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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jarl+Arntzen</id>
	<title>FlightGear wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jarl+Arntzen"/>
	<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/Special:Contributions/Jarl_Arntzen"/>
	<updated>2026-05-24T15:57:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=106717</id>
		<title>OpenGL</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=106717"/>
		<updated>2017-01-19T14:18:55Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Added basic version info to the page that appears when searching for &amp;quot;FlightGear OpenGL version&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''OpenGL''' ('''Open G'''raphics '''L'''ibrary) is a graphics API used by [[FlightGear]]. It was developed by Silicon Graphics and first released in 1992. &lt;br /&gt;
&lt;br /&gt;
Currently FlightGear requires OpenGL 1.2, but more likely 2.0, and recommends 2.1 or above.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Resources#General OpenGL Resources|General OpenGL Resources]]&lt;br /&gt;
* [[Graphics drivers configuration]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.opengl.org/ Official website]&lt;br /&gt;
* http://www.sgi.com/products/software/opengl/overview.html&lt;br /&gt;
* http://en.wikibooks.org/wiki/Opengl&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
&lt;br /&gt;
[[pt:OpenGL]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78654</id>
		<title>User:Jarl Arntzen</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78654"/>
		<updated>2014-12-28T23:09:13Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* FlightGear Object tool comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FlightGear Object Placement Tool comparison ==&lt;br /&gt;
&lt;br /&gt;
This table attempts to display support for individual steps in the process of updating the FG Scenery DB starting from OSM or some other compatible georeference.&lt;br /&gt;
&lt;br /&gt;
While OSM --&amp;gt; Scenery is the optimum workflow, there are currently many intermediate steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Geo reference !! Model selection !! Add !! Edit !! Delete !! DB Add !! DB Edit !! DB Delete !! Exports... !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO]] || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&amp;lt;ref name=&amp;quot;viaSTG&amp;quot;&amp;gt;Via STG file upload to the FG Scenery Object DB&amp;lt;/ref&amp;gt; || {{no}} || {{no}} || STG or XML || Lacks proper geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [[Osm2city.py]] || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;[[Osm2city.py]], batch conversion of OSM map elements to FG objects and meshes.&amp;lt;/ref&amp;gt; || {{partial}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;/&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; ||{{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; || {{no}}  || {{no}}  || STG and AC || Only fitting or custom made models can be used.&lt;br /&gt;
|-&lt;br /&gt;
| [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=10625 FG Object Placement Tool] || {{no}}&amp;lt;ref name=&amp;quot;manual&amp;quot;&amp;gt;Manual copy/paste of lat/lon&amp;lt;/ref&amp;gt; || {{no}} || {{yes}} ||  {{yes}} || {{yes}} || {{yes}} || {{no}} ||  {{no}} || STG ||Needs an STG-file as input.&lt;br /&gt;
Lacks proper method for geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=24792&amp;amp;hilit=fencemaker Fencemaker] by Valeo || {{No}} || {{yes}}  || {{yes}}  || {{yes}}  || {{yes}}  || {{partial}}  || {{no}}  || {{no}} || AC || A Blender + FG combo tool. &lt;br /&gt;
Need to use the UFO to complete final STG export&lt;br /&gt;
|-&lt;br /&gt;
| [[FlightGear_Scenery_Designer | FlightGear Scenery Designer]]  || ?  || ? || ? || ? || ? || ? || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| [[WorldEditor]] || {{yes}} || {{no}} || ? || ? || ? || ? ||  ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| [http://scenerymodels.flightgear.org Scenery DB] || {{yes}} || {{partial}} || - || - || - || {{yes}}  || {{partial}}&amp;lt;ref name=&amp;quot;manual&amp;quot; /&amp;gt; || {{partial}}&amp;lt;ref name=&amp;quot;manual&amp;quot; /&amp;gt; || STG || Fully integrated with TerraSync&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78653</id>
		<title>User:Jarl Arntzen</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78653"/>
		<updated>2014-12-28T23:06:45Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FlightGear Object tool comparison ==&lt;br /&gt;
&lt;br /&gt;
This table attempts to display support for individual steps in the process of updating the FG Scenery DB starting from OSM or some other compatible georeference.&lt;br /&gt;
&lt;br /&gt;
While OSM --&amp;gt; Scenery is the optimum workflow, there are currently many intermediate steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Geo reference !! Model selection !! Add !! Edit !! Delete !! DB Add !! DB Edit !! DB Delete !! Exports... !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO]] || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&amp;lt;ref name=&amp;quot;viaSTG&amp;quot;&amp;gt;Via STG file upload to the FG Scenery Object DB&amp;lt;/ref&amp;gt; || {{no}} || {{no}} || STG or XML || Lacks proper geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [[Osm2city.py]] || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;[[Osm2city.py]], batch conversion of OSM map elements to FG objects and meshes.&amp;lt;/ref&amp;gt; || {{partial}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;/&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; ||{{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot; /&amp;gt; || {{no}}  || {{no}}  || STG and AC || Only fitting or custom made models can be used.&lt;br /&gt;
|-&lt;br /&gt;
| [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=10625 FG Object Placement Tool] || {{no}}&amp;lt;ref name=&amp;quot;manual&amp;quot;&amp;gt;Manual copy/paste of lat/lon&amp;lt;/ref&amp;gt; || {{no}} || {{yes}} ||  {{yes}} || {{yes}} || {{yes}} || {{no}} ||  {{no}} || STG ||Needs an STG-file as input.&lt;br /&gt;
Lacks proper method for geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=24792&amp;amp;hilit=fencemaker Fencemaker] by Valeo || {{No}} || {{yes}}  || {{yes}}  || {{yes}}  || {{yes}}  || {{partial}}  || {{no}}  || {{no}} || AC || A Blender + FG combo tool. &lt;br /&gt;
