an absolute position in degrees, as provided by the property-value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;surface-positions/left-aileron-pos-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;25&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;offset-deg&amp;gt;25&amp;lt;/offset-deg&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''factor:''' is optional.&lt;br /&gt;
* '''offset-deg:''' is optional. Offset in degrees.&lt;br /&gt;
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]&lt;br /&gt;
&lt;br /&gt;
=== Scale ===&lt;br /&gt;
A scale animation scales (resizes) an object. This can be either property-value dependant (first example) or a fixed scale (second example).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;scale&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;x-min&amp;gt;1.0&amp;lt;/x-min&amp;gt;&lt;br /&gt;
  &amp;lt;y-min&amp;gt;1.0&amp;lt;/y-min&amp;gt;&lt;br /&gt;
  &amp;lt;z-min&amp;gt;1.0&amp;lt;/z-min&amp;gt;&lt;br /&gt;
  &amp;lt;x-factor&amp;gt;1.4&amp;lt;/x-factor&amp;gt;&lt;br /&gt;
  &amp;lt;y-factor&amp;gt;1.4&amp;lt;/y-factor&amp;gt;&lt;br /&gt;
  &amp;lt;z-factor&amp;gt;2.0&amp;lt;/z-factor&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* ?-min: the mimimum scale factor for each axis. If the property value would result in a smaller factor than this setting, the scale animation will hold.&lt;br /&gt;
* ?-factor: the scale factor for each axis (factor*property=scale factor).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;scale&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;x-offset&amp;gt;0.5&amp;lt;/x-offset&amp;gt;&lt;br /&gt;
  &amp;lt;y-offset&amp;gt;0.5&amp;lt;/y-offset&amp;gt;&lt;br /&gt;
  &amp;lt;z-offset&amp;gt;0.5&amp;lt;/z-offset&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* x.offset: the scale factor.&lt;br /&gt;
* Add [[#Center|&amp;amp;lt;center&amp;amp;gt;]] coordinates, to scale the object around that point.&lt;br /&gt;
* '''You can optionally use an [[Howto:Animate_models#Expressions|expression]] in the &amp;lt;factor&amp;gt; or &amp;lt;offset&amp;gt; inputs.''' For more details see [[Expressions|Expressions]]&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
This animation selects (or unselects) objects when certain conditions are true (or false). The example below shows the object when the n1 of engine[1] is higher than 25%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;select&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;engines/engine[0]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;25&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shader ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;shader&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;shader&amp;gt;chrome&amp;lt;/shader&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;chrome2.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''shader:''' &lt;br /&gt;
* '''texture:''' path to the texture used by the shader.&lt;br /&gt;
&lt;br /&gt;
=== Spin ===&lt;br /&gt;
Very similar to [[#Rotate|rotate]], but the property provides a value in revolutions per minute (RPM) rather than an absolute position in degrees, and offset cannot be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;spin&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;engines/engine[0]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;25&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''factor:''' is optional.&lt;br /&gt;
&lt;br /&gt;
=== Timed ===&lt;br /&gt;
Swtiches between objects at specified intervals. This example switches between a lights-on model and a lights-off model. Lights on are shown 0.2 seconds, while lights off are displayed for 0.8 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;timed&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;BacklightOn&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;BacklightOff&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;use-personality type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/use-personality&amp;gt;&lt;br /&gt;
  &amp;lt;branch-duration-sec&amp;gt;0.8&amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
  &amp;lt;branch-duration-sec&amp;gt;0.2&amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
The new (in 2.11) [[Tracking animation|'''locked-track animation''']] can do exactly the same thing as the [http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/Locked_Track Locked Track constraint] available in Blender. However it can also be used to simulate simple inverse kinematic systems consisting of two bones connected with a revolute joint (aka hinge). See [[Tracking animation|detailed explanantion]]&lt;br /&gt;
&lt;br /&gt;
=== Translate ===&lt;br /&gt;
The same as [[#Textranslate|textranslate]], but this animation moves a whole object (so including fixed textures). The example below will move an object in the y-direction:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Property value&lt;br /&gt;
!Output&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 7.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;controls/seat/pilot/position-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;5&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;offset-m&amp;gt;2.5&amp;lt;/offset-m&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When using interpolation tables such as:&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;interpolation&amp;gt;&lt;br /&gt;
	&amp;lt;entry&amp;gt;&amp;lt;ind&amp;gt;0.0&amp;lt;/ind&amp;gt;&amp;lt;dep&amp;gt; 0&amp;lt;/dep&amp;gt;&amp;lt;/entry&amp;gt;&lt;br /&gt;
	&amp;lt;entry&amp;gt;&amp;lt;ind&amp;gt;0.666&amp;lt;/ind&amp;gt;&amp;lt;dep&amp;gt;0.18&amp;lt;/dep&amp;gt;&amp;lt;/entry&amp;gt;&lt;br /&gt;
	&amp;lt;entry&amp;gt;&amp;lt;ind&amp;gt;1.0&amp;lt;/ind&amp;gt;&amp;lt;dep&amp;gt;0.27&amp;lt;/dep&amp;gt;&amp;lt;/entry&amp;gt;&lt;br /&gt;
&amp;lt;/interpolation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
The first figure (&amp;lt;ind&amp;gt; refers to the value of the property associated with the object and the second figure (in &amp;lt;dep&amp;gt;) refers to the amount that the object moves in metres. For example, in this case, the object moves 18cm when the value reads 0.66 and 27cm when the value is 1.&lt;br /&gt;
&lt;br /&gt;
'''IF used WTIHOUT property''' : The object is placed at some (Value of Offset) meters away from its original position, along the virtual axis formed by said original position and the point with coordinates x/y/z defined in the &amp;lt;axis&amp;gt; tag.&lt;br /&gt;
Mathematically, assuming the Object to translate is (in the model space) placed at point A (x1, y1, z1) and you want to relocate it to point B (x2, y2, z2) then x2,y2,z2 are the values in the &amp;lt;axis&amp;gt; tag of the Translate animation and &amp;lt;offset&amp;gt; can be computed as SQRT((x2-x1)^2+(y2-y1)^2+(z2-z1)^2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''factor:''' is optional.&lt;br /&gt;
* '''offset-m:''' is optional. Offset in meters.&lt;br /&gt;
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]&lt;br /&gt;
&lt;br /&gt;
== Material animation ==&lt;br /&gt;
An animation type that can be used in various ways. Of course you can combine the below mentiond systems into one (big) animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt; &lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt; &lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property-base&amp;gt;sim/model/c172p/material&amp;lt;/property-base&amp;gt;&lt;br /&gt;
  &amp;lt;global type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/global&amp;gt; &amp;lt;!-- This tag is no longer supported --&amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  lines as mentioned below&lt;br /&gt;
  ...&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Optional:'''&lt;br /&gt;
* '''property-base:''' when using prop(erties), you might want to set a property-base. All props will be relative to this path.&lt;br /&gt;
* '''global (deprecated):''' by setting this to &amp;lt;tt&amp;gt;true&amp;lt;/tt&amp;gt;, all objects using the same material as the defined object(s) (via &amp;lt;tt&amp;gt;&amp;lt;object-name&amp;gt;&amp;lt;/tt&amp;gt;) will be affected by the animation. This is preferred to listing several objects in &amp;lt;object-name&amp;gt; tags. It's not only faster, but also doesn't break animations by forcing objects together. &amp;lt;span style=&amp;quot;color:red; text-decoration: underline;&amp;quot;&amp;gt;This tag is no longer supported&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Numbers are clamped to 0.0-1.0, except &amp;quot;shininess&amp;quot;, which is clamped to 0-128.&lt;br /&gt;
* By appending &amp;lt;tt&amp;gt;-prop&amp;lt;/tt&amp;gt; each of the material properties can read its value from another property.&lt;br /&gt;
&lt;br /&gt;
=== Ambient ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;ambient&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/ambient&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diffuse ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;diffuse&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/diffuse&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emission ===&lt;br /&gt;
{{Main article|Howto: Illuminate faces}}&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
   &amp;lt;factor-prop&amp;gt;controls/lighting/panel-norm&amp;lt;/factor-prop&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emission colors are multiplied by the factor-prop value. 1 is maximum color intensity, while 0 is the minimum. Colors are calculated according to the [http://en.wikipedia.org/wiki/RGB_color_model RGB color model].&lt;br /&gt;
&lt;br /&gt;
=== Shininess ===&lt;br /&gt;
Shininess is clamped to 0-128.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;shininess&amp;gt;105&amp;lt;/shininess&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specular ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;specular&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/specular&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Texture ===&lt;br /&gt;
Used for the [[Livery over MP]] system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt; &lt;br /&gt;
  &amp;lt;texture-prop&amp;gt;engine&amp;lt;/texture-prop&amp;gt; &lt;br /&gt;
  &amp;lt;texture&amp;gt;KLM.png&amp;lt;/texture&amp;gt; &lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;transparency&amp;gt;&lt;br /&gt;
   &amp;lt;alpha-prop&amp;gt;rotors/tail/rpm&amp;lt;/alpha-prop&amp;gt;&lt;br /&gt;
   &amp;lt;factor&amp;gt;-0.0015&amp;lt;/factor&amp;gt;&lt;br /&gt;
   &amp;lt;offset&amp;gt;1&amp;lt;/offset&amp;gt;&lt;br /&gt;
  &amp;lt;/transparency&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Threshold ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;threshold&amp;gt;0.001&amp;lt;/threshold&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Texture Animations ==&lt;br /&gt;
&lt;br /&gt;
Applying different matrix transformations to the textures of an object.&lt;br /&gt;
&lt;br /&gt;
=== Textranslate ===&lt;br /&gt;
A very important animation for cockpits! This animation moves textures over a surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;textranslate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;autopilot/settings/target-speed-kt&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;bias&amp;gt;0.0001&amp;lt;/bias&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;0.001&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;step&amp;gt;100&amp;lt;/step&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''bias:''' Adds an offset to the property before factor/step. A small value is needed to compensate for [http://en.wikipedia.org/wiki/Floating_point#Accuracy_problems floating point accuracy].&lt;br /&gt;
* '''factor:''' property * factor * texture width/height = the amount of pixels that the texture should be translated. If your texture is 256 pixels, an textranslate of 0.1 will result in the texture moving with 26 pixels, into the direction specified by the axis settings.&lt;br /&gt;
* '''step:''' the step size at which the texture is translated. If this is set to 0.1, the texture will only be translated at 0.1, 0.2, 0.3 etc.&lt;br /&gt;
* '''axis:''' the direction in which the texture is translated. Y is up/down, while X is left/right.&lt;br /&gt;
&lt;br /&gt;
=== Texrotate ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;texrotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;some/property/path&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;25&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;offset-deg&amp;gt;25&amp;lt;/offset-deg&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
    &amp;lt;x&amp;gt;0.5&amp;lt;/x&amp;gt;&lt;br /&gt;
    &amp;lt;y&amp;gt;0.5&amp;lt;/y&amp;gt;&lt;br /&gt;
    &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&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;1&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textrapezoid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;textrapezoid&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;HUD.l.canvas&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;/hud/trapezoid-correction&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;side&amp;gt;bottom&amp;lt;/side&amp;gt;&lt;br /&gt;
&amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''side''': side of quad which should be scaled (''top'' (default)/''right''/''bottom''/''left'')&lt;br /&gt;
&lt;br /&gt;
=== Texmultiple ===&lt;br /&gt;
&lt;br /&gt;
Only one texture matrix can be applied to each object. With ''textmultiple'' multiple texture animations can be combined into a single matrix, applied to the specified object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;texmultiple&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;HUD.l.canvas&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;transform&amp;gt;&lt;br /&gt;
    &amp;lt;subtype&amp;gt;textranslate&amp;lt;/subtype&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;/hud/offset-x&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;axis&amp;gt;&lt;br /&gt;
     &amp;lt;x&amp;gt;1&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;/axis&amp;gt;&lt;br /&gt;
  &amp;lt;/transform&amp;gt;&lt;br /&gt;
  &amp;lt;transform&amp;gt;&lt;br /&gt;
    &amp;lt;subtype&amp;gt;textranslate&amp;lt;/subtype&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;/hud/offset-y&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;axis&amp;gt;&lt;br /&gt;
     &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
     &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
     &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
   &amp;lt;/axis&amp;gt;&lt;br /&gt;
  &amp;lt;/transform&amp;gt;&lt;br /&gt;
  &amp;lt;transform&amp;gt;&lt;br /&gt;
    &amp;lt;subtype&amp;gt;textrapezoid&amp;lt;/subtype&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;/hud/trapezoid-correction&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;/transform&amp;gt;&lt;br /&gt;
&amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Object interaction animations ==&lt;br /&gt;
=== Enable-hot ===&lt;br /&gt;
Scenery objects are automatically defined as solid by FlightGear, meaning that an aircraft can taxi on them and/or crash when touching. For certain objects (groundmarkings, beacon light-beams etc.) this might be an unwanted feature. The solidness can be disabled with the following animation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;enable-hot type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/enable-hot&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''enable-hot:''' can be either true or false. Remember that objects are automatically solid, so it should not be necessary to set this at all when wanting solidness.&lt;br /&gt;
&lt;br /&gt;
=== Interactions ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt; &lt;br /&gt;
  &amp;lt;type&amp;gt;interaction&amp;lt;/type&amp;gt; &lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt; &lt;br /&gt;
  &amp;lt;interaction-type&amp;gt;carrier-wire&amp;lt;/interaction-type&amp;gt; &lt;br /&gt;
 &amp;lt;/animation&amp;gt; &lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''interaction-type:''' can have the following values:&lt;br /&gt;
** '''carrier-catapult:'''&lt;br /&gt;
** '''carrier-wire:''' makes the object act as an arresting wire, as used on [[aircraft carrier]]s.&lt;br /&gt;
&lt;br /&gt;
== Direct manipulation animations ==&lt;br /&gt;
=== Knob / slider (v. 2.11-) ===&lt;br /&gt;
{{Main article|Knob / slider animation}}&lt;br /&gt;
&lt;br /&gt;
=== Pick ===&lt;br /&gt;
{{Main article|Howto: Make a clickable panel#Pick}}&lt;br /&gt;
&lt;br /&gt;
=== Touch ===&lt;br /&gt;
&lt;br /&gt;
The touch animation provides the normalized coordinates of a touch (or click) event on a 2d surface. The coordinates are passed in the argument and can be accessed using cmdarg() in Nasal.&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;touch&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;visible&amp;gt;true&amp;lt;/visible&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;VSDImage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;action&amp;gt;&lt;br /&gt;
            &amp;lt;touch&amp;gt;0&amp;lt;/touch&amp;gt;&lt;br /&gt;
            &amp;lt;repeatable&amp;gt;false&amp;lt;/repeatable&amp;gt;&lt;br /&gt;
            &amp;lt;binding&amp;gt;&lt;br /&gt;
                &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
                &amp;lt;script&amp;gt;print(&amp;quot;touch input (&amp;quot;,cmdarg().getNode(&amp;quot;x&amp;quot;).getValue(),&amp;quot;,&amp;quot;,cmdarg().getNode(&amp;quot;y&amp;quot;).getValue())&amp;lt;/script&amp;gt;&lt;br /&gt;
            &amp;lt;/binding&amp;gt;&lt;br /&gt;
        &amp;lt;/action&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shadow Handling ==&lt;br /&gt;
There exist several possibilites for handling of shadows. &amp;lt;br /&amp;gt;&lt;br /&gt;
See '''[[ALS_technical_notes|ALS Technical Notes]]''' and more specific '''[[ALS_technical_notes#ALS_fuselage_shadow_effect|Fuselage Shadow Effect with ALS]]''' for a relatively simple shadow handling.&amp;lt;br /&amp;gt;&lt;br /&gt;
See '''[[Project Rembrandt]]''' which - amongst other functionality - implements a very realistic shadow mapping.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Appendix|all|&lt;br /&gt;
* {{cite web |url=http://www.opensubscriber.com/message/flightgear-devel@flightgear.org/958955.html |title=&amp;quot;material&amp;quot; animation (and the bo105 as an example) |first=Melchior |last=Franz |date=22 March 2005 |work=FlightGear-devel mailinglist }}&lt;br /&gt;
* {{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg01546.html |title=flash animation |first=Frederic |last=Bouvier |date=22 Feb 2006 |work=FlightGear-devel mailinglist }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Animate models]]&lt;br /&gt;
[[Category:Howto|Animate models]]&lt;br /&gt;
[[Category:Modeling|Animate models]]&lt;br /&gt;
[[Category:Scenery enhancement|Animate models]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=IAR_80/info&amp;diff=114758</id>
		<title>IAR 80/info</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=IAR_80/info&amp;diff=114758"/>
		<updated>2018-03-24T09:41:07Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{infobox aircraft&lt;br /&gt;
| name           = IAR 80&lt;br /&gt;
| hangar         = emilianh&lt;br /&gt;
| aircraft       = IAR80&lt;br /&gt;
| image          = Iar80-flight.jpg&lt;br /&gt;
| alt            = The IAR 80 in its the default livery.&lt;br /&gt;
| image2         = Iar80-cockpit-dusk.jpg&lt;br /&gt;
| alt2           = The IAR 80's cockpit as dusk&lt;br /&gt;
| type           = Fighter aircraft&lt;br /&gt;
| config         = Low wing aircraft&lt;br /&gt;
| propulsion     = Propeller aircraft/Single-engine aircraft&lt;br /&gt;
| manufacturer   = Industria Aeronautică Română (IAR)&lt;br /&gt;
| authors        = Emilian Huminiuc (3D model, textures, YASim FDM)/Ron Jensen (JSBSim FDM)&lt;br /&gt;
| fdm            = YASim/JSBSim&lt;br /&gt;
| fgname         = IAR80-YASim&lt;br /&gt;
| status-fdm     = 5&lt;br /&gt;
| status-systems = 4&lt;br /&gt;
| status-cockpit = 5&lt;br /&gt;
| status-model   = 5&lt;br /&gt;
| license        = CC-BY-NC-ND 4.0/GPLv2&lt;br /&gt;
| note           = The JSBSim FDM is in beta&lt;br /&gt;
| navbar         = 1&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the aircraft infobox subpage of the [[IAR 80]].&lt;br /&gt;
[[Category:Aircraft infobox documentation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Syntax_highlighting_for_Nasal&amp;diff=109665</id>
		<title>Howto:Syntax highlighting for Nasal</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Syntax_highlighting_for_Nasal&amp;diff=109665"/>
		<updated>2017-08-13T21:42:58Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* KDE Editors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's '''[[Nasal]] syntax-highlighting''' support available for some editors, which is a big advantage, as it makes Nasal coding much easier.&lt;br /&gt;
&lt;br /&gt;
Syntax highlighting can often point to syntax errors and so reduce the number of tedious time-consuming and unproductive [[FlightGear]] runs. It can also be a sort of &amp;quot;guide&amp;quot; to the language, highlighting functions or keywords that are builtin, so you can quickly check if it is &amp;quot;type&amp;quot; or &amp;quot;typeof&amp;quot; by typing each. In addition makes understanding other people's code easier, since you have all of the parts visually separated out, like loops, strings, constants, and builtin functions.&lt;br /&gt;
&lt;br /&gt;
== Atom ==&lt;br /&gt;
Script is available from [https://github.com/www2000/atom-language-nasal Github] and can also be found in the [https://atom.io/packages/language-nasal Atom's packages repository].&lt;br /&gt;
&lt;br /&gt;
Manual installation:&lt;br /&gt;
&lt;br /&gt;
# Download the latest release from https://github.com/www2000/atom-language-nasal&lt;br /&gt;
# Unpack the tar.bz2&lt;br /&gt;
# Copy/move the language-nasal package to ~/.atom/packages&lt;br /&gt;
&lt;br /&gt;
For installation from atom's packages repository:&lt;br /&gt;
&lt;br /&gt;
# Open Atom&lt;br /&gt;
# Go to Preferences Edit -&amp;gt; Preferences or {{key press|Ctrl|+}},&lt;br /&gt;
# Click on packages and search for nasal&lt;br /&gt;
# Click install for Language Nasal&lt;br /&gt;
&lt;br /&gt;
== gedit ==&lt;br /&gt;
[[File:Philosopher's nasal highlighting in gEdit.jpeg|400px|thumb|Screen shot illustrating syntax highlighting in gedit]]&lt;br /&gt;
&lt;br /&gt;
'''Philosopher''' on the FlightGear Forum has created syntax highlighting for gedit, a popular and simple text editor for Mac OS X, Linux, and Windows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://theomegahangar.flymerlion.com/downloads/nasal.lang --&amp;gt;&lt;br /&gt;
To install, copy the ''nasal.lang'' file &amp;lt;!--from the link above or--&amp;gt; from the first post of the forum topic [http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=17265#p164133] and:&lt;br /&gt;
&lt;br /&gt;
* If you use Mac, move it into your ''Applications/gedit/Contents/Resources/share/gtksourceview-X.0/language specs'' folder.&lt;br /&gt;
* For Linux, move it into your ''/usr/share/gtksourceview-X.0/language-specs'' folder.&lt;br /&gt;
&lt;br /&gt;
In the same post given above, there are instructions for how to edit ''xml.lang'' (in the same directory) to add the embedded XML content support (with this minor edit, Nasal highlighting will be used inside of certain tags, instead of plain text).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;snippets&amp;quot; support, nasal.xml from the above post has to be moved into ''/usr/share/gedit/plugins/snippets/'' folder or installed using the &amp;quot;import&amp;quot; feature. See this image for more details: &lt;br /&gt;
&lt;br /&gt;
[[:File:Install nasal snippets in gedit.png|how to import Nasal snippets]].&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== jEdit ==&lt;br /&gt;
There's a syntax highlighting mode for jEdit, programmer's text editor&lt;br /&gt;
&lt;br /&gt;
Included are some of Nasal's internal functions and those functions currently implemented in NasalSys.cxx&lt;br /&gt;
To use, add the content of the catalog inside your own catalog (do NOT overwrite the file) and nasal.xml in /home/USER/.jedit/modes&lt;br /&gt;
&lt;br /&gt;
Restart jEdit and you can use it. Current extension is .nas, you can add your own extension and functions.&lt;br /&gt;
This mode is heavily based on the Javascript mode.&lt;br /&gt;
&lt;br /&gt;
Get it here: https://sourceforge.net/projects/fgscheduleview/files/jedit/catalog.zip/download&lt;br /&gt;
&lt;br /&gt;
== KDE Editors ==&lt;br /&gt;
There's a highlighting definition for nasal available at '''opendesktop.org''' (https://www.opendesktop.org/p/1187022/)&lt;br /&gt;
&lt;br /&gt;
Download the file and copy it into:&lt;br /&gt;
:~/.kde4/share/apps/katepart/syntax/ (for KDE4)&lt;br /&gt;
:or&lt;br /&gt;
:~/.local/share/katepart5/syntax/ (for KF5 pre 5.29) &lt;br /&gt;
:or &lt;br /&gt;
:~/.local/share/org.kde.syntax.highlighting/syntax/ (for current KF5 versions) &lt;br /&gt;
&lt;br /&gt;
(you can create the folders if they don't exist yet).&lt;br /&gt;
&lt;br /&gt;
Note that the syntax highlighting in KDE doesn't set colors, it just identifies structural elements, colors are defined by the '''schemas''' used by each editor, thus you get consistent highlighting between different languages.&lt;br /&gt;
&lt;br /&gt;
The highlighting file should work with all editors based on the katepart: KWrite, Kate, and the editor component of KDevelop.&lt;br /&gt;
&lt;br /&gt;
== Notepad++ ==&lt;br /&gt;
[[File:Highlight parse.png|400px|thumb|Screenshot of Nasal support for Notepad++]]&lt;br /&gt;
Provides comprehensive syntax highlighting and a function list parser with support for hierarchical display of both inline and out-of-body class member functions.&lt;br /&gt;
* [http://github.com/Slaiyer/nasal-npp GitHub repository for download and instructions]&lt;br /&gt;
&lt;br /&gt;
'''Alternative (syntax highlighting only):'''&lt;br /&gt;
* [http://dl.dropbox.com/u/1463693/nasal.xml Download here]&lt;br /&gt;
** [http://superuser.com/questions/62474/notepad-custom-syntax-highlighting-setting-where-to-look-for-it Instructions are here]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Sublime Text 2 ==&lt;br /&gt;
[[File:Sublime Text 2 syntax highlighting.png|400px|thumb|Sublime Text 2 syntax highlighting]]&lt;br /&gt;
&lt;br /&gt;
Scripts and installation instructions are here: https://github.com/freevryheid/nasal&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Vim ==&lt;br /&gt;
[[File:Vim-nasal-syntax-highlighting.png|400px|thumb|Screen shot illustrating syntax highlighting in Vim]]&lt;br /&gt;
&lt;br /&gt;
One such editor is the free vim or its GUI variant gvim. &lt;br /&gt;
&lt;br /&gt;
It's not for everyone but it's free, and testing it doesn't hurt: http://www.vim.org/. &lt;br /&gt;
&lt;br /&gt;
The syntax definition file comes with the FlightGear code ({{flightgear file|scripts/syntax/nasal.vim}}). Highlighting works even for Nasal embedded in XML files (type &amp;quot;:set ft=nasal&amp;quot;, where ft stands for file-type)&lt;br /&gt;
&lt;br /&gt;
Here's an example, which demonstrates a short code segment with three syntax errors as well as the highlighting of a matching pair of parentheses (yellow) and trailing spaces (blue x). (The leading blue dots aren't on by default. They help to spot tab crimes.)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Other editors ==&lt;br /&gt;
Nasal being syntactically very close to other programming languages like C, Php or JavaScript, you can get some usable highlighting even without real Nasal support:&lt;br /&gt;
&lt;br /&gt;
* TextMate [http://flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=12495&amp;amp;p=128116&amp;amp;hilit=syntax+nasal#p127828]&lt;br /&gt;
* SciTe [http://flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=9260&amp;amp;p=94521&amp;amp;hilit=syntax+nasal#p94521]&lt;br /&gt;
&lt;br /&gt;
== FlightGear Wiki ==&lt;br /&gt;
{{Note|As of 02/2016, we do not currently have a dedicated Nasal module available [http://wiki.flightgear.org/FlightGear_wiki:Village_pump#Nasal_Syntaxhighlighting]}}&lt;br /&gt;
{{main article|Help:Formatting#Syntax highlighting}}&lt;br /&gt;
&lt;br /&gt;
Using the &amp;amp;lt;syntaxhighight&amp;amp;gt; tag with a lang=&amp;quot;nasal&amp;quot; attribute, we can have highlighting right here on the wiki. Use enclose=&amp;quot;div&amp;quot; to wrap the text, if it happens to be particularly wide.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
# hello.nas&lt;br /&gt;
print('Hello World!');&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which renders into:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
# hello.nas&lt;br /&gt;
print('Hello World!');&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syntax highlighting test ==&lt;br /&gt;
Just a collection of keywords, etc. to test whether highlighting works (you can copy this to test your own highlighting):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
# this is a comment&lt;br /&gt;
# operators (if applicable):&lt;br /&gt;
!a ? a+b - c/d*e : f~g; expr1 and expr2 or expr3;&lt;br /&gt;
# Builtin functions, strings&lt;br /&gt;
print('Hello World!');&lt;br /&gt;
die(&amp;quot;We have an error, Houston!&amp;quot;, arg[0]);&lt;br /&gt;
cmdarg().getNode(&amp;quot;setting&amp;quot;).getValue();&lt;br /&gt;
streq(typeof(id(keys(hash))),10);&lt;br /&gt;
# Loopoids&lt;br /&gt;
foreach (var a; [&amp;quot;haha&amp;quot;, {command:&amp;quot;NASAL!&amp;quot;}, me]) {&lt;br /&gt;
    if(0) break;&lt;br /&gt;
    elsif(1) continue;&lt;br /&gt;
    else return;&lt;br /&gt;
    while(1) sprintf(&amp;quot;%s%s\n%s=%f&amp;quot;, &amp;quot;Spam&amp;quot;, &amp;quot;spam&amp;quot;, &amp;quot;spam&amp;quot;, 0e-0);&lt;br /&gt;
    for (var i=0; i &amp;lt; 0.00; i += 0x0) printf(&amp;quot;%d&amp;quot;, int(i));&lt;br /&gt;
    forindex(var o; a) (func {&lt;br /&gt;
        var o = o;&lt;br /&gt;
        setlistener(&amp;quot;/&amp;quot;, func print(o), 1, 2);&lt;br /&gt;
    })();&lt;br /&gt;
}&lt;br /&gt;
# String escaping stress tests:&lt;br /&gt;
'\a\b\c\&amp;quot;\\\?' # none of these&lt;br /&gt;
&amp;quot;\e\?\'\f\a&amp;quot; # none of these&lt;br /&gt;
'\'' # this one&lt;br /&gt;
&amp;quot;\&amp;quot;\r\n\t\\\t&amp;quot; # and all of these&lt;br /&gt;
# And optionally string formatting:&lt;br /&gt;
&amp;quot;%s%%s%.0f%8d&amp;quot; # the second &amp;quot;s&amp;quot; shouldn't be highlighted, otherwise everything else&lt;br /&gt;
# Syntax error!:&lt;br /&gt;
%$@&amp;amp;^|\`&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=17265&amp;amp;p=164155#p164155&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=12495&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=15972&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=9812&lt;br /&gt;
&lt;br /&gt;
[[Category:Nasal howto]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Syntax_highlighting_for_Nasal&amp;diff=109664</id>
		<title>Howto:Syntax highlighting for Nasal</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Syntax_highlighting_for_Nasal&amp;diff=109664"/>
		<updated>2017-08-13T21:40:42Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* KDE Editors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's '''[[Nasal]] syntax-highlighting''' support available for some editors, which is a big advantage, as it makes Nasal coding much easier.&lt;br /&gt;
&lt;br /&gt;
Syntax highlighting can often point to syntax errors and so reduce the number of tedious time-consuming and unproductive [[FlightGear]] runs. It can also be a sort of &amp;quot;guide&amp;quot; to the language, highlighting functions or keywords that are builtin, so you can quickly check if it is &amp;quot;type&amp;quot; or &amp;quot;typeof&amp;quot; by typing each. In addition makes understanding other people's code easier, since you have all of the parts visually separated out, like loops, strings, constants, and builtin functions.&lt;br /&gt;
&lt;br /&gt;
== Atom ==&lt;br /&gt;
Script is available from [https://github.com/www2000/atom-language-nasal Github] and can also be found in the [https://atom.io/packages/language-nasal Atom's packages repository].&lt;br /&gt;
&lt;br /&gt;
Manual installation:&lt;br /&gt;
&lt;br /&gt;
# Download the latest release from https://github.com/www2000/atom-language-nasal&lt;br /&gt;
# Unpack the tar.bz2&lt;br /&gt;
# Copy/move the language-nasal package to ~/.atom/packages&lt;br /&gt;
&lt;br /&gt;
For installation from atom's packages repository:&lt;br /&gt;
&lt;br /&gt;
# Open Atom&lt;br /&gt;
# Go to Preferences Edit -&amp;gt; Preferences or {{key press|Ctrl|+}},&lt;br /&gt;
# Click on packages and search for nasal&lt;br /&gt;
# Click install for Language Nasal&lt;br /&gt;
&lt;br /&gt;
== gedit ==&lt;br /&gt;
[[File:Philosopher's nasal highlighting in gEdit.jpeg|400px|thumb|Screen shot illustrating syntax highlighting in gedit]]&lt;br /&gt;
&lt;br /&gt;
'''Philosopher''' on the FlightGear Forum has created syntax highlighting for gedit, a popular and simple text editor for Mac OS X, Linux, and Windows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://theomegahangar.flymerlion.com/downloads/nasal.lang --&amp;gt;&lt;br /&gt;
To install, copy the ''nasal.lang'' file &amp;lt;!--from the link above or--&amp;gt; from the first post of the forum topic [http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=17265#p164133] and:&lt;br /&gt;
&lt;br /&gt;
* If you use Mac, move it into your ''Applications/gedit/Contents/Resources/share/gtksourceview-X.0/language specs'' folder.&lt;br /&gt;
* For Linux, move it into your ''/usr/share/gtksourceview-X.0/language-specs'' folder.&lt;br /&gt;
&lt;br /&gt;
In the same post given above, there are instructions for how to edit ''xml.lang'' (in the same directory) to add the embedded XML content support (with this minor edit, Nasal highlighting will be used inside of certain tags, instead of plain text).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;snippets&amp;quot; support, nasal.xml from the above post has to be moved into ''/usr/share/gedit/plugins/snippets/'' folder or installed using the &amp;quot;import&amp;quot; feature. See this image for more details: &lt;br /&gt;
&lt;br /&gt;
[[:File:Install nasal snippets in gedit.png|how to import Nasal snippets]].&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== jEdit ==&lt;br /&gt;
There's a syntax highlighting mode for jEdit, programmer's text editor&lt;br /&gt;
&lt;br /&gt;
Included are some of Nasal's internal functions and those functions currently implemented in NasalSys.cxx&lt;br /&gt;
To use, add the content of the catalog inside your own catalog (do NOT overwrite the file) and nasal.xml in /home/USER/.jedit/modes&lt;br /&gt;
&lt;br /&gt;
Restart jEdit and you can use it. Current extension is .nas, you can add your own extension and functions.&lt;br /&gt;
This mode is heavily based on the Javascript mode.&lt;br /&gt;
&lt;br /&gt;
Get it here: https://sourceforge.net/projects/fgscheduleview/files/jedit/catalog.zip/download&lt;br /&gt;
&lt;br /&gt;
== KDE Editors ==&lt;br /&gt;
There's a highlighting definition for nasal available at '''opendesktop.org''' (https://dl.opendesktop.org/api/files/download/id/1502659914/nasal.xml)&lt;br /&gt;
&lt;br /&gt;
Download the file and copy it into:&lt;br /&gt;
:~/.kde4/share/apps/katepart/syntax/ (for KDE4)&lt;br /&gt;
:or&lt;br /&gt;
:~/.local/share/katepart5/syntax/ (for KF5 pre 5.29) &lt;br /&gt;
:or &lt;br /&gt;
:~/.local/share/org.kde.syntax.highlighting/syntax/ (for current KF5 versions) &lt;br /&gt;
&lt;br /&gt;
(you can create the folders if they don't exist yet).&lt;br /&gt;
&lt;br /&gt;
Note that the syntax highlighting in KDE doesn't set colors, it just identifies structural elements, colors are defined by the '''schemas''' used by each editor, thus you get consistent highlighting between different languages.&lt;br /&gt;