Need to use the UFO to complete final STG export&lt;br /&gt;
|-&lt;br /&gt;
| [[FlightGear_Scenery_Designer | FlightGear Scenery Designer]]  || ?  || ? || ? || ? || ? || ? || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| [[WorldEditor]] || {{yes}} || {{no}} || ? || ? || ? || ? ||  ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| [http://scenerymodels.flightgear.org Scenery DB] || {{yes}} || {{partial}} || - || - || - || {{yes}}  || {{partial}}&amp;lt;ref name=&amp;quot;manual&amp;quot; /&amp;gt; || {{partial}}&amp;lt;ref name=&amp;quot;manual&amp;quot; /&amp;gt; || STG || Fully integrated with TerraSync&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78652</id>
		<title>User:Jarl Arntzen</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78652"/>
		<updated>2014-12-28T22:42:29Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This table attempts to display support for individual steps in the process of updating the FG Scenery DB starting from OSM or some other compatible georeference.&lt;br /&gt;
&lt;br /&gt;
While OSM --&amp;gt; Scenery is the optimum workflow, there are currently many intermediate steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Geo reference !! Model selection !! Add !! Edit !! Delete !! DB Add !! DB Edit !! DB Delete !! Exports... !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO]] || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&amp;lt;ref name=&amp;quot;viaSTG&amp;quot;&amp;gt;Via STG file upload to the FG Scenery Object DB&amp;lt;/ref&amp;gt; || {{no}} || {{no}} || STG or XML || Lacks proper geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [[Osm2city.py]] || {{yes}} || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;[[Osm2city.py]], batch conversion of OSM map elements to FG objects and meshes.&amp;lt;/ref&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;Via osm&amp;lt;/ref&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;Via osm&amp;lt;/ref&amp;gt; || ||  || || || STG and mesh ||&lt;br /&gt;
|-&lt;br /&gt;
| [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=10625 FG Object Placement Tool] || {{no}}&amp;lt;ref name=&amp;quot;manual&amp;quot;&amp;gt;Manual copy/paste of lat/lon&amp;lt;/ref&amp;gt; || {{no}} || {{yes}} ||  {{yes}} || {{yes}} || {{yes}} || {{no}} ||  {{no}} || STG ||Needs an STG-file as input.&lt;br /&gt;
Lacks proper method for geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [[FlightGear_Scenery_Designer | FlightGear Scenery Designer]]  || ?  || ? || ? || ? || ? || ? || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| [[WorldEditor]] || {{yes}} || {{no}} || ? || ? || ? || ? ||  ? || ? || ? || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78651</id>
		<title>User:Jarl Arntzen</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78651"/>
		<updated>2014-12-28T22:40:27Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This table attempts to display support for individual steps in the process of updating the FG Scenery DB starting from OSM or some other compatible georeference.&lt;br /&gt;
&lt;br /&gt;
While OSM --&amp;gt; Scenery is the optimum workflow, there are currently many intermediate steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Geo reference !! Model selection !! Add !! Edit !! Delete !! DB Add !! DB Edit !! DB Delete !! Exports... !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO]] || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&amp;lt;ref name=&amp;quot;viaSTG&amp;quot;&amp;gt;Via STG file upload to the FG Scenery Object DB&amp;lt;/ref&amp;gt; || {{no}} || {{no}} || STG or XML || Lacks proper geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [[Osm2city.py]] || {{yes}} || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;[[Osm2city.py|Link text]], additional text.&amp;lt;/ref&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;Via osm&amp;lt;/ref&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;Via osm&amp;lt;/ref&amp;gt; || ||  || || || STG and mesh ||&lt;br /&gt;
|-&lt;br /&gt;
| [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=10625 FG Object Placement Tool] || {{no}}&amp;lt;ref name=&amp;quot;manual&amp;quot;&amp;gt;Manual copy/paste of lat/lon&amp;lt;/ref&amp;gt; || {{no}} || {{yes}} ||  {{yes}} || {{yes}} || {{yes}} || {{no}} ||  {{no}} || STG ||Needs an STG-file as input.&lt;br /&gt;
Lacks proper method for geo reference&lt;br /&gt;
|-&lt;br /&gt;
| [[FlightGear_Scenery_Designer | FlightGear Scenery Designer]]  || ?  || ? || ? || ? || ? || ? || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| [[WorldEditor]] || {{yes}} || {{no}} || ? || ? || ? || ? ||  ? || ? || ? || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78650</id>
		<title>User:Jarl Arntzen</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Jarl_Arntzen&amp;diff=78650"/>
		<updated>2014-12-28T22:05:12Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable&amp;quot; |- ! Tool !! Geo reference !! Add !! Edit !! Delete !! Comment |- | UFO || {{no}} || {{yes}} || {{yes}} ||  |- | osm2city || {{yes}}&amp;lt;ref name=&amp;quot;vi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Geo reference !! Add !! Edit !! Delete !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| UFO || {{no}} || {{yes}} || {{yes}} || &lt;br /&gt;
|-&lt;br /&gt;
| osm2city || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;[[Osm2City|Link text]], additional text.&amp;lt;/ref&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;Via osm&amp;lt;/ref&amp;gt; || {{yes}}&amp;lt;ref name=&amp;quot;viaosm&amp;quot;&amp;gt;Via osm&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78319</id>
		<title>UFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78319"/>
		<updated>2014-12-15T22:12:59Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Formatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready = bombable&lt;br /&gt;
|image =UFO.jpg&lt;br /&gt;
|name =UFO from the 'White Project' of the UNESCO&lt;br /&gt;
|type =Other&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =ET&lt;br /&gt;
|fgname =ufo&lt;br /&gt;
}}&lt;br /&gt;
With the UFO you can place 3D objects in the [[FlightGear]] [[scenery]] (see [[Placing 3D Objects with the UFO]]). The UFO is not shown to other users over the [[Howto: Multiplayer|MP network]].&lt;br /&gt;
&lt;br /&gt;
The UFO debuted in September 2002, with [[FlightGear 0.8.0]].&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
Exported data are written to:&lt;br /&gt;
* Object positions {{Key press|e}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-model-export.xml&amp;lt;/tt&amp;gt;'' &lt;br /&gt;
* Flightplan  {{Key press|n}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-flightplan-export.xml&amp;lt;/tt&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note for Mac:''' [[$FG HOME]] is a hidden directory. To enable viewing of the xml file from the Finder application:&lt;br /&gt;
# Choose &amp;quot;Go&amp;quot; from the Finder menu&lt;br /&gt;
# Choose &amp;quot;Go to Folder...&amp;quot;&lt;br /&gt;
# Key in the folder pathname as given above&lt;br /&gt;
#* Replace (username) with your Mac user name&lt;br /&gt;
#* Do not key in &amp;quot;ufo-model-export.xml&amp;quot;&lt;br /&gt;
# Click &amp;quot;Go&amp;quot;&lt;br /&gt;
# Select the &amp;quot;Export&amp;quot; sub-directory&lt;br /&gt;
&lt;br /&gt;
== Import ==&lt;br /&gt;
To import and continue working on previously saved &lt;br /&gt;
You can later reload the XML file with '''--config=''' command-line parameter:&lt;br /&gt;
&lt;br /&gt;
Example for Linux:&lt;br /&gt;
 fgfs --config=$HOME/.fgfs/Export/ufo-model-export.xml&lt;br /&gt;
&lt;br /&gt;
In Windows, this is done using the Advanced dialog, found on the last page of the [[FGRun]] GUI. &lt;br /&gt;
# Click ''Advanced''&lt;br /&gt;
# Select ''General''&lt;br /&gt;
# Locate the field ''Config'' and click {{Key press|...}}&lt;br /&gt;
# Browse to the '''ufo-model-export.xml''' file and click {{Key press|OK}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft controls ==&lt;br /&gt;
&lt;br /&gt;
===Ufo positioning===&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
|{{Key press|PgUp}}&lt;br /&gt;
|Fly faster (accelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|PgDown}}&lt;br /&gt;
|Fly slower (decelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|b|PgUp}}&lt;br /&gt;
|Fly backward (hold key)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|[}}/{{Key press|]}}&lt;br /&gt;
|Decrease/Increase maximum speed (this will help you controlling the UFO that can be too fast sometimes)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Home}}&lt;br /&gt;
|Hover Up (increase ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|End}}&lt;br /&gt;
|Hover down (decrease ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|p}}&lt;br /&gt;
|Toggle radar panel&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel}}&lt;br /&gt;
|Hold down to move freely forward, backward and turn left and right while staying at the same altitude. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Hold down to move freely up, down and sideways without moving forwards or backwards. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object controls ==&lt;br /&gt;
&lt;br /&gt;
===Object management===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Mouse click&lt;br /&gt;
|Add model to scenery&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Backspace}}&lt;br /&gt;
|Remove selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Alt|Mouse Click}} &lt;br /&gt;
|Move selected object(s) to new place. (Linux users may need to disable the built-in &amp;quot;Move window&amp;quot; functionality tied to this key combo)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl}} + {{Key press|←}}/{{Key press|→}}/{{Key press| ↑ }}/{{Key press| ↓ }}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel}}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Move selected object(s) up/down and rotate.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|M}}&lt;br /&gt;
|Toggle marker for active (last selected) object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|equals}}&lt;br /&gt;
|open/close adjustment dialog (versions older than 3.0 uses {{Key press|Tab}}). {{Key press|equals}}) holding {{Key press|Ctrl}} or {{Key press|Shift}} down makes slider effects coarser/finer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Selection===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Ctrl|Mouse Click}}&lt;br /&gt;
|Select nearest object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Mouse Click}}&lt;br /&gt;
|Add new object to selection&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Ctrl|Mouse Click}}&lt;br /&gt;
|Add nearest object to selection&lt;br /&gt;
|}&lt;br /&gt;
[[File:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Space}}&lt;br /&gt;
|Open/Close model selection dialog&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|PgUp}}/{{Key press|PgDn}}&lt;br /&gt;
|Cycle through model list&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|L}}&lt;br /&gt;
|Load model file via file selector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Export data===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|D}}&lt;br /&gt;
|Dump object data to terminal. &lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|E}}&lt;br /&gt;
|Export object data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flight plan===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|N}}&lt;br /&gt;
|Export flight plan&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional aircraft‎]]&lt;br /&gt;
[[Fr:UFO du &amp;quot;White Project&amp;quot; de l'UNESCO]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78309</id>
		<title>UFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78309"/>
		<updated>2014-12-15T00:01:43Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Export */ Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready = bombable&lt;br /&gt;
|image =UFO.jpg&lt;br /&gt;
|name =UFO from the 'White Project' of the UNESCO&lt;br /&gt;
|type =Other&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =ET&lt;br /&gt;
|fgname =ufo&lt;br /&gt;
}}&lt;br /&gt;
With the UFO you can place 3D objects in the [[FlightGear]] [[scenery]] (see [[Placing 3D Objects with the UFO]]). The UFO is not shown to other users over the [[Howto: Multiplayer|MP network]].&lt;br /&gt;
&lt;br /&gt;
The UFO debuted in September 2002, with [[FlightGear 0.8.0]].&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
Exported data are written to:&lt;br /&gt;
* Object positions {{Key press|e}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-model-export.xml&amp;lt;/tt&amp;gt;'' &lt;br /&gt;