&lt;br /&gt;
The highlighting file should work with all editors based on the katepart: KWrite, Kate, and the editor component of KDevelop.&lt;br /&gt;
&lt;br /&gt;
== Notepad++ ==&lt;br /&gt;
[[File:Highlight parse.png|400px|thumb|Screenshot of Nasal support for Notepad++]]&lt;br /&gt;
Provides comprehensive syntax highlighting and a function list parser with support for hierarchical display of both inline and out-of-body class member functions.&lt;br /&gt;
* [http://github.com/Slaiyer/nasal-npp GitHub repository for download and instructions]&lt;br /&gt;
&lt;br /&gt;
'''Alternative (syntax highlighting only):'''&lt;br /&gt;
* [http://dl.dropbox.com/u/1463693/nasal.xml Download here]&lt;br /&gt;
** [http://superuser.com/questions/62474/notepad-custom-syntax-highlighting-setting-where-to-look-for-it Instructions are here]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Sublime Text 2 ==&lt;br /&gt;
[[File:Sublime Text 2 syntax highlighting.png|400px|thumb|Sublime Text 2 syntax highlighting]]&lt;br /&gt;
&lt;br /&gt;
Scripts and installation instructions are here: https://github.com/freevryheid/nasal&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Vim ==&lt;br /&gt;
[[File:Vim-nasal-syntax-highlighting.png|400px|thumb|Screen shot illustrating syntax highlighting in Vim]]&lt;br /&gt;
&lt;br /&gt;
One such editor is the free vim or its GUI variant gvim. &lt;br /&gt;
&lt;br /&gt;
It's not for everyone but it's free, and testing it doesn't hurt: http://www.vim.org/. &lt;br /&gt;
&lt;br /&gt;
The syntax definition file comes with the FlightGear code ({{flightgear file|scripts/syntax/nasal.vim}}). Highlighting works even for Nasal embedded in XML files (type &amp;quot;:set ft=nasal&amp;quot;, where ft stands for file-type)&lt;br /&gt;
&lt;br /&gt;
Here's an example, which demonstrates a short code segment with three syntax errors as well as the highlighting of a matching pair of parentheses (yellow) and trailing spaces (blue x). (The leading blue dots aren't on by default. They help to spot tab crimes.)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Other editors ==&lt;br /&gt;
Nasal being syntactically very close to other programming languages like C, Php or JavaScript, you can get some usable highlighting even without real Nasal support:&lt;br /&gt;
&lt;br /&gt;
* TextMate [http://flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=12495&amp;amp;p=128116&amp;amp;hilit=syntax+nasal#p127828]&lt;br /&gt;
* SciTe [http://flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=9260&amp;amp;p=94521&amp;amp;hilit=syntax+nasal#p94521]&lt;br /&gt;
&lt;br /&gt;
== FlightGear Wiki ==&lt;br /&gt;
{{Note|As of 02/2016, we do not currently have a dedicated Nasal module available [http://wiki.flightgear.org/FlightGear_wiki:Village_pump#Nasal_Syntaxhighlighting]}}&lt;br /&gt;
{{main article|Help:Formatting#Syntax highlighting}}&lt;br /&gt;
&lt;br /&gt;
Using the &amp;amp;lt;syntaxhighight&amp;amp;gt; tag with a lang=&amp;quot;nasal&amp;quot; attribute, we can have highlighting right here on the wiki. Use enclose=&amp;quot;div&amp;quot; to wrap the text, if it happens to be particularly wide.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
# hello.nas&lt;br /&gt;
print('Hello World!');&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which renders into:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
# hello.nas&lt;br /&gt;
print('Hello World!');&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syntax highlighting test ==&lt;br /&gt;
Just a collection of keywords, etc. to test whether highlighting works (you can copy this to test your own highlighting):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;nasal&amp;quot;&amp;gt;&lt;br /&gt;
# this is a comment&lt;br /&gt;
# operators (if applicable):&lt;br /&gt;
!a ? a+b - c/d*e : f~g; expr1 and expr2 or expr3;&lt;br /&gt;
# Builtin functions, strings&lt;br /&gt;
print('Hello World!');&lt;br /&gt;
die(&amp;quot;We have an error, Houston!&amp;quot;, arg[0]);&lt;br /&gt;
cmdarg().getNode(&amp;quot;setting&amp;quot;).getValue();&lt;br /&gt;
streq(typeof(id(keys(hash))),10);&lt;br /&gt;
# Loopoids&lt;br /&gt;
foreach (var a; [&amp;quot;haha&amp;quot;, {command:&amp;quot;NASAL!&amp;quot;}, me]) {&lt;br /&gt;
    if(0) break;&lt;br /&gt;
    elsif(1) continue;&lt;br /&gt;
    else return;&lt;br /&gt;
    while(1) sprintf(&amp;quot;%s%s\n%s=%f&amp;quot;, &amp;quot;Spam&amp;quot;, &amp;quot;spam&amp;quot;, &amp;quot;spam&amp;quot;, 0e-0);&lt;br /&gt;
    for (var i=0; i &amp;lt; 0.00; i += 0x0) printf(&amp;quot;%d&amp;quot;, int(i));&lt;br /&gt;
    forindex(var o; a) (func {&lt;br /&gt;
        var o = o;&lt;br /&gt;
        setlistener(&amp;quot;/&amp;quot;, func print(o), 1, 2);&lt;br /&gt;
    })();&lt;br /&gt;
}&lt;br /&gt;
# String escaping stress tests:&lt;br /&gt;
'\a\b\c\&amp;quot;\\\?' # none of these&lt;br /&gt;
&amp;quot;\e\?\'\f\a&amp;quot; # none of these&lt;br /&gt;
'\'' # this one&lt;br /&gt;
&amp;quot;\&amp;quot;\r\n\t\\\t&amp;quot; # and all of these&lt;br /&gt;
# And optionally string formatting:&lt;br /&gt;
&amp;quot;%s%%s%.0f%8d&amp;quot; # the second &amp;quot;s&amp;quot; shouldn't be highlighted, otherwise everything else&lt;br /&gt;
# Syntax error!:&lt;br /&gt;
%$@&amp;amp;^|\`&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=17265&amp;amp;p=164155#p164155&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=12495&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=15972&lt;br /&gt;
* http://www.flightgear.org/forums/viewtopic.php?f=30&amp;amp;t=9812&lt;br /&gt;
&lt;br /&gt;
[[Category:Nasal howto]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto_talk:Add_effects_to_an_aircraft&amp;diff=108544</id>
		<title>Howto talk:Add effects to an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto_talk:Add_effects_to_an_aircraft&amp;diff=108544"/>
		<updated>2017-06-25T16:07:56Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Some Disagreement ====&lt;br /&gt;
&lt;br /&gt;
Quote: '' &amp;quot;Generally it is a good idea for textured models to use a white diffuse color (1,1,1) in the material and a grey ambient with a value of 0.3 to 0.5 according to the desired darkness of shadows. The specular color should usually be white (1,1,1) too, unless there's a compelling reason not to (a metallic material where specular color should match the diffuse color, or a lighter shade thereof). The most common mistake for beginners is to neglect the ambient channel, in which case shadows tend to appear too bright,...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
I have to disagree to the text above here. &lt;br /&gt;
&lt;br /&gt;
1.) textured objects and especially untextured objects need the same ambient color as the diffuse color. A white diffuse color (1,1,1) with a different ambient color like (0.3,0.3,0.3) will appear grey when model shader is not applied. With model shader applied I don't see any difference on shadows with different ambient color setting. Since we support three different renderer, and an aircraft should at least support the two active maintained renderer DEFAULT and ALS with or without model shader applied, an ambient color of (1,1,1) for textured objects and equal diffuse color for untextured objects is recommended. &lt;br /&gt;
&lt;br /&gt;
2.) the color of the specular can be used to simulate dull, matt painted surfaces like we will find on military aircraft or when the aircraft is getting dirty. The specular color should be than less than 0.5.&lt;br /&gt;
&lt;br /&gt;
--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 09:30, 25 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm not sure this has anything to do with the model shader - ambient white color just gives me very bad appearance of unlit surfaces, regardless the renderer or the quality level.&lt;br /&gt;
&lt;br /&gt;
I don't see why a white diffuse color with a grey ambient color would appear grey when the model shader is not applied. The default shader does a standard Blinn-Phong, and lit surfaces will get color values above 1 in all renderers - the lighting is very intensity saturated (in all renderers)&lt;br /&gt;
&lt;br /&gt;
(Heck, I actually agree with you that conceptually the ambient color *should* be equal to the diffuse color and that the ambient light value should take care of everything... the problem is that the renderer has to come up with an ambient light value that renders /most/ models okay, and that has determined the ambient light we apply. If we would convert all models to unit ambient lighting, I could dial down the light in the renderers, and we'd be fine again. The situation is a mess as it stands, and I am very unhappy with it and am just trying to make the best out of it).&lt;br /&gt;
&lt;br /&gt;
[[User:Thorsten|Thorsten]] ([[User talk:Thorsten|talk]]) 10:46, 25 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Here is the effect with model-shader en-/disabled, with ALS on/ off. I only set the model-shader to zero, everything else is higher than zero! &lt;br /&gt;
:You can see the settings, the upper three values are the ambient color settings, which can be set per runtime on the c182s. The airport is Pennridge Airport KCKZ&lt;br /&gt;
:[[File:AmbientColorSetting.jpg|800px|Shows the effect of the ambient color settings with model shader applied en-/disabled, with ALS or Default.It does not show when shader-effects generally are disabled.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When shader-effects equal zero and ALS OFF you get the effect you described:&lt;br /&gt;
:[[File:AmbientColorSettings disabledShaders.jpg|800px|Ambient Color settings with shader effects equal zero, ALS off]]&lt;br /&gt;
:(Funny sidenote: ''shader-effects = zero and ALS OFF'' gives less fps than ''shader-effects = zero and ALS ON'')&lt;br /&gt;
&lt;br /&gt;
:--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 11:43, 25 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's because texture is multiplied by ambient in the default shader[s]:&lt;br /&gt;
:: default.vert:     &lt;br /&gt;
:: ''vec4 constant_term = gl_FrontMaterial.emission + ambient_color * (gl_LightModel.ambient +  gl_LightSource[0].ambient);''&lt;br /&gt;
:: ''gl_FrontColor.rgb = constant_term.rgb;  gl_FrontColor.a = 1.0;''&lt;br /&gt;
:: default.frag:&lt;br /&gt;
:: ''vec4 color = gl_Color;''  this is gl_FrontColor set in the .vert.&lt;br /&gt;
:: ''fragColor = color * texel + specular;''&lt;br /&gt;
&lt;br /&gt;
:: As for the specular, even then it is white, but multiplied with an intensity factor (for example that's how you'd set it up in blender, and the exporter would convert it by multiplying the color setting with the intensity). I meant to emphasize that '''only''' metallic materials might have a &amp;quot;coloured&amp;quot; specular component.&lt;br /&gt;
&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 12:01, 25 June 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto_talk:Add_effects_to_an_aircraft&amp;diff=108543</id>
		<title>Howto talk:Add effects to an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto_talk:Add_effects_to_an_aircraft&amp;diff=108543"/>
		<updated>2017-06-25T16:02:41Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Some Disagreement ====&lt;br /&gt;
&lt;br /&gt;
Quote: '' &amp;quot;Generally it is a good idea for textured models to use a white diffuse color (1,1,1) in the material and a grey ambient with a value of 0.3 to 0.5 according to the desired darkness of shadows. The specular color should usually be white (1,1,1) too, unless there's a compelling reason not to (a metallic material where specular color should match the diffuse color, or a lighter shade thereof). The most common mistake for beginners is to neglect the ambient channel, in which case shadows tend to appear too bright,...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
I have to disagree to the text above here. &lt;br /&gt;
&lt;br /&gt;
1.) textured objects and especially untextured objects need the same ambient color as the diffuse color. A white diffuse color (1,1,1) with a different ambient color like (0.3,0.3,0.3) will appear grey when model shader is not applied. With model shader applied I don't see any difference on shadows with different ambient color setting. Since we support three different renderer, and an aircraft should at least support the two active maintained renderer DEFAULT and ALS with or without model shader applied, an ambient color of (1,1,1) for textured objects and equal diffuse color for untextured objects is recommended. &lt;br /&gt;
&lt;br /&gt;
2.) the color of the specular can be used to simulate dull, matt painted surfaces like we will find on military aircraft or when the aircraft is getting dirty. The specular color should be than less than 0.5.&lt;br /&gt;
&lt;br /&gt;
--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 09:30, 25 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm not sure this has anything to do with the model shader - ambient white color just gives me very bad appearance of unlit surfaces, regardless the renderer or the quality level.&lt;br /&gt;
&lt;br /&gt;
I don't see why a white diffuse color with a grey ambient color would appear grey when the model shader is not applied. The default shader does a standard Blinn-Phong, and lit surfaces will get color values above 1 in all renderers - the lighting is very intensity saturated (in all renderers)&lt;br /&gt;
&lt;br /&gt;
(Heck, I actually agree with you that conceptually the ambient color *should* be equal to the diffuse color and that the ambient light value should take care of everything... the problem is that the renderer has to come up with an ambient light value that renders /most/ models okay, and that has determined the ambient light we apply. If we would convert all models to unit ambient lighting, I could dial down the light in the renderers, and we'd be fine again. The situation is a mess as it stands, and I am very unhappy with it and am just trying to make the best out of it).&lt;br /&gt;
&lt;br /&gt;
[[User:Thorsten|Thorsten]] ([[User talk:Thorsten|talk]]) 10:46, 25 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Here is the effect with model-shader en-/disabled, with ALS on/ off. I only set the model-shader to zero, everything else is higher than zero! &lt;br /&gt;
:You can see the settings, the upper three values are the ambient color settings, which can be set per runtime on the c182s. The airport is Pennridge Airport KCKZ&lt;br /&gt;
:[[File:AmbientColorSetting.jpg|800px|Shows the effect of the ambient color settings with model shader applied en-/disabled, with ALS or Default.It does not show when shader-effects generally are disabled.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When shader-effects equal zero and ALS OFF you get the effect you described:&lt;br /&gt;
:[[File:AmbientColorSettings disabledShaders.jpg|800px|Ambient Color settings with shader effects equal zero, ALS off]]&lt;br /&gt;
:(Funny sidenote: ''shader-effects = zero and ALS OFF'' gives less fps than ''shader-effects = zero and ALS ON'')&lt;br /&gt;
&lt;br /&gt;
:--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 11:43, 25 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's because texture is multiplied by ambient in the default shader[s]:&lt;br /&gt;
:: default.vert:     &lt;br /&gt;
:: ''vec4 constant_term = gl_FrontMaterial.emission + ambient_color * (gl_LightModel.ambient +  gl_LightSource[0].ambient);''&lt;br /&gt;
:: ''gl_FrontColor.rgb = constant_term.rgb;  gl_FrontColor.a = 1.0;''&lt;br /&gt;
:: default.frag:&lt;br /&gt;
:: ''vec4 color = gl_Color;''  this is gl_FrontColor set in the .vert.&lt;br /&gt;
:: ''fragColor = color * texel + specular;''&lt;br /&gt;
&lt;br /&gt;
:: As for the specular, even then it is white, but multiplied with an intensity factor (for example that's how you'd set it up in blender, and the exporter would convert it by multiplying the color setting with the intensity). I meant to emphasize that _only_ metallic materials might have a &amp;quot;coloured&amp;quot; specular component.&lt;br /&gt;
&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 12:01, 25 June 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Add_effects_to_an_aircraft&amp;diff=108475</id>
		<title>Howto:Add effects to an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Add_effects_to_an_aircraft&amp;diff=108475"/>
		<updated>2017-06-22T11:39:16Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Correct specular color reccomendation, specualr highlights are usually white for non-metallic materials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
This article is an introduction how to use the Flightgear Effect framework as a contributor - mainly for aircraft, but in principle also for scenery models.&lt;br /&gt;
&lt;br /&gt;
== What are effects? ==&lt;br /&gt;
&lt;br /&gt;
Simply put, effects are instructions for the graphics card how a given surface is rendered. In FG, most effects can be seen as something like configuration files for [[Shaders] (i.e. GLSL code that is directly executed on the graphics card).&lt;br /&gt;
&lt;br /&gt;
Per default, all meshes are processed using a [https://en.wikipedia.org/wiki/Blinn–Phong_shading_model Blinn-Phong shading model] which uses a combination of ambient, diffuse and specular lighting. This looks generally acceptable, but does not really capture the properties of many materials.&lt;br /&gt;
&lt;br /&gt;
GLSL shaders on the other hand can (and do) solve much more complicated lighting equations than Blinn-Phong does, taking into account things like environment reflections, Fresnel small angle reflections, diffuse irradiance from skylight, etc. In addition, shaders can also process additional information on structures not captured by the 3d mesh triangles, for instance via normal maps. &lt;br /&gt;
&lt;br /&gt;
To get a visual idea, compare the following two images (you may have to magnify them to fullscreen to appreciate the details). The first one is processed by a default Blinn-Phong scheme.&lt;br /&gt;
&lt;br /&gt;
[[File:Effect demo01.jpg|600px|The EC 130 rendered in a Blinn-Phong shading model]]&lt;br /&gt;
&lt;br /&gt;
The second one is processed by a shader which utilizes among other things normal and irradiance mapping:&lt;br /&gt;
&lt;br /&gt;
[[File:Effect demo02.jpg|600px|The EC 130 rendered using the model-combined effect]]&lt;br /&gt;
&lt;br /&gt;
The differences are perhaps subtle, but combine to a much more realistic impression. Thus, effects are what turns a good 3d model into a great 3d model.&lt;br /&gt;
&lt;br /&gt;
== Useful concepts ==&lt;br /&gt;
&lt;br /&gt;
It's worth looking into some things which are specified already at the creation stage of a 3d model (i.e. set by blender or ac3d).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
Materials belong to the Blinn-Phong scheme and tell how a surface looks like when rendered in the scheme. A material is comprised of four different colors, each as (rgb) triplets. The ambient color channel is multiplied with the scene ambient light and determines what in what color surfaces in shadow appear. The diffuse color channel is multiplied with the scene diffuse color and determined how surfaces in light appear, and the specular color channel is multiplied with the scene specular color and determines the color of specular highlights. Finally, the emissive color channel determines a color independent of the scene light.&lt;br /&gt;
&lt;br /&gt;
In addition, a material has a transparency which determines to what degree one can see through the surface and a shininess which determines how glossy the surface looks (i.e. how narrow the specular highlights appear).&lt;br /&gt;
&lt;br /&gt;
The end color of a pixel in Blinn-Phong is determined by summing all channels and multiplying with the texture color. Thus, textured models should not use colored materials (or the texture won't appear in its natural color). Generally it is a good idea for textured models to use a white diffuse color (1,1,1) in the material and a grey ambient with a value of 0.3 to 0.5 according to the desired darkness of shadows. The specular color should usually be white (1,1,1) too, unless there's a compelling reason not to (a metallic material where specular color should match the diffuse color, or a lighter shade thereof). The most common mistake for beginners is to neglect the ambient channel, in which case shadows tend to appear too bright, or to assign an emissive color which makes the model glow at night.&lt;br /&gt;
&lt;br /&gt;
The way Flightgear treats models, each surface (face) can have one (and only one) material assigned - make sure you understand what it is and how to alter it in the 3d modeling tool of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
&lt;br /&gt;
Objects are parts of a 3d model which are grouped together. They consist of a mesh, material[s] assigned to the faces of that mesh and, optionally, the texture associated with it. They have a unique name assigned. In the FG effect framework, an effect is always assigned to an object.&lt;br /&gt;
&lt;br /&gt;
The relevance of grouping into objects is that the graphics card processes models in so-called &amp;lt;i&amp;gt;draw calls&amp;lt;/i&amp;gt;. Before each draw call, the so-called &amp;lt;i&amp;gt;state set&amp;lt;/i&amp;gt; needs to be prepared (mainly texture sheets, material parameters and positioning matrices configured by animations) and this costs some time. The net effect is that it is far faster to render a million vertices in one draw than in thousand draws a thousand vertices each. &lt;br /&gt;
Due to the limitations of the AC3D model format used by FlightGear, different parts of an object cannot be assigned to different texture sheets, thus for each extra texture sheet there will be an extra object and ultimately an extra draw call, having as a result that four 1k texture sheets are less efficient than the same data on a single 2k texture sheet because there's 4x less draw calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thus, anything that can be combined into one object also should be combined into one object, and the number of texture sheets used should be as low as possible.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure you understand how to group things into objects and assign object names in the 3d modeling tool of your choice.&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Add_effects_to_an_aircraft&amp;diff=108474</id>
		<title>Howto:Add effects to an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Add_effects_to_an_aircraft&amp;diff=108474"/>
		<updated>2017-06-22T11:33:13Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Correct the object-&amp;gt;mesh ierarchy. Correct the attributes the object has, correct the cause for the delay for multiple vs single texture.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
This article is an introduction how to use the Flightgear Effect framework as a contributor - mainly for aircraft, but in principle also for scenery models.&lt;br /&gt;
&lt;br /&gt;
== What are effects? ==&lt;br /&gt;
&lt;br /&gt;
Simply put, effects are instructions for the graphics card how a given surface is rendered. In FG, most effects can be seen as something like configuration files for [[Shaders] (i.e. GLSL code that is directly executed on the graphics card).&lt;br /&gt;
&lt;br /&gt;
Per default, all meshes are processed using a [https://en.wikipedia.org/wiki/Blinn–Phong_shading_model Blinn-Phong shading model] which uses a combination of ambient, diffuse and specular lighting. This looks generally acceptable, but does not really capture the properties of many materials.&lt;br /&gt;
&lt;br /&gt;
GLSL shaders on the other hand can (and do) solve much more complicated lighting equations than Blinn-Phong does, taking into account things like environment reflections, Fresnel small angle reflections, diffuse irradiance from skylight, etc. In addition, shaders can also process additional information on structures not captured by the 3d mesh triangles, for instance via normal maps. &lt;br /&gt;
&lt;br /&gt;
To get a visual idea, compare the following two images (you may have to magnify them to fullscreen to appreciate the details). The first one is processed by a default Blinn-Phong scheme.&lt;br /&gt;
&lt;br /&gt;
[[File:Effect demo01.jpg|600px|The EC 130 rendered in a Blinn-Phong shading model]]&lt;br /&gt;
&lt;br /&gt;
The second one is processed by a shader which utilizes among other things normal and irradiance mapping:&lt;br /&gt;
&lt;br /&gt;
[[File:Effect demo02.jpg|600px|The EC 130 rendered using the model-combined effect]]&lt;br /&gt;
&lt;br /&gt;
The differences are perhaps subtle, but combine to a much more realistic impression. Thus, effects are what turns a good 3d model into a great 3d model.&lt;br /&gt;
&lt;br /&gt;
== Useful concepts ==&lt;br /&gt;
&lt;br /&gt;
It's worth looking into some things which are specified already at the creation stage of a 3d model (i.e. set by blender or ac3d).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
Materials belong to the Blinn-Phong scheme and tell how a surface looks like when rendered in the scheme. A material is comprised of four different colors, each as (rgb) triplets. The ambient color channel is multiplied with the scene ambient light and determines what in what color surfaces in shadow appear. The diffuse color channel is multiplied with the scene diffuse color and determined how surfaces in light appear, and the specular color channel is multiplied with the scene specular color and determines the color of specular highlights. Finally, the emissive color channel determines a color independent of the scene light.&lt;br /&gt;
&lt;br /&gt;
In addition, a material has a transparency which determines to what degree one can see through the surface and a shininess which determines how glossy the surface looks (i.e. how narrow the specular highlights appear).&lt;br /&gt;
&lt;br /&gt;
The end color of a pixel in Blinn-Phong is determined by summing all channels and multiplying with the texture color. Thus, textured models should not use colored materials (or the texture won't appear in its natural color). Generally it is a good idea for textured models to use a white diffuse color (1,1,1) in the material and a grey ambient with a value of 0.3 to 0.5 according to the desired darkness of shadows. The specular color should usually match the diffuse color, unless there's a compelling reason not to. The most common mistake for beginners is to neglect the ambient channel, in which case shadows tend to appear too bright, or to assign an emissive color which makes the model glow at night.&lt;br /&gt;
&lt;br /&gt;
The way Flightgear treats models, each surface (face) can have one (and only one) material assigned - make sure you understand what it is and how to alter it in the 3d modeling tool of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
&lt;br /&gt;
Objects are parts of a 3d model which are grouped together. They consist of a mesh, material[s] assigned to the faces of that mesh and, optionally, the texture associated with it. They have a unique name assigned. In the FG effect framework, an effect is always assigned to an object.&lt;br /&gt;
&lt;br /&gt;
The relevance of grouping into objects is that the graphics card processes models in so-called &amp;lt;i&amp;gt;draw calls&amp;lt;/i&amp;gt;. Before each draw call, the so-called &amp;lt;i&amp;gt;state set&amp;lt;/i&amp;gt; needs to be prepared (mainly texture sheets, material parameters and positioning matrices configured by animations) and this costs some time. The net effect is that it is far faster to render a million vertices in one draw than in thousand draws a thousand vertices each. &lt;br /&gt;
Due to the limitations of the AC3D model format used by FlightGear, different parts of an object cannot be assigned to different texture sheets, thus for each extra texture sheet there will be an extra object and ultimately an extra draw call, having as a result that four 1k texture sheets are less efficient than the same data on a single 2k texture sheet because there's 4x less draw calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thus, anything that can be combined into one object also should be combined into one object, and the number of texture sheets used should be as low as possible.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure you understand how to group things into objects and assign object names in the 3d modeling tool of your choice.&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:PSVA_Airlines&amp;diff=108015</id>
		<title>User talk:PSVA Airlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:PSVA_Airlines&amp;diff=108015"/>
		<updated>2017-06-07T07:01:18Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* Deletion reasons */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:PSVA Airlines|PSVA Airlines]] ([[User talk:PSVA Airlines|talk]]) 04:35, 18 January 2017 (EST) Welcome to talk page! Any questions?&lt;br /&gt;
&lt;br /&gt;
== Deletion reasons ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
Separate, individual, Virtual Airlines pages aren't permitted on the wiki. You should add your details to the Virtual Airlines page instead.&lt;br /&gt;
&lt;br /&gt;
Masking a VA page as a user page doesn't fly either.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 03:01, 7 June 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:PSVA_Airlines&amp;diff=108014</id>
		<title>User:PSVA Airlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:PSVA_Airlines&amp;diff=108014"/>
		<updated>2017-06-07T06:58:31Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Add deletion notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete&lt;br /&gt;
|reason=Individual Virtual Airlines pages aren't permitted on this wiki&lt;br /&gt;
|day=07&lt;br /&gt;
|month=06&lt;br /&gt;
|year=2017&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Welcome on the Wiki page of Pavlin Stanchev Virtual Airlines.'''                                         [[File:PSVA Airlines official symbol.jpg|thumb|This image is a official symbol of the VA. Also it has a presents to every livery on the VA's Livery package.]]&lt;br /&gt;
On this page you will find livery package and schedule of the airline.&lt;br /&gt;
The aircraft fleet is only boeing 777 family for the master. &lt;br /&gt;
Enyone interested add more aircrafts to the fleet must recreate the livery package for the plane he wants to use.&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;About the master&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
&lt;br /&gt;
My name is Pavlin Stanchev and I live and work in Sofia, Bulgaria.&lt;br /&gt;
I create this Virtual Airline company with my dearest friend Jason John Allen from Auckland, New Zealand. &lt;br /&gt;
As a pilot I has  huge amount of flying with boeing 777-200ER model in Flightgear Flight Simulator. Also having all 777 family amount of flying. I've been trying other models but I found that the only plane I can make a comfortable flying and flight is the 777. &lt;br /&gt;
The main hub of the Virtual Airliner PSVA Airlines is LBSF / Sofia, Bulgaria/ witch is my hometown airport. Second important airport is NZAA - Auckland INTL At New Zealand, the airport of Jason town.&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Flights of the VA&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
Currently the VA will do only 3 flights but on 2 or 3 different transitions. For info look this table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number !! Flight !! Parts of the flight !! Information &lt;br /&gt;
|-&lt;br /&gt;
| PSVA 1 || LBSF-PHOG ||  1. LBSF-EHAM &lt;br /&gt;
 2. EHAM-CYVR&lt;br /&gt;
3. CYVR-PHOG &lt;br /&gt;
|  1. LBSF- EHAM: Gate: 3 RWY for takeoff: 27. Aircraft: Boeing 777-200LR. Cruise Alt: 26000 feet. RWY for landing: 18C. Gate: G6.waiting for 4 hours. &lt;br /&gt;
 2. EHAM-CYVR. Gate: G6. RWY for takeoff: 18C. Aircraft: Boeing 777-200ER. Cruise ALT: 33000 feet. RWY for landing: 26L. Gate: on your disposal.&lt;br /&gt;
3. CYVR- PHOG. Gate: on your disposal. RWY for takeoff: 26L. Cruise ALT: 26000 feet. RWY for landing: 02. Gate: on your disposal. &lt;br /&gt;
|-&lt;br /&gt;
| PSVA 2 || LBSF-KJFK || 1.LBSF-LFPG &lt;br /&gt;
2.LFPG-KJFK &lt;br /&gt;
| 1. LBSF-LFPG. Gate: 3. RWY for takeoff: 27. Aircraft: 777-200. Cruise ALT: 26000 feet. RWY for landing: 26R. Gate: A43. Waiting for 1 hour. &lt;br /&gt;
2. LFPG-KJFK. Gate: A43. RWY for takeoff: 26R. Aircraft: Boeing 777-300. Cruise ALT: 31000 feet. RWY for landing: 04R. Gate: At your disposal. &lt;br /&gt;
|-&lt;br /&gt;
| PSVA 3 || LBSF-NZAA || 1.LBSF-OMDB &lt;br /&gt;
2.OMDB-NZAA&lt;br /&gt;
| 1. LBSF- OMDB. Gate: 3 . RWY for takeoff: 09 . Aircraft: boeing 777-300ER. Cruise ALT: 33000 feet. RWY for landing: 12R. Gate: on your disposal. Waiting for one day and 1 hour. &lt;br /&gt;
2. OMDB - NZAA. Gate: On your disposal. RWY for takeoff: 12R. Akircraft: boeing 777-200LR. Cruise ALT: 38000 feet. RWY for landing: 05R. Gate: On Your disposal. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flights will be with default SID and APP. No specific routes needed. Enyone wants to do this flights with the common aircraft like Airbus planes or another it's free to do it. Here's a table of the aircrafts that makes this flights in real world:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flight number !! parts with aircrafts&lt;br /&gt;
|-&lt;br /&gt;
| PSVA 1 || 1. LBSF- EHAM. Aircraft: A320&lt;br /&gt;
 2. EHAM-CYVR. Aircraft: A330&lt;br /&gt;
3. CYVR-PHOG. Aircraft: 777-300&lt;br /&gt;
|-&lt;br /&gt;
| PSVA 2 || 1.LBSF-LFPG. Aircraft: Embraer 190&lt;br /&gt;
2.LFPG- KJFK. Aircraft: A330-300&lt;br /&gt;
|-&lt;br /&gt;
| PSVA 3 || 1. LBSF- OMDB. Aircraft: Boeing 737-800. &lt;br /&gt;
2.OMDB- NZAA. Aircraft: A380-800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will support all aircrafts listed in this tables with the livery package. We want you to know, that our custum livery is not 1. We has a different livery for every different flight in this listings. For crossing the Atlantic Ocean flights we has Livery, called PSVA Ocean. For the smollest flights aroud Europe we make a livery PSVA Local. The main livery can be used in every flight, but that is not necessary.&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Small local flights&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
&lt;br /&gt;
The VA will make also a smaller flights  from Europe countries to Sofia and other city's in Bulgaria. All smaller flights will be on PSVA Local Livery. For more information of the destinations airports on Europe see this map:&lt;br /&gt;
[https://drive.google.com/open?id=1l4OYyRjoFOIQqPc359RDXoOe8Us&amp;amp;usp=sharing PSVA Airlines smaller flights map]&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Details&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
&lt;br /&gt;
This virtual company is dedicated on the quality passengers flying. So for every takeoff, taxi operations, startup, turn off or any operations, dedicated to the creation and making of local or internationals flights it have to be saved. The VA has a google account, witch can be accessed by members of the VA. So every pilot has a dedication to safe his flight recorded tapes for inspection and rewards. Rewards are:&lt;br /&gt;
&lt;br /&gt;
* Pilot of the mount - for most hight quality percentige of the pilot for the mount, calculated on the base of the flights, that this pilot has do for the mount&lt;br /&gt;
* Pilot of the year - reward of the hight quality percentige of flying on a pilot for the whole year&lt;br /&gt;
* Challenger service - special reward of a pilot with hight skills of takeoff, landing etc in bad wether conditions or challenging airport like VQPR or another. &lt;br /&gt;
* Dedication price - reward for most dedicated pilot in a mount or a year. No need of quality rate to calculate.&lt;br /&gt;
&lt;br /&gt;
The company will do also a multiplayer flight events. For more information you can connect the founders of the VA. &lt;br /&gt;
A sign form for participation of the VA you can find on this link:&lt;br /&gt;
[https://docs.google.com/forms/d/e/1FAIpQLSdTyyTGvE3PO08CU-VXnxvBsHt_1PkMSgMg7bJhBOjb4sx3nw/viewform Sighn form]&lt;br /&gt;
&lt;br /&gt;
Any pilot wanna join is welcome. We are open to make any type of teaching of skills for the VA flights. Or ATC controller. Or development.&lt;br /&gt;
&lt;br /&gt;
The VA currently is unactive. We need recruits. The website is in progress, the creator of it is bisy with oter staff right now. There is a temporary website in progress right now.&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A310-300&amp;diff=107984</id>
		<title>Airbus A310-300</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A310-300&amp;diff=107984"/>
		<updated>2017-06-03T07:40:48Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Undo revision 106583 by Flightgearnoob (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image 		= A310-snap.png&lt;br /&gt;
|name 		= Airbus A310-300&lt;br /&gt;
| hangar        = bermuda&lt;br /&gt;
|type 		= Airliner&lt;br /&gt;
|livery 	= Air Transat, PIA&lt;br /&gt;
|authors 	= Icecode and Star and ACJZA&lt;br /&gt;
|fdm 		= YAsim&lt;br /&gt;
|status-fdm	= 3&lt;br /&gt;
|status-systems	= 4&lt;br /&gt;
|status-cockpit	= 3&lt;br /&gt;
|status-model	= 0&lt;br /&gt;
|fgname 	= A310-300&lt;br /&gt;
}}'''This aircraft is in develoment by ACJZA'''&lt;br /&gt;
&lt;br /&gt;
The '''Airbus A310-300''' is a medium- to long-range twin-engine widebody jet [[airliner]]. Launched in July 1978, it was the second aircraft created by [[Airbus]], the consortium of European aerospace companies, which is now owned by EADS. The A310 is a shortened derivative of the [[A300]], the first twin-engined widebody airliner.&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
{| class=&amp;quot;keytable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|{{key press|Ctrl|b}}&lt;br /&gt;
|Speedbrakes&lt;br /&gt;
|-&lt;br /&gt;
|{{key press|Del}}&lt;br /&gt;
|Reverse thrust&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://icestar-fghangar.web44.net/web/ A310 development progress can be viewed here]&lt;br /&gt;
* [http://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=12790 A310 topic in Flightgear forum]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Airbus_A310 Airbus A310 Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
{{Airbus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A350_XWB/info&amp;diff=107983</id>
		<title>Airbus A350 XWB/info</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A350_XWB/info&amp;diff=107983"/>
		<updated>2017-06-03T07:37:50Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Undo revision 107982 by Flightgearnoob (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{infobox aircraft&lt;br /&gt;
| name           = Airbus A350&lt;br /&gt;
| image          = a350picture.png  &lt;br /&gt;
| type           = Airliner&lt;br /&gt;
| config         = Wide-body aircraft/Low wing aircraft&lt;br /&gt;
| propulsion     = Jet aircraft&lt;br /&gt;
| manufacturer   = Airbus&lt;br /&gt;
| authors        = ACJZA/Sbyx/Pakistan-1/jormapaappa1235/Ho Zong Xi (MIA2000)/dtlan201&lt;br /&gt;
| author1        = Joshua Davidson (it0uchpods/411)&lt;br /&gt;
| fdm            = JSBSim&lt;br /&gt;
| fgname         = A350-800/A350-900/A350-1000&lt;br /&gt;
| status         = Under development&lt;br /&gt;
| navbar         = 1&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the aircraft infobox subpage of the [[Airbus A350]].&lt;br /&gt;
[[Category:Aircraft infobox documentation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Boeing_737-400/info&amp;diff=107856</id>
		<title>Boeing 737-400/info</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Boeing_737-400/info&amp;diff=107856"/>
		<updated>2017-05-19T15:36:59Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Undo revision 106336 by Flightgearnoob (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{infobox aircraft&lt;br /&gt;
| name           = Boeing 737-400&lt;br /&gt;
| image          = 737-400.png&lt;br /&gt;
| alt            = Boeing 737-400 at Frankfurt Main EDDF&lt;br /&gt;
| type           = Airliner&lt;br /&gt;
| config         = Narrow-body aircraft/Low wing aircraft&lt;br /&gt;
| propulsion     = Jet aircraft&lt;br /&gt;
| manufacturer   = Boeing&lt;br /&gt;
| authors        = David Culp/Innis Cunningham/FlightGear Iespaña Team&lt;br /&gt;
| fdm            = JSBSim&lt;br /&gt;
| fgname         = 737-400&lt;br /&gt;
| status         = In-Development&lt;br /&gt;
| download       = https://web.archive.org/web/20110906175841/http://flightgear.iespana.es/&lt;br /&gt;
| navbar         = 1&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the aircraft infobox subpage of the [[Boeing 737-400]].&lt;br /&gt;
[[Category:Aircraft infobox documentation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A350_XWB/info&amp;diff=107855</id>
		<title>Airbus A350 XWB/info</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A350_XWB/info&amp;diff=107855"/>
		<updated>2017-05-19T15:32:51Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Undo revision 106729 by Flightgearnoob (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{infobox aircraft&lt;br /&gt;
| name           = Airbus A350&lt;br /&gt;
| image          = a350picture.png  &lt;br /&gt;
| type           = Airliner&lt;br /&gt;
| config         = Wide-body aircraft/Low wing aircraft&lt;br /&gt;
| propulsion     = Jet aircraft&lt;br /&gt;
| manufacturer   = Airbus&lt;br /&gt;
| authors        = ACJZA/Sbyx/Pakistan-1/jormapaappa1235/Ho Zong Xi (MIA2000)/dtlan201&lt;br /&gt;
| author1        = Joshua Davidson (it0uchpods/411)&lt;br /&gt;
| fdm            = JSBSim&lt;br /&gt;
| fgname         = A350-800/A350-900/A350-1000&lt;br /&gt;
| status         = Under development&lt;br /&gt;
| navbar         = 1&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the aircraft infobox subpage of the [[Airbus A350]].&lt;br /&gt;
[[Category:Aircraft infobox documentation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=YASim&amp;diff=107488</id>
		<title>YASim</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=YASim&amp;diff=107488"/>
		<updated>2017-03-20T08:43:36Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Fix fdm tag &amp;lt;aircraf&amp;gt;t-&amp;gt;&amp;lt;airplane&amp;gt;, fix spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''YASim''' is one of two [[flight dynamics model]]s commonly used in [[FlightGear]]. The flight dynamics model (FDM) determines how the [[aircraft]] moves and flies.&lt;br /&gt;
&lt;br /&gt;
Gary Neely wrote in his [http://www.buckarooshangar.com/flightgear/ introduction to YASim]:&lt;br /&gt;
&lt;br /&gt;
:''The FDM is the mathematical model that controls the physics of flight within the simulator. The physical 3D aircraft model has nothing to do with flight dynamics-- in essence it's just a picture to look at. It's the FDM that dictates how the model flies.''&lt;br /&gt;
&lt;br /&gt;
:''Why YASim? YASim uses the geometry of the aircraft to generate the base flight characteristics. While this suggests a 'realistic' or out-of-the-box approach, it is a only rough approximation that will require much tweaking before you get a result that approaches realism. If you have solid flight data for your aircraft such as wind-tunnel data or you are looking to eventually generate a hyper-realistic simulation, JSBSim is probably a better approach. If you lack such data but know the geometry of the aircraft and have access to the same flight characteristics and limits as a real pilot would, then YASim can provide a solution that is more than sufficient for most simulation needs.''&lt;br /&gt;
&lt;br /&gt;
== Coordinate system notes ==&lt;br /&gt;
All positions specified are in metres (which is weird, since all other units in the file are English). The X axis points forward, Y is left, and Z is up. Take your right hand, and hold it like a gun. Your first and second fingers are the X and Y axes, and your upwards-pointing thumb is the Z. This is slightly different from the coordinate system used by [[JSBSim]]. Sorry. The origin can be placed anywhere, so long as you are consistent. I use the nose of the aircraft.&lt;br /&gt;
&lt;br /&gt;
(In the [[JSBSim_Aerodynamics#Frames|JSBSim coordinate system]], X and Z are the same as in YASim, but Y points to the right instead of left.)&lt;br /&gt;
&lt;br /&gt;
== XML Elements ==&lt;br /&gt;
&amp;lt;!-- To future editors:  The all lowercase headings are XML tags and should ''probably'' be left that way --&amp;gt;&lt;br /&gt;
=== airplane ===&lt;br /&gt;
The top-level element for the file. It contains the following attributes: &lt;br /&gt;
* '''mass:''' The empty (no fuel) weight, in pounds. It does include the weight of the engine(s), so when you add the engine weight in its tag, it acts just like a ballast.&lt;br /&gt;
* '''version:''' The version attribute is used to maintain compatibility when updating yasim (e.g. bugfixes). If this attribute i not given, the original version will be used. Several bugfixes to YASim were implemented in FlightGear 3.2 (see [[FlightGear Newsletter April 2014]]), some more are fixed in FlightGear 2017.2. &lt;br /&gt;
Available versions are:&lt;br /&gt;
* &amp;lt;code&amp;gt;YASIM_VERSION_ORIGINAL&amp;lt;/code&amp;gt; explicitly use the old buggy calculations (same as no version attribute at all)&lt;br /&gt;
* &amp;lt;code&amp;gt;YASIM_VERSION_32&amp;lt;/code&amp;gt; enable bugfixes up to version 3.2&lt;br /&gt;
* &amp;lt;code&amp;gt;2017.2&amp;lt;/code&amp;gt; enable bugfixes up to version 2017.2&lt;br /&gt;
* &amp;lt;code&amp;gt;YASIM_VERSION_CURRENT&amp;lt;/code&amp;gt; use latest version compiled into the users FlightGear. This might be dangerous in case of future changes.&lt;br /&gt;
&lt;br /&gt;
=== approach ===&lt;br /&gt;
The approach parameters for the aircraft. The solver will generate an aircraft that matches these settings. The element can (and should) contain &amp;lt;control&amp;gt; elements indicating pilot input settings, such as flaps and throttle, for the approach.&lt;br /&gt;
* '''speed:''' The approach airspeed, in knots TAS.&lt;br /&gt;
* '''aoa:''' The approach angle of attack, in degrees&lt;br /&gt;
* '''fuel:''' Fraction (0-1) of fuel in the tanks. Default is 0.2.&lt;br /&gt;
=== cruise ===&lt;br /&gt;
The cruise speed and altitude for the solver to match. As above, this should contain &amp;lt;control&amp;gt; elements indicating aircraft configuration. Especially, make sure the engines are generating enough thrust at cruise!&lt;br /&gt;
* '''speed:''' The cruise speed, in knots TAS.&lt;br /&gt;
* '''alt:''' The cruise altitude, in feet MSL.&lt;br /&gt;
* '''fuel:''' Fraction (0-1) of fuel in the tanks. Default is 0.2.&lt;br /&gt;
=== cockpit ===&lt;br /&gt;
The location of the cockpit (pilot eyepoint).&lt;br /&gt;
* '''x,y,z:''' eyepoint location (see coordinates note)&lt;br /&gt;
&lt;br /&gt;
=== fuselage ===&lt;br /&gt;
This defines a tubelike structure. It will be given an even mass and aerodynamic force distribution by the solver. You can have as many as you like, in any orientation you please.&lt;br /&gt;
* '''ax,ay,az:''' One end of the tube (typically the front)&lt;br /&gt;
* '''bx,by,bz:''' The other (&amp;quot;back&amp;quot;) end.&lt;br /&gt;
* '''width:''' The width of the tube, in metres.&lt;br /&gt;
* '''taper:''' The approximate radius at the &amp;quot;tips&amp;quot; of the fuselage expressed as a fraction (0-1) of the width value.&lt;br /&gt;
* '''midpoint:''' The location of the widest part of the fuselage, expressed as a fraction of the distance between A and B.&lt;br /&gt;
* '''idrag:''' Multiplier for the &amp;quot;induced drag&amp;quot; generated by this object. Default is one. With idrag=0 the fuselage generates only drag.&lt;br /&gt;
* '''cx,cy,cz:''' Factors for the generated drag in the fuselages &amp;quot;local coordinate system&amp;quot; with x pointing from end to front, z perpendicular to x with y=0 in the aircraft coordinate system. E.g. for a fuselage of a height of 2 times them width you can define cy=2 and (due to the doubled front surface) cx=2.&lt;br /&gt;
&lt;br /&gt;
=== Surfaces ===&lt;br /&gt;
==== wing ====&lt;br /&gt;
This defines the main wing of the aircraft. You can have only one (but see below about using vstab objects for extra lifting surfaces). The wing should have a &amp;lt;stall&amp;gt; subelement to indicate stall behavior, control surface subelements (flap0, flap1, spoiler, slat) to indicate what and where the control surfaces are, and &amp;lt;control&amp;gt; subelements to map user input properties to the control surfaces.&lt;br /&gt;
* '''x,y,z:''' The &amp;quot;base&amp;quot; of the wing, specified as the location of the mid-chord (not leading edge, trailing edge, or aerodynamic center) point at the root of the LEFT (!) wing.&lt;br /&gt;
* '''length:''' The length from the base of the wing to the midchord point at the tip. Note that this is not the same thing as span.&lt;br /&gt;
* '''chord:''' The chord of the wing at its base, along the X axis (not normal to the leading edge, as it is sometimes defined).&lt;br /&gt;
* '''incidence:''' The incidence angle at the wing root, in degrees. Zero is level with the fuselage (as in an aerobatic plane), positive means that the leading edge is higher than the trailing edge (as in a trainer).&lt;br /&gt;
* '''twist:''' The difference between the incidence angle at the wing root and the incidence angle at the wing tip. Typically, this is a negative number so that the wing tips have a lower angle of attack and stall after the wing root (washout).&lt;br /&gt;
* '''taper:''' The taper fraction, expressed as the tip chord divided by the root chord. A taper of one is a hershey bar wing, and zero would be a wing ending at a point. Defaults to one.&lt;br /&gt;
* '''sweep:''' The sweep angle of the wing, in degrees. Zero is no sweep, positive angles are swept back. Defaults to zero.&lt;br /&gt;
* '''dihedral:''' The dihedral angle of the wing. Positive angles are upward dihedral. Defaults to zero.&lt;br /&gt;
* '''idrag:''' Multiplier for the &amp;quot;induced drag&amp;quot; generated by this surface. In general, low aspect wings will generate less induced drag per-AoA than high aspect (glider) wings. This value isn't constrained well by the solution process, and may require tuning to get throttle settings correct in high AoA (approach) situations.&lt;br /&gt;
* '''effectiveness:''' Multiplier for the &amp;quot;normal&amp;quot; drag generated by the wing. Defaults to 1. Arbitrary, dimensionless factor. &lt;br /&gt;
* '''camber:''' The lift produced by the wing at zero angle of attack, expressed as a fraction of the maximum lift produced at the stall AoA.&lt;br /&gt;
&lt;br /&gt;
==== hstab ====&lt;br /&gt;
These defines the horizontal stabilizer of the aircraft. Internally, it is just a wing object and therefore works the same in XML. You are allowed only one hstab object; the solver needs to know which wing's incidence to play with to get the aircraft trimmed correctly.&lt;br /&gt;
&lt;br /&gt;
==== vstab ====&lt;br /&gt;
A &amp;quot;vertical&amp;quot; stabilizer. Like hstab, this is just another wing, with a few special properties. The surface is not &amp;quot;mirrored&amp;quot; as are wing and hstab objects. If you define a left wing only, you'll only get a left wing. The default dihedral, if unspecified, is 90 degrees instead of zero. But all parameters are equally settable, so there's no requirement that this object be &amp;quot;vertical&amp;quot; at all. You can use it for anything you like, such as extra wings for biplanes. Most importantly, these surfaces are not involved with the solver computation, so you can have none, or as many as you like.&lt;br /&gt;
&lt;br /&gt;
==== mstab ====&lt;br /&gt;
A mirrored horizontal stabilizer. Exactly the same as wing, but not involved with the solver computation, so you can have none, or as many as you like.&lt;br /&gt;
&lt;br /&gt;
==== stall ====&lt;br /&gt;
A subelement of a wing (or hstab/vstab/mstab) that specifies the stall behavior.&lt;br /&gt;
* '''aoa:''' The stall angle (maximum lift) in degrees. Note that this is relative to the wing, not the fuselage (since the wing may have a non-zero incidence angle).&lt;br /&gt;
* '''width:''' The &amp;quot;width&amp;quot; of the stall, in degrees. A high value indicates a gentle stall. Low values are viscious for a non-twisted wing, but are acceptable for a twisted one (since the whole wing will not stall at the same time).&lt;br /&gt;
* '''peak:''' The height of the lift peak, relative to the post-stall secondary lift peak at 45 degrees. Defaults to 1.5. This one is deep voodoo, and probably doesn't need to change much. Bug me for an explanation if you're curious.&lt;br /&gt;
&lt;br /&gt;
==== flap0, flap1, slat, spoiler ====&lt;br /&gt;
These are subelements of wing/hstab/vstab objects, and specify the location and effectiveness of the control surfaces.&lt;br /&gt;
* '''start:''' The position along the wing where the control surface begins.Zero is the root, one is the tip.&lt;br /&gt;
* '''end:''' The position where the surface ends, as above.&lt;br /&gt;
* '''lift:''' The lift multiplier for a flap or slat at full extension. One is a no-op, a typical aileron might be 1.2 or so, a giant jetliner flap 2.0, and a spoiler 0.0. For spoilers, the interpretation is a little different -- they spoil only &amp;quot;prestall&amp;quot; lift. Lift due purely to &amp;quot;flat plate&amp;quot; effects isn't affected. For typical wings that stall at low AoA's essentially all lift is pre-stall and you don't have to care. Jet fighters tend not to have wing spoilers, for exactly this reason. This value is not applicable to slats, which affect stall AoA only.&lt;br /&gt;
* '''drag:''' The drag multiplier, as above. Typically should be higher than the lift multiplier for flaps.&lt;br /&gt;
* '''aoa:''' Applicable only to slats. This indicates the angle by which the stall AoA is translated by the slat extension.&lt;br /&gt;
  &lt;br /&gt;
=== Engine ===&lt;br /&gt;
==== Thruster ====&lt;br /&gt;
A very simple &amp;quot;thrust only&amp;quot; engine object. Useful for things like thrust vectoring nozzles. All it does is map its THROTTLE input axis to its output thrust rating. Does not consume fuel, etc...&lt;br /&gt;
* '''thrust:''' Maximum thrust in pounds&lt;br /&gt;
* '''x,y,z:''' The point on the airframe where thrust will be applied.&lt;br /&gt;
* '''vx,vy,vy:''' The direction of the thrust in airframe coordinates. The vector will be normalized automatically, so any non-zero vector will work fine.&lt;br /&gt;
&lt;br /&gt;
==== Jet ====&lt;br /&gt;
A turbojet/fan engine. It accepts a &amp;lt;control&amp;gt; subelement to map a property to its throttle setting, and an &amp;lt;actionpt&amp;gt; subelement to place the action point of the thrust at a different position than the mass of the engine.&lt;br /&gt;
* '''x,y,z:''' The location of the engine, as a point mass. If no actionpt is specified, this will also be the point of application of thrust.&lt;br /&gt;
* '''mass:''' The mass of the engine, in pounds.&lt;br /&gt;
* '''thrust:''' The maximum sea-level thrust, in pounds.&lt;br /&gt;
* '''afterburner:''' Maximum total thrust with afterburner/reheat, in pounds [defaults to &amp;quot;no additional thrust&amp;quot;].&lt;br /&gt;
* '''rotate:''' Vector angle of the thrust in degrees about the Y axis [0].&lt;br /&gt;
* '''n1-idle:''' Idling low pressure core / fan speed [55]. &lt;br /&gt;
* '''n1-max:''' Maximum low pressure core / fan speed [102].&lt;br /&gt;
* '''n2-idle:''' Idling high pressure core speed [73].&lt;br /&gt;
* '''n2-max:''' Maximum high pressure core speed [103].&lt;br /&gt;
* '''tsfc:''' Thrust-specific fuel consumption [0.8]. This should be considerably lower for modern turbofans.&lt;br /&gt;
* '''atsfc:''' (version &amp;gt;= 2016.3.1) Thrust specific fuel consumption with afterburner on. When set to zero defaults to older behaviour where it is calculated from dry fuel consumption [0].&lt;br /&gt;
* '''egt:''' Exhaust gas temperature at takeoff in K [1050].&lt;br /&gt;
* '''epr:''' Engine pressure ratio at takeoff [3.0].&lt;br /&gt;
* '''exhaust-speed:''' The maximum exhaust speed in knots [~1555].&lt;br /&gt;
* '''spool-time:''' Time, in seconds, for the engine to respond to 90% of a commanded powersetting.&lt;br /&gt;
&lt;br /&gt;
==== Propeller ====&lt;br /&gt;
A propeller. This element requires an engine subtag. Currently &amp;lt;piston-engine&amp;gt; and &amp;lt;turbine-engine&amp;gt; are supported.&lt;br /&gt;
* '''x,y,z:''' The position of the mass (!) of the engine/propeller combination. If the point of force application is different (and it will be) it should be set with an &amp;lt;actionpt&amp;gt; subelement.&lt;br /&gt;
* '''mass:''' The mass of the engine/propeller, in pounds.&lt;br /&gt;
* '''moment:''' The moment, in kg-metres^2. This has to be hand calculated and guessed at for now. A more automated system will be forthcoming. Use a negative moment value for counter-rotating (&amp;quot;European&amp;quot; -- CCW as seen from behind the prop) propellers. A good guess for this value is the radius of the prop (in metres) squared times the mass (kg) divided by three; that is the moment of a plain &amp;quot;stick&amp;quot; bolted to the prop shaft.&lt;br /&gt;
* '''radius:''' The radius, in metres, or the propeller.&lt;br /&gt;
* '''cruise-speed:''' The max efficiency cruise speed of the propeller. Generally not the same as the aircraft's cruise speed.&lt;br /&gt;
* '''cruise-rpm:''' The RPM of the propeller at max-eff. cruise.&lt;br /&gt;
* '''cruise-power:''' The power sunk by the prop at cruise, in horsepower.&lt;br /&gt;
* '''cruise-alt:''' The reference cruise altitude in feet.&lt;br /&gt;
* '''takeoff-power:''' The takeoff power required by the propeller...&lt;br /&gt;
* '''takeoff-rpm:''' ...at the given takeoff RPM.&lt;br /&gt;
* '''min-rpm:''' The minimum operational RPM for a constant speed propeller. This is the speed to which the prop governor will seek when the blue lever is at minimum. The coarse-stop attribute limits how far the governor can go into trying to reach this RPM.&lt;br /&gt;
* '''max-rpm:''' The maximum operational RPM for a constant speed propeller. See above. The fine-stop attribute limits how far the governor can go in trying to reach this RPM.&lt;br /&gt;
* '''fine-stop:''' The minimum pitch of the propeller (high RPM) as a ratio of ideal cruise pitch. This is set to 0.25 by default -- a higher value will result in a lower RPM at low power settings (e.g. idle, taxi, and approach).&lt;br /&gt;
* '''coarse-stop:''' The maximum pitch of the propeller (low RPM) as a ratio of ideal cruise pitch. This is set to 4.0 by default -- a lower value may result in a higher RPM at high power settings.&lt;br /&gt;
* '''gear-ratio:''' The factor by which the engine RPM is multiplied to produce the propeller RPM. Optional (defaults to 1.0).&lt;br /&gt;
* '''contra:''' When set (contra=&amp;quot;1&amp;quot;), this indicates that the propeller is a contra-rotating pair. It will not contribute to the aircraft's net gyroscopic moment, nor will it produce asymmetric torque on the aircraft body. Asymmetric slipstream effects, when implemented, will also be zero when this is set.&lt;br /&gt;
* '''piston-engine:''' A piston engine definition. This must be a subelement of an enclosing &amp;lt;propeller&amp;gt; tag.&lt;br /&gt;
* '''eng-power:''' Maximum BHP of the engine at sea level.&lt;br /&gt;
* '''eng-rpm:''' The engine RPM at which eng-power is developed&lt;br /&gt;
* '''displacement:''' The engine displacement in cubic inches.&lt;br /&gt;
* '''compression:''' The engine compression ratio.&lt;br /&gt;
&lt;br /&gt;
=== Landing gear ===&lt;br /&gt;
==== gear ====&lt;br /&gt;
Defines a landing gear. Accepts &amp;lt;control&amp;gt; subelements to map properties to steering and braking. Can also be used to simulate floats. Although the coefficients are still called ..fric, it is calculated in fluids as a drag (proportional to the square of the speed). In fluids gears are not considered to detect crashes (as on ground). &lt;br /&gt;
* '''x,y,z:''' The location of the fully-extended gear tip.&lt;br /&gt;
* '''compression:''' The distance in metres along the &amp;quot;up&amp;quot; axis that the gear will compress.&lt;br /&gt;
* '''initial-load:''' The initial load of the spring in multiples of compression. Defaults to 0. (With this parameter a lower spring-constants will be used for the gear-&amp;gt; can reduce numerical problems (jitter)) '''Note:''' the spring-constant is varied from 0% compression to 20% compression to get continuous behavior around 0 compression. (could be physically explained by wheel deformation)&lt;br /&gt;
* '''upx/upy/upz:''' The direction of compression, defaults to vertical (0,0,1) if unspecified. These are used only for a direction -- the vector need not be normalized, as the length is specified by &amp;quot;compression&amp;quot;.&lt;br /&gt;
* '''sfric:''' Static (non-skidding) coefficient of friction. Defaults to 0.8.&lt;br /&gt;
* '''dfric:''' Dynamic friction. Defaults to 0.7.&lt;br /&gt;
* '''spring:''' A dimensionless multiplier for the automatically generated spring constant. Increase to make the gear stiffer, decrease to make it squishier.&lt;br /&gt;
* '''damp:''' A dimensionless multiplier for the automatically generated damping coefficient. Decrease to make the gear &amp;quot;bouncier&amp;quot;, increase to make it &amp;quot;slower&amp;quot;. Beware of increasing this too far: very high damping forces can make the numerics unstable. If you can't make the gear stop bouncing with this number, try increasing the compression length instead.&lt;br /&gt;
* '''on-water:''' if this is set to &amp;quot;0&amp;quot; the gear will be ignored if on water. Defaults to &amp;quot;0&amp;quot;&lt;br /&gt;
* '''on-solid:''' if this set to &amp;quot;0&amp;quot; the gear will be ignored if not on water. Defaults to &amp;quot;1&amp;quot;&lt;br /&gt;
* '''speed-planing:'''&lt;br /&gt;
* '''spring-factor-not-planing:''' At zero speed the spring factor is multiplied by spring-factor-not-planing. Above speed-planing this factor is equal to 1. The idea is, to use this for floats simulating the transition from swimming to planing. speed-planing defaults to 0, spring-factor-not-planing defaults to 1.&lt;br /&gt;
* '''reduce-friction-by-extension:''' at full extension the friction is reduced by this relative value. 0.7 means 30% friction at full extension. If you specify a value greater than one, the friction will be zero before reaching full extension. Defaults to &amp;quot;0&amp;quot;&lt;br /&gt;
* '''ignored-by-solver:''' with the on-water/on-solid tags you can have more than one set of gears in one aircraft, If the solver (who automatically generates the spring constants) would take all gears into account, the result would be wrong. E. G. set this tag to &amp;quot;1&amp;quot; for all gears, which are not active on runways. Defaults to &amp;quot;0&amp;quot;. You can not exclude all gears in the solving process.&lt;br /&gt;
&lt;br /&gt;
==== Launchbar ====&lt;br /&gt;
Defines a catapult launchbar or strop.&lt;br /&gt;
* '''x,y,z:''' The location of the mount point of the launch bar or strop on the aircraft.&lt;br /&gt;
* '''length:''' The length of the launch bar from mount point to tip&lt;br /&gt;
* '''down-angle:''' The max angle below the horizontal the launchbar can achieve.&lt;br /&gt;
* '''up-angle:''' The max angle above the horizontal the launchbar can achieve.&lt;br /&gt;
* '''holdback-{x,y,z}:''' The location of the holdback mount point on the aircraft.&lt;br /&gt;
* '''holdback-length:''' The length of the holdback from mount point to tip. Note: holdback up-angle and down-angle are the same as those defined for the launchbar and are not specified in the configuration.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
==== tank ====&lt;br /&gt;
A fuel tank. Tanks in the aircraft are identified numerically (starting from zero), in the order they are defined in the file. If the left tank is first, &amp;quot;tank[0]&amp;quot; will be the left tank. &lt;br /&gt;
* '''x,y,z:''' The location of the tank.&lt;br /&gt;
* '''capacity:''' The maximum contents of the tank, in pounds. Not gallons -- YASim supports fuels of varying densities.&lt;br /&gt;
* '''jet:''' A boolean. If present, this causes the fuel density to be treated as Jet-A. Otherwise, gasoline density is used. A more elaborate density setting (in pounds per gallon, for example) would be easy to implement. Bug me.&lt;br /&gt;
&lt;br /&gt;
=== Center of Gravity ===&lt;br /&gt;
==== Ballast ====&lt;br /&gt;
This is a mechanism for modifying the mass distribution of the aircraft. A ballast setting specifies that a particular amount of the empty weight of the aircraft must be placed at a given location. The remaining non-ballast weight will be distributed &amp;quot;intelligently&amp;quot; across the fuselage and wing objects. Note again: this does NOT change the empty weight of the aircraft. &lt;br /&gt;
* '''x,y,z:''' The location of the ballast.&lt;br /&gt;
* '''mass:''' How much mass, in pounds, to put there. Note that this value can be negative. I find that I often need to &amp;quot;lighten&amp;quot; the tail of the aircraft.&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This is an added weight, something not part of the empty weight of the aircraft, like passengers, cargo, or external stores. The actual value of the mass is not specified here, instead, a mapping to a property is used. This allows external code, such as the panel, to control the weight (loading a given cargo configuration from preference files, dropping bombs at runtime, etc...)&lt;br /&gt;
* '''x,y,z:''' The location of the weight.&lt;br /&gt;
* '''mass-prop:''' The name of the fgfs property containing the mass, in pounds, of this weight.&lt;br /&gt;
* '''size:''' The aerodynamic &amp;quot;size&amp;quot;, in metres, of the object. This is important for external stores, which will cause drag. For reasonably aerodynamic stuff like bombs, the size should be roughly the width of the object. For other stuff, you're on your own. The default is zero, which results in no aerodynamic force (internal cargo).&lt;br /&gt;
* '''solve-weight:''' Subtag of approach and cruise parameters. Used to specify a non-zero setting for a &amp;lt;weight&amp;gt; tag during solution. The default is to assume all weights are zero at the given performance numbers.&lt;br /&gt;
* '''idx:''' Index of the weight in the file (starting with zero).&lt;br /&gt;
* '''weight:''' Weight setting in pounds.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== control-input ====&lt;br /&gt;
This element manages a mapping from fgfs properties (user input) to settable values on the aircraft's objects. Note that the value to be set MUST (!) be valid on the given object type. This is not checked for by the parser, and will cause a runtime crash if you try it. Wing's don't have throttle controls, etc... Note that multiple axes may be set on the same value. They are summed before setting.&lt;br /&gt;
* '''axis:''' The name of the double-valued fgfs property &amp;quot;axis&amp;quot; to use as input, such as &amp;quot;/controls/flight/aileron&amp;quot;.&lt;br /&gt;
* '''control:''' Which control axis to set on the objects. It can have the following values:&lt;br /&gt;
** THROTTLE - The throttle on a jet or propeller. &lt;br /&gt;
** MIXTURE - The mixture on a propeller.&lt;br /&gt;
** REHEAT - The afterburner on a jet&lt;br /&gt;
** PROP - The propeller advance&lt;br /&gt;
** BRAKE - The brake on a gear.&lt;br /&gt;
** STEER - The steering angle on a gear. &lt;br /&gt;
** INCIDENCE - The incidence angle of a wing.&lt;br /&gt;
** FLAP0 - The flap0 deflection of a wing. &lt;br /&gt;
** FLAP1 - The flap1 deflection of a wing. &lt;br /&gt;
** SLAT - The slat extension of a wing. &lt;br /&gt;
** SPOILER - The spoiler extension for a wing. &lt;br /&gt;
** CYCLICAIL - The &amp;quot;aileron&amp;quot; cyclic input of a rotor &lt;br /&gt;
** CYCLICELE - The &amp;quot;elevator&amp;quot; cyclic input of a rotor &lt;br /&gt;
** COLLECTIVE - The collective input of a rotor&lt;br /&gt;
** ROTORENGINEON - If not equal zero the rotor is rotating &lt;br /&gt;
** WINCHRELSPEED - The relative winch speed &lt;br /&gt;
** {... and many more, see ControlMap.cpp ...}&lt;br /&gt;
* '''invert:''' Negate the value of the property before setting on the object.&lt;br /&gt;
* '''split:''' Applicable to wing control surfaces. Sets the normal value on the left wing, and a negated value on the right wing.&lt;br /&gt;
* '''square:''' Squares the value before setting. Useful for controls like steering that need a wide range, yet lots of sensitivity in the center. Obviously only applicable to values that have a range of [-1:1] or [0:1]. &lt;br /&gt;
* '''src0/src1/dst0/dst1:''' If present, these define a linear mapping from the source to the output value. Input values in the range src0-src1 are mapped linearly to dst0-dst1, with clamping for input values that lie outside the range.&lt;br /&gt;
&lt;br /&gt;
==== control-output ====&lt;br /&gt;
This can be used to pass the value of a YASim control axis (after all mapping and summing is applied) back to the property tree.&lt;br /&gt;
* '''control:''' Name of the control axis. See above.&lt;br /&gt;
* '''prop:''' Property node to receive the value.&lt;br /&gt;
* '''side:''' Optional, for split controls. Either &amp;quot;right&amp;quot; or &amp;quot;left&amp;quot; &lt;br /&gt;
* '''min/max:''' Clamping applied to output value.&lt;br /&gt;
&lt;br /&gt;
==== control-speed ====&lt;br /&gt;
Some controls (most notably flaps and hydraulics) have maximum slew rates and cannot respond instantly to pilot input. This can be implemented with a control-speed tag, which defines a &amp;quot;transition time&amp;quot; required to slew through the full input range. Note that this tag is semi-deprecated, complicated control input filtering can be done much more robustly from a Nasal script.&lt;br /&gt;
* '''control:''' Name of the control axis. See above.&lt;br /&gt;
* '''transition-time:''' Time in seconds to slew through input range.&lt;br /&gt;
&lt;br /&gt;
==== control-setting ====&lt;br /&gt;
This tag is used to define a particular setting for a control axis inside the &amp;lt;cruise&amp;gt; or &amp;lt;approach&amp;gt; tags, where obviously property input is not available. It can be used, for example, to inform the solver that the approach performance values assume full flaps, etc...&lt;br /&gt;
* '''axis:''' Name of the control input (i.e. a property name)&lt;br /&gt;
* '''value:''' Value of the control axis.&lt;br /&gt;
&lt;br /&gt;
=== Winch and Aerotow ===&lt;br /&gt;
==== hitch ====&lt;br /&gt;
A hitch, can be used for winch-start (in gliders) or aerotow (in gliders and motor aircraft) or for external cargo with helicopter. You can do aerotow over the net via multiplayer (see j3 and bocian as an example).&lt;br /&gt;
* '''name:''' the name of the hitch. must be aerotow if you want to do aerotow via multiplayer. You will find many properties at /sim/hitches/name. Most of them are directly tied to the internal variables, you can modify them as you like. You can add a listener to the property &amp;quot;broken&amp;quot;, e. g. for playing a sound.&lt;br /&gt;
* '''x,y,z:''' The position of the hitch&lt;br /&gt;
* '''force-is-calculated-by-other:''' if you want to simulate aerotowing over the internet, set this value to &amp;quot;1&amp;quot; in the motor aircraft. Don't specify or set this to zero in gliders. In a LAN the time lag might be small enough to set it on both aircraft to &amp;quot;0&amp;quot;. It's intended, that this is done automatically in the future.&lt;br /&gt;
==== tow ====&lt;br /&gt;
The tow used for aerotow or winch. This must be a subelement of an enclosing &amp;lt;hitch&amp;gt; tag.&lt;br /&gt;