* Flightplan  {{Key press|n}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-flightplan-export.xml&amp;lt;/tt&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note for Mac:''' [[$FG HOME]] is a hidden directory. To enable viewing of the xml file from the Finder application:&lt;br /&gt;
# Choose &amp;quot;Go&amp;quot; from the Finder menu&lt;br /&gt;
# Choose &amp;quot;Go to Folder...&amp;quot;&lt;br /&gt;
# Key in the folder pathname as given above&lt;br /&gt;
#* Replace (username) with your Mac user name&lt;br /&gt;
#* Do not key in &amp;quot;ufo-model-export.xml&amp;quot;&lt;br /&gt;
# Click &amp;quot;Go&amp;quot;&lt;br /&gt;
# Select the &amp;quot;Export&amp;quot; sub-directory&lt;br /&gt;
&lt;br /&gt;
== Import ==&lt;br /&gt;
To import and continue working on previously saved &lt;br /&gt;
You can later reload the XML file with '''--config=''' command-line parameter:&lt;br /&gt;
&lt;br /&gt;
Example for Linux:&lt;br /&gt;
 fgfs --config=$HOME/.fgfs/Export/ufo-model-export.xml&lt;br /&gt;
&lt;br /&gt;
In Windows, this is done using the Advanced dialog, found on the last page of the [[FGRun]] GUI. &lt;br /&gt;
# Click ''Advanced''&lt;br /&gt;
# Select ''General''&lt;br /&gt;
# Locate the field ''Config'' and click {{Key press|...}}&lt;br /&gt;
# Browse to the '''ufo-model-export.xml''' file and click {{Key press|OK}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft controls ==&lt;br /&gt;
'''Ufo positioning'''&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
|{{Key press|PgUp}}&lt;br /&gt;
|Fly faster (accelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|PgDown}}&lt;br /&gt;
|Fly slower (decelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|b|PgUp}}&lt;br /&gt;
|Fly backward (hold key)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|[}}/{{Key press|]}}&lt;br /&gt;
|Decrease/Increase maximum speed (this will help you controlling the UFO that can be too fast sometimes)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Home}}&lt;br /&gt;
|Hover Up (increase ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|End}}&lt;br /&gt;
|Hover down (decrease ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|p}}&lt;br /&gt;
|Toggle radar panel&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel}}&lt;br /&gt;
|Hold down to move freely forward, backward and turn left and right while staying at the same altitude. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Hold down to move freely up, down and sideways without moving forwards or backwards. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Object management'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Mouse click&lt;br /&gt;
|Add model to scenery&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Backspace}}&lt;br /&gt;
|Remove selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Alt|Mouse Click}} &lt;br /&gt;
|Move selected object(s) to new place. (Linux users may need to disable the built-in &amp;quot;Move window&amp;quot; functionality tied to this key combo)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl}} + {{Key press|←}}/{{Key press|→}}/{{Key press| ↑ }}/{{Key press| ↓ }}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel}}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Move selected object(s) up/down and rotate.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|m}}&lt;br /&gt;
|Toggle marker for active (last selected) object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|equals}}&lt;br /&gt;
|open/close adjustment dialog (versions older than 3.0 uses {{Key press|Tab}}). {{Key press|equals}}) holding {{Key press|Ctrl}} or {{Key press|Shift}} down makes slider effects coarser/finer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Selection'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Ctrl|Mouse Click}}&lt;br /&gt;
|Select nearest object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Mouse Click}}&lt;br /&gt;
|Add new object to selection&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Ctrl|Mouse Click}}&lt;br /&gt;
|Add nearest object to selection&lt;br /&gt;
|}&lt;br /&gt;
[[File:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog]]&lt;br /&gt;
'''Model'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Space}}&lt;br /&gt;
|Open/Close model selection dialog&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|PgUp}}/{{Key press|PgDn}}&lt;br /&gt;
|Cycle through model list&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|l}} (lower-case &amp;quot;L&amp;quot;)&lt;br /&gt;
|Load model file via file selector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Export data'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|d}}&lt;br /&gt;
|Dump object data to terminal. &lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|e}}&lt;br /&gt;
|Export object data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flight plan'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|n}}&lt;br /&gt;
|Export flight plan&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional aircraft‎]]&lt;br /&gt;
[[Fr:UFO du &amp;quot;White Project&amp;quot; de l'UNESCO]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78308</id>
		<title>UFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78308"/>
		<updated>2014-12-14T23:59:05Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Aircraft help */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready = bombable&lt;br /&gt;
|image =UFO.jpg&lt;br /&gt;
|name =UFO from the 'White Project' of the UNESCO&lt;br /&gt;
|type =Other&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =ET&lt;br /&gt;
|fgname =ufo&lt;br /&gt;
}}&lt;br /&gt;
With the UFO you can place 3D objects in the [[FlightGear]] [[scenery]] (see [[Placing 3D Objects with the UFO]]). The UFO is not shown to other users over the [[Howto: Multiplayer|MP network]].&lt;br /&gt;
&lt;br /&gt;
The UFO debuted in September 2002, with [[FlightGear 0.8.0]].&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
Exported data are written to:&lt;br /&gt;
* Object positions {{Key press|e}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-model-export.xml&amp;lt;/tt&amp;gt;'' &lt;br /&gt;
* Flightplan  {{Key press|n}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-flightplan-export.xml&amp;lt;/tt&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*: '''Note for Mac:''' [[$FG HOME]] is a hidden directory. To enable viewing of the xml file from the Finder application:&lt;br /&gt;
*# Choose &amp;quot;Go&amp;quot; from the Finder menu&lt;br /&gt;
*# Choose &amp;quot;Go to Folder...&amp;quot;&lt;br /&gt;
*# Key in the folder pathname as given above&lt;br /&gt;
*#* Replace (username) with your Mac user name&lt;br /&gt;
*#* Do not key in &amp;quot;ufo-model-export.xml&amp;quot;&lt;br /&gt;
*# Click &amp;quot;Go&amp;quot;&lt;br /&gt;
*# Select the &amp;quot;Export&amp;quot; sub-directory&lt;br /&gt;
&lt;br /&gt;
== Import ==&lt;br /&gt;
To import and continue working on previously saved &lt;br /&gt;
You can later reload the XML file with '''--config=''' command-line parameter:&lt;br /&gt;
&lt;br /&gt;
Example for Linux:&lt;br /&gt;
 fgfs --config=$HOME/.fgfs/Export/ufo-model-export.xml&lt;br /&gt;
&lt;br /&gt;
In Windows, this is done using the Advanced dialog, found on the last page of the [[FGRun]] GUI. &lt;br /&gt;
# Click ''Advanced''&lt;br /&gt;
# Select ''General''&lt;br /&gt;
# Locate the field ''Config'' and click {{Key press|...}}&lt;br /&gt;
# Browse to the '''ufo-model-export.xml''' file and click {{Key press|OK}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft controls ==&lt;br /&gt;
'''Ufo positioning'''&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
|{{Key press|PgUp}}&lt;br /&gt;
|Fly faster (accelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|PgDown}}&lt;br /&gt;
|Fly slower (decelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|b|PgUp}}&lt;br /&gt;
|Fly backward (hold key)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|[}}/{{Key press|]}}&lt;br /&gt;
|Decrease/Increase maximum speed (this will help you controlling the UFO that can be too fast sometimes)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Home}}&lt;br /&gt;
|Hover Up (increase ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|End}}&lt;br /&gt;
|Hover down (decrease ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|p}}&lt;br /&gt;
|Toggle radar panel&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel}}&lt;br /&gt;
|Hold down to move freely forward, backward and turn left and right while staying at the same altitude. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Hold down to move freely up, down and sideways without moving forwards or backwards. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Object management'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Mouse click&lt;br /&gt;
|Add model to scenery&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Backspace}}&lt;br /&gt;
|Remove selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Alt|Mouse Click}} &lt;br /&gt;
|Move selected object(s) to new place. (Linux users may need to disable the built-in &amp;quot;Move window&amp;quot; functionality tied to this key combo)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl}} + {{Key press|←}}/{{Key press|→}}/{{Key press| ↑ }}/{{Key press| ↓ }}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel}}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Move selected object(s) up/down and rotate.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|m}}&lt;br /&gt;
|Toggle marker for active (last selected) object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|equals}}&lt;br /&gt;
|open/close adjustment dialog (versions older than 3.0 uses {{Key press|Tab}}). {{Key press|equals}}) holding {{Key press|Ctrl}} or {{Key press|Shift}} down makes slider effects coarser/finer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Selection'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Ctrl|Mouse Click}}&lt;br /&gt;
|Select nearest object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Mouse Click}}&lt;br /&gt;
|Add new object to selection&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Ctrl|Mouse Click}}&lt;br /&gt;
|Add nearest object to selection&lt;br /&gt;
|}&lt;br /&gt;
[[File:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog]]&lt;br /&gt;
'''Model'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Space}}&lt;br /&gt;
|Open/Close model selection dialog&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|PgUp}}/{{Key press|PgDn}}&lt;br /&gt;
|Cycle through model list&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|l}} (lower-case &amp;quot;L&amp;quot;)&lt;br /&gt;
|Load model file via file selector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Export data'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|d}}&lt;br /&gt;
|Dump object data to terminal. &lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|e}}&lt;br /&gt;
|Export object data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flight plan'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|n}}&lt;br /&gt;
|Export flight plan&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional aircraft‎]]&lt;br /&gt;
[[Fr:UFO du &amp;quot;White Project&amp;quot; de l'UNESCO]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78305</id>
		<title>UFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78305"/>
		<updated>2014-12-14T23:23:59Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Added additonal mouse movement and position shortcuts. Correct lower-case letters on some buttons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready = bombable&lt;br /&gt;
|image =UFO.jpg&lt;br /&gt;
|name =UFO from the 'White Project' of the UNESCO&lt;br /&gt;
|type =Other&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =ET&lt;br /&gt;
|fgname =ufo&lt;br /&gt;
}}&lt;br /&gt;
With the UFO you can place 3D objects in the [[FlightGear]] [[scenery]] (see [[Placing 3D Objects with the UFO]]). The UFO is not shown to other users over the [[Howto: Multiplayer|MP network]].&lt;br /&gt;
&lt;br /&gt;
The UFO debuted in September 2002, with [[FlightGear 0.8.0]].&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
* In the adjustment dialog ({{Key press|equals}}) holding {{Key press|Ctrl}} or {{Key press|Shift}} down makes slider effects coarser/finer.&lt;br /&gt;
* Exported data are written to:&lt;br /&gt;
** Object positions {{Key press|e}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-model-export.xml&amp;lt;/tt&amp;gt;'' &lt;br /&gt;
** Flightplan  {{Key press|n}}: ''&amp;lt;tt&amp;gt;[[$FG HOME]]/Export/ufo-flightplan-export.xml&amp;lt;/tt&amp;gt;''&lt;br /&gt;
**: '''Note for Mac:''' this is a hidden directory. To enable viewing of the xml file from the Finder application:&lt;br /&gt;
**# Choose &amp;quot;Go&amp;quot; from the Finder menu&lt;br /&gt;
**# Choose &amp;quot;Go to Folder...&amp;quot;&lt;br /&gt;
**# Key in the folder pathname as given above&lt;br /&gt;
**#* Replace (username) with your Mac user name&lt;br /&gt;
**#* Do not key in &amp;quot;ufo-model-export.xml&amp;quot;&lt;br /&gt;
**# Click &amp;quot;Go&amp;quot;&lt;br /&gt;
**# Select the &amp;quot;Export&amp;quot; sub-directory&lt;br /&gt;
&lt;br /&gt;