* '''length:''' upstretched length in metres&lt;br /&gt;
* '''weight-per-meter:''' in kg/metre&lt;br /&gt;
* '''elastic-constant:''' lower values give higher elasticity&lt;br /&gt;
* '''break-force:''' in N&lt;br /&gt;
* '''mp-auto-connect-period:''' the every x seconds a towed multiplayer aircraft is searched. If found, this tow is connected automatically, parameters are copied from the other aircraft. Should be set only in the motor aircraft, not in the glider&lt;br /&gt;
==== winch ====&lt;br /&gt;
The tow used for aerotow or winch. This must be a subelement of an enclosing &amp;lt;hitch&amp;gt; tag.&lt;br /&gt;
* '''max-tow-length:''' in m&lt;br /&gt;
* '''min-tow-length''': in m&lt;br /&gt;
* '''initial-tow-length:''' in m. The initial tow length also defines the length/search radius used for the mp-autoconnect feature&lt;br /&gt;
* '''max-winch-speed:''' in m/s&lt;br /&gt;
* '''power:''' in kW&lt;br /&gt;
* '''max-force:''' in N&lt;br /&gt;
&lt;br /&gt;
== Visualization ==&lt;br /&gt;
[[File:Yasim_visualisation_dc6.png|thumb|dc6 fdm in Blender]]To make the programmed aircraft visible it is possible to load and compare it with the 3D model within [[Blender]]. The applaud for this ''very'' usefull script goes to M. Franz, thank you very much!&lt;br /&gt;
&lt;br /&gt;
For Blender versions &amp;lt;= 2.4 the script is located in FlightGears source code [http://mapserver.flightgear.org/git/?p=flightgear;a=blob_plain;f=utils/Modeller/yasim_import.py;hb=HEAD utils/Modeller/yasim_import.py].&lt;br /&gt;
&lt;br /&gt;
For Blender versions newer than 2.4, please see [[Blender YASim import]].&lt;br /&gt;
&lt;br /&gt;
The howto, taken from inside the script:&lt;br /&gt;
&lt;br /&gt;
 yasim_import.py loads and visualizes a YASim FDM geometry&lt;br /&gt;
 =========================================================&lt;br /&gt;
 &lt;br /&gt;
 It is recommended to load the model superimposed over a greyed out and immutable copy of the aircraft model:&lt;br /&gt;
 &lt;br /&gt;
   (0) put this script into ~/.blender/scripts/&lt;br /&gt;
   (1) load or import aircraft model (menu -&amp;gt; &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Import&amp;quot; -&amp;gt; &amp;quot;AC3D (.ac) ...&amp;quot;)&lt;br /&gt;
   (2) create new *empty* scene (menu -&amp;gt; arrow button left of &amp;quot;SCE:scene1&amp;quot; combobox -&amp;gt; &amp;quot;ADD NEW&amp;quot; -&amp;gt; &amp;quot;empty&amp;quot;)&lt;br /&gt;
   (3) rename scene to yasim (not required)&lt;br /&gt;
   (4) link to scene1 (F10 -&amp;gt; &amp;quot;Output&amp;quot; tab -&amp;gt; arrow button left of text entry &amp;quot;No Set Scene&amp;quot; -&amp;gt; &amp;quot;scene1&amp;quot;)&lt;br /&gt;
   (5) now load the YASim config file (menu -&amp;gt; &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Import&amp;quot; -&amp;gt; &amp;quot;YASim (.xml) ...&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 This is good enough for simple checks. But if you are working on the YASim configuration, then you need a&lt;br /&gt;
 quick and convenient way to reload the file. In that case continue after (4):&lt;br /&gt;
 &lt;br /&gt;
   (5) switch the button area at the bottom of the blender screen to &amp;quot;Scripts Window&amp;quot; mode (green python snake icon)&lt;br /&gt;
   (6) load the YASim config file (menu -&amp;gt; &amp;quot;Scripts&amp;quot; -&amp;gt; &amp;quot;Import&amp;quot; -&amp;gt; &amp;quot;YASim (.xml) ...&amp;quot;)&lt;br /&gt;
   (7) make the &amp;quot;Scripts Window&amp;quot; area as small as possible by dragging the area separator down&lt;br /&gt;
   (8) optionally split the &amp;quot;3D View&amp;quot; area and switch the right part to the &amp;quot;Outliner&amp;quot;&lt;br /&gt;
   (9) press the &amp;quot;Reload YASim&amp;quot; button in the script area to reload the file&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 If the 3D model is displaced with respect to the FDM model, then the &amp;lt;offsets&amp;gt; values from the&lt;br /&gt;
 model animation XML file should be added as comment to the YASim config file, as a line all by&lt;br /&gt;
 itself, with no spaces surrounding the equal signs. Spaces elsewhere are allowed. For example:&lt;br /&gt;
 &lt;br /&gt;
   &amp;lt;offsets&amp;gt;&lt;br /&gt;
       &amp;lt;x-m&amp;gt;3.45&amp;lt;/x-m&amp;gt;&lt;br /&gt;
       &amp;lt;z-m&amp;gt;-0.4&amp;lt;/z-m&amp;gt;&lt;br /&gt;
       &amp;lt;pitch-deg&amp;gt;5&amp;lt;/pitch-deg&amp;gt;&lt;br /&gt;
   &amp;lt;/offsets&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 becomes:&lt;br /&gt;
 &lt;br /&gt;
   &amp;lt;!-- offsets: x=3.45 z=-0.4 p=5 --&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Possible variables are:&lt;br /&gt;
 &lt;br /&gt;
   x ... &amp;lt;x-m&amp;gt;&lt;br /&gt;
   y ... &amp;lt;y-m&amp;gt;&lt;br /&gt;
   z ... &amp;lt;z-m&amp;gt;&lt;br /&gt;
   h ... &amp;lt;heading-deg&amp;gt;&lt;br /&gt;
   p ... &amp;lt;pitch-deg&amp;gt;&lt;br /&gt;
   r ... &amp;lt;roll-deg&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Of course, absolute FDM coordinates can then no longer directly be read from Blender's 3D view.&lt;br /&gt;
 The cursor coordinates display in the script area, however, shows the coordinates in YASim space.&lt;br /&gt;
 Note that object names don't contain XML indices but element numbers. YASim_hstab#2 is the third&lt;br /&gt;
 hstab in the whole file, not necessarily in its parent XML group. A floating point part in the&lt;br /&gt;
 object name (e.g. YASim_hstab#2.004) only means that the geometry has been reloaded that often.&lt;br /&gt;
 It's an unavoidable consequence of how Blender deals with meshes.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Elements are displayed as follows:&lt;br /&gt;
 &lt;br /&gt;
   cockpit                             -&amp;gt; monkey head&lt;br /&gt;
   fuselage                            -&amp;gt; blue &amp;quot;tube&amp;quot; (with only 12 sides for less clutter); center at &amp;quot;a&amp;quot;&lt;br /&gt;
   vstab                               -&amp;gt; red with yellow flaps&lt;br /&gt;
   wing/mstab/hstab                    -&amp;gt; green with yellow flaps/spoilers/slats (always 20 cm deep);&lt;br /&gt;
                                          symmetric surfaces are only displayed on the left side&lt;br /&gt;
   thrusters (jet/propeller/thruster)  -&amp;gt; dashed line from center to actionpt;&lt;br /&gt;
                                          arrow from actionpt along thrust vector (always 1 m long);&lt;br /&gt;
                                          propeller circle&lt;br /&gt;
   rotor                               -&amp;gt; radius and rel_len_blade_start circle, direction arrow,&lt;br /&gt;
                                          normal and forward vector, one blade at phi0&lt;br /&gt;
   gear                                -&amp;gt; contact point and compression vector (no arrow head)&lt;br /&gt;
   tank                                -&amp;gt; cube (10 cm side length)&lt;br /&gt;
   weight                              -&amp;gt; inverted cone&lt;br /&gt;
   ballast                             -&amp;gt; cylinder&lt;br /&gt;
   hitch                               -&amp;gt; circle (10 cm diameter)&lt;br /&gt;
   hook                                -&amp;gt; dashed line for up angle, T-line for down angle&lt;br /&gt;
   launchbar                           -&amp;gt; dashed line for up angles, T-line for down angles&lt;br /&gt;
A note about step (0) for Windows users: the mentioned path is inside the folder where Blender lives, something like &amp;lt;code&amp;gt;C:\Program Files\Blender Foundation\Blender\.blender\scripts&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Command Line ==&lt;br /&gt;
=== Windows ===&lt;br /&gt;
By using the standard command line, we can see what the YASim solver is calculating.  First, open up Command Prompt, enter in the location of yasim.exe, and then the location of the YASim XML file.  For example, here's what you would type in for a standard Windows [[Changelog_2.12|FlightGear 2.12.0]] installation, and viewing the [[F-14_Tomcat|F-14B's]] YASim file.&lt;br /&gt;
{{Note|You can copy &amp;amp; paste the examples into Command Prompt by right-clicking on the title and navigate to Edit &amp;gt; Paste.  Then, click Enter to execute.}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;C:\Program Files\FlightGear\bin\Win32\yasim.exe&amp;quot; &amp;quot;C:\Program Files\FlightGear\data\Aircraft\f-14b\f-14b-yasim.xml&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The results will give many different values.&lt;br /&gt;
&lt;br /&gt;
* '''Drag Coefficient:''' The drag coefficient of the aircraft.&lt;br /&gt;
* '''Lift Ratio:''' The lift ratio of the aircraft.&lt;br /&gt;
* '''Cruise AoA:''' The cruise AoA, from conditions at [[YASim#cruise|&amp;lt;cruise&amp;gt;]] in the xml file.&lt;br /&gt;
* '''Tail Incidence:''' The incidence angle of the tail, &amp;quot;solved&amp;quot; by YASim as a way to stabilize the aircraft.&lt;br /&gt;
* '''Approach Elevator:''' The approach elevator, from conditions at [[YASim#approach|&amp;lt;approach&amp;gt;]] in the xml file.&lt;br /&gt;
* '''CG:''' Center of gravity of the aircraft in coordinates. Unless it's supposed to be offset, it should always have a Y value of 0.&lt;br /&gt;
&lt;br /&gt;
The YASim standalone solver also has some command line flags that change it's behaviour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;C:\Program Files\FlightGear\bin\Win32\yasim.exe&amp;quot; &amp;quot;C:\Program Files\FlightGear\data\Aircraft\f-14b\f-14b-yasim.xml&amp;quot; -g -a 1000 -s 490&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''-g:''' Instructs YASim to generate space-separated tabular data instead of the usual solver output. This can be redirected to a file and used in various plotting programs to visualize the actual lift, drag, L/D curves. The columns of the output from left to right are: AoA, Lift, Drag, L/D. (aoa in degrees, lift and drag in G's).&lt;br /&gt;
* '''-a &amp;lt;altitude in meter:&amp;gt;''' Run the solver at the given altitude in meter.&lt;br /&gt;
* '''-s &amp;lt;speed in knots&amp;gt;:''' Also run at the given airspeed in knots.&lt;br /&gt;
&lt;br /&gt;
{{Note|The values generated by this method are for the aircraft taken as a whole, as solved by YASim, so they differ from the values of the wing airfoil.}}&lt;br /&gt;
&lt;br /&gt;
To get the tabular output for the example above at 1000 m and 150 knots, and to redirect this to a file, one would issue:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;C:\Program Files\FlightGear\bin\Win32\yasim.exe&amp;quot; &amp;quot;C:\Program Files\FlightGear\data\Aircraft\f-14b\f-14b-yasim.xml&amp;quot; -g -a 1000 -s 150 &amp;gt; &amp;quot;C:\Program Files\FlightGear\yasim.txt&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim design notes ==&lt;br /&gt;
Andy Ross's original design notes for YASim can be found in [ftp://ftp.uni-duisburg.de/FlightGear/Docs/YASim-simnotes.pdf this PDF file]. These provide some useful background for how YASim works.&lt;br /&gt;
&lt;br /&gt;
== New features and bugfixes in version 2017.2 ==&lt;br /&gt;
The following is under development and hopefully finds its way into FG version 2017.2&lt;br /&gt;
&lt;br /&gt;
=== XML parser support for metric and imperial units ===&lt;br /&gt;
To make live easier for aircraft developers, the parser supports new additional attributes with a unit suffix, e.g. speed-kt for knots and speed-kmh for kilometer per hour.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;airplane {mass, mass-lbs, mass-kg}=&amp;quot;12345&amp;quot; &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;approach {speed, speed-kt, speed-kmh}=&amp;quot;123&amp;quot; &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;cruise {speed, speed-kt, speed-kmh}=&amp;quot;123&amp;quot; &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;solve-weight {weight, weight-lbs, weight-kg}=&amp;quot;123&amp;quot; &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;jet {mass, mass-lbs, mass-kg}=&amp;quot;1234&amp;quot; &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;tank {capacity, capacity-lbs, capacity-kg}=&amp;quot;12345&amp;quot; &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;ballast {mass, mass-lbs, mass-kg}=&amp;quot;1234&amp;quot; &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Please note:''' aircraft using this new attibutes will not run on older versions of flightgear, so it is probably wise to publish those only after a reasonable number of users switched version 2017.2 or newer.&lt;br /&gt;
&lt;br /&gt;
=== Export of YASim internals to property tree ===&lt;br /&gt;
Ever wondered what is going on inside yasim. Lots of information will be available in the property tree soon &lt;br /&gt;
in &amp;lt;code&amp;gt; /fdm/yasim/ &amp;lt;/code&amp;gt;.&lt;br /&gt;
Some information is static and shows what yasim has compiled from your XML. &lt;br /&gt;
Other information is &amp;quot;run-time&amp;quot; like forces, speed, acceleration, c.g., mass you-name-it&lt;br /&gt;
(2DO: write details here)&lt;br /&gt;
&lt;br /&gt;
=== Aircraft developer helpers ===&lt;br /&gt;
The command line utility got some new options. For some strange reason, the -a parameter expects altitude in meters instead of ft. This is now visible in the usage message but left unchanged for compatibility.&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;Usage:&lt;br /&gt;
  yasim &amp;lt;aircraft.xml&amp;gt; [-g [-a meters] [-s kts] [-approach | -cruise] ]&lt;br /&gt;
  yasim &amp;lt;aircraft.xml&amp;gt; [-d [-a meters] [-approach | -cruise] ]&lt;br /&gt;
  yasim &amp;lt;aircraft.xml&amp;gt; [-m]&lt;br /&gt;
  -g print lift/drag table: aoa, lift, drag, lift/drag &lt;br /&gt;
  -d print drag over TAS: kts, drag&lt;br /&gt;
     -a set altitude in meters!&lt;br /&gt;
     -s set speed in knots&lt;br /&gt;
  -m print mass distribution table: id, x, y, z, mass&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
The following bugfixes require &amp;lt;airplane version=&amp;quot;2017.2&amp;quot;&amp;gt; for backward compatibility &lt;br /&gt;
* Ground effect: corrected the calculation of the height where g.e. ends&lt;br /&gt;
* Stall parameters were set wrong for wings with camber=0&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Howto:Make a helicopter#XML Elements]] &amp;amp;ndash; Rotor and rotorgear YASim elements&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.buckarooshangar.com/flightgear/yasimtut.html Gary &amp;quot;Buckaroo&amp;quot; Neely's guide to YASim] &amp;amp;ndash; Very helpful guide&lt;br /&gt;
&lt;br /&gt;
{{FDM}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Flight Dynamics Model]]&lt;br /&gt;
&lt;br /&gt;
[[fr:YASim]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Command_line_options&amp;diff=105014</id>
		<title>Command line options</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Command_line_options&amp;diff=105014"/>
		<updated>2016-10-18T14:05:26Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* General Options */ clarify AI models/traffic related options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Command line options''' are a common way to tell applications what to do/how to act on startup. With [[FlightGear]] they are used for many things, from simple ones like selecting an aircraft up to complex stuff like network traffic and weather parameters.&lt;br /&gt;
&lt;br /&gt;
The easiest way to handle those options for FlightGear (''fgfs'') is using a tool with a graphical user interface like ''[[fgrun]]'' on Windows and GNU/Linux or the Mac OS X GUI-Launcher (&amp;quot;fgfs --launcher&amp;quot;). This way one don't have to bother 'bout them at all.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, there are users who don't want or are not able to run a GUI and therefore are interested in this. Those who need them or just want to learn more about FlightGear, but have no idea what we are talking about, may read the wiki page on the general usage of the [[command line]].&lt;br /&gt;
&lt;br /&gt;
A good place to store the personal options is a file called [[fgfsrc]]. This file is read by ''fgfs'' on each startup.&lt;br /&gt;
&lt;br /&gt;
The following lists show the options for ''fgfs'' including a short description and sorted by categories. Please have in mind that keeping those lists up to date on the wiki is not an easy task. Also there are different versions of FlightGear out there which don't share exactly the same options. Therefore you better also check your versions ones with &amp;lt;code&amp;gt;fgfs --help --verbose&amp;lt;/code&amp;gt;. If this command fails, you may add the option &amp;lt;code&amp;gt;--fg-root=[path]&amp;lt;/code&amp;gt; as well, see below.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is sad but true, not even this command is, at least in Git, up to date all the time. At the time of writing at least one option which is supported is not shown with &amp;lt;code&amp;gt;fgfs --help --verbose&amp;lt;/code&amp;gt;. So if you have serious issues with an option, the source code is, as always, also the best source for info. In the file ''src/Main/options.cxx'' all the options are listed with their hard coded ''default'' setting and type.&amp;lt;br /&amp;gt;&lt;br /&gt;
The file [[$FG_ROOT]]/options.xml is used to generate the output for &amp;lt;code&amp;gt;fgfs --help [--verbose]&amp;lt;/code&amp;gt;. That's the reason why &amp;lt;code&amp;gt;--fg-root=[path]&amp;lt;/code&amp;gt; has to be added to this, if it is not set as environmental variable or as option in fgfsrc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usage: &amp;lt;code&amp;gt;fgfs [OPTION [OPTION ...]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== General Options ====&lt;br /&gt;
&lt;br /&gt;
   --help, -h                   Show the most relevant command line options&lt;br /&gt;
   --verbose, -v                Show all command line options when combined&lt;br /&gt;
                                with --help or -h&lt;br /&gt;
   --fg-root=path               Specify the root data path&lt;br /&gt;
   --fg-scenery=path[:path...]  Specify the base scenery path;&lt;br /&gt;
                                Defaults to [[$FG_ROOT]]/Scenery&lt;br /&gt;
  (--language=code              Select the language for this session&lt;br /&gt;
                                *Not* supported in 1.9.1 and Git atm!)&lt;br /&gt;
   --launcher                   Enable Qt launcher &lt;br /&gt;
   --disable-fullscreen         Disable full-screen game mode&lt;br /&gt;
   --enable-fullscreen          Enable full-screen game mode&lt;br /&gt;
   --disable-splash-screen      Disable splash screen&lt;br /&gt;
   --enable-splash-screen       Enable splash screen&lt;br /&gt;
   --disable-mouse-pointer      Disable extra mouse pointer&lt;br /&gt;
   --enable-mouse-pointer       Enable extra mouse pointer&lt;br /&gt;
                                (i.e. for full screen Voodoo based cards)&lt;br /&gt;
   --disable-random-objects     Exclude random scenery objects&lt;br /&gt;
                                (buildings, etc.)&lt;br /&gt;
   --enable-random-objects      Include random scenery objects&lt;br /&gt;
                                (buildings, etc.)&lt;br /&gt;
   --disable-ai-models          Disable the AI subsystem.&lt;br /&gt;
                                (This also disables showing the models of other&lt;br /&gt;
                                 multiplayer aircraft)&lt;br /&gt;
   --enable-ai-models           Enable the AI subsystem.&lt;br /&gt;
   --disable-ai-traffic         Disable the autogenerated traffic subsystem.&lt;br /&gt;
   --enable-ai-traffic          Enable the autogenerated traffic subsystem.&lt;br /&gt;
   --disable-freeze             Start in a running state&lt;br /&gt;
   --enable-freeze              Start in a frozen state&lt;br /&gt;
   --disable-fuel-freeze        Fuel is consumed normally&lt;br /&gt;
   --enable-fuel-freeze         Fuel tank quantity forced to remain constant&lt;br /&gt;
   --disable-clock-freeze       Clock advances normally&lt;br /&gt;
   --enable-clock-freeze        Do not advance clock&lt;br /&gt;
   --enable-auto-coordination   Enable auto coordination - rudder and&lt;br /&gt;
                                ailerons will be controlled together&lt;br /&gt;
   --disable-auto-coordination  Disable auto coordination (default)&lt;br /&gt;
   --browser-app=path           Specify path to your web browser&lt;br /&gt;
   --prop:name=value            Set property  to &lt;br /&gt;
   --config=path                Load additional properties from path&lt;br /&gt;
   --units-feet                 Use feet for distances&lt;br /&gt;
   --units-meters               Use meters for distances&lt;br /&gt;
   --ai-sc&lt;br /&gt;
&lt;br /&gt;
==== Features ====&lt;br /&gt;
&lt;br /&gt;
   --disable-panel              Disable instrument panel&lt;br /&gt;
   --enable-panel               Enable instrument panel&lt;br /&gt;
   --disable-sound              Disable sound effects&lt;br /&gt;
   --enable-sound               Enable sound effects&lt;br /&gt;
   --disable-hud                Disable Heads Up Display (HUD)&lt;br /&gt;
   --enable-hud                 Enable Heads Up Display (HUD)&lt;br /&gt;
   --disable-anti-alias-hud     Disable anti-aliased HUD&lt;br /&gt;
   --enable-anti-alias-hud      Enable anti-aliased HUD&lt;br /&gt;
   --disable-hud-3d             Disable 3D HUD&lt;br /&gt;
   --enable-hud-3d              Enable 3D HUD&lt;br /&gt;
   --ai-scenario=scenario       Add and enable a new scenario. Multiple options&lt;br /&gt;
                                are allowed. Scenarios are in /[[$FG_ROOT]]/AI/.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Aircraft ====&lt;br /&gt;
&lt;br /&gt;
   --aircraft=name              Select an aircraft profile as defined by a top&lt;br /&gt;
                                level -set.xml&lt;br /&gt;
   --aircraft-dir=path          Specify the exact directory to use for the&lt;br /&gt;
                                aircraft (normally not required, but may be&lt;br /&gt;
                                useful). Interpreted relatively to the&lt;br /&gt;
                                current directory. Causes the &amp;lt;path-cache&amp;gt;&lt;br /&gt;
                                from autosave_X_Y.xml, as well as&lt;br /&gt;
                                --fg-aircraft options and the FG_AIRCRAFT&lt;br /&gt;
                                environment variable to be bypassed.&lt;br /&gt;
   --show-aircraft              Print a list of the currently available&lt;br /&gt;
                                aircraft types&lt;br /&gt;
&lt;br /&gt;
==== Flight Model ====&lt;br /&gt;
&lt;br /&gt;
   --fdm=name                   Select the core flight dynamics model&lt;br /&gt;
                                Can be one of jsb, larcsim, yasim, magic,&lt;br /&gt;
                                balloon, ada, external, or null&lt;br /&gt;
   --aero=name                  Select aircraft aerodynamics model to load&lt;br /&gt;
   --model-hz=n                 Run the FDM this rate (iterations per second)&lt;br /&gt;
   --speed=n                    Run the FDM 'n' times faster than real time&lt;br /&gt;
   --notrim                     Do NOT attempt to trim the model&lt;br /&gt;
                                (only with fdm=jsbsim)&lt;br /&gt;
   --on-ground                  Start at ground level (default)&lt;br /&gt;
   --in-air                     Start in air (implied when using --altitude)&lt;br /&gt;
   --wind=DIR@SPEED             Specify wind coming from DIR (degrees) at SPEED&lt;br /&gt;
                                (knots)&lt;br /&gt;
   --turbulence=0.0 to 1.0      Specify turbulence from 0.0 (calm) to 1.0&lt;br /&gt;
                                (severe)&lt;br /&gt;
   --ceiling=FT_ASL[:THICKNESS_FT]&lt;br /&gt;
                                Create an overcast ceiling, optionally with a&lt;br /&gt;
                                specific thickness (defaults to 2000 ft).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Initial Position and Orientation ====&lt;br /&gt;
&lt;br /&gt;
   --airport=ID                 Specify starting position relative to an&lt;br /&gt;
                                airport&lt;br /&gt;
   --runway=rwy_no              Specify starting runway (must also specify an&lt;br /&gt;
                                airport)&lt;br /&gt;
   --vor=ID                     Specify starting position relative to a VOR&lt;br /&gt;
   --ndb=ID                     Specify starting position relative to an NDB&lt;br /&gt;
   --fix=ID                     Specify starting position relative to a fix&lt;br /&gt;
   --airport=ID                 Specify airport (e.g. KOAK)&lt;br /&gt;
   --parkpos=NAME               Specify a gate at the airport (e.g. 747d11)&lt;br /&gt;
   --offset-distance=nm         Specify distance to reference point (statute&lt;br /&gt;
                                miles)&lt;br /&gt;
   --offset-azimuth=degrees     Specify heading to reference point&lt;br /&gt;
   --lon=degrees                Starting longitude (west = -)&lt;br /&gt;
   --lat=degrees                Starting latitude (south = -)&lt;br /&gt;
   --altitude=value             Starting altitude&lt;br /&gt;
                                (in feet unless --units-meters specified)&lt;br /&gt;
   --heading=degrees            Specify heading (yaw) angle (Psi)&lt;br /&gt;
   --roll=degrees               Specify roll angle (Phi)&lt;br /&gt;
   --pitch=degrees              Specify pitch angle (Theta)&lt;br /&gt;
   --uBody=units_per_sec        Specify velocity along the body X axis&lt;br /&gt;
                                (in feet unless --units-meters specified)&lt;br /&gt;
   --vBody=units_per_sec        Specify velocity along the body Y axis&lt;br /&gt;
                                (in feet unless --units-meters specified)&lt;br /&gt;
   --wBody=units_per_sec        Specify velocity along the body Z axis&lt;br /&gt;
                                (in feet unless --units-meters specified)&lt;br /&gt;
   --vc=knots                   Specify initial airspeed&lt;br /&gt;
   --mach=num                   Specify initial mach number&lt;br /&gt;
   --glideslope=degrees         Specify flight path angle (can be positive)&lt;br /&gt;
   --roc=fpm                    Specify initial climb rate (can be negative)&lt;br /&gt;
&lt;br /&gt;
==== Rendering Options ====&lt;br /&gt;
&lt;br /&gt;
   --bpp=depth                  Specify the bits per pixel&lt;br /&gt;
   --fog-disable                Disable fog/haze&lt;br /&gt;
   --fog-fastest                Enable fastest fog/haze&lt;br /&gt;
   --fog-nicest                 Enable nicest fog/haze&lt;br /&gt;
   --disable-horizon-effect     Disable celestial body growth illusion near the&lt;br /&gt;
                                horizon&lt;br /&gt;
   --enable-horizon-effect      Enable celestial body growth illusion near the&lt;br /&gt;
                                horizon&lt;br /&gt;
   --disable-enhanced-lighting  Disable enhanced runway lighting&lt;br /&gt;
   --enable-enhanced-lighting   Enable enhanced runway lighting&lt;br /&gt;
   --season=winter              Enable snow covered scenery&lt;br /&gt;
   --disable-distance-attenuation&lt;br /&gt;
                                Disable runway light distance attenuation&lt;br /&gt;
   --enable-distance-attenuation&lt;br /&gt;
                                Enable runway light distance attenuation&lt;br /&gt;
   --disable-specular-highlight&lt;br /&gt;
                                Disable specular reflections on textured&lt;br /&gt;
                                objects&lt;br /&gt;
   --enable-specular-highlight  Enable specular reflections on textured objects&lt;br /&gt;
   --enable-clouds              Enable 2D (flat) cloud layers&lt;br /&gt;
   --disable-clouds             Disable 2D (flat) cloud layers&lt;br /&gt;
   --enable-clouds3d            Enable 3D (volumetric) cloud layers&lt;br /&gt;
   --disable-clouds3d           Disable 3D (volumetric) cloud layers&lt;br /&gt;
   --fov=degrees                Specify field of view angle&lt;br /&gt;
   --disable-fullscreen         Disable fullscreen mode&lt;br /&gt;
   --enable-fullscreen          Enable fullscreen mode&lt;br /&gt;
   --shading-flat               Enable flat shading&lt;br /&gt;
   --shading-smooth             Enable smooth shading&lt;br /&gt;
   --disable-wireframe          Disable wireframe drawing mode&lt;br /&gt;
   --enable-wireframe           Enable wireframe drawing mode&lt;br /&gt;
   --geometry=WxH               Specify window geometry (640x480, etc)&lt;br /&gt;
   --view-offset=value          Specify the default forward view direction as&lt;br /&gt;
                                an offset from straight ahead. Allowable values&lt;br /&gt;
                                are LEFT, RIGHT, CENTER, or a specific number&lt;br /&gt;
                                in degrees&lt;br /&gt;
   --visibility=meters          Specify initial visibility&lt;br /&gt;
   --visibility-miles=miles     Specify initial visibility in miles&lt;br /&gt;
&lt;br /&gt;
==== Hud Options ====&lt;br /&gt;
&lt;br /&gt;
   --hud-tris                   Hud displays number of triangles rendered&lt;br /&gt;
   --hud-culled                 Hud displays percentage of triangles culled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Time Options ====&lt;br /&gt;
&lt;br /&gt;
   --timeofday={dawn,noon,dusk,midnight}&lt;br /&gt;
                                Specify a time of day&lt;br /&gt;
   --time-offset=[+-]hh:mm:ss   Add this time offset&lt;br /&gt;
   --time-match-real            Synchronize time with current time at chosen airport&lt;br /&gt;
   --time-match-local           Synchronize time with system time of computer&lt;br /&gt;
   --start-date-sys=yyyy:mm:dd:hh:mm:ss&lt;br /&gt;
                                Specify a starting date/time with respect to&lt;br /&gt;
                                system time&lt;br /&gt;
   --start-date-gmt=yyyy:mm:dd:hh:mm:ss&lt;br /&gt;
                                Specify a starting date/time with respect to&lt;br /&gt;
                                Greenwich Mean Time&lt;br /&gt;
   --start-date-lat=yyyy:mm:dd:hh:mm:ss&lt;br /&gt;
                                Specify a starting date/time with respect to&lt;br /&gt;
                                Local Aircraft Time&lt;br /&gt;
&lt;br /&gt;
==== Network Options ====&lt;br /&gt;
&lt;br /&gt;
   --httpd=port                 Enable http server on the specified port&lt;br /&gt;
   --telnet=port                Enable telnet server on the specified port&lt;br /&gt;
   --jpg-httpd=port             Enable screen shot http server on the specified&lt;br /&gt;
                                port&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MultiPlayer Options ====&lt;br /&gt;
&lt;br /&gt;
   --callsign                   assign a unique name to a player&lt;br /&gt;
   --multiplay={in|out},hz,address,port&lt;br /&gt;
                                Specify multipilot communication settings&lt;br /&gt;
                                multiple instances can be used&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Route/Way Point Options ====&lt;br /&gt;
&lt;br /&gt;
   --wp=ID[@alt]                Specify a waypoint for the GC autopilot;&lt;br /&gt;
                                multiple instances can be used&lt;br /&gt;
   --flight-plan=file           Read all waypoints from a file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IO Options ====&lt;br /&gt;
&lt;br /&gt;
   --generic=params             Open connection using a predefined&lt;br /&gt;
                                communication interface and a preselected&lt;br /&gt;
                                communication protocol&lt;br /&gt;
   --garmin=params              Open connection using the Garmin GPS protocol&lt;br /&gt;
   --joyclient=params           Open connection to an Agwagon joystick&lt;br /&gt;
   --jsclient=params            Open connection to a remote joystick&lt;br /&gt;
   --native-ctrls=params        Open connection using the FG Native Controls&lt;br /&gt;
                                protocol&lt;br /&gt;
   --native-fdm=params          Open connection using the FG Native FDM&lt;br /&gt;
                                protocol&lt;br /&gt;
   --native=params              Open connection using the FG Native protocol&lt;br /&gt;
   --nmea=params                Open connection using the NMEA protocol&lt;br /&gt;
   --opengc=params              Open connection using the OpenGC protocol&lt;br /&gt;
   --props=params               Open connection using the interactive property&lt;br /&gt;
                                manager (LEGACY/DEAD DO NOT USE same as --telnet)&lt;br /&gt;
   --pve=params                 Open connection using the PVE protocol&lt;br /&gt;
   --ray=params                 Open connection using the Ray Woodworth motion&lt;br /&gt;
                                chair protocol&lt;br /&gt;
   --rul=params                 Open connection using the RUL protocol&lt;br /&gt;
   --atc610x                    Enable atc610x interface&lt;br /&gt;
&lt;br /&gt;
Under Windows, you must use a special escape sequence if you need to specify a COM port higher than 9.&lt;br /&gt;
&lt;br /&gt;
Example: --generic=\\.\COM10,out,1,/tmp/data.xml,myproto&lt;br /&gt;
&lt;br /&gt;
This is per the Microsoft KB article here: http://msdn.microsoft.com/en-us/library/aa363858%28v=vs.85%29.aspx&lt;br /&gt;
&lt;br /&gt;
==== Avionics Options ====&lt;br /&gt;
&lt;br /&gt;
   --nav1=[radial:]frequency    Set the NAV1 radio frequency, optionally&lt;br /&gt;
                                preceded by a radial.&lt;br /&gt;
   --nav2=[radial:]frequency    Set the NAV2 radio frequency, optionally&lt;br /&gt;
                                preceded by a radial.&lt;br /&gt;
   --adf=[rotation:]frequency   Set the ADF radio frequency, optionally&lt;br /&gt;
                                preceded by a card rotation.&lt;br /&gt;
   --dme={nav1|nav2|frequency}  Slave the ADF to one of the NAV radios, or set&lt;br /&gt;
                                its internal frequency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Environment Options ====&lt;br /&gt;
&lt;br /&gt;
   --disable-real-weather-fetch&lt;br /&gt;
                                Disable METAR based real weather fetching&lt;br /&gt;
   --enable-real-weather-fetch  Enable METAR based real weather fetching (this&lt;br /&gt;
                                requires an open internet connection)&lt;br /&gt;
   --disable-horizon-effect     Disable celestial body growth illusion near the&lt;br /&gt;
                                horizon&lt;br /&gt;
   --enable-horizon-effect      Enable celestial body growth illusion near the&lt;br /&gt;
                                horizon&lt;br /&gt;
   --enable-clouds              Enable 2D (flat) cloud layers&lt;br /&gt;
   --disable-clouds             Disable 2D (flat) cloud layers&lt;br /&gt;
   --enable-clouds3d            Enable 3D (volumetric) cloud layers&lt;br /&gt;
   --disable-clouds3d           Disable 3D (volumetric) cloud layers&lt;br /&gt;
   --visibility=meters          Specify initial visibility&lt;br /&gt;
   --visibility-miles=miles     Specify initial visibility in miles&lt;br /&gt;
   --wind=DIR@SPEED             Specify wind coming from DIR (degrees) at SPEED&lt;br /&gt;
                                (knots)&lt;br /&gt;
   --turbulence=0.0 to 1.0      Specify turbulence from 0.0 (calm) to 1.0&lt;br /&gt;
                                (severe)&lt;br /&gt;
   --ceiling=FT_ASL[:THICKNESS_FT]&lt;br /&gt;
                                Create an overcast ceiling, optionally with a&lt;br /&gt;
                                specific thickness (defaults to 2000 ft).&lt;br /&gt;
   --random-wind&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Situation Options ====&lt;br /&gt;
&lt;br /&gt;
   --failure={pitot|static|system|vacuum}&lt;br /&gt;
                                Fail the pitot, static, vacuum, or electrical&lt;br /&gt;