'''Ufo positioning'''&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
|{{Key press|PgUp}}&lt;br /&gt;
|Fly faster (accelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|PgDown}}&lt;br /&gt;
|Fly slower (decelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|b|PgUp}}&lt;br /&gt;
|Fly backward (hold key)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|[}}/{{Key press|]}}&lt;br /&gt;
|Decrease/Increase maximum speed (this will help you controlling the UFO that can be too fast sometimes)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Home}}&lt;br /&gt;
|Hover Up (increase ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|End}}&lt;br /&gt;
|Hover down (decrease ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|p}}&lt;br /&gt;
|Toggle radar panel&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel}}&lt;br /&gt;
|Hold down to move freely forward, backward and turn left and right while staying at the same altitude. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Hold down to move freely up, down and sideways without moving forwards or backwards. Hold {{Key press|Shift}} to move faster.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Object management'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Mouse click&lt;br /&gt;
|Add model to scenery&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Backspace}}&lt;br /&gt;
|Remove selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Alt|Mouse Click}} &lt;br /&gt;
|Move selected object(s) to new place&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl}} + {{Key press|←}}/{{Key press|→}}/{{Key press| ↑ }}/{{Key press| ↓ }}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel}}&lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|Mouse Wheel|Mouse Back}}&lt;br /&gt;
|Move selected object(s) up/down and rotate.&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|m}}&lt;br /&gt;
|Toggle marker for active (last selected) object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|equals}}&lt;br /&gt;
|open/close cursor dialog (versions older than 3.0 uses {{Key press|Tab}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Selection'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Ctrl|Mouse Click}}&lt;br /&gt;
|Select nearest object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Mouse Click}}&lt;br /&gt;
|Add new object to selection&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Ctrl|Mouse Click}}&lt;br /&gt;
|Add nearest object to selection&lt;br /&gt;
|}&lt;br /&gt;
[[File:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog]]&lt;br /&gt;
'''Model'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Space}}&lt;br /&gt;
|Open/Close model selection dialog&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|PgUp}}/{{Key press|PgDn}}&lt;br /&gt;
|Cycle through model list&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|l}} (lower-case &amp;quot;L&amp;quot;)&lt;br /&gt;
|Load model file via file selector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Export data'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|d}}&lt;br /&gt;
|Dump object data to terminal&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|e}}&lt;br /&gt;
|Export object data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flight plan'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|n}}&lt;br /&gt;
|Export flight plan&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional aircraft‎]]&lt;br /&gt;
[[Fr:UFO du &amp;quot;White Project&amp;quot; de l'UNESCO]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78160</id>
		<title>UFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=UFO&amp;diff=78160"/>
		<updated>2014-12-05T23:12:36Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Corrected Linux paths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|ready = bombable&lt;br /&gt;
|image =UFO.jpg&lt;br /&gt;
|name =UFO from the 'White Project' of the UNESCO&lt;br /&gt;
|type =Other&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =&lt;br /&gt;
|authors =ET&lt;br /&gt;
|fgname =ufo&lt;br /&gt;
}}&lt;br /&gt;
With the UFO you can place 3D objects in the [[FlightGear]] [[scenery]] (see [[Placing 3D Objects with the UFO]]). The UFO is not shown to other users over the [[Howto: Multiplayer|MP network]].&lt;br /&gt;
&lt;br /&gt;
The UFO debuted in September 2002, with [[FlightGear 0.8.0]].&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
* In the adjustment dialog ({{Key press|Tab}}) holding {{Key press|Ctrl}} or {{Key press|Shift}} down makes slider effects coarser/finer.&lt;br /&gt;
* Exported data are written to:&lt;br /&gt;
** '''Linux/Unix:''' &lt;br /&gt;
*** Object positions {{Key press|e}}: ''~/.fgfs/Export/ufo-model-export.xml'' &lt;br /&gt;
*** Flightplan  {{Key press|n}}: ''~/.fgfs/Export/ufo-flightplan-export.xml''&lt;br /&gt;
** '''Microsoft Windows:''' %APPDATA%\flightgear.org\ufo-model-export.xml&lt;br /&gt;
** '''Mac:''' /Users/(username)/.fgfs/Export/ufo-model-export.xml&lt;br /&gt;
**: This is a hidden directory. To enable viewing of the xml file from the Finder application:&lt;br /&gt;
**# Choose &amp;quot;Go&amp;quot; from the Finder menu&lt;br /&gt;
**# Choose &amp;quot;Go to Folder...&amp;quot;&lt;br /&gt;
**# Key in the folder pathname as given above&lt;br /&gt;
**#* Replace (username) with your Mac user name&lt;br /&gt;
**#* Do not key in &amp;quot;ufo-model-export.xml&amp;quot;&lt;br /&gt;
**# Click &amp;quot;Go&amp;quot;&lt;br /&gt;
**# Select the &amp;quot;Export&amp;quot; sub-directory&lt;br /&gt;
&lt;br /&gt;
'''Ufo positioning'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|PgUp}}&lt;br /&gt;
|Move forward (accelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|PgDown}}&lt;br /&gt;
|Move forward (decelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|B|PgUp}}&lt;br /&gt;
|Move backward (accelerate)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|[}}/{{Key press|]}}&lt;br /&gt;
|Decrease/Increase maximum speed (this will help you controlling the UFO that can be too fast sometimes)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Home}}&lt;br /&gt;
|Hover Up (increase ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|End}}&lt;br /&gt;
|Hover down (decrease ufo altitude)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|P}}&lt;br /&gt;
|toggle radar panel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Object management'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|Mouse click&lt;br /&gt;
|Add model to scenery&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Backspace}}&lt;br /&gt;
|Remove selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Alt}} + mouse click &lt;br /&gt;
|Move selected object(s) to new place&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl}} + cursor/arrow keys &lt;br /&gt;
|Move selected object(s) away/nearer/left/right&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|M}}&lt;br /&gt;
|Toggle marker for active (last selected) object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|equals}}&lt;br /&gt;
|open/close cursor dialog (older versions than 3.0 uses {{Key press|Tab}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Selection'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Ctrl}} + mouse click&lt;br /&gt;
|Select nearest object&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift}} + mouse click&lt;br /&gt;
|Add new object to selection&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Shift|Ctrl}} + mouse click&lt;br /&gt;
|Add nearest object to selection&lt;br /&gt;
|}&lt;br /&gt;
[[File:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog]]&lt;br /&gt;
'''Model'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|Space}} + mouse click&lt;br /&gt;
|Open/Close model selection dialog&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|Ctrl|PgUp}}/{{Key press|PgDn}}&lt;br /&gt;
|Cycle through model list&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|L}}&lt;br /&gt;
|Load model file via file selector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Export data'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|D}}&lt;br /&gt;
|Dump object data to terminal&lt;br /&gt;
|-&lt;br /&gt;
|{{Key press|E}}&lt;br /&gt;
|Export object data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flight plan'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|{{Key press|N}}&lt;br /&gt;
|Export flight plan&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional aircraft‎]]&lt;br /&gt;
[[Fr:UFO du &amp;quot;White Project&amp;quot; de l'UNESCO]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Place_3D_objects_with_the_UFO&amp;diff=78143</id>
		<title>Howto:Place 3D objects with the UFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Place_3D_objects_with_the_UFO&amp;diff=78143"/>
		<updated>2014-12-04T22:54:16Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Loading the XML file as part of FlightGear scenery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[UFO from the 'White Project' of the UNESCO|UFO]] aircraft is a superb tool for placing a new (or old) 3D object at any arbitrary location in the scenery with just a few clicks of the mouse. Placing objects in the scenery is a really easy way to contribute to the [[FlightGear]] project. It does not require any programming knowledge, and you can contribute something valuable in just a few minutes.&lt;br /&gt;
&lt;br /&gt;
This article gives an overview of placing, editing and saving objects using the UFO. You can get a list of flying controls and editing commands by pressing the {{key press|?}} key while flying the UFO.&lt;br /&gt;
&lt;br /&gt;
== Choosing your object ==&lt;br /&gt;
The first thing you need is a 3D model to place in the scenery. The [[FlightGear Scenery Database]] ([http://scenemodels.flightgear.org/ scenemodels.flightgear.org]) maintains a huge library of generic models, which will have been included in your FlightGear installation under the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Models/&amp;lt;/tt&amp;gt; directory. You can skip to the next section when using a generic model.&lt;br /&gt;
&lt;br /&gt;
=== Creating your own models ===&lt;br /&gt;
Alternatively you can create your own models. You should save it in a subdirectory of your [[$FG_ROOT]] folder. Two options seem reasonable, although others are possible as well:&lt;br /&gt;
* Shared model, not unique to a single objects (for example a wind turbine): save it in a subdirectory of &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Models/&amp;lt;/tt&amp;gt;. That is the standard directory where the UFO will go when you press the space bar {{Key press|Space}}.&lt;br /&gt;
* Static model, unique object (like the Eiffel Tower): save it in the respective subdirectory of the Scenery folder, e.g. &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Scenery/Objects/w130n30/w123n37&amp;lt;/tt&amp;gt;. To browse objects anywhere on your computer, press {{key press|L}} when using the UFO.&lt;br /&gt;
&lt;br /&gt;
When creating your own object, make sure it is the correct size. In [[Blender]], units are meters. Note that you should be careful about using Google Earth, due to restrictions in their license that might prevent submitting your work to the FlightGear database. See [http://flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=3356 here] and [http://flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=3415 here].&lt;br /&gt;
&lt;br /&gt;
== Selecting the UFO ==&lt;br /&gt;
[[File:Placing_objects_with_UFO_html_m49fbed81.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Now start FlightGear with the UFO as your aircraft and enable the console, which is needed later on. When launching FlightGear from commandline, use &amp;lt;code&amp;gt;--aircraft=ufo --console&amp;lt;/code&amp;gt;. In [[FGRun]], the &amp;quot;Show console&amp;quot; option on the last page should be checked.&lt;br /&gt;
&lt;br /&gt;
== Placing objects ==&lt;br /&gt;
Once FlightGear has been started, fly with the UFO to roughly the place you want the model to be positioned.&lt;br /&gt;
&lt;br /&gt;