                                system (repeat the option for multiple system&lt;br /&gt;
                                failures).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Debugging Options ====&lt;br /&gt;
&lt;br /&gt;
   --log-level={bulk|debug|info|warn|alert}&lt;br /&gt;
                                Set the logging level for this session.&lt;br /&gt;
                                0=verbose, 5=alerts only&lt;br /&gt;
   --pid=/pathto/some/file.pid  Write current PID into file.&lt;br /&gt;
   --trace-read=property        Trace the reads for a property;&lt;br /&gt;
                                multiple instances can be used&lt;br /&gt;
   --trace-write=property       Trace the writes for a property;&lt;br /&gt;
                                multiple instances can be used&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[FlightGear 1.0 aircraft names for command line]] can be useful depending on what version and aircraft are installed.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Wiki articles ===&lt;br /&gt;
* [[Command line]]&lt;br /&gt;
&lt;br /&gt;
=== Source files ===&lt;br /&gt;
* {{fgdata file|options.xml}}&lt;br /&gt;
* {{flightgear file|src/Main/options.hxx}}&lt;br /&gt;
* {{flightgear file|src/Main/options.cxx}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
&lt;br /&gt;
[[de:Command Line Options]]&lt;br /&gt;
[[fr:Options de ligne de commande]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=IAR_80/info&amp;diff=101468</id>
		<title>IAR 80/info</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=IAR_80/info&amp;diff=101468"/>
		<updated>2016-07-17T23:06:51Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: gplv2 not later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{User:Bugman/Infobox Aircraft&lt;br /&gt;
| name           = IAR 80&lt;br /&gt;
| image          = Iar80-flight.jpg&lt;br /&gt;
| alt            = The IAR 80 in its the default livery.&lt;br /&gt;
| image2         = Iar80-cockpit-dusk.jpg&lt;br /&gt;
| alt2           = The IAR 80's cockpit as dusk&lt;br /&gt;
| type           = Fighter aircraft&lt;br /&gt;
| config         = Low wing aircraft&lt;br /&gt;
| propulsion     = Propeller aircraft/Single-engine aircraft&lt;br /&gt;
| manufacturer   = Industria Aeronautică Română (IAR)&lt;br /&gt;
| authors        = Emilian Huminiuc (3D model, textures, YASim FDM)/Ron Jensen (JSBSim FDM)&lt;br /&gt;
| fdm            = YASim/JSBSim&lt;br /&gt;
| fgname         = IAR80-YASim&lt;br /&gt;
| status-fdm     = 5&lt;br /&gt;
| status-systems = 4&lt;br /&gt;
| status-cockpit = 5&lt;br /&gt;
| status-model   = 5&lt;br /&gt;
| download       = {{gitlab zip file|user=emilianh|repo=IAR80}}&lt;br /&gt;
| license        = CC-BY-NC-ND 4.0/GPLv2&lt;br /&gt;
| note           = The JSBSim FDM is in beta&lt;br /&gt;
| navbar         = 1&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the aircraft infobox subpage of the [[IAR 80]].&lt;br /&gt;
[[Category:Aircraft infobox documentation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra/info&amp;diff=101467</id>
		<title>Lockheed Model 10 Electra/info</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra/info&amp;diff=101467"/>
		<updated>2016-07-17T23:05:55Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: gplv2 not later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{User:Bugman/Infobox Aircraft&lt;br /&gt;
| name           = Lockheed Model 10 Electra&lt;br /&gt;
| hangar         = emilianh&lt;br /&gt;
| aircraft       = Lockheed-L10-Electra&lt;br /&gt;
| image          = L10-glamour.jpg&lt;br /&gt;
| alt            = Waiting For Amelia&lt;br /&gt;
| image2         = Electra 2.jpg&lt;br /&gt;
| alt2           = Lockheed Model 10 Electra in flight&lt;br /&gt;
| type           = Airliner/Light airliner&lt;br /&gt;
| config         = Low wing aircraft&lt;br /&gt;
| propulsion     = Propeller aircraft/Twin-engine aircraft&lt;br /&gt;
| manufacturer   = Lockheed&lt;br /&gt;
| authors        = Emilian Huminiuc&lt;br /&gt;
| fdm            = YASim&lt;br /&gt;
| fgname         = Lockheed-L10-Electra&lt;br /&gt;
| status-fdm     = 2&lt;br /&gt;
| status-systems = 1&lt;br /&gt;
| status-cockpit = 1&lt;br /&gt;
| status-model   = 3&lt;br /&gt;
| license        = CC-BY-NC-ND 4.0/GPLv2&lt;br /&gt;
| navbar         = 1&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the aircraft infobox subpage of the [[Lockheed Model 10 Electra]].&lt;br /&gt;
[[Category:Aircraft infobox documentation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:Bugman&amp;diff=101185</id>
		<title>User talk:Bugman</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:Bugman&amp;diff=101185"/>
		<updated>2016-07-15T14:55:38Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The collapsible script template ==&lt;br /&gt;
Noticed the {{tl|collapsible script}} template.  That will probably come in handy in many places.&lt;br /&gt;
&lt;br /&gt;
I had no idea that there was such a thing as &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt;.  That may be useful later when I have played around with it.&lt;br /&gt;
&lt;br /&gt;
Hmm, I see the template defaults to Dec Vadic's Imperial Arem Star. lol ;-)&lt;br /&gt;
&lt;br /&gt;
—[[User:Johan G|Johan G]] ([[User_talk:Johan_G|Talk]] | [[Special:Contributions/Johan_G|contribs]]) 18:12, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: There are quite a few places in the wiki cluttered up by long scripts or code segments.  I guess it is mainly Nasal, though some other parts could benefit from other templates using collapsible NavFrame elements.  The &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt; concept is quite useful for programmatically adding tags in templates, avoiding the initial HTML parsing, but it isn't perfect.  Anyway, I can see it spreading on the wiki already :)  As for the template default, I hope no one is curious and tries it out!&lt;br /&gt;
&lt;br /&gt;
:[[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 10:14, 18 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Let me add that &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt; allows for transclusion within any HTML tag, which is normally not possible.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 12:51, 19 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: ''The newsletter template discussion was moved to [[FlightGear wiki:Village pump#Newsletter templates]] ([http://wiki.flightgear.org/index.php?title=FlightGear_wiki:Village_pump&amp;amp;oldid=88787#Newsletter_templates perm]).''&lt;br /&gt;
&lt;br /&gt;
== German FGAddon translation ==&lt;br /&gt;
&lt;br /&gt;
Hi Edward,&lt;br /&gt;
&lt;br /&gt;
are you still working on the [[De/FGAddon|German translation of the FGAddon article]]? If not, should I go ahead with the translation?&lt;br /&gt;
&lt;br /&gt;
Cheers&lt;br /&gt;
&lt;br /&gt;
[[User:Dg-505|Dg-505]] ([[User talk:Dg-505|talk]]) 05:32, 7 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi!  I'm on holiday and have been distracted by other work.  Go for it!&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 23:52, 11 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Okay, thank you.&lt;br /&gt;
::[[User:Dg-505|Dg-505]] ([[User talk:Dg-505|talk]]) 00:10, 12 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lockheed P-38 Lightning ==&lt;br /&gt;
thanks for renaming that file... i can't believe that i misspelled that like that... sometimes the fingers think they know what the brain is trying to write :lol: &lt;br /&gt;
[[User:Wkitty42|Wkitty42]] ([[User talk:Wkitty42|talk]]) 11:16, 1 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No problems!  I often have the same problem :)  Anyway, if you need any pages or files moved, just say.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 11:19, 1 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The &amp;lt;aircraft&amp;gt;/info template ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
It seems the new template for the aircraft info box or &amp;lt;aircraft&amp;gt;/info page doesn't show '_' (underscore) in the --aircraft= field. The old info box template did so it is probably a bug? [[User:AndersG|AndersG]] ([[User talk:AndersG|talk]]) 15:21, 23 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for spotting that!  I can see that that is a problem with the [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions#.23titleparts #titleparts] function: &amp;quot;All underscores are automatically replaced with spaces&amp;quot;.  That is rather annoying.  I might then create {{param|fgname1}} to {{param|fgname10}} as an alternative, as the number of &amp;lt;code&amp;gt;*-set.xml&amp;lt;/code&amp;gt; files with underscores is very low.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 15:38, 23 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The so caled &amp;quot;Emilianh H's hangar&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hi, &lt;br /&gt;
&lt;br /&gt;
While I appreciate your efforts, I would also appreciate it if this labeling would be possibly omitted, also not directly linked to.&lt;br /&gt;
&lt;br /&gt;
I would also had appreciated some sort of preliminary discussion/warning prior to such labeling/linking if it would have taken place.&lt;br /&gt;
&lt;br /&gt;
Thanks for your understanding&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:07, 15 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No problems.  I'm just experimenting with this, to allow for automated link creation for the new aircraft infobox template (see [[User:Bugman/Infobox Aircraft]]).  This also includes the important note that the aircraft is {{tl|non-GPL}}.  Note that in the end, all wiki aircraft pages will be identified by hangar when available.  But for the &amp;lt;code&amp;gt;| hangar = emilianh&amp;lt;/code&amp;gt; parameter value, the heading &amp;quot;Emilian H's Hangar&amp;quot; has been removed.  See [[User:Bugman/Infobox Aircraft#IAR 80]].&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 10:16, 15 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, however unfortunatley link to &amp;quot;website&amp;quot; still shows. How about &amp;quot;Aircraft by $Name&amp;quot; instead of &amp;quot;$Name's hangar&amp;quot; ? what happens if $Name has n aircraft hosted in m places?&lt;br /&gt;
&lt;br /&gt;
:: Regards,&lt;br /&gt;
&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:22, 15 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I don't quite follow, but we should be able to expand on the [[User:Bugman/Infobox Aircraft]] to match all aircraft author's needs.  That is the aim of this new template to replace {{tl|infobox aircraft}}.  Click on the 'Edit' link, and then search for &amp;lt;code&amp;gt;emilianh&amp;lt;/code&amp;gt; to see all the customisations I have made.  We can change this to anything, to help automate the infobox creation.  I thought I'd use your aircraft as a testing example for improving GitLab support in [[User:Bugman/Infobox Aircraft]] and [[:Category:Repository link templates]].&lt;br /&gt;
&lt;br /&gt;
::: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 10:30, 15 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The [[User:Bugman/Infobox Aircraft]] still displays the website and the devel-repo links. I, personally, for my aircraft, would prefer it if those were not ever shown, and only the download link was available. However I now noticed that on the actual [[IAR 80]] page it is properly hidden.&lt;br /&gt;
::::As for the second part of my previous question, what happens if I had say the iar80 hosted on github, the l10 on gitlab, and some other aircraft hosted on somesite.somwhere.else, to what does the &amp;quot;hangar&amp;quot; point to?&lt;br /&gt;
::::I understand that in this particular case you were using it to improve an example gitlab based &amp;quot;hangar&amp;quot;.&lt;br /&gt;
::::Regards, [[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:55, 15 July 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:Bugman&amp;diff=101175</id>
		<title>User talk:Bugman</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:Bugman&amp;diff=101175"/>
		<updated>2016-07-15T14:22:54Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The collapsible script template ==&lt;br /&gt;
Noticed the {{tl|collapsible script}} template.  That will probably come in handy in many places.&lt;br /&gt;
&lt;br /&gt;
I had no idea that there was such a thing as &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt;.  That may be useful later when I have played around with it.&lt;br /&gt;
&lt;br /&gt;
Hmm, I see the template defaults to Dec Vadic's Imperial Arem Star. lol ;-)&lt;br /&gt;
&lt;br /&gt;
—[[User:Johan G|Johan G]] ([[User_talk:Johan_G|Talk]] | [[Special:Contributions/Johan_G|contribs]]) 18:12, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: There are quite a few places in the wiki cluttered up by long scripts or code segments.  I guess it is mainly Nasal, though some other parts could benefit from other templates using collapsible NavFrame elements.  The &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt; concept is quite useful for programmatically adding tags in templates, avoiding the initial HTML parsing, but it isn't perfect.  Anyway, I can see it spreading on the wiki already :)  As for the template default, I hope no one is curious and tries it out!&lt;br /&gt;
&lt;br /&gt;
:[[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 10:14, 18 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Let me add that &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt; allows for transclusion within any HTML tag, which is normally not possible.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 12:51, 19 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: ''The newsletter template discussion was moved to [[FlightGear wiki:Village pump#Newsletter templates]] ([http://wiki.flightgear.org/index.php?title=FlightGear_wiki:Village_pump&amp;amp;oldid=88787#Newsletter_templates perm]).''&lt;br /&gt;
&lt;br /&gt;
== German FGAddon translation ==&lt;br /&gt;
&lt;br /&gt;
Hi Edward,&lt;br /&gt;
&lt;br /&gt;
are you still working on the [[De/FGAddon|German translation of the FGAddon article]]? If not, should I go ahead with the translation?&lt;br /&gt;
&lt;br /&gt;
Cheers&lt;br /&gt;
&lt;br /&gt;
[[User:Dg-505|Dg-505]] ([[User talk:Dg-505|talk]]) 05:32, 7 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi!  I'm on holiday and have been distracted by other work.  Go for it!&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 23:52, 11 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Okay, thank you.&lt;br /&gt;
::[[User:Dg-505|Dg-505]] ([[User talk:Dg-505|talk]]) 00:10, 12 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lockheed P-38 Lightning ==&lt;br /&gt;
thanks for renaming that file... i can't believe that i misspelled that like that... sometimes the fingers think they know what the brain is trying to write :lol: &lt;br /&gt;
[[User:Wkitty42|Wkitty42]] ([[User talk:Wkitty42|talk]]) 11:16, 1 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No problems!  I often have the same problem :)  Anyway, if you need any pages or files moved, just say.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 11:19, 1 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The &amp;lt;aircraft&amp;gt;/info template ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
It seems the new template for the aircraft info box or &amp;lt;aircraft&amp;gt;/info page doesn't show '_' (underscore) in the --aircraft= field. The old info box template did so it is probably a bug? [[User:AndersG|AndersG]] ([[User talk:AndersG|talk]]) 15:21, 23 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for spotting that!  I can see that that is a problem with the [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions#.23titleparts #titleparts] function: &amp;quot;All underscores are automatically replaced with spaces&amp;quot;.  That is rather annoying.  I might then create {{param|fgname1}} to {{param|fgname10}} as an alternative, as the number of &amp;lt;code&amp;gt;*-set.xml&amp;lt;/code&amp;gt; files with underscores is very low.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 15:38, 23 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The so caled &amp;quot;Emilianh H's hangar&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hi, &lt;br /&gt;
&lt;br /&gt;
While I appreciate your efforts, I would also appreciate it if this labeling would be possibly omitted, also not directly linked to.&lt;br /&gt;
&lt;br /&gt;
I would also had appreciated some sort of preliminary discussion/warning prior to such labeling/linking if it would have taken place.&lt;br /&gt;
&lt;br /&gt;
Thanks for your understanding&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:07, 15 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No problems.  I'm just experimenting with this, to allow for automated link creation for the new aircraft infobox template (see [[User:Bugman/Infobox Aircraft]]).  This also includes the important note that the aircraft is {{tl|non-GPL}}.  Note that in the end, all wiki aircraft pages will be identified by hangar when available.  But for the &amp;lt;code&amp;gt;| hangar = emilianh&amp;lt;/code&amp;gt; parameter value, the heading &amp;quot;Emilian H's Hangar&amp;quot; has been removed.  See [[User:Bugman/Infobox Aircraft#IAR 80]].&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 10:16, 15 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, however unfortunatley link to &amp;quot;website&amp;quot; still shows. How about &amp;quot;Aircraft by $Name&amp;quot; instead of &amp;quot;$Name's hangar&amp;quot; ? what happens if $Name has n aircraft hosted in m places?&lt;br /&gt;
&lt;br /&gt;
:: Regards,&lt;br /&gt;
&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:22, 15 July 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:Bugman&amp;diff=101172</id>
		<title>User talk:Bugman</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:Bugman&amp;diff=101172"/>
		<updated>2016-07-15T14:07:38Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* The so caled &amp;quot;Emilianh H's hangar&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The collapsible script template ==&lt;br /&gt;
Noticed the {{tl|collapsible script}} template.  That will probably come in handy in many places.&lt;br /&gt;
&lt;br /&gt;
I had no idea that there was such a thing as &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt;.  That may be useful later when I have played around with it.&lt;br /&gt;
&lt;br /&gt;
Hmm, I see the template defaults to Dec Vadic's Imperial Arem Star. lol ;-)&lt;br /&gt;
&lt;br /&gt;
—[[User:Johan G|Johan G]] ([[User_talk:Johan_G|Talk]] | [[Special:Contributions/Johan_G|contribs]]) 18:12, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: There are quite a few places in the wiki cluttered up by long scripts or code segments.  I guess it is mainly Nasal, though some other parts could benefit from other templates using collapsible NavFrame elements.  The &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt; concept is quite useful for programmatically adding tags in templates, avoiding the initial HTML parsing, but it isn't perfect.  Anyway, I can see it spreading on the wiki already :)  As for the template default, I hope no one is curious and tries it out!&lt;br /&gt;
&lt;br /&gt;
:[[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 10:14, 18 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Let me add that &amp;lt;code&amp;gt;{{obr}}#'''tag''': {{cbr}}&amp;lt;/code&amp;gt; allows for transclusion within any HTML tag, which is normally not possible.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 12:51, 19 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: ''The newsletter template discussion was moved to [[FlightGear wiki:Village pump#Newsletter templates]] ([http://wiki.flightgear.org/index.php?title=FlightGear_wiki:Village_pump&amp;amp;oldid=88787#Newsletter_templates perm]).''&lt;br /&gt;
&lt;br /&gt;
== German FGAddon translation ==&lt;br /&gt;
&lt;br /&gt;
Hi Edward,&lt;br /&gt;
&lt;br /&gt;
are you still working on the [[De/FGAddon|German translation of the FGAddon article]]? If not, should I go ahead with the translation?&lt;br /&gt;
&lt;br /&gt;
Cheers&lt;br /&gt;
&lt;br /&gt;
[[User:Dg-505|Dg-505]] ([[User talk:Dg-505|talk]]) 05:32, 7 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi!  I'm on holiday and have been distracted by other work.  Go for it!&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 23:52, 11 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Okay, thank you.&lt;br /&gt;
::[[User:Dg-505|Dg-505]] ([[User talk:Dg-505|talk]]) 00:10, 12 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lockheed P-38 Lightning ==&lt;br /&gt;
thanks for renaming that file... i can't believe that i misspelled that like that... sometimes the fingers think they know what the brain is trying to write :lol: &lt;br /&gt;
[[User:Wkitty42|Wkitty42]] ([[User talk:Wkitty42|talk]]) 11:16, 1 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No problems!  I often have the same problem :)  Anyway, if you need any pages or files moved, just say.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 11:19, 1 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The &amp;lt;aircraft&amp;gt;/info template ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
It seems the new template for the aircraft info box or &amp;lt;aircraft&amp;gt;/info page doesn't show '_' (underscore) in the --aircraft= field. The old info box template did so it is probably a bug? [[User:AndersG|AndersG]] ([[User talk:AndersG|talk]]) 15:21, 23 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for spotting that!  I can see that that is a problem with the [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions#.23titleparts #titleparts] function: &amp;quot;All underscores are automatically replaced with spaces&amp;quot;.  That is rather annoying.  I might then create {{param|fgname1}} to {{param|fgname10}} as an alternative, as the number of &amp;lt;code&amp;gt;*-set.xml&amp;lt;/code&amp;gt; files with underscores is very low.&lt;br /&gt;
&lt;br /&gt;
: [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 15:38, 23 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The so caled &amp;quot;Emilianh H's hangar&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hi, &lt;br /&gt;
&lt;br /&gt;
While I appreciate your efforts, I would also appreciate it if this labeling would be possibly omitted, also not directly linked to.&lt;br /&gt;
&lt;br /&gt;
I would also had appreciated some sort of preliminary discussion/warning prior to such labeling/linking if it would have taken place.&lt;br /&gt;
&lt;br /&gt;
Thanks for your understanding&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:07, 15 July 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=IAR_80/info&amp;diff=101168</id>
		<title>IAR 80/info</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=IAR_80/info&amp;diff=101168"/>
		<updated>2016-07-15T14:00:31Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: removed hangar, not a hangar, not intended to be a hangar, nor directly linked to. If the &amp;quot;hangar&amp;quot; feature can be used solely to ease maintainenace and not be displayed at all feel free to adapt. Thanks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{User:Bugman/Infobox Aircraft&lt;br /&gt;
| name           = IAR 80&lt;br /&gt;
| image          = Iar80-flight.jpg&lt;br /&gt;
| alt            = The IAR 80 in its the default livery.&lt;br /&gt;
| image2         = Iar80-cockpit-dusk.jpg&lt;br /&gt;
| alt2           = The IAR 80's cockpit as dusk&lt;br /&gt;
| type           = Fighter aircraft&lt;br /&gt;
| config         = Low wing aircraft&lt;br /&gt;
| propulsion     = Propeller aircraft/Single-engine aircraft&lt;br /&gt;
| manufacturer   = Industria Aeronautică Română (IAR)&lt;br /&gt;
| authors        = Emilian Huminiuc (3D model, textures, YASim FDM)/Ron Jensen (JSBSim FDM)&lt;br /&gt;
| fdm            = YASim/JSBSim&lt;br /&gt;
| fgname         = IAR80-YASim&lt;br /&gt;
| status-fdm     = 5&lt;br /&gt;
| status-systems = 4&lt;br /&gt;
| status-cockpit = 5&lt;br /&gt;
| status-model   = 5&lt;br /&gt;
| download       = {{gitlab zip file|user=emilianh|repo=IAR80}}&lt;br /&gt;
| license        = CC-BY-NC-ND 4.0/GPLv2+&lt;br /&gt;
| note           = The JSBSim FDM is in beta&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is the aircraft infobox subpage of the [[IAR 80]].&lt;br /&gt;
[[Category:Aircraft infobox documentation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Install_aircraft&amp;diff=98287</id>
		<title>Howto:Install aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Install_aircraft&amp;diff=98287"/>
		<updated>2016-05-17T11:11:01Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Undo revision 98286 by Taohu (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{installing}}&lt;br /&gt;
&lt;br /&gt;
The latest official [[aircraft]] can be downloaded at [http://www.flightgear.org/download/ FlightGear.org Aircraft], which then usually require unzipping software to extract from a compressed file format. Then these must be manually installed in a FlightGear software installation to use. The details depend on the method of download, operating system, and user setup.  Alternatively if you are using the [[FlightGear Build Server|nightly builds]] or a [[Building FlightGear|version controlled copy of FlightGear]], or you wish to manage your aircraft collection using version control tools, the aircraft can be obtained directly from the [[FGAddon|official FlightGear aircraft repository - FGAddon]].&lt;br /&gt;
&lt;br /&gt;
== Installation process ==&lt;br /&gt;
=== Linux ===&lt;br /&gt;
(Ubuntu 12.04) &lt;br /&gt;
# Download the aircraft&lt;br /&gt;
# Create a directory to store your aircraft if you have not already done so. Make sure this directory is outside &amp;lt;tt&amp;gt;/usr/share/games/flightgear/&amp;lt;/tt&amp;gt;. For example, use &amp;lt;tt&amp;gt;/home/{YourUserName}/FlightGear/Aircraft&amp;lt;/tt&amp;gt;. &lt;br /&gt;
# Extract your aircraft file into the folder (the one you created above)&lt;br /&gt;
#: unzip XXXXX.zip&lt;br /&gt;
# Start up FlightGear. Append the root aircraft folder (&amp;lt;tt&amp;gt;/home/{YourUserName}/FlightGear/Aircraft&amp;lt;/tt&amp;gt; in our example) to the $FG_AIRCRAFT list on the first page (previous to aircraft selection) of the launcher. Your aircraft should now show up in the list.&lt;br /&gt;
&lt;br /&gt;
=== Macintosh OS X ===&lt;br /&gt;
{{out of date}}&lt;br /&gt;
&lt;br /&gt;
# Open GUI Launcher for FlightGear Mac&lt;br /&gt;
# Click on &amp;quot;Others&amp;quot; tab at middle right of launcher&lt;br /&gt;
# Click &amp;quot;Install Add-On Data&amp;quot; link at bottom of launcher&lt;br /&gt;
# Select aircraft folder from menu, and click &amp;quot;Open&amp;quot;&lt;br /&gt;
# Click OK on pop-up box.&lt;br /&gt;
&lt;br /&gt;
Please note: For Mac users, the above will not work if you have not installed FG to the applications folder. If you do not want to put your version of FG in your applications folder, you can place it in a separate folder of your own creation. That will allow the above aircraft (&amp;amp; scenery) installation method to work correctly/&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
# Download an aircraft and save it on your desktop.&lt;br /&gt;
# Unzip the file using a file archiver, for example the open source file archiver [http://www.7-zip.org/ 7-Zip].&lt;br /&gt;
# Create a directory to store your aircraft if you have not already done so. Make sure this directory is outside your &amp;lt;tt&amp;gt;[[$FG_ROOT]]&amp;lt;/tt&amp;gt; directory. For example, use &amp;lt;tt&amp;gt;C:\Users\{YourUserName}\Documents\FlightGear\Aircraft&amp;lt;/tt&amp;gt;.&lt;br /&gt;
# Move the unzipped folder (usually the aircraft's name) to your that aircraft directory.&lt;br /&gt;
# Start up FlightGear. Append the root aircraft folder  (&amp;lt;tt&amp;gt;C:\Users\{YourUserName}\Documents\FlightGear\Aircraft&amp;lt;/tt&amp;gt; in our example) to the &amp;lt;tt&amp;gt;[[$FG_AIRCRAFT]]&amp;lt;/tt&amp;gt; list on the first page (previous to aircraft selection) of the launcher. Your aircraft should now show up in the list.&lt;br /&gt;
&lt;br /&gt;
== When installing an aircraft fails ==&lt;br /&gt;
=== Rename Aircraft Folder ===&lt;br /&gt;
If FlightGear fails to start with the new aircraft you have installed, or if it starts but the aircraft is invisible you might have to rename the folder where the aircraft files are.&lt;br /&gt;
This issue is most often encountered when downloading a .zip file from some online git repository. In those cases you will most likely end up with a folder name of the following form MyZippedRepo-[branch]. In this case you should rename the folder to be just '''MyZippedRepo'''.&lt;br /&gt;
&lt;br /&gt;
If the above doesn't work, or for other cases, check for a readme file and have a look there for instructions.&lt;br /&gt;
 &lt;br /&gt;
Otherwise open the aircraft-set.xml file and search in it for paths containing '''Aircraft/AircraftFolderName'''. The name of the folder should match '''AircraftFolderName'''. &lt;br /&gt;
&lt;br /&gt;
For instance if in the imaginary-set.xml you would find an instance like this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;splash-texture&amp;gt;Aircraft/MyCreation/splash1.png&amp;lt;/splash-texture&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
that means that you should rename the folder where imaginary-set.xml is to '''MyCreation'''.&lt;br /&gt;
&lt;br /&gt;
=== XML files with wrong encoding === &lt;br /&gt;
If you start FlightGear with the new plane you installed and there is no cockpit or exterior, this may be because the XML files are in the wrong encoding.&lt;br /&gt;
&lt;br /&gt;
To fix this on Linux try this:&lt;br /&gt;
&lt;br /&gt;
 $ cd path/to/aircraft/directory/&lt;br /&gt;
 $ find . -name &amp;quot;*.xml&amp;quot; -print | xargs sed -i 's/&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;/&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;ISO-8859-1&amp;quot;?&amp;gt;/g'&lt;br /&gt;
&lt;br /&gt;
If any of the methods above do not work, ask around on the [[Howto:Multiplayer#Multiplayer chat|multiplayer chat]], [[FlightGear IRC channel|IRC]] or on the [http://forum.flightgear.org/viewforum.php?f=11 forum].&lt;br /&gt;
&lt;br /&gt;
== Choosing aircraft ==&lt;br /&gt;
If you are looking for information to decide what aircraft to download, try:&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Helicopter]]&lt;br /&gt;
* [[Vehicle]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
External links to third party aircraft can be found at [[FlightGear hangars]]. Remember that the latest aircraft may not load with previous versions. If you happen to use an older version of FlightGear, look for older aircraft in the links section.&lt;br /&gt;
&lt;br /&gt;
== For developers ==&lt;br /&gt;
Help develop the [[FlightGear Package Manager]] which is intended to support automatic aircraft and scenery installation, currently in alpha development and in need of testing.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Installing Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Install aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[de:Howto:Flugzeuge Installieren]]&lt;br /&gt;
[[es:Cómo:Instalar_aviones]]&lt;br /&gt;
[[fr:Howto Installer un avion]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Mumble&amp;diff=97413</id>
		<title>Talk:Mumble</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Mumble&amp;diff=97413"/>
		<updated>2016-04-24T07:58:55Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* Protect page request */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Protect page request ==&lt;br /&gt;
Given the recent actions of a certain group of users, and given that their preferred method of evangelising is via mumble, I wonder if this page could be protected to edits, and any servers listed here could receive some minimal vetting.&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 03:58, 24 April 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Mumble&amp;diff=97412</id>
		<title>Talk:Mumble</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Mumble&amp;diff=97412"/>
		<updated>2016-04-24T07:56:58Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Created page with &amp;quot;== Protect page request == Given the recent actions of a certain group of users, and given that their preferred method of evangelising is via mumble, I wonder if this page cou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Protect page request ==&lt;br /&gt;
Given the recent actions of a certain group of users, and given that their preferred method of evangelising is via mumble, I wonder if this page could be protected to edits, and any servers listed here could receive some minimal vetting.&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Mumble&amp;diff=97409</id>
		<title>Mumble</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Mumble&amp;diff=97409"/>
		<updated>2016-04-24T07:49:17Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Chnaged server order to avoid confusion and missinformation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title               = Mumble&lt;br /&gt;
| logo                = &lt;br /&gt;
| image               = &lt;br /&gt;
| alt                 = &lt;br /&gt;
| developedby         = Various&lt;br /&gt;
| initialrelease      = 2005&lt;br /&gt;
| latestrelease       = 1.2.15 (stable)&lt;br /&gt;
| writtenin           = C++&lt;br /&gt;
| os                  = Windows, OS X, Linux, Android, iOS&lt;br /&gt;
| platform            = PC, Mac, smartphones&lt;br /&gt;
| developmentstatus   = &lt;br /&gt;
| developmentprogress = &lt;br /&gt;
| type                = Voice chat software&lt;br /&gt;
| license             = [https://github.com/mumble-voip/mumble/blob/master/LICENSE Open source]&lt;br /&gt;
| website             = http://wiki.mumble.info/wiki/Main_Page&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[http://wiki.mumble.info/wiki/Main_Page Mumble] is a free, open source VoIP software used by some ATCs and pilots on the multiplayer network.&lt;br /&gt;
&lt;br /&gt;
== Installation and configuration ==&lt;br /&gt;
# Download Mumble from its [http://wiki.mumble.info/wiki/Main_Page official website] (choose the links from the ''Stable Release'' column. If you're on Linux, you can usually install it using your package manager.&lt;br /&gt;
# Start it and follow the instructions on your screen to configure the program.&lt;br /&gt;
{{tip|We suggest to choose the '''Push-To-Talk''' mode in the '''Voice Activity Detection''' step; if you choose another mode, make sure to calibrate the volume levels correctly (follow the on-screen instructions carefully). This way, your voice will be transmitted only when you mean to, and there will be less background noise on the channel.}}&lt;br /&gt;
&lt;br /&gt;
== Connecting ==&lt;br /&gt;
&lt;br /&gt;
==Mumble Server==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click on '''Server'''-&amp;gt;'''Connect'''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If this is the first time you connect to the FlightGear Mumble server, click on '''Add New...''' at the bottom of the window and input the following parameters, then click '''OK''':&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Label'''&lt;br /&gt;
| &amp;lt;tt&amp;gt;FlightGear ATC&amp;lt;/tt&amp;gt; (or another descriptive name of your choice)&lt;br /&gt;
|-&lt;br /&gt;
| '''Address'''&lt;br /&gt;
| &amp;lt;tt&amp;gt;mumble.allfex.org&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Port'''&lt;br /&gt;
| &amp;lt;tt&amp;gt;64738&amp;lt;/tt&amp;gt; (the default value)&lt;br /&gt;
|-&lt;br /&gt;
| '''Username'''&lt;br /&gt;
| A username (callsign) of your choice&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select '''FlightGear ATC''' from the server list and click '''Connect'''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Flighgear Related Servers====&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click on '''Server'''-&amp;gt;'''Connect'''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click on '''Add New...''' at the bottom of the window and input the following parameters, then click '''OK''':&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Label'''&lt;br /&gt;
| &amp;lt;tt&amp;gt;Alternate FlightGear Server&amp;lt;/tt&amp;gt; (or another descriptive name of your choice)&lt;br /&gt;
|-&lt;br /&gt;
| '''Address'''&lt;br /&gt;
| &amp;lt;tt&amp;gt;mumble-us.cleanvoice.com&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Port'''&lt;br /&gt;
| &amp;lt;tt&amp;gt;39506&amp;lt;/tt&amp;gt; (You must change it)&lt;br /&gt;
|-&lt;br /&gt;
| '''Username'''&lt;br /&gt;
| A username (callsign) of your choice&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select '''Alternate FlightGear Server''' or whatever you chose from the server list and click '''Connect'''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Using Mumble ==&lt;br /&gt;
When you are connected, Mumble will show a hierarchical list of channels on the right side of the main window.&lt;br /&gt;
* To enter an existing channel, right click on it and choose '''Join Channel'''.&lt;br /&gt;
* To create a new channel (e.g. if you're acting as a controller), right click on the ''FlightGear'' channel and choose '''Add'''. Input a name and (optionally) a description, then click '''OK'''.&lt;br /&gt;
{{note|The new channel is temporary and will be deleted when the last person in it exits the channel.}}&lt;br /&gt;
* To mute yourself, click the '''Mute''' button in the main toolbar.&lt;br /&gt;
&lt;br /&gt;
== OpenRadar flickering when using Mumble ==&lt;br /&gt;
If you're using Mumble and OpenRadar at the same time, you might notice that the OpenRadar screen flickers. A solution is disabling the Mumble overlay (in Mumble, click on '''Configure''' -&amp;gt; '''Settings''', open the '''Overlay''' section, deselect '''Enable Overlay''' and click '''OK''').&lt;br /&gt;
&lt;br /&gt;
[[Category:Air Traffic Control]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Install_aircraft&amp;diff=97222</id>
		<title>Howto:Install aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Install_aircraft&amp;diff=97222"/>
		<updated>2016-04-18T16:34:31Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Removed wrong assumption, Folder name does not have to match $aircraft-set.xml name. Added proper explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{installing}}&lt;br /&gt;
&lt;br /&gt;
The latest official [[aircraft]] can be downloaded at [http://www.flightgear.org/download/ FlightGear.org Aircraft], which then usually require unzipping software to extract from a compressed file format. Then these must be manually installed in a FlightGear software installation to use. The details depend on the method of download, operating system, and user setup.  Alternatively if you are using the [[FlightGear Build Server|nightly builds]] or a [[Building FlightGear|version controlled copy of FlightGear]], or you wish to manage your aircraft collection using version control tools, the aircraft can be obtained directly from the [[FGAddon|official FlightGear aircraft repository - FGAddon]].&lt;br /&gt;
&lt;br /&gt;
== Installation process ==&lt;br /&gt;
=== Linux ===&lt;br /&gt;
(Ubuntu 12.04) &lt;br /&gt;
# Download the aircraft&lt;br /&gt;
# Create a directory to store your aircraft if you have not already done so. Make sure this directory is outside &amp;lt;tt&amp;gt;/usr/share/games/flightgear/&amp;lt;/tt&amp;gt;. For example, use &amp;lt;tt&amp;gt;/home/{YourUserName}/FlightGear/Aircraft&amp;lt;/tt&amp;gt;. &lt;br /&gt;
# Extract your aircraft file into the folder (the one you created above)&lt;br /&gt;
#: unzip XXXXX.zip&lt;br /&gt;
# Start up FlightGear. Append the root aircraft folder (&amp;lt;tt&amp;gt;/home/{YourUserName}/FlightGear/Aircraft&amp;lt;/tt&amp;gt; in our example) to the $FG_AIRCRAFT list on the first page (previous to aircraft selection) of the launcher. Your aircraft should now show up in the list.&lt;br /&gt;
&lt;br /&gt;
=== Macintosh OS X ===&lt;br /&gt;
{{out of date}}&lt;br /&gt;
&lt;br /&gt;
# Open GUI Launcher for FlightGear Mac&lt;br /&gt;
# Click on &amp;quot;Others&amp;quot; tab at middle right of launcher&lt;br /&gt;
# Click &amp;quot;Install Add-On Data&amp;quot; link at bottom of launcher&lt;br /&gt;
# Select aircraft folder from menu, and click &amp;quot;Open&amp;quot;&lt;br /&gt;
# Click OK on pop-up box.&lt;br /&gt;
&lt;br /&gt;
Please note: For Mac users, the above will not work if you have not installed FG to the applications folder. If you do not want to put your version of FG in your applications folder, you can place it in a separate folder of your own creation. That will allow the above aircraft (&amp;amp; scenery) installation method to work correctly/&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
# Download an aircraft and save it on your desktop.&lt;br /&gt;
# Unzip the file using a file archiver, for example the open source file archiver [http://www.7-zip.org/ 7-Zip].&lt;br /&gt;
# Create a directory to store your aircraft if you have not already done so. Make sure this directory is outside your &amp;lt;tt&amp;gt;[[$FG_ROOT]]&amp;lt;/tt&amp;gt; directory. For example, use &amp;lt;tt&amp;gt;C:\Users\{YourUserName}\Documents\FlightGear\Aircraft&amp;lt;/tt&amp;gt;.&lt;br /&gt;
# Move the unzipped folder (usually the aircraft's name) to your that aircraft directory.&lt;br /&gt;
# Start up FlightGear. Append the root aircraft folder  (&amp;lt;tt&amp;gt;C:\Users\{YourUserName}\Documents\FlightGear\Aircraft&amp;lt;/tt&amp;gt; in our example) to the &amp;lt;tt&amp;gt;[[$FG_AIRCRAFT]]&amp;lt;/tt&amp;gt; list on the first page (previous to aircraft selection) of the launcher. Your aircraft should now show up in the list.&lt;br /&gt;
&lt;br /&gt;
== When installing an aircraft fails ==&lt;br /&gt;
=== Rename Aircraft Folder ===&lt;br /&gt;
If FlightGear fails to start with the new aircraft you have installed, or if it starts but the aircraft is invisible you might have to rename the folder where the aircraft files are.&lt;br /&gt;
This issue is most often encountered when downloading a .zip file from some online git repository. In those cases you will most likely end up with a folder name of the following form MyZippedRepo-[branch]. In this case you should rename the folder to be just '''MyZippedRepo'''.&lt;br /&gt;
&lt;br /&gt;
If the above doesn't work, or for other cases, check for a readme file and have a look there for instructions.&lt;br /&gt;
 &lt;br /&gt;
Otherwise open the aircraft-set.xml file and search in it for paths containing '''Aircraft/AircraftFolderName'''. The name of the folder should match '''AircraftFolderName'''. &lt;br /&gt;
&lt;br /&gt;
For instance if in the imaginary-set.xml you would find an instance like this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;splash-texture&amp;gt;Aircraft/MyCreation/splash1.png&amp;lt;/splash-texture&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
that means that you should rename the folder where imaginary-set.xml is to '''MyCreation'''.&lt;br /&gt;
&lt;br /&gt;
=== XML files with wrong encoding === &lt;br /&gt;
If you start FlightGear with the new plane you installed and there is no cockpit or exterior, this may be because the XML files are in the wrong encoding.&lt;br /&gt;
&lt;br /&gt;
To fix this on Linux try this:&lt;br /&gt;
&lt;br /&gt;
 $ cd path/to/aircraft/directory/&lt;br /&gt;
 $ find . -name &amp;quot;*.xml&amp;quot; -print | xargs sed -i 's/&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;/&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;ISO-8859-1&amp;quot;?&amp;gt;/g'&lt;br /&gt;
&lt;br /&gt;
If any of the methods above do not work, ask around on the [[Howto:Multiplayer#Multiplayer chat|multiplayer chat]], [[FlightGear IRC channel|IRC]] or on the [http://forum.flightgear.org/viewforum.php?f=11 forum].&lt;br /&gt;
&lt;br /&gt;
== Choosing aircraft ==&lt;br /&gt;
If you are looking for information to decide what aircraft to download, try:&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Helicopter]]&lt;br /&gt;
* [[Vehicle]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
External links to third party aircraft can be found at [[FlightGear hangars]]. Remember that the latest aircraft may not load with previous versions. If you happen to use an older version of FlightGear, look for older aircraft in the links section.&lt;br /&gt;
&lt;br /&gt;
== For developers ==&lt;br /&gt;
Help develop the [[FlightGear Package Manager]] which is intended to support automatic aircraft and scenery installation, currently in alpha development and in need of testing.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Installing Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Install aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[de:Howto:Flugzeuge Installieren]]&lt;br /&gt;
[[es:Cómo:Instalar_aviones]]&lt;br /&gt;
[[fr:Howto Installer un avion]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Modelling_guidelines&amp;diff=91413</id>
		<title>Modelling guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modelling_guidelines&amp;diff=91413"/>
		<updated>2016-01-08T19:55:01Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Undo revision 78754 by Legoboyvdlp (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|Modeling - Getting Started#Improving models for best FlightGear performance}}&lt;br /&gt;
&lt;br /&gt;
When modelling an aircraft, building or any other 3D model, you are encouraged to follow the '''modelling guidelines''' outlined in this article.&lt;br /&gt;
&lt;br /&gt;
Feel free to add/modify. (''please leave a comment in the [[Talk:Modelling guidelines|talk page]] for radical modifications'').&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
*Model = the file.&lt;br /&gt;
*Object/Mesh = part of the Model file. The Model can contain several Objects.&lt;br /&gt;
*Texture = image file (.rgb, .png).&lt;br /&gt;
&lt;br /&gt;
== Modelling guidelines ==&lt;br /&gt;
*Vertices are free up to a point - use as many as you need.&lt;br /&gt;
*Many small (in vertex numbers) Objects/Meshes have a far worse negative impact on performance than a single Object/Mesh with very high vertex numbers.&lt;br /&gt;
*Combine all different parts of the Model into one single Object/Mesh, with the exception of parts that need to be animated, or of transparent parts.&lt;br /&gt;
** '''Blender''': Select some objects and press {{Key press|Ctrl|J}} to join them into one Object. The new object origin/transform/orientation/name will be based on the ones of the last object selected.&lt;br /&gt;
*Use different unique names for each of the Objects in a Model file. Even more so when the different parts need to be animated.&lt;br /&gt;
*Make all faces of the objects single sided.&lt;br /&gt;
*If you need a part of the model to be visible from both sides, duplicate it in place and flip the normals. The extra geometry overhead is negligible compared to the extra work generated by double-sided faces.&lt;br /&gt;
*Split transparent parts into their own objects.&amp;lt;!-- and place at the end of the object list --&amp;gt;&amp;lt;!-- I'm not sure this is not some kind of placebo--&amp;gt;&lt;br /&gt;
** '''Blender''': Go into Edit Mode, select the part of the object that you would like to split and press {{Key press|P}}.&lt;br /&gt;
*Assign to all transparent Objects at least the ''model-transparent'' effect:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;effect&amp;gt;&lt;br /&gt;
		&amp;lt;inherits-from&amp;gt;Effects/model-transparent&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
		&amp;lt;object-name&amp;gt;Transparent-object1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
		&amp;lt;object-name&amp;gt;Transparent-object2&amp;lt;/object-name&amp;gt;&lt;br /&gt;
		&amp;lt;object-name&amp;gt;Transparent-object3&amp;lt;/object-name&amp;gt;&lt;br /&gt;
		&amp;lt;object-name&amp;gt;other-Transparent-object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
	&amp;lt;/effect&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*The interior should be a separate Model. Having it separate enables delayed loading of such models in multiplayer/AI contexts. &lt;br /&gt;
Only one instance of the tag is allowed for the whole aircraft. Such a model is specified as follows in the .xml file:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;model&amp;gt;&lt;br /&gt;
			&amp;lt;usage&amp;gt;interior&amp;lt;/usage&amp;gt; &amp;lt;!--make sure to have this tag--&amp;gt;&lt;br /&gt;
			&amp;lt;path&amp;gt;Models/your-interior-model.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
		&amp;lt;/model&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your &amp;lt;model&amp;gt; require an &amp;lt;offsets&amp;gt; you must move the &amp;lt;offsets&amp;gt; section in the children XML like:&lt;br /&gt;
&lt;br /&gt;
your/aircraft/Models/aircraft.xml:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;path/to/model.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;path&amp;gt;your/aircraft/Models/Interior/model.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
    &amp;lt;usage&amp;gt;interior&amp;lt;/usage&amp;gt;&lt;br /&gt;
  &amp;lt;/model&amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
your/aircraft/Models/Interior/model.xml:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;path/to/another/model.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;offsets&amp;gt;&lt;br /&gt;
    &amp;lt;x-m&amp;gt; -1.91552 &amp;lt;/x-m&amp;gt;&lt;br /&gt;
    &amp;lt;y-m&amp;gt;  0.00000 &amp;lt;/y-m&amp;gt;&lt;br /&gt;
    &amp;lt;z-m&amp;gt;  0.23706 &amp;lt;/z-m&amp;gt;&lt;br /&gt;
    &amp;lt;roll-deg&amp;gt;    40.0 &amp;lt;/roll-deg&amp;gt;&lt;br /&gt;
    &amp;lt;pitch-deg&amp;gt;   35.0 &amp;lt;/pitch-deg&amp;gt;&lt;br /&gt;
    &amp;lt;heading-deg&amp;gt; 60.0 &amp;lt;/heading-deg&amp;gt;&lt;br /&gt;
  &amp;lt;/offsets&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;path&amp;gt;path/to/another/model.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;/model&amp;gt;&lt;br /&gt;
  ...  &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Texturing guidelines ==&lt;br /&gt;
*Combine as many parts of a single Model to a single texture as you can - the maximum texture size is 4096 x 4096 pixels.&lt;br /&gt;
*Do not assign multiple textures to the same Object/Mesh. The Object will be split so as to have a single texture/Mesh.&lt;br /&gt;
*Do not use different parts of a single texture for different models. Split the texture into smaller parts then.&lt;br /&gt;
*If using the same texture on multiple models, use a single file, do not make different copies.&lt;br /&gt;
*Prefer texture replacing animations to textranslate for models that spend large amounts of their time in one state (day/night animations).&lt;br /&gt;
*Avoid transparency like the plague, it kills frame rate like nothing else: remove the alpha channel from textures if they are non-transparent.&lt;br /&gt;
** '''GIMP''': Go to &amp;lt;tt&amp;gt;Layers &amp;gt; Transparency &amp;gt; Remove alpha layer&amp;lt;/tt&amp;gt;.&lt;br /&gt;
** '''Inkscape''': Go to &amp;lt;tt&amp;gt;File &amp;gt; Document Properties&amp;lt;/tt&amp;gt; and set the &amp;quot;Background&amp;quot; to a non transparent colour (preferably black).&lt;br /&gt;
*Hive off transparent parts of textures into their own textures.&lt;br /&gt;
*Use power of two dimensions for textures (2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt;, e.g. 256x256, 512x1024). Do not worry if your image would get stretched in the texture, you can fix that with the mapping on the model.&lt;br /&gt;
*Do not have textures with the image in one corner and the rest unused.&lt;br /&gt;
*Recommended texture format is: '''.png'''. In general any texture format supported by OSG could be used, but be aware of varying cross-platform support for such formats, or of lossy compression.&lt;br /&gt;
&amp;lt;!--== Animation guidelines ==&lt;br /&gt;
*Keep the number of range animations to a minimum. Load the instruments in a submodel XML file, to avoid having one for each instrument. Testing one range animation is cheaper than 47.--&amp;gt; &amp;lt;!--commented out for now--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Aircraft_reflection_shader&amp;diff=87860</id>
		<title>Howto:Aircraft reflection shader</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Aircraft_reflection_shader&amp;diff=87860"/>
		<updated>2015-10-07T00:14:07Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: raised notice severity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{forum|47|Effects &amp;amp; Shaders}}&lt;br /&gt;
&lt;br /&gt;
[[File:B29 shader.jpg|thumb|270px|Reflection Shader applied to the [[Boeing B-29 Superfortress|B-29]]. It shows a shiny, high-reflective blank metal.]]&lt;br /&gt;
Within [[Flightgear]] GIT and later, a reflection [[Shaders|shader]] effect is available. A lot of aircraft make already use of it, but much more will be expected soon.&lt;br /&gt;
&lt;br /&gt;
== Reflection-Shaders - different kinds, different uses ==&lt;br /&gt;
We have currently different Reflection-Shaders, with different features and for different uses: &lt;br /&gt;
&lt;br /&gt;
=== reflect.eff ===&lt;br /&gt;
&lt;br /&gt;
{{warning|This shader is deprecated, and should not be used by new development. It is left in due to the vast amount of aircraft relying on it that need to be upgraded to model-combined-deferred/model-combined-transparent.&lt;br /&gt;
Use model-combined-deferred/model-combined-transparent instead&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
It all began with a simple ReflectionShader, which simply adds a spherical map on the surface of the object. This shader works on not-UVmapped surfaces. Ideal for simple chrome parts.&lt;br /&gt;
&lt;br /&gt;
'''Example Aircraft:''' B29&lt;br /&gt;
&lt;br /&gt;
=== reflect-bump-spec.eff ===&lt;br /&gt;
&lt;br /&gt;
{{warning|This shader is deprecated, and should not be used by new development. It is left in due to compatibility reasons.&lt;br /&gt;
Use model-combined-deferred/model-combined-transparent instead&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Later it had been enhanced by a [[Howto: Use the normal map effect in aircraft|Normalmap]]. This makes the surface appear &amp;quot;bumpy&amp;quot; depending on the used normalmap. The alpha channel of the normalmal also defines the specularity of the surface. This shader works only on UVmapped surfaces!&lt;br /&gt;
&lt;br /&gt;
=== model-combined-deferred.eff and model-combined-transparent.eff === &lt;br /&gt;
These shaders had been enhanced even more. You have now: reflections, normalmap and specularity map, dirt, lightmaps with 4 simulated lights per object in Default and [[Project Rembrandt|Rembrandt]]. In [[Atmospheric light scattering FAQ|ALS]] you will get in addition also a grain/ rain effect and the darkmap. This shader works only on UVmapped surfaces!&lt;br /&gt;
This shader inherits from [[Model-combined_effect|model-combined.eff]], an effect which should never be directly used, since it holds only the definition of the common parts of the two effects.&lt;br /&gt;
The model-combined-transparent.eff has the same features but has the necessary changes to correctly support transparent objects which represents transparent surfaces like glass.&lt;br /&gt;
&lt;br /&gt;
'''Example Aircraft:''' EC 130 B4, EC 135 P2&lt;br /&gt;
&lt;br /&gt;
=== What will be reflected on the surfaces? ===&lt;br /&gt;
All of these effects use Cubemaps and Cubecrosses from data/Aircraft/Generic/Effects which contains the image of the environment which will be visible as Reflection. Depending on which you choose, the appearance of the model will later change dramatically.&lt;br /&gt;
&lt;br /&gt;
== How to implement the simple ReflectionShader: reflect.eff ==&lt;br /&gt;
=== the simple and quick Method ===&lt;br /&gt;
&lt;br /&gt;
This is a simple and quick method for the simple ReflectionShader, but gives not the freedom to change the later appearance of the aircraft like setting the strength of the reflection or choosing a different cubemap.&lt;br /&gt;
&lt;br /&gt;
Inside the &amp;lt;tt&amp;gt;Aircraft/AircraftName/Models&amp;lt;/tt&amp;gt; folder, there should be a main xml file, which usually is &amp;lt;tt&amp;gt;AircraftName.xml&amp;lt;/tt&amp;gt;. This file should be the one holding all information on visuals used in the aircraft. As such, we need to indicate which are to be reflectable!&lt;br /&gt;
&lt;br /&gt;
Inside the &amp;lt;tt&amp;gt;AircraftName.xml&amp;lt;/tt&amp;gt;, we need to put the following lines of code, shortly after or before other &amp;lt;animation&amp;gt; tag entries:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- REFLECTION --&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    &amp;lt;effect&amp;gt;&lt;br /&gt;
        &amp;lt;inherits-from&amp;gt;Aircraft/Generic/Effects/Fuselagereflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RFdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LFdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LRdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RRdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Rmain.geardoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Lmain.geardoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Engines&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Reversers&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Tail&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Rudder&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RHstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LHstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LHelevator&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RHelevator&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;/effect&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that for each &amp;lt;object-name&amp;gt; tag, you need to indicate the aircraft's objects. If you are not the original aircraft author and do not know which parts to enter, or how they are named, use the other animations tags object names which indicate the pieces you require to be reflected (such as &amp;lt;object-name&amp;gt;fuselage&amp;lt;/object-name&amp;gt; is an obvious one). Obviously do not enter things which you don't want to be reflected!&lt;br /&gt;
&lt;br /&gt;
To see them in sim, ensure your View &amp;gt; Rendering options &amp;gt; Effects &amp;amp; shaders options are checked.&lt;br /&gt;
As an example the C160 Transall by helijah makes use of this simple method.&lt;br /&gt;
&lt;br /&gt;
=== a bit more difficult Method- but more freedom! ===&lt;br /&gt;
&lt;br /&gt;
The next method describes how to add the effect of a customized simple ReflectionShader, which allows more freedom.&lt;br /&gt;
&lt;br /&gt;
You'll still need to use the code above in your file but this time, you'll use your own effect shader (below). The difference is you'll replace:&lt;br /&gt;
 &amp;lt;inherits-from&amp;gt;Aircraft/Generic/Effects/Fuselagereflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
with&lt;br /&gt;
 &amp;lt;inherits-from&amp;gt;Aircraft/YourAircraftName/Effects/foo_reflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
Now we'll create this foo_reflect file.&lt;br /&gt;
&lt;br /&gt;
Create a Folder inside your Models-folder called &amp;quot;Effects&amp;quot;.&lt;br /&gt;
Now you create a new .eff file named: foo_reflect.eff and save it to the &amp;quot;Effects&amp;quot; folder:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!--foo_reflect.eff--&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Effects/foo_reflect&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;inherits-from&amp;gt;Effects/reflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
  &amp;lt;parameters&amp;gt;&lt;br /&gt;
    &amp;lt;texture n=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;type&amp;gt;cubemap&amp;lt;/type&amp;gt;&lt;br /&gt;
 &amp;lt;!-- use this form for a cube cross &lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/Generic/Effects/CubeCrosses/real.blue_sky.png&amp;lt;/image&amp;gt;--&amp;gt;&lt;br /&gt;
 &amp;lt;!-- use this form for a 6 image cube map --&amp;gt;&lt;br /&gt;
      &amp;lt;images&amp;gt;&lt;br /&gt;
        &amp;lt;positive-x&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_px.png&amp;lt;/positive-x&amp;gt;&lt;br /&gt;
        &amp;lt;negative-x&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_nx.png&amp;lt;/negative-x&amp;gt;&lt;br /&gt;
        &amp;lt;positive-y&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_py.png&amp;lt;/positive-y&amp;gt;&lt;br /&gt;
        &amp;lt;negative-y&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_ny.png&amp;lt;/negative-y&amp;gt;&lt;br /&gt;
        &amp;lt;positive-z&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_pz.png&amp;lt;/positive-z&amp;gt;&lt;br /&gt;
        &amp;lt;negative-z&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_nz.png&amp;lt;/negative-z&amp;gt;&lt;br /&gt;
      &amp;lt;/images&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;texture n=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/Generic/Effects/Rainbow.png&amp;lt;/image&amp;gt;&lt;br /&gt;
      &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
      &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;texture n=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/Generic/Effects/FresnelLookUp.png&amp;lt;/image&amp;gt;&lt;br /&gt;
      &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
      &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
      &amp;lt;texture n=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/foo/Models/Effects/greymap.png&amp;lt;/image&amp;gt;&lt;br /&gt;
      &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
      &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;rendering-hint&amp;gt;transparent&amp;lt;/rendering-hint&amp;gt;&lt;br /&gt;
    &amp;lt;shade-model&amp;gt;smooth&amp;lt;/shade-model&amp;gt;&lt;br /&gt;
    &amp;lt;rainbowiness type=&amp;quot;float&amp;quot;&amp;gt;0.01&amp;lt;/rainbowiness&amp;gt;&lt;br /&gt;
    &amp;lt;fresneliness&amp;gt;0.0&amp;lt;/fresneliness&amp;gt;&lt;br /&gt;
    &amp;lt;noisiness&amp;gt;0.0&amp;lt;/noisiness&amp;gt;&lt;br /&gt;
    &amp;lt;refl_correction&amp;gt;0.0&amp;lt;/refl_correction&amp;gt;&lt;br /&gt;
    &amp;lt;ambient_correction&amp;gt;0.0&amp;lt;/ambient_correction&amp;gt;&lt;br /&gt;
    &amp;lt;reflect_map&amp;gt;1&amp;lt;/reflect_map&amp;gt;&lt;br /&gt;
  &amp;lt;/parameters&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' &lt;br /&gt;
&lt;br /&gt;
The tags at the bottom:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;rainbowiness&amp;gt; = adds a nice Rainbow-effect to the reflection. Perfect for the modern Airliner-windows or modern coatings.&lt;br /&gt;
* &amp;lt;fresneliness&amp;gt; = adds some black stripes to the reflection.&lt;br /&gt;
* &amp;lt;noisiness&amp;gt; = adds noise to the reflection. Usefull for dirt etc...&lt;br /&gt;
* &amp;lt;ambient_correction&amp;gt; = correct the appearance of the reflection at shadowed parts. &lt;br /&gt;
* &amp;lt;reflect_map&amp;gt; = enables the use of a greymap. If enabled the greymap will controll the strength of the reflection. Black = zero reflection, White = full reflection. For modern aircraft coatings a grey of 75-90% is usefull, for chromish parts about 10-25%.&lt;br /&gt;
* &amp;lt;refl_correction&amp;gt; = another parameter for controlling the strength of the reflection. Reflect_map and refl_correction are working together. &lt;br /&gt;
* ''&amp;quot;texture= n5&amp;quot;'' is the path to the image wich will be later the reflection. You can choose between cubemaps with 6 single images or a cubecross. You can take the one included in ''data/Aircraft/Generic/Effects'' or you can use your own.&lt;br /&gt;
* ''&amp;quot;texture= n6&amp;quot;'' is the path to the rainbow-texture.&lt;br /&gt;
* ''&amp;quot;texture= n7&amp;quot;'' path to the fresnel-texture.&lt;br /&gt;
* ''&amp;quot;texture= n8&amp;quot;''is the path to the greymap. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Aircraft Reflection Shader]]&lt;br /&gt;
[[Category:Howto|Aircraft Reflection Shader]]&lt;br /&gt;
[[Category:Shader development]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Aircraft_reflection_shader&amp;diff=87859</id>
		<title>Howto:Aircraft reflection shader</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Aircraft_reflection_shader&amp;diff=87859"/>
		<updated>2015-10-06T23:03:25Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: add warning against using reflect.eff and reflect-bump-spec in new work. clarify model-combined-* usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{forum|47|Effects &amp;amp; Shaders}}&lt;br /&gt;
&lt;br /&gt;
[[File:B29 shader.jpg|thumb|270px|Reflection Shader applied to the [[Boeing B-29 Superfortress|B-29]]. It shows a shiny, high-reflective blank metal.]]&lt;br /&gt;
Within [[Flightgear]] GIT and later, a reflection [[Shaders|shader]] effect is available. A lot of aircraft make already use of it, but much more will be expected soon.&lt;br /&gt;
&lt;br /&gt;
== Reflection-Shaders - different kinds, different uses ==&lt;br /&gt;
We have currently different Reflection-Shaders, with different features and for different uses: &lt;br /&gt;
&lt;br /&gt;
=== reflect.eff ===&lt;br /&gt;
&lt;br /&gt;
{{note|This shader is deprecated, and should not be used by new development. It is left in due to the vast amount of aircraft relying on it that need to be upgraded to model-combined-deferred/model-combined-transparent}}&lt;br /&gt;
 &lt;br /&gt;
It all began with a simple ReflectionShader, which simply adds a spherical map on the surface of the object. This shader works on not-UVmapped surfaces. Ideal for simple chrome parts.&lt;br /&gt;
&lt;br /&gt;
'''Example Aircraft:''' B29&lt;br /&gt;
&lt;br /&gt;
=== reflect-bump-spec.eff ===&lt;br /&gt;
&lt;br /&gt;
{{note|This shader is deprecated, and should not be used by new development. It is left in due to compatibility reasons}}&lt;br /&gt;
&lt;br /&gt;
Later it had been enhanced by a [[Howto: Use the normal map effect in aircraft|Normalmap]]. This makes the surface appear &amp;quot;bumpy&amp;quot; depending on the used normalmap. The alpha channel of the normalmal also defines the specularity of the surface. This shader works only on UVmapped surfaces!&lt;br /&gt;
&lt;br /&gt;
=== model-combined-deferred.eff and model-combined-transparent.eff === &lt;br /&gt;
These shaders had been enhanced even more. You have now: reflections, normalmap and specularity map, dirt, lightmaps with 4 simulated lights per object in Default and [[Project Rembrandt|Rembrandt]]. In [[Atmospheric light scattering FAQ|ALS]] you will get in addition also a grain/ rain effect and the darkmap. This shader works only on UVmapped surfaces!&lt;br /&gt;
This shader inherits from [[Model-combined_effect|model-combined.eff]], an effect which should never be directly used, since it holds only the definition of the common parts of the two effects.&lt;br /&gt;
The model-combined-transparent.eff has the same features but has the necessary changes to correctly support transparent objects which represents transparent surfaces like glass.&lt;br /&gt;
&lt;br /&gt;
'''Example Aircraft:''' EC 130 B4, EC 135 P2&lt;br /&gt;
&lt;br /&gt;
=== What will be reflected on the surfaces? ===&lt;br /&gt;
All of these effects use Cubemaps and Cubecrosses from data/Aircraft/Generic/Effects which contains the image of the environment which will be visible as Reflection. Depending on which you choose, the appearance of the model will later change dramatically.&lt;br /&gt;
&lt;br /&gt;
== How to implement the simple ReflectionShader: reflect.eff ==&lt;br /&gt;
=== the simple and quick Method ===&lt;br /&gt;
&lt;br /&gt;
This is a simple and quick method for the simple ReflectionShader, but gives not the freedom to change the later appearance of the aircraft like setting the strength of the reflection or choosing a different cubemap.&lt;br /&gt;
&lt;br /&gt;
Inside the &amp;lt;tt&amp;gt;Aircraft/AircraftName/Models&amp;lt;/tt&amp;gt; folder, there should be a main xml file, which usually is &amp;lt;tt&amp;gt;AircraftName.xml&amp;lt;/tt&amp;gt;. This file should be the one holding all information on visuals used in the aircraft. As such, we need to indicate which are to be reflectable!&lt;br /&gt;
&lt;br /&gt;
Inside the &amp;lt;tt&amp;gt;AircraftName.xml&amp;lt;/tt&amp;gt;, we need to put the following lines of code, shortly after or before other &amp;lt;animation&amp;gt; tag entries:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- REFLECTION --&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    &amp;lt;effect&amp;gt;&lt;br /&gt;
        &amp;lt;inherits-from&amp;gt;Aircraft/Generic/Effects/Fuselagereflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RFdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LFdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LRdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RRdoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Rmain.geardoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Lmain.geardoor&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Engines&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Reversers&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Tail&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;Rudder&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RHstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LHstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;LHelevator&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;RHelevator&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;/effect&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that for each &amp;lt;object-name&amp;gt; tag, you need to indicate the aircraft's objects. If you are not the original aircraft author and do not know which parts to enter, or how they are named, use the other animations tags object names which indicate the pieces you require to be reflected (such as &amp;lt;object-name&amp;gt;fuselage&amp;lt;/object-name&amp;gt; is an obvious one). Obviously do not enter things which you don't want to be reflected!&lt;br /&gt;
&lt;br /&gt;
To see them in sim, ensure your View &amp;gt; Rendering options &amp;gt; Effects &amp;amp; shaders options are checked.&lt;br /&gt;
As an example the C160 Transall by helijah makes use of this simple method.&lt;br /&gt;
&lt;br /&gt;
=== a bit more difficult Method- but more freedom! ===&lt;br /&gt;
&lt;br /&gt;
The next method describes how to add the effect of a customized simple ReflectionShader, which allows more freedom.&lt;br /&gt;
&lt;br /&gt;
You'll still need to use the code above in your file but this time, you'll use your own effect shader (below). The difference is you'll replace:&lt;br /&gt;
 &amp;lt;inherits-from&amp;gt;Aircraft/Generic/Effects/Fuselagereflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
with&lt;br /&gt;
 &amp;lt;inherits-from&amp;gt;Aircraft/YourAircraftName/Effects/foo_reflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
Now we'll create this foo_reflect file.&lt;br /&gt;
&lt;br /&gt;
Create a Folder inside your Models-folder called &amp;quot;Effects&amp;quot;.&lt;br /&gt;
Now you create a new .eff file named: foo_reflect.eff and save it to the &amp;quot;Effects&amp;quot; folder:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!--foo_reflect.eff--&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Effects/foo_reflect&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;inherits-from&amp;gt;Effects/reflect&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
  &amp;lt;parameters&amp;gt;&lt;br /&gt;
    &amp;lt;texture n=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;type&amp;gt;cubemap&amp;lt;/type&amp;gt;&lt;br /&gt;
 &amp;lt;!-- use this form for a cube cross &lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/Generic/Effects/CubeCrosses/real.blue_sky.png&amp;lt;/image&amp;gt;--&amp;gt;&lt;br /&gt;