[[File:Placing_objects_with_UFO_html_5fa8d7b1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Let's say we want to position the catii-iii.xml object at the end of a taxiway. We stop the UFO just above this intersection and press the space key. A Select Model window will open up where the contents of the &amp;lt;tt&amp;gt;[[$FG_ROOT]]/Models/&amp;lt;/tt&amp;gt; directory will be shown (or press {{key press|Shift}}+{{key press|L}} and you can go to any desired directory). Select your preferred model from this list, then close the window. The selected model path/name will be displayed in green text at the bottom left of the FlightGear screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Placing_objects_with_UFO_html_m184fb381.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
To place the object, simply left-click on the position that you want to place it. By default it is placed completely horizontal and rotated to point north. It will probably not have the correct orientation and it might be partly covered by the surrounding terrain, but we can adjust that.&lt;br /&gt;
&lt;br /&gt;
[[File:Placing_objects_with_UFO_html_12ee70a1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Rotating objects ===&lt;br /&gt;
Fly closer to the ground with the UFO, so that you can see it better.&lt;br /&gt;
&lt;br /&gt;
Now press {{key press|{{=}}}} (earlier versions than 3.0 uses {{key press|Tab}}) and use the resulting sliders to adjust the latitude/longitude/elevation/heading of the model. NB: &amp;quot;Pitch&amp;quot; and &amp;quot;roll&amp;quot; will not be saved, so using them might be fun, but won't help eventually.&lt;br /&gt;
&lt;br /&gt;
[[File:Placing_objects_with_UFO_html_439816e9.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
See the [[UFO from the 'White Project' of the UNESCO]] page for more information on the UFO command keys and exported file locations, or press {{key press|?}} while in FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Deleting objects ===&lt;br /&gt;
There are three different ways to three different situations in which which you want to delete an object:&lt;br /&gt;
&lt;br /&gt;
You want to delete the last object that you placed in this session:&lt;br /&gt;
: Press the [http://en.wikipedia.org/wiki/Backspace backspace button].&lt;br /&gt;
You want to delete an object that you placed in this session, but you have placed one or two models after it:&lt;br /&gt;
: That means that it is no longer active. Activate it by placing one more model '''on''' the object you want to delete, press the backspace button. Result: The model you want to delete starts blinking, which tells you that it is active.&lt;br /&gt;
You want to delete an object that is already saved in the corresponding .stg file and you don't know where it is:&lt;br /&gt;
: You don't know the filename: The model you want to delete is probably a shared model. You find it in the [http://scenemodels.flightgear.org/ scenery database]. Now you know the model's file name (e.g. [http://scenemodels.flightgear.org/modeledit.php?id=45 generic_skyscraper_01.ac] or [http://scenemodels.flightgear.org/modeledit.php?id=537 Office26x22.xml]).&lt;br /&gt;
: You still need to know where you find it. Place any model on that building and press {{key press|D}} to know in which file you find it (see [[#Exporting the result|Exporting the result]] below). If there are several objects of that type and you want to delete only one of them, find the one closest to the coordinates of your model placed on top.&lt;br /&gt;
: Open the .stg file, delete the whole model entry (see [[#Exporting the result|Exporting the result]] below). Done.&lt;br /&gt;
&lt;br /&gt;
== Exporting the result ==&lt;br /&gt;
Now that the model is correctly positioned, press the {{key press|D}} key to dump the model position data to the terminal. A few lines will be printed on the console, providing the necessary orientation data. &lt;br /&gt;
&lt;br /&gt;
[[File:Placing_objects_with_UFO_html_m4cf0cbf7.jpg]]&lt;br /&gt;
&lt;br /&gt;
The most important lines are the last ones:&lt;br /&gt;
&lt;br /&gt;
 # e000n50/e008n50/3089154.stg &lt;br /&gt;
 OBJECT_SHARED Models/Tabu/catii-iii.xml 8.57928135 50.03667992 105.9972 111.1&lt;br /&gt;
&lt;br /&gt;
The first line identifies the location of the scenery file for the object. The OBJECT_SHARED line indicates the object's name, longitude, latitude, altitude and orientation. This can be read by FlightGear itself and can be [http://scenemodels.flightgear.org/contribute.php submitted] to the FlightGear Scenery Object Database. &lt;br /&gt;
&lt;br /&gt;
You can also save these coordinates into your own scenery file so that your changes will not be lost the next time you start FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Saving the changes to your scenery ===&lt;br /&gt;
In the terminal window, you get three sections printed out by the UFO with very detailed information about what's going on. We need the lines at the end.&lt;br /&gt;
&lt;br /&gt;
As noted above, the UFO helpfully exports the name of the scenery file where the object's coordinates have to be saved. In our example&lt;br /&gt;
&lt;br /&gt;
 e000n50/e008n50/3089154.stg &lt;br /&gt;
&lt;br /&gt;
The default location for scenery objects is &amp;lt;tt&amp;gt;[[$FG_SCENERY]]/Objects/&amp;lt;/tt&amp;gt;. Simply open the referenced .stg file, add the OBJECT_SHARED line to the bottom and save the file. Now you have your object's position saved, and it will appear inside the scenery every time you start FlightGear!&lt;br /&gt;
&lt;br /&gt;
In our example we would open in &amp;lt;tt&amp;gt;[[$FG_SCENERY]]/Objects/e000n50/e008n50/3089154.stg&amp;lt;/tt&amp;gt; and add the following line:&lt;br /&gt;
&lt;br /&gt;
 OBJECT_SHARED Models/Tabu/catii-iii.xml 8.57928135 50.03667992 105.9972 111.1&lt;br /&gt;
&lt;br /&gt;
For a short video demonstrating the .stg method, see the following video:&lt;br /&gt;
{{#ev:youtube|i2BSUOMyiIg|400|center}}&lt;br /&gt;
&lt;br /&gt;
If your are running Windows OS, then please refer to this video:&lt;br /&gt;
{{#ev:youtube|e93OUEp0YKc|400|center}}&lt;br /&gt;
&lt;br /&gt;
=== Saving to XML ===&lt;br /&gt;
Alternatively, if you press the {{key press|E}} key while developing scenery with UFO, FlightGear will generate a xml file with the dump of your current work in an &amp;quot;ufo-model-export.xml&amp;quot; file under [[$FG_HOME]].&lt;br /&gt;
&lt;br /&gt;
=== Loading the XML file as part of FlightGear scenery ===&lt;br /&gt;
You can later reload this XML file with --config= command-line parameter:&lt;br /&gt;
&lt;br /&gt;
Example for Linux:&lt;br /&gt;
 fgfs --config=$HOME/.fgfs/Export/ufo-model-export.xml&lt;br /&gt;
&lt;br /&gt;
In Windows, this is done using the Advanced