 &amp;lt;!-- use this form for a 6 image cube map --&amp;gt;&lt;br /&gt;
      &amp;lt;images&amp;gt;&lt;br /&gt;
        &amp;lt;positive-x&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_px.png&amp;lt;/positive-x&amp;gt;&lt;br /&gt;
        &amp;lt;negative-x&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_nx.png&amp;lt;/negative-x&amp;gt;&lt;br /&gt;
        &amp;lt;positive-y&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_py.png&amp;lt;/positive-y&amp;gt;&lt;br /&gt;
        &amp;lt;negative-y&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_ny.png&amp;lt;/negative-y&amp;gt;&lt;br /&gt;
        &amp;lt;positive-z&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_pz.png&amp;lt;/positive-z&amp;gt;&lt;br /&gt;
        &amp;lt;negative-z&amp;gt;Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_nz.png&amp;lt;/negative-z&amp;gt;&lt;br /&gt;
      &amp;lt;/images&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;texture n=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/Generic/Effects/Rainbow.png&amp;lt;/image&amp;gt;&lt;br /&gt;
      &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
      &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;texture n=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/Generic/Effects/FresnelLookUp.png&amp;lt;/image&amp;gt;&lt;br /&gt;
      &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
      &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
      &amp;lt;texture n=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;image&amp;gt;Aircraft/foo/Models/Effects/greymap.png&amp;lt;/image&amp;gt;&lt;br /&gt;
      &amp;lt;filter&amp;gt;linear-mipmap-linear&amp;lt;/filter&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-s&amp;gt;repeat&amp;lt;/wrap-s&amp;gt;&lt;br /&gt;
      &amp;lt;wrap-t&amp;gt;repeat&amp;lt;/wrap-t&amp;gt;&lt;br /&gt;
      &amp;lt;internal-format&amp;gt;normalized&amp;lt;/internal-format&amp;gt;&lt;br /&gt;
    &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;rendering-hint&amp;gt;transparent&amp;lt;/rendering-hint&amp;gt;&lt;br /&gt;
    &amp;lt;shade-model&amp;gt;smooth&amp;lt;/shade-model&amp;gt;&lt;br /&gt;
    &amp;lt;rainbowiness type=&amp;quot;float&amp;quot;&amp;gt;0.01&amp;lt;/rainbowiness&amp;gt;&lt;br /&gt;
    &amp;lt;fresneliness&amp;gt;0.0&amp;lt;/fresneliness&amp;gt;&lt;br /&gt;
    &amp;lt;noisiness&amp;gt;0.0&amp;lt;/noisiness&amp;gt;&lt;br /&gt;
    &amp;lt;refl_correction&amp;gt;0.0&amp;lt;/refl_correction&amp;gt;&lt;br /&gt;
    &amp;lt;ambient_correction&amp;gt;0.0&amp;lt;/ambient_correction&amp;gt;&lt;br /&gt;
    &amp;lt;reflect_map&amp;gt;1&amp;lt;/reflect_map&amp;gt;&lt;br /&gt;
  &amp;lt;/parameters&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' &lt;br /&gt;
&lt;br /&gt;
The tags at the bottom:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;rainbowiness&amp;gt; = adds a nice Rainbow-effect to the reflection. Perfect for the modern Airliner-windows or modern coatings.&lt;br /&gt;
* &amp;lt;fresneliness&amp;gt; = adds some black stripes to the reflection.&lt;br /&gt;
* &amp;lt;noisiness&amp;gt; = adds noise to the reflection. Usefull for dirt etc...&lt;br /&gt;
* &amp;lt;ambient_correction&amp;gt; = correct the appearance of the reflection at shadowed parts. &lt;br /&gt;
* &amp;lt;reflect_map&amp;gt; = enables the use of a greymap. If enabled the greymap will controll the strength of the reflection. Black = zero reflection, White = full reflection. For modern aircraft coatings a grey of 75-90% is usefull, for chromish parts about 10-25%.&lt;br /&gt;
* &amp;lt;refl_correction&amp;gt; = another parameter for controlling the strength of the reflection. Reflect_map and refl_correction are working together. &lt;br /&gt;
* ''&amp;quot;texture= n5&amp;quot;'' is the path to the image wich will be later the reflection. You can choose between cubemaps with 6 single images or a cubecross. You can take the one included in ''data/Aircraft/Generic/Effects'' or you can use your own.&lt;br /&gt;
* ''&amp;quot;texture= n6&amp;quot;'' is the path to the rainbow-texture.&lt;br /&gt;
* ''&amp;quot;texture= n7&amp;quot;'' path to the fresnel-texture.&lt;br /&gt;
* ''&amp;quot;texture= n8&amp;quot;''is the path to the greymap. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Aircraft Reflection Shader]]&lt;br /&gt;
[[Category:Howto|Aircraft Reflection Shader]]&lt;br /&gt;
[[Category:Shader development]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FGMEMBERS&amp;diff=87367</id>
		<title>Talk:FGMEMBERS</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FGMEMBERS&amp;diff=87367"/>
		<updated>2015-09-22T20:06:38Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Keep this page (09/2015)? ==&lt;br /&gt;
In light of the recent developments, maybe this page should be temporarily removed then replaced by the statement currently being formulated on the mailing list?&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 12:36, 17 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No. It is still alive. Add the &amp;quot;statement&amp;quot; to a new page, but LEAVE THIS ONE ALONE (you could add it as a section?)&lt;br /&gt;
: [[User:Legoboyvdlp|Legoboyvdlp]] ([[User talk:Legoboyvdlp|talk]]) 16:13, 17 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I blanked the page and protected it until further notice[http://sourceforge.net/p/flightgear/mailman/message/34460509], if anybody still needs any of the original content, please use the article's history to retrieve an older version. The article may be restored/replaced once a consensus is reached. --[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 04:46, 21 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: you blanked the page ? Thats like burning books. Blocking users. Deleting pages. Deleting Forum posts. This all makes me very sad/sick. [[User:Laserman|Laserman]] ([[User talk:Laserman|talk]]) 12:51, 21 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I beg to differ, it's all still there, not just in the history, but on the actual page (just view the source to see for yourself). Anyway, it seems that a number of key contributors have come to the conclusion that fgmembers proponents are better off setting up, and using, their own infrastructure given how this has evolved over time. So I haven't deleted anything. Originally, I suggested to set up a dedicated wiki article and to move fgmembers related discussions to a dedicated sub-forum, and preferably, document the whole effort in a neutral/factual way on the wiki, instead of spamming the forum/devel list. Obviously, this wasn't particularly fruitful - but originally I was one of the few proponents to give this a try, and even the creator of this article, long before anybody else. And according to the history of the article it took those fgmembers proponents 4+ months to actually contribute to this article. As can be read on the forum, I don't necessarily agree with what's going on on the forum, but to be absolutely fair, I am neither paying for the forum infrastructure, nor the wiki - so it is frankly not my call, and if/when some consensus is reached, we are well-advised to accept/enforce that for the sake of the project, whatever that means.--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 13:20, 21 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Looking at the list of private hangars at [[FlightGear_hangars#Aircraft_hangars]], no other hangar has its own dedicated article on the FG wiki.  Independent of the action taken, I highly recommend that FGMEMBERS set up a Mediawiki-based wiki and copy all of this content for the benefit of FGMEMBERS users. [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 10:21, 22 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Agreed, just to be on the safe side, I copied the latest version, so that everything is now also preserved at: http://codepad.org/Vf1SfSzo Note that are there tons of free mediawiki-based hosting services [https://www.mediawiki.org/wiki/Hosting_services].   --[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 10:56, 22 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Latest edit by Hooray (23 sept 2015) ===&lt;br /&gt;
I don't think this hide-and-seek game helps. Nor Flightgear reacting to any of their actions or inactions. Let them speak whatever on their forum, there's far worse stuff in there than the FUD that caused this reversal.&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 16:05, 22 September 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:IAR_80&amp;diff=87173</id>
		<title>Talk:IAR 80</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:IAR_80&amp;diff=87173"/>
		<updated>2015-09-17T17:06:39Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the page should not be deleted, and also the plane should be included again. The deletion mostly hurts the romanian plane enthusiasts who had a nice exponent of their history available and now it's gone. [[User:Sa7k|Sa7k]] ([[User talk:Sa7k|talk]]) 19:41, 29 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Agreed, an aircraft being discontinued is no reason to remove it, or to  remove its wiki article - in fact, it's probably pretty safe to say that over 95% of our aircraft are not actively maintained (or &amp;quot;discontinued&amp;quot;), and it's also pretty safe to say that 99% of the aircraft in FlightGear are not as well modeled/developed as the IAR80 - again, I don't get the point of retracting your contributions from FlightGear, regardless of community disagreements over time - we're all here to make it better in some way or form. There's an increasing number of people who think that they can simply retract their contributions once they disagree with the project, but that's not how open source works - sorry to say it so bluntly, but if you were a core developer, we also wouldn't be removing your source code from the repositories. You guys are just doing that because it's a self-contained piece of work, and because you can simply remove the download and ask any related resources to be deleted. It's really unfortunate how the most productive and the most talented contributors seem to think that they can simply retract all their contributions once they no longer agree with the way the project is working/heading. That's a luxury that we simply don't have - by behaving like this you are putting more harm to the project than the people you are disagreeing with, because of whom you are engaging in this public debate.--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 01:35, 30 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Discussion closed with the outcome &amp;quot;Keep&amp;quot;. [[User:Fg|Fg]] ([[User talk:Fg|talk]]) 01:05, 5 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could the FGMEMBERS reference be removed or shifted towards the bottom?  This is a good disclaimer, but unfortunately it also acts as strong advertising!  [[User:Bugman|Bugman]] ([[User talk:Bugman|talk]]) 12:51, 17 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Done, also on the l10 page that had the same warning&lt;br /&gt;
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 13:06, 17 September 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=87172</id>
		<title>Lockheed Model 10 Electra</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=87172"/>
		<updated>2015-09-17T17:05:16Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: reduce advertising potential of fgmembers warning, also deactivate page link until that is sorted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-GPL}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox aircraft&lt;br /&gt;
|image = L10-glamour.jpg&lt;br /&gt;
|alt= Waiting For Amelia&lt;br /&gt;
|image2 = Electra 2.jpg&lt;br /&gt;
|alt2 = Lockheed Model 10 Electra in flight&lt;br /&gt;
|name = Lockheed Model 10 Electra&lt;br /&gt;
|type = Light airliner&lt;br /&gt;
|fdm = [[YASim]]&lt;br /&gt;
|status-fdm = 2&lt;br /&gt;
|status-systems = 1&lt;br /&gt;
|status-cockpit = 1&lt;br /&gt;
|status-model =3&lt;br /&gt;
|fgname = Lockheed-L10-Electra&lt;br /&gt;
|authors = Emilian Huminiuc&lt;br /&gt;
|development = https://gitlab.com/emilianh/Lockheed-L10-Electra/&lt;br /&gt;
|download = https://gitlab.com/emilianh/Lockheed-L10-Electra/repository/archive.zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Lockheed Model 10 Electra''' was a twin-engine, all-metal monoplane airliner developed by the Lockheed Aircraft Corporation in the 1930s to compete with the Boeing 247 and Douglas DC-2. The type gained considerable fame as one was flown by Amelia Earhart on her ill-fated around-the-world expedition in 1937&lt;br /&gt;
&lt;br /&gt;
== L10A Gallery ==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:L10-beauty-shot.jpg|256px|Lockheed L10 Electra sitting on the runway]]&lt;br /&gt;
| [[File:L10-cockpit-WIP.jpg|256px|WiP Shot of the L10 Cockpit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10-cabin-back.jpg|256px|WiP Lockheed L10 Electra Cabin from the back towards the pointy end]]&lt;br /&gt;
| [[File:L10-cabin-front.jpg|256px|WiP Lockheed L10 Electra Cabin from the front towards the tail end]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electra 1.jpg|256px|Old WiP Lockheed L10 Electra in flight]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amelia Earhart Special Model Gallery ==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:L10e-AE-rwy1.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; on the runway]]&lt;br /&gt;
| [[File:L10e-AE-rwy2.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; on the runway]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10e-AE-inflight1.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight]]&lt;br /&gt;
| [[File:L10e-AE-inflight2.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10e-AE-inflight-close.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{note|The package available in the [[FGMembers|FGMEMEBERS]] repository is a crippled variant, based on a very old version of this project, and unrelated to this project.}}&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Wikipedia|Lockheed Model 10 Electra|Wikipedia|noicon=1}}&lt;br /&gt;
&lt;br /&gt;
{{Lockheed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Propeller aircraft]]&lt;br /&gt;
[[Category:Twin-engined aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=IAR_80&amp;diff=87171</id>
		<title>IAR 80</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=IAR_80&amp;diff=87171"/>
		<updated>2015-09-17T17:03:38Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: reduce advertising potential of fgmembers warning, also deactivate page link until that is sorted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-GPL}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox aircraft&lt;br /&gt;
|name = IAR 80&lt;br /&gt;
|image = Iar80-flight.jpg&lt;br /&gt;
|alt = The IAR 80 in its the default livery.&lt;br /&gt;
|type = Fighter aircraft&lt;br /&gt;
|fdm = [[YASim]], [[JSBSim]] (beta)&lt;br /&gt;
|authors =&lt;br /&gt;
* Emilian Huminiuc (3D model, textures, YASim [[FDM]])&lt;br /&gt;
* Ron Jensen (JSBSim FDM)&lt;br /&gt;
|status-fdm = 5&lt;br /&gt;
|status-systems = 4&lt;br /&gt;
|status-cockpit = 5&lt;br /&gt;
|status-model = 5&lt;br /&gt;
|fgname = IAR80-YASim&lt;br /&gt;
|download = https://gitlab.com/emilianh/IAR80/repository/archive.zip?ref=latest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''IAR 80''' was a Romanian World War II [[:Category:Low wing aircraft|low-wing]], monoplane, all-metal monocoque [[:Category:Fighter aircraft|fighter]] and [[:Category:Attack aircraft|ground-attack]] [[aircraft]].  When it first flew, in 1939, it was comparable to contemporary designs such as the German [[Messerschmitt Bf 109|Messerschmitt Bf 109B]], the British [[Hawker Hurricane|Hawker Hurricane Mk.I]], and the American Curtiss P-40B/Tomahawk Mk.I and superior to the Dutch Fokker D.XXI and Polish PZL P.24.  Production problems and lack of available armament delayed entry of the IAR 80 into service until 1941.  It remained in front-line use until 1944.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
{{note|The package available in the FGMEMEBERS repository is a crippled variant, based on a very old version of this project, and unrelated to this project.}}&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
The IAR 80 has three liveries:&lt;br /&gt;
* Royal Romanian Air Force (''default'')&lt;br /&gt;
* Bare metal&lt;br /&gt;
* Romanian Air Club (''fictional'')&lt;br /&gt;
&lt;br /&gt;
Changing livery also changes the reflectiveness of the material — the default one is rather matte, while the other two are more reflective.  Livery textures are DDS files, which improves loading time when switching between liveries.&lt;br /&gt;
&lt;br /&gt;
=== Shaders effects ===&lt;br /&gt;
The IAR 80 uses the [[model-combined effect]] shader to show a high level of detail.  It uses the dirt/grit feature of this shader to add oil staining to the fuselage as engine wear increases.  The aircraft also supports the [[Howto:Use the normal map effect in aircraft|normal map]] feature of the same shader, and uses textures in the DDS format to improve the detail and appearance.&lt;br /&gt;
&lt;br /&gt;
=== Particle effects ===&lt;br /&gt;
* Engine smoke, changing colour and density with the thrust, mixture, and engine wear.&lt;br /&gt;
* Particle [[Howto: Add contrails|contrails]]&lt;br /&gt;
* Wingtip vortices when near stall {{Abbr|AoA|Angle of Attack}}&lt;br /&gt;
* Spiral splipstream when on the ground or at low altitude&lt;br /&gt;
&lt;br /&gt;
=== View effects ===&lt;br /&gt;
By use of [[Nasal]] scripting, the internal view shakes when rolling on the runway and simulates the buffeting experienced when approaching stall AoA.&lt;br /&gt;
&lt;br /&gt;
=== Controls Filter ===&lt;br /&gt;
Via a Nasal script, the control input is filtered, resulting in decreased input to the control surfaces due to the airflow over them (this was necessary as the elevator has dynamic compensator tabs).&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
The guns are fully simulated using [[submodels]], with particle smoke, sounds and recoil.&lt;br /&gt;
&lt;br /&gt;
=== Advanced engine startup and management ===&lt;br /&gt;
The [[#Startup|startup]] procedure is rather realistic, from a &amp;quot;dark and cold&amp;quot; state.  While flying you have to [[#Engine management precautions|take care]] of the engine (see the [[#Aircraft help|help]] section below).&lt;br /&gt;
&lt;br /&gt;
=== Engine sputter ===&lt;br /&gt;
* The engine sputters when overheated/worn due to incorrect management or when low on fuel.&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
=== Keyboard control ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Key press|Ctrl|d}} || Toggle canopy open/closed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Key press|r}} || Open the cowling flaps.&lt;br /&gt;
|-&lt;br /&gt;
| {{Key press|Shift|r}} || Close the cowling flaps.&lt;br /&gt;
|-&lt;br /&gt;
| {{Key press|e}} || Fire guns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Note|Throttle direction is reversed.}}&lt;br /&gt;
&lt;br /&gt;
=== Cockpit reference ===&lt;br /&gt;
You'll find a quick-reference PDF file in the &amp;lt;tt&amp;gt;''[[$FG_ROOT]]/Aircraft/IAR80/doc''&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
When pressing {{Key press|Ctrl|c}} to show hotspots, you will also get labels on all instruments, switches and levers that are active.&lt;br /&gt;
&lt;br /&gt;
=== Clickable levers and sliders ===&lt;br /&gt;
All the levers and sliders in the cockpit are clickable.  You use the {{Abbr|LMB|left mouse button}} to increase value/position and the {{Abbr|MMB|middle mouse button}} to decrease the value/position.  Alternately, you can use the scroll wheel to make finer adjustments.&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
# Turn the master switch (the big hexagonal button over the pilot's right shoulder) on.&lt;br /&gt;
# Set the mixture to rich (mixture lever to forward position).&lt;br /&gt;
# Set some throttle.&lt;br /&gt;
# Prime 6–9 times.&lt;br /&gt;
# Set propeller pitch to middle position.&lt;br /&gt;
# Set magnetos to both.&lt;br /&gt;
# Open the cowl flaps ({{Key press|r}} key).&lt;br /&gt;
# Engage starter button and hope it will start.&lt;br /&gt;
# Optional: if want you can turn the position lights on.&lt;br /&gt;
&lt;br /&gt;
If the engine doesn't start and just sputters, it usually means you have not primed enough.  To check if that is the case, keep an eye on the fuel-pressure gauge (left panel, right needle on gauge with two needles) — it should increase when you engage the starter.  Also, when priming, make sure the lever reaches the forward end of travel, otherwise that push doesn't register.&lt;br /&gt;
&lt;br /&gt;
=== Warm-up ===&lt;br /&gt;
# Increase the propeller pitch for minimum revs (towards the rear).&lt;br /&gt;
# Increase the throttle until boost pressure reaches about 400 (engine rpm will stabilize at about 1,250–1,300 rpm).&lt;br /&gt;
# Wait until the oil pressure gets over 1 and oil temperature reaches 60.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
# Set propeller pitch to middle position.&lt;br /&gt;
# Adjust the seat position to a higher setting, for better visibility.&lt;br /&gt;
# Use the differential brakes to steer the plane.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
# Close canopy if you have not done so yet.&lt;br /&gt;
# ''On short runways:'' Set flaps to position 2 (30 degrees).&lt;br /&gt;
# Set propeller pitch to maximum (fully forward).&lt;br /&gt;
# Set throttle to have about 950 boost pressure.&lt;br /&gt;
# Release brakes and be prepared to correct the aircraft's tendency to yaw to the right by either braking (at low speeds) or by using opposite rudder.&lt;br /&gt;
# Pull forward a little on the stick until the tail lifts off the ground.&lt;br /&gt;
# Maintain the stick position (just enough to keep the plane level) until about 150–160 km/h when the plane should take off.&lt;br /&gt;
# Retract the landing gear.&lt;br /&gt;
# Retract the flaps at about 200 km/h.&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
# Set prop pitch so that the needles of the indicator form a V around the 11:05 position.&lt;br /&gt;
# Set mixture lever at about the apex of the bend in the lever guard. (about 0.6–0.7 mixture).&lt;br /&gt;
# Cowl flaps at position 4/8.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
# Reduce throttle.&lt;br /&gt;
# Open the cowl flaps.&lt;br /&gt;
# At about 300 km/h start extending full flaps.&lt;br /&gt;
# At about 250 km/h extend gear.&lt;br /&gt;
# Touchdown at about 150 km/h.&lt;br /&gt;
&lt;br /&gt;
=== Emergency ===&lt;br /&gt;
If you lose the engine during flight the hydraulic system loses pressurization making it inoperable.  Although flaps and brakes become inoperable there is an emergency landing gear deployment procedure that you can use:&lt;br /&gt;
# Set the gear safety knob to the safe position.&lt;br /&gt;
# Check the air pressure gauge.&lt;br /&gt;
# There needs to be enough air pressure for gear deployment (above 70).&lt;br /&gt;
# If air pressure is too low, pump using the manual pump on the right of the cockpit.&lt;br /&gt;
# Check airspeed below 250 km/h.&lt;br /&gt;
# Release the gear emergency lever on your left side.&lt;br /&gt;
# Check gear down and locked as indicated by the gear indicator.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
=== Limits ===&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;FE&amp;lt;/sub&amp;gt; (maximum flap extended speed):''' 300 km/h.   If exceeded, the flaps will jam; can be reset by the failure manager.&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LE&amp;lt;/sub&amp;gt; (maximum landing gear extended speed):''' 250 km/h.  If exceeded, the gear will jam; can be reset by the failure manager.&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NE&amp;lt;/sub&amp;gt; (never exceed speed):''' 750 km/h [[IAS]].  If exceeded, the ailerons/elevators/rudder will tear off, depending on their position; can be reset by the failure manager.&lt;br /&gt;
* '''Maximum positive g-force:''' 7 g.  If exceeded, the wing(s) will bend, resulting in bad aerodynamic behavior; can be reset by the IAR 80 menu.&lt;br /&gt;
* '''Maximum negative g-force:''' -4 g.  If exceeded, the same as above will apply.&lt;br /&gt;
&lt;br /&gt;
=== Engine management precautions ===&lt;br /&gt;
The engine will exhibit increased wear signs and will eventually stop if you do not follow these guidelines:&lt;br /&gt;
* Do not exceed 950 boost (except occasionally on take-off/in emergency). &lt;br /&gt;
* Keep below 1,500 rpm until engine warm-up complete.&lt;br /&gt;
* Keep below 2,800 rpm in normal flight.&lt;br /&gt;
* Keep the oil temperature below 120° C.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery controls ===&lt;br /&gt;
By default, the weapons are not armed. If you desire, you might set their corresponding switches to your pleasure.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Iar80-cockpit-dusk.jpg|The IAR 80's cockpit as dusk&lt;br /&gt;
Iar80-cockpit-pano.jpg|A [[Howto: Make full spherical panorama|panorama]] of the IAR 80's cockpit&lt;br /&gt;
Iar80-dusk.jpg|The IAR 80 at dusk&lt;br /&gt;
Iar80-metal.jpg|The IAR 80 in bare metal livery&lt;br /&gt;
Iar80-ocean.jpg|IAR 80 over the ocean&lt;br /&gt;
IAR80-wing-detail.jpg|Detail of the IAR 80's wing&lt;br /&gt;
Iar80-angry.jpg|IAR 80 in the air&lt;br /&gt;
IAR80-onrwy.jpg|IAR 80 on the ground&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gtYMvNQHuEA|||Video of a flight in the IAR 80 ({{itip|Turn up to 720p HD}})|frame}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Wikipedia|IAR 80|Wikipedia|noicon=1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighter aircraft]]&lt;br /&gt;
[[Category:Low wing aircraft]]&lt;br /&gt;
[[Category:Propeller aircraft]]&lt;br /&gt;
[[Category:Single-engine aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FGMEMBERS&amp;diff=87167</id>
		<title>Talk:FGMEMBERS</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FGMEMBERS&amp;diff=87167"/>
		<updated>2015-09-17T16:36:22Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Suggest replacement of content with the statement by the core team&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In light of the recent developments, maybe this page should be temporarily removed then replaced by the statement currently being formulated on the mailing list?&lt;br /&gt;
&lt;br /&gt;
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 12:36, 17 September 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Spangdahlem_Air_Base&amp;diff=86957</id>
		<title>Spangdahlem Air Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Spangdahlem_Air_Base&amp;diff=86957"/>
		<updated>2015-09-03T16:13:06Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Let's keep (geo)political issues out of this wiki, although I also question the over detailed history itself, and its benefits in a FlightGear context&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Airport&lt;br /&gt;
| name          = Spangdahlem Air Base&lt;br /&gt;
| image         = &lt;br /&gt;
| alt           = &lt;br /&gt;
| iata          = SPM&lt;br /&gt;
| icao          = ETAD&lt;br /&gt;
| type          = Military&lt;br /&gt;
| owner         = U.S. Air Force&lt;br /&gt;
| city          = Spangdahlem, Trier, Germany&lt;br /&gt;
| website       = http://www.spangdahlem.af.mil/&lt;br /&gt;
| runway        = 05/23&lt;br /&gt;
| length        = 10,007 ft (3,050 m)&lt;br /&gt;
| material      = Asphalt&lt;br /&gt;
| scenerytile   = e006n49&lt;br /&gt;
| terrasync     = No&lt;br /&gt;
| download      = https://github.com/IHAM-COL/ETAD-fgCustomScenery&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Spangdahlem Air Base''' is a U.S. Air Force base constructed between 1951 and 1953 and located near the small German town of {{wikipedia|Spangdahlem}}, approximately 30 km NNE of the city of Trier, Rhineland-Palatinate. It is home of the [https://en.wikipedia.org/wiki/52nd_Fighter_Wing 52nd Fighter Wing], which maintains, deploys and employs Lockheed Martin Block 50 [[F-16CJ]]. In total, 4,800 military personnel, 840 German nationals and 200 US contractors are working at the base.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
With the creation of NATO in response to Cold War tensions in Europe, USAFE wanted its vulnerable fighter units in West Germany moved west of the Rhein River to provide greater air defense warning time. France agreed to air base sites within its zone of occupation in the Rheinland-Palatinate. Spangdahlem base was constructed between 1951 and 1953 at a cost of roughly $27,000,000 using French and German contractors, working under the supervision of a French government agency. The initial USAF military presence began on 1 September 1952 with the arrival of the 7352d Air Base Squadron on 1 September 1952 from Fürstenfeldbruck Air Base near Munich. The mission of the 7532d ABS was to prepare the facility for an operational wing.&lt;br /&gt;
&lt;br /&gt;
Many units were assigned along the years to Spangdahlem, such as the 10th Tactical Reconnaissance Wing, the 49th Tactical Fighter Wing and the  7149th/36th Tactical Fighter Wing with their aircrafts and roles but on the 31 December 1971 the 52d Tactical Fighter Wing was transferred without personnel or equipment from Suffolk County AFB, New York to Spangdahlem. The unit had been a sort of personal National Guard wing for top WW2 P-47 ace Frank Grabeski. Inactivated then reactivated as a new USAFE wing, the new Wing Commander was to be the first black USAFE Wing CO Col Thomas E Clifford who had been 35th TFW DCO at Da Nang AB Viet Nam. Upon activation in Germany, the 52 TFW assumed control of the two squadrons the 36 TFW had located at Spangdahlem: 23d Tactical Fighter (F-4D, Tail Code: SP, blue tail stripe) and 39th Tactical Electronic Warfare (EB-66E/C, Tail Code: SP, yellow tail stripe).&lt;br /&gt;
&lt;br /&gt;
During warm seasons in 1970 and 1971 operations shifted back to Bitburg while the runway was resurfaced at Spang. During this period the hardened NATO &amp;quot;TAB-V&amp;quot; shelters were constructed at both bases while operations around them continued. EB-66s were too large and remained parked around the ramp at the large hangar. End of runway alert aircraft F4s and EB-66's were under shelter for weather protection only. &amp;quot;V&amp;quot; or Victor Alert denoted nuclear forces from the British bombers Victor and Vulcan beginning with that letter. &amp;quot;E&amp;quot; Alert was for ECM.&lt;br /&gt;
The 52 TFW gained its third fighter squadron with the activation of the 480th Tactical Fighter Squadron on 15 November 1976. On 1 January 1977, the 52 TFW had the following operational squadrons: 23d Tactical Fighter Squadron (F-4D w/ blue tail stripe, tail code: SP) &amp;quot;Fighting Hawks&amp;quot;, 81st Tactical Fighter Squadron (EF-4C w/ yellow tail stripe, tail code: SP) &amp;quot;Wild Weasels&amp;quot; and 480th Tactical Fighter Squadron (F-4D w/ red tail stripe, tail code: SP) &amp;quot;Warhawks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A complete reorganization of wing aircraft and aircrews occurred in November 1983, transforming the 52d TFW into the first and only all-defense suppression wing outside of the United States. Under this configuration, each of the wing’s three fighter squadrons flew E and G model F-4s paired together into Wild Weasel &amp;quot;hunter/killer&amp;quot; teams capable of locating and destroying enemy radar-guided, surface-to-air threats in all weather.&lt;br /&gt;
&lt;br /&gt;
In April 1987, the 52d began changing with the times and replaced its aging Phantoms with Block 30/32 F-16C/D Fighting Falcons for the 23d and 480th TFSs. These were later replaced with Block 50 versions beginning in 1993. The last USAF operational model F-4E Phantom II aircraft departed Spangdahlem AB in December 1987.&lt;br /&gt;
&lt;br /&gt;
On 1 October 1991, the 52 TFW was redesignated the 52d Fighter Wing as part of a sweeping, Air Force-wide restructure.&lt;br /&gt;
The 510th Fighter Squadron was moved to Spangdahlem with the closure of RAF Bentwaters UK on 4 January 1993 as the lone A-10 Thunderbolt II squadron in USAFE. Also in early 1993, the 81st FS was reorganized to fly a mixture of F-4Gs and Block 30 F-16C/Ds.&lt;br /&gt;
The F-4Gs were withdrawn and sent to AMARC in February 1994. With the withdrawal of the Phantoms, the 510th Fighter Squadron was replaced by the 81st FS at Spangdahlem AB and was transferred to Ramstein Air Base to absorb the F-16 assets of the 512th FS there.&lt;br /&gt;
&lt;br /&gt;
In February 1994, the 53d Fighter Squadron relocated to Spangdahlem from Bitburg after its closure with F-15C/Ds. The 480 FS was also inactivated during October 1994, being replaced by the 22d Fighter Squadron from Bitburg. The 606th Air Control Squadron was also assigned to the 52d Fighter Wing but remained at Bitburg until September 1995 before moving to Spangdahlem.&lt;br /&gt;
After the restructuring and the closure of Bitburg and transfer of 36 FW squadrons to Spangdahlem, the operational squadrons of the 52d Fighter Wing were: 23d Fighter (F-16CJ/D Blue tail stripe, Code: SP), 22d Fighter (F-16CJ/D Red tail stripe, Code: SP), 53d Fighter (F-15C/D Yellow and black tail stripe (Tiger stripes), Code: SP) and 81st Fighter (A/OA-10A Yellow tail stripe, Code: SP).&lt;br /&gt;
&lt;br /&gt;
During the second quarter of Fiscal Year '99, the 52nd witnessed the inactivation of the 53rd Fighter Squadron. The 53d had called Spangdahlem Air Base home since February 1994 when the squadron moved from Bitburg AB. As the squadron prepared for its inactivation in March 1999, all of the F-15s were transferred to the 1st Fighter Wing at Langley AFB, Virginia (USA), or to the 48th Fighter Wing at RAF Lakenheath, United Kingdom.&lt;br /&gt;
&lt;br /&gt;
In April 2010, the wing's strength was reduced by one third. 20 F-16Cs from the 22nd Fighter Squadron were flown to the 148th Fighter Wing, Minnesota Air National Guard and one F-16 was transferred to Edwards Air Force Base, California. As a result of the drawdown of F-16s, the 22d and 23d Fighter Squadrons were inactivated on 13 August 2010 and formed a single &amp;quot;new&amp;quot; squadron, the 480th Fighter Squadron. In February 2012, it was announced that the 81st Fighter Squadron would be inactivated in 2013, leaving the 52d Fighter Wing with just one squadron.&lt;br /&gt;
&lt;br /&gt;
On 8 January 2015 the U.S. Secretary of Defense announced the results of the European Infrastructure Consolidation (EIC) review, which will realign several missions in USAFE and AFAFRICA. Under the EIC, the DoD will make changes to the mission at Spangdahlem Air Base, including the relocation of the 606th Air Control Squadron to [[Aviano Air Base]], Italy, in order to free up requisite space and infrastructure for future inclusion of the 352d Special Operations Group from RAF Mildenhall, United Kingdom which is scheduled to be closed in 2022.&lt;br /&gt;
&lt;br /&gt;
In February 2015, the 354th Fighter Squadron was deployed from Davis-Monthan AFB to Spang in support of Operation Atlantic Resolve with twelve A-10Cs and approximately 300 airmen. The unit will train alongside NATO allies and deploy to locations in Eastern European NATO nations to further enhance interoperability. The A-10s were the first of several theater security package deployments to Europe, U.S. Air Force officials said, adding that rotations generally will last six months, depending on mission and United States European Command requirements.&lt;br /&gt;
&lt;br /&gt;
On 30 July 2015, it was announced that the 480th Fighter Squadron would deploy to Incirlik Air Base in support of Operation Inherent Resolve.&lt;br /&gt;
Recently, 4 [[F-22]]A Raptor from Tyndall AFB were deployed to Spangdahlem for the first time in Europe, in support of Operation Atlantic Resolve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical characteristics ==&lt;br /&gt;
=== Runway ===&lt;br /&gt;
The airport has only one runway (048°/228°), 3,050 m long and 45 m wide. Both runways 05 and 23 will have got two BAK-12 [http://en.wikipedia.org/wiki/Arresting_gear#Land-based_systems aircraft arresting systems] for emergency landings and training in the beta version.&lt;br /&gt;
&lt;br /&gt;
=== Communications ===&lt;br /&gt;
==== FGCom frequencies ====&lt;br /&gt;
(''The following table takes into account some frequencies available only in the current development version.'')&lt;br /&gt;
{|&lt;br /&gt;
|+ '''COMM'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; text-align: center&amp;quot; | ATIS&lt;br /&gt;
| 143.425 &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; text-align: center&amp;quot; | TWR&lt;br /&gt;
| 122.200&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; text-align: center&amp;quot; | GND&lt;br /&gt;
| 138.8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; text-align: center&amp;quot; | CLNC DEL&lt;br /&gt;
| 308.850&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; text-align: center&amp;quot; | LANGEN RADAR&lt;br /&gt;
| 125.600&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; text-align: center&amp;quot; | AMC AIRLIFT&lt;br /&gt;
| 131.975&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Navaids ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''TACAN'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; text-align: center&amp;quot; | SPA&lt;br /&gt;
| 032X,&lt;br /&gt;
| 00 NM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom scenery ==&lt;br /&gt;
[[User:J Maverick 16|J Maverick 16]] and IAHM-COL are currently redesigning the airport so that the [[scenery]] is as faithful as possible to the real air base. A first preview of the beta can be found on [https://github.com/IHAM-COL/ETAD-fgCustomScenery GitHub] (work in progress).&lt;br /&gt;
&lt;br /&gt;
=== Progress ===&lt;br /&gt;
''The following table takes into account improvements available only in the current development version on GitHub.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Task&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Progress&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Remarks&lt;br /&gt;
|-&lt;br /&gt;
| Runway, beacon, PAPI, Tower&lt;br /&gt;
| {{done}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Taxiway layouts&lt;br /&gt;
| {{done}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Taxi signs&lt;br /&gt;
| {{progressbar|40}}&lt;br /&gt;
| For now there are only the most important ones, more have to be added.&lt;br /&gt;
|-&lt;br /&gt;
| Aprons&lt;br /&gt;
| {{done}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Buildings&lt;br /&gt;
| {{progressbar|20}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Parking positions and ground net&lt;br /&gt;
| {{progressbar|70}}&lt;br /&gt;
| All the ground net is present, have to add the parking positions.&lt;br /&gt;
|-&lt;br /&gt;
| Comprehensive air base scenery&lt;br /&gt;
| {{progressbar|40}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ATC services (USAF_SP) ==&lt;br /&gt;
[[ATC]] service is provided with [[OpenRadar]] regularly on Fridays, using also [[Mumble]] and [[FGCom]] - check [http://flightgear-atc.alwaysdata.net/ Lenny's website] for the exact times and dates, but usually on Friday evenings, . For further informations about ETAD, you can download the chart on the right, use [http://skyvector.com/airport/ETAD/Spangdahlem-Airport SkyVector] and [http://www.gcmap.com/airport/SPM GCMAP].&lt;br /&gt;
To avoid pilot/ATC misunderstandings see the [[ATC_best_practices#Minimum_list_of_best_practices|minimum list of best practices]], and don't simulate an emergency or found an excuse to land/take-off from Spangdahlem only because it is controlled in that moment, especially for airliners (e.g. terrorists on board, engine faliture, passenger with cardiac arrest, President on board, very top secret mission, ...).&lt;br /&gt;
&lt;br /&gt;
== USAFE Livery Pack for F-16C and F-15C ==&lt;br /&gt;
[[User:J Maverick 16|J Maverick 16]] and Gary Brown have created a some liveries for FGUK's F-16C and F-15C of the past and present U.S. Air Forces Europe aircrafts, containing Spangdahlem, Ramstein and RAF Lakenheath liveries. It can be found [http://www.fguk.eu/index.php/hangar/viewdownload/12-liveries/508-usafe-liveries-for-f-15-and-f-16 here].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://www.facebook.com/SpangdahlemAirBase Spangdahlem AB on Facebook]&lt;br /&gt;
*[http://kaiserlautern.afneurope.net/ AFN Kaiserlautern]&lt;br /&gt;
*[http://www.52fss.com/ 52nd Force Support Squadron]&lt;br /&gt;
*[http://www.spangdahlem.af.mil/units/ Spangdahlem AB units]&lt;br /&gt;
*[http://www.usafe.af.mil/ U.S. Air Forces in Europe]&lt;br /&gt;
*[http://www.spangdahlem.af.mil/units/726thairmobilitysquadronpassengerterminal.asp Spangdahlem Passenger Terminal]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in Germany]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=86170</id>
		<title>Lockheed Model 10 Electra</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=86170"/>
		<updated>2015-07-12T23:29:19Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Added L10e &amp;quot;Amelia Earhart Special&amp;quot; model gallery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-GPL}}&lt;br /&gt;
&lt;br /&gt;
{{note|The package available in the [[FGMembers|FGMEMEBERS]] repository is based on a very old version of this project, and unrelated to this project.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox aircraft&lt;br /&gt;
|image = L10-glamour.jpg&lt;br /&gt;
|alt= Waiting For Amelia&lt;br /&gt;
|image2 = Electra 2.jpg&lt;br /&gt;
|alt2 = Lockheed Model 10 Electra in flight&lt;br /&gt;
|name = Lockheed Model 10 Electra&lt;br /&gt;
|type = Light airliner&lt;br /&gt;
|fdm = [[YASim]]&lt;br /&gt;
|status-fdm = 2&lt;br /&gt;
|status-systems = 1&lt;br /&gt;
|status-cockpit = 1&lt;br /&gt;
|status-model =3&lt;br /&gt;
|fgname = Lockheed-L10-Electra&lt;br /&gt;
|authors = Emilian Huminiuc&lt;br /&gt;
|development = https://gitlab.com/emilianh/Lockheed-L10-Electra/&lt;br /&gt;
|download = https://gitlab.com/emilianh/Lockheed-L10-Electra/repository/archive.zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Lockheed Model 10 Electra''' was a twin-engine, all-metal monoplane airliner developed by the Lockheed Aircraft Corporation in the 1930s to compete with the Boeing 247 and Douglas DC-2. The type gained considerable fame as one was flown by Amelia Earhart on her ill-fated around-the-world expedition in 1937&lt;br /&gt;
&lt;br /&gt;
== L10A Gallery ==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:L10-beauty-shot.jpg|256px|Lockheed L10 Electra sitting on the runway]]&lt;br /&gt;
| [[File:L10-cockpit-WIP.jpg|256px|WiP Shot of the L10 Cockpit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10-cabin-back.jpg|256px|WiP Lockheed L10 Electra Cabin from the back towards the pointy end]]&lt;br /&gt;
| [[File:L10-cabin-front.jpg|256px|WiP Lockheed L10 Electra Cabin from the front towards the tail end]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electra 1.jpg|256px|Old WiP Lockheed L10 Electra in flight]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amelia Earhart Special Model Gallery ==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:L10e-AE-rwy1.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; on the runway]]&lt;br /&gt;
| [[File:L10e-AE-rwy2.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; on the runway]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10e-AE-inflight1.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight]]&lt;br /&gt;
| [[File:L10e-AE-inflight2.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10e-AE-inflight-close.jpg|256px|L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Wikipedia|Lockheed Model 10 Electra|Wikipedia|noicon=1}}&lt;br /&gt;
&lt;br /&gt;
{{Lockheed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Propeller aircraft]]&lt;br /&gt;
[[Category:Twin-engined aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-inflight1.jpg&amp;diff=86169</id>
		<title>File:L10e-AE-inflight1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-inflight1.jpg&amp;diff=86169"/>
		<updated>2015-07-12T23:20:58Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: 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=L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight}}&lt;br /&gt;
|date=2015-07-13 02:15:58&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:I4dnf|I4dnf]]&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-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Screenshots of aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-inflight-close.jpg&amp;diff=86168</id>
		<title>File:L10e-AE-inflight-close.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-inflight-close.jpg&amp;diff=86168"/>
		<updated>2015-07-12T23:20:48Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: 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=L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight}}&lt;br /&gt;
|date=2015-07-13 02:15:58&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:I4dnf|I4dnf]]&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-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Screenshots of aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-inflight2.jpg&amp;diff=86167</id>
		<title>File:L10e-AE-inflight2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-inflight2.jpg&amp;diff=86167"/>
		<updated>2015-07-12T23:20:37Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: 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=L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; in flight}}&lt;br /&gt;
|date=2015-07-13 02:15:58&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:I4dnf|I4dnf]]&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-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Screenshots of aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-rwy2.jpg&amp;diff=86166</id>
		<title>File:L10e-AE-rwy2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-rwy2.jpg&amp;diff=86166"/>
		<updated>2015-07-12T23:20:27Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: 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=L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; on the runway}}&lt;br /&gt;
|date=2015-07-13 02:15:57&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:I4dnf|I4dnf]]&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-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Screenshots of aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-rwy1.jpg&amp;diff=86165</id>
		<title>File:L10e-AE-rwy1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:L10e-AE-rwy1.jpg&amp;diff=86165"/>
		<updated>2015-07-12T23:20:17Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: 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=L10e Electra &amp;quot;Amelia Earhart Special&amp;quot; on the runway}}&lt;br /&gt;
|date=2015-07-13 02:15:57&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:I4dnf|I4dnf]]&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-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lockheed]]&lt;br /&gt;
[[Category:Screenshots of aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_July_2015&amp;diff=85875</id>
		<title>FlightGear Newsletter July 2015</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_July_2015&amp;diff=85875"/>
		<updated>2015-07-03T21:25:40Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Corrected name spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|newsletter|Please feel free to add content you think will be of interest to the FlightGear community. You can read the latest newsletter at [[FlightGear Newsletter June 2015]].}}&lt;br /&gt;
&lt;br /&gt;
{{Newsletter-header|July 2015}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px double #BBB;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; |&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Development news}}&amp;lt;br/&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|In the hangar}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Scenery Corner}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Community News}}&amp;lt;br/&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Contributing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
[[#Translators required|Translators required]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[#FlightGear logos|FlightGear logos]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[#Screenshots|Screenshots]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;[[#Screenshot of the month|Screenshot of the month]]&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Development News ==&lt;br /&gt;
&lt;br /&gt;
== In the Hangar ==&lt;br /&gt;
&lt;br /&gt;
== Scenery Corner ==&lt;br /&gt;
&lt;br /&gt;
== Community News ==&lt;br /&gt;
=== Around the World in the footsteps of Amelia Earhart ===&lt;br /&gt;
User Legoboyvdlp is, on the 9th of this month planning to fly the route of Amelia Earhart's ill-fated trip around the world nearly 80 years ago. Legoboy will be following her exact route in the [[Lockheed Model 10 Electra|Lockheed L10 Electra]]. This endeavour will be tracked on a day-to-day, week-to-week, month-to-month basis as Legoboy travels his route. Extra details coming soon.&lt;br /&gt;
&lt;br /&gt;
NOTE: He plans to probably do it in the '''nonGPL''' aircraft by Emilian Huminiuc until the GPL version is in a suitable state...&lt;br /&gt;
He will of course edit the yasim configuration to match the modifications made to Amelias Electra.&lt;br /&gt;
&lt;br /&gt;
=== World tour ===&lt;br /&gt;
On July 6th, User Turnit will commence another round-the-world flight in a 737-100. The flight will be conducted on multiplayer, so all are free to join in with him. More details are to be released shortly. His route, starting from KSEA and heading west, will be as follows:&lt;br /&gt;
[[File:WorldTour.gif|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&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 wiki de FlightGear todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos.  And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release.  These should be of good quality, especially in content and technical image properties.  It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.).  More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
==== Screenshot of the month ====&lt;br /&gt;
The user Mig29pilot revived the screenshot of the month. Suggestions can be submitted to [http://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=26711 this forum topic] (for participation rules see first post), and later there will be a vote on the best screenshot, which will be presented here.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2015 05]]&lt;br /&gt;
[[Category:Changes after 3.4]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=IAR_80&amp;diff=85864</id>
		<title>IAR 80</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=IAR_80&amp;diff=85864"/>
		<updated>2015-07-03T20:33:19Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-GPL}}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{notice | message = The package available in the FGMEMEBERS repository is based on a very old version of this project, and unrelated to this project }}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Infobox aircraft&lt;br /&gt;
|name = IAR 80&lt;br /&gt;
|image = Iar80-flight.jpg&lt;br /&gt;
|alt = The IAR 80 in its the default livery.&lt;br /&gt;
|type = Fighter aircraft&lt;br /&gt;
|fdm = [[YASim]], [[JSBSim]] (beta)&lt;br /&gt;
|authors =&lt;br /&gt;
* Emilian Huminiuc (3D model, textures, YASim [[FDM]])&lt;br /&gt;
* Ron Jensen (JSBSim FDM)&lt;br /&gt;
|status-fdm = 5&lt;br /&gt;
|status-systems = 4&lt;br /&gt;
|status-cockpit = 5&lt;br /&gt;
|status-model = 5&lt;br /&gt;
|fgname = IAR80-YASim&lt;br /&gt;
|download = https://gitlab.com/emilianh/IAR80/repository/archive.zip?ref=latest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''IAR 80''' was a Romanian World War II [[:Category:Low wing aircraft|low-wing]], monoplane, all-metal monocoque [[:Category:Fighter aircraft|fighter]] and [[:Category:Attack aircraft|ground-attack]] [[aircraft]].  When it first flew, in 1939, it was comparable to contemporary designs such as the German [[Messerschmitt Bf 109|Messerschmitt Bf 109B]], the British [[Hawker Hurricane|Hawker Hurricane Mk.I]], and the American Curtiss P-40B/Tomahawk Mk.I and superior to the Dutch Fokker D.XXI and Polish PZL P.24.  Production problems and lack of available armament delayed entry of the IAR 80 into service until 1941.  It remained in front-line use until 1944.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
=== Liveries ===&lt;br /&gt;
The IAR 80 has three liveries:&lt;br /&gt;
* Royal Romanian Air Force (''default'')&lt;br /&gt;
* Bare metal&lt;br /&gt;
* Romanian Air Club (''fictional'')&lt;br /&gt;
&lt;br /&gt;
Changing livery also changes the reflectiveness of the material — the default one is rather matte, while the other two are more reflective.  Livery textures are DDS files, which improves loading time when switching between liveries.&lt;br /&gt;
&lt;br /&gt;
=== Shaders effects ===&lt;br /&gt;
The IAR 80 uses the [[model-combined effect]] shader to show a high level of detail.  It uses the dirt/grit feature of this shader to add oil staining to the fuselage as engine wear increases.  The aircraft also supports the [[Howto:Use the normal map effect in aircraft|normal map]] feature of the same shader, and uses textures in the DDS format to improve the detail and appearance.&lt;br /&gt;
&lt;br /&gt;
=== Particle effects ===&lt;br /&gt;
* Engine smoke, changing colour and density with the thrust, mixture, and engine wear.&lt;br /&gt;
* Particle [[Howto: Add contrails|contrails]]&lt;br /&gt;
* Wingtip vortices when near stall {{Abbr|AoA|Angle of Attack}}&lt;br /&gt;
* Spiral splipstream when on the ground or at low altitude&lt;br /&gt;
&lt;br /&gt;
=== View effects ===&lt;br /&gt;
By use of [[Nasal]] scripting, the internal view shakes when rolling on the runway and simulates the buffeting experienced when approaching stall AoA.&lt;br /&gt;
&lt;br /&gt;
=== Controls Filter ===&lt;br /&gt;
Via a Nasal script, the control input is filtered, resulting in decreased input to the control surfaces due to the airflow over them (this was necessary as the elevator has dynamic compensator tabs).&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
The guns are fully simulated using [[submodels]], with particle smoke, sounds and recoil.&lt;br /&gt;
&lt;br /&gt;
=== Advanced engine startup and management ===&lt;br /&gt;
The [[#Startup|startup]] procedure is rather realistic, from a &amp;quot;dark and cold&amp;quot; state.  While flying you have to [[#Engine management precautions|take care]] of the engine (see the [[#Aircraft help|help]] section below).&lt;br /&gt;
&lt;br /&gt;
=== Engine sputter ===&lt;br /&gt;
* The engine sputters when overheated/worn due to incorrect management or when low on fuel.&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
=== Keyboard control ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Key press|Ctrl|d}} || Toggle canopy open/closed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Key press|r}} || Open the cowling flaps.&lt;br /&gt;
|-&lt;br /&gt;
| {{Key press|Shift|r}} || Close the cowling flaps.&lt;br /&gt;
|-&lt;br /&gt;
| {{Key press|e}} || Fire guns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Note|Throttle direction is reversed.}}&lt;br /&gt;
&lt;br /&gt;
=== Cockpit reference ===&lt;br /&gt;
You'll find a quick-reference PDF file in the &amp;lt;tt&amp;gt;''[[$FG_ROOT]]/Aircraft/IAR80/doc''&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
When pressing {{Key press|Ctrl|c}} to show hotspots, you will also get labels on all instruments, switches and levers that are active.&lt;br /&gt;
&lt;br /&gt;
=== Clickable levers and sliders ===&lt;br /&gt;
All the levers and sliders in the cockpit are clickable.  You use the {{Abbr|LMB|left mouse button}} to increase value/position and the {{Abbr|MMB|middle mouse button}} to decrease the value/position.  Alternately, you can use the scroll wheel to make finer adjustments.&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
# Turn the master switch (the big hexagonal button over the pilot's right shoulder) on.&lt;br /&gt;
# Set the mixture to rich (mixture lever to forward position).&lt;br /&gt;
# Set some throttle.&lt;br /&gt;
# Prime 6–9 times.&lt;br /&gt;
# Set propeller pitch to middle position.&lt;br /&gt;
# Set magnetos to both.&lt;br /&gt;
# Open the cowl flaps ({{Key press|r}} key).&lt;br /&gt;
# Engage starter button and hope it will start.&lt;br /&gt;
# Optional: if want you can turn the position lights on.&lt;br /&gt;
&lt;br /&gt;
If the engine doesn't start and just sputters, it usually means you have not primed enough.  To check if that is the case, keep an eye on the fuel-pressure gauge (left panel, right needle on gauge with two needles) — it should increase when you engage the starter.  Also, when priming, make sure the lever reaches the forward end of travel, otherwise that push doesn't register.&lt;br /&gt;
&lt;br /&gt;
=== Warm-up ===&lt;br /&gt;
# Increase the propeller pitch for minimum revs (towards the rear).&lt;br /&gt;
# Increase the throttle until boost pressure reaches about 400 (engine rpm will stabilize at about 1,250–1,300 rpm).&lt;br /&gt;
# Wait until the oil pressure gets over 1 and oil temperature reaches 60.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
# Set propeller pitch to middle position.&lt;br /&gt;
# Adjust the seat position to a higher setting, for better visibility.&lt;br /&gt;
# Use the differential brakes to steer the plane.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
# Close canopy if you have not done so yet.&lt;br /&gt;
# ''On short runways:'' Set flaps to position 2 (30 degrees).&lt;br /&gt;
# Set propeller pitch to maximum (fully forward).&lt;br /&gt;
# Set throttle to have about 950 boost pressure.&lt;br /&gt;
# Release brakes and be prepared to correct the aircraft's tendency to yaw to the right by either braking (at low speeds) or by using opposite rudder.&lt;br /&gt;
# Pull forward a little on the stick until the tail lifts off the ground.&lt;br /&gt;
# Maintain the stick position (just enough to keep the plane level) until about 150–160 km/h when the plane should take off.&lt;br /&gt;
# Retract the landing gear.&lt;br /&gt;
# Retract the flaps at about 200 km/h.&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
# Set prop pitch so that the needles of the indicator form a V around the 11:05 position.&lt;br /&gt;
# Set mixture lever at about the apex of the bend in the lever guard. (about 0.6–0.7 mixture).&lt;br /&gt;
# Cowl flaps at position 4/8.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
# Reduce throttle.&lt;br /&gt;
# Open the cowl flaps.&lt;br /&gt;
# At about 300 km/h start extending full flaps.&lt;br /&gt;
# At about 250 km/h extend gear.&lt;br /&gt;
# Touchdown at about 150 km/h.&lt;br /&gt;
&lt;br /&gt;
=== Emergency ===&lt;br /&gt;
If you lose the engine during flight the hydraulic system loses pressurization making it inoperable.  Although flaps and brakes become inoperable there is an emergency landing gear deployment procedure that you can use:&lt;br /&gt;
# Set the gear safety knob to the safe position.&lt;br /&gt;
# Check the air pressure gauge.&lt;br /&gt;
# There needs to be enough air pressure for gear deployment (above 70).&lt;br /&gt;
# If air pressure is too low, pump using the manual pump on the right of the cockpit.&lt;br /&gt;
# Check airspeed below 250 km/h.&lt;br /&gt;
# Release the gear emergency lever on your left side.&lt;br /&gt;
# Check gear down and locked as indicated by the gear indicator.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
=== Limits ===&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;FE&amp;lt;/sub&amp;gt; (maximum flap extended speed):''' 300 km/h.   If exceeded, the flaps will jam; can be reset by the failure manager.&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LE&amp;lt;/sub&amp;gt; (maximum landing gear extended speed):''' 250 km/h.  If exceeded, the gear will jam; can be reset by the failure manager.&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NE&amp;lt;/sub&amp;gt; (never exceed speed):''' 750 km/h [[IAS]].  If exceeded, the ailerons/elevators/rudder will tear off, depending on their position; can be reset by the failure manager.&lt;br /&gt;
* '''Maximum positive g-force:''' 7 g.  If exceeded, the wing(s) will bend, resulting in bad aerodynamic behavior; can be reset by the IAR 80 menu.&lt;br /&gt;
* '''Maximum negative g-force:''' -4 g.  If exceeded, the same as above will apply.&lt;br /&gt;
&lt;br /&gt;
=== Engine management precautions ===&lt;br /&gt;
The engine will exhibit increased wear signs and will eventually stop if you do not follow these guidelines:&lt;br /&gt;
* Do not exceed 950 boost (except occasionally on take-off/in emergency). &lt;br /&gt;
* Keep below 1,500 rpm until engine warm-up complete.&lt;br /&gt;
* Keep below 2,800 rpm in normal flight.&lt;br /&gt;
* Keep the oil temperature below 120° C.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery controls ===&lt;br /&gt;
By default, the weapons are not armed. If you desire, you might set their corresponding switches to your pleasure.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Iar80-cockpit-dusk.jpg|The IAR 80's cockpit as dusk&lt;br /&gt;
Iar80-cockpit-pano.jpg|A [[Howto: Make full spherical panorama|panorama]] of the IAR 80's cockpit&lt;br /&gt;
Iar80-dusk.jpg|The IAR 80 at dusk&lt;br /&gt;
Iar80-metal.jpg|The IAR 80 in bare metal livery&lt;br /&gt;
Iar80-ocean.jpg|IAR 80 over the ocean&lt;br /&gt;
IAR80-wing-detail.jpg|Detail of the IAR 80's wing&lt;br /&gt;
Iar80-angry.jpg|IAR 80 in the air&lt;br /&gt;
IAR80-onrwy.jpg|IAR 80 on the ground&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gtYMvNQHuEA|||Video of a flight in the IAR 80 ({{itip|Turn up to 720p HD}})|frame}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Wikipedia|IAR 80|Wikipedia|noicon=1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighter aircraft]]&lt;br /&gt;
[[Category:Low wing aircraft]]&lt;br /&gt;
[[Category:Propeller aircraft]]&lt;br /&gt;
[[Category:Single-engine aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=85863</id>
		<title>Lockheed Model 10 Electra</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=85863"/>
		<updated>2015-07-03T20:32:40Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-GPL}}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{notice | message = The package available in the FGMEMEBERS repository is based on a very old version of this project, and unrelated to this project }}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Infobox aircraft&lt;br /&gt;
|image = L10-glamour.jpg&lt;br /&gt;
|alt= Waiting For Amelia&lt;br /&gt;
|image2 = Electra 2.jpg&lt;br /&gt;
|alt2 = Lockheed Model 10 Electra in flight&lt;br /&gt;
|name = Lockheed Model 10 Electra&lt;br /&gt;
|type = Light airliner&lt;br /&gt;
|fdm = [[YASim]]&lt;br /&gt;
|status-fdm = 2&lt;br /&gt;
|status-systems = 1&lt;br /&gt;
|status-cockpit = 1&lt;br /&gt;
|status-model =3&lt;br /&gt;
|fgname = Lockheed-L10-Electra&lt;br /&gt;
|authors = Emilian Huminiuc&lt;br /&gt;
|development = https://gitlab.com/emilianh/Lockheed-L10-Electra/&lt;br /&gt;
|download = https://gitlab.com/emilianh/Lockheed-L10-Electra/repository/archive.zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lockheed Model 10 Electra was a twin-engine, all-metal monoplane airliner developed by the Lockheed Aircraft Corporation in the 1930s to compete with the Boeing 247 and Douglas DC-2. The type gained considerable fame as one was flown by Amelia Earhart on her ill-fated around-the-world expedition in 1937&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:L10-beauty-shot.jpg|256px|Lockheed L10 Electra sitting on the runway]]&lt;br /&gt;
| [[File:L10-cockpit-WIP.jpg|256px|WiP Shot of the L10 Cockpit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10-cabin-back.jpg|256px|WiP Lockheed L10 Electra Cabin from the back towards the pointy end]]&lt;br /&gt;
| [[File:L10-cabin-front.jpg|256px|WiP Lockheed L10 Electra Cabin from the front towards the tail end]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electra 1.jpg|256px|Old WiP Lockheed L10 Electra in flight]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Wikipedia|Lockheed Model 10 Electra|Wikipedia|noicon=1}}&lt;br /&gt;
&lt;br /&gt;
{{Lockheed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Propeller aircraft]]&lt;br /&gt;
[[Category:Twin-engined aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User_talk:Abassign&amp;diff=85859</id>
		<title>User talk:Abassign</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User_talk:Abassign&amp;diff=85859"/>
		<updated>2015-07-03T14:48:33Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DDS sample / test ==&lt;br /&gt;
&lt;br /&gt;
Hi, thanks for uploading comparison screen shots - but could you please also add your exact startup/run-time arguments, ideally using some kind of format that can be easily replicated, e.g. using a corresponding [[Fgfsrc]] ? That would allow others to more easily post their own screen shots. thanks. --[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 13:32, 5 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== IAR80/Lockheed L10 Electra ==&lt;br /&gt;
&lt;br /&gt;
Hi, I noticed your interest in the IAR80 and the L10. You will find on this wiki links to the current up-to-date versions of the original projects, that I've continued working on maintaining/updating in step with developments in FG, however not under the spotlight.&lt;br /&gt;
[[IAR_80 | IAR 80 Page ]] and [[Lockheed_Model_10_Electra | Lockheed L10 Page]] ([[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:48, 3 July 2015 (EDT))&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Lockheed_Model_10_Electra&amp;diff=85833</id>
		<title>Talk:Lockheed Model 10 Electra</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Lockheed_Model_10_Electra&amp;diff=85833"/>
		<updated>2015-06-30T19:53:37Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* Ratings */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Issue #1 ==&lt;br /&gt;
Download Link does not work&lt;br /&gt;
:Thanks for reporting, should work now ([[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 14:23, 30 June 2015 (EDT))&lt;br /&gt;
&lt;br /&gt;
== Ratings ==&lt;br /&gt;
&lt;br /&gt;
Red Leader, while I appreciate your edits, can you please explain your ratings rationale?&lt;br /&gt;
Also, please don't randomly move around images in-between the infobox and the main body.&lt;br /&gt;
([[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 15:53, 30 June 2015 (EDT))&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=85832</id>
		<title>Lockheed Model 10 Electra</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=85832"/>
		<updated>2015-06-30T19:47:26Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: Red Leader, please don't randomly move images out of the infobox, thanks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-GPL}}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Infobox aircraft&lt;br /&gt;
|image = L10-glamour.jpg&lt;br /&gt;
|alt= Waiting For Amelia&lt;br /&gt;
|image2 = Electra 2.jpg&lt;br /&gt;
|alt2 = Lockheed Model 10 Electra in flight&lt;br /&gt;
|name = Lockheed Model 10 Electra&lt;br /&gt;
|type = Light airliner&lt;br /&gt;
|fdm = [[YASim]]&lt;br /&gt;
|status-fdm = 2&lt;br /&gt;
|status-systems = 1&lt;br /&gt;
|status-cockpit = 1&lt;br /&gt;
|status-model =3&lt;br /&gt;
|fgname = Lockheed-L10-Electra&lt;br /&gt;
|authors = Emilian Huminiuc&lt;br /&gt;
|development = https://gitlab.com/emilianh/Lockheed-L10-Electra/&lt;br /&gt;
|download = https://gitlab.com/emilianh/Lockheed-L10-Electra/repository/archive.zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lockheed Model 10 Electra was a twin-engine, all-metal monoplane airliner developed by the Lockheed Aircraft Corporation in the 1930s to compete with the Boeing 247 and Douglas DC-2. The type gained considerable fame as one was flown by Amelia Earhart on her ill-fated around-the-world expedition in 1937&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:L10-beauty-shot.jpg|256px|Lockheed L10 Electra sitting on the runway]]&lt;br /&gt;
| [[File:L10-cockpit-WIP.jpg|256px|WiP Shot of the L10 Cockpit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:L10-cabin-back.jpg|256px|WiP Lockheed L10 Electra Cabin from the back towards the pointy end]]&lt;br /&gt;
| [[File:L10-cabin-front.jpg|256px|WiP Lockheed L10 Electra Cabin from the front towards the tail end]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electra 1.jpg|256px|Old WiP Lockheed L10 Electra in flight]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Wikipedia|Lockheed Model 10 Electra|Wikipedia|noicon=1}}&lt;br /&gt;
&lt;br /&gt;
{{Lockheed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Propeller aircraft]]&lt;br /&gt;
[[Category:Twin-engined aircraft]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Lockheed_Model_10_Electra&amp;diff=85830</id>
		<title>Talk:Lockheed Model 10 Electra</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Lockheed_Model_10_Electra&amp;diff=85830"/>
		<updated>2015-06-30T18:23:53Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: /* Issue #1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Issue #1 ==&lt;br /&gt;
Download Link does not work&lt;br /&gt;
:Thanks for reporting, should work now ([[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 14:23, 30 June 2015 (EDT))&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=85808</id>
		<title>Lockheed Model 10 Electra</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_Model_10_Electra&amp;diff=85808"/>
		<updated>2015-06-30T11:08:41Z</updated>

		<summary type="html">&lt;p&gt;I4dnf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-GPL}}&lt;br /&gt;
{{infobox Aircraft &lt;br /&gt;
|image = L10-glamour.jpg&lt;br /&gt;
|alt = Waiting For Amelia&lt;br /&gt;
|image2 = Electra 2.jpg &lt;br /&gt;
|alt2 = Lockheed Model 10 Electra in flight&lt;br /&gt;
|name = Lockheed Model 10 Electra &lt;br /&gt;
|type = Light airliners &lt;br /&gt;
|fdm = YASim &lt;br /&gt;
|status = alpha&lt;br /&gt;
|fgname = Lockheed-L10-Electra&lt;br /&gt;
|authors = Emilian Huminiuc&lt;br /&gt;
|download = https://gitlab.com/emilianh/Lockheed-L10-Electra/repository/archive.zip?ref=latest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lockheed Model 10 Electra was a twin-engine, all-metal monoplane airliner developed by the Lockheed Aircraft Corporation in the 1930s to compete with the Boeing 247 and Douglas DC-2. The type gained considerable fame as one was flown by Amelia Earhart on her ill-fated around-the-world expedition in 1937&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{gallery&lt;br /&gt;
|title = Lockheed Model 10 WiP Screenshots&lt;br /&gt;
|width = 256&lt;br /&gt;
|L10-beauty-shot.jpg | Lockheed L10 Electra sitting on the runway&lt;br /&gt;
|L10-cockpit-WIP.jpg | WiP Shot of the L10 Cockpit&lt;br /&gt;
|L10-cabin-back.jpg | WiP Lockheed L10 Electra Cabin from the back towards the pointy end&lt;br /&gt;
|L10-cabin-front.jpg | WiP Lockheed L10 Electra Cabin from the front towards the tail end&lt;br /&gt;
|Electra 1.jpg | Old WiP Lockheed L10 Electra in flight&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Wikipedia|Lockheed_Model_10_Electra|Wikipedia|noicon=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Lockheed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Propeller_aircraft]]&lt;br /&gt;
[[Category:Twin Engine Piston]]&lt;/div&gt;</summary>
		<author><name>I4dnf</name></author>
	</entry>
</feed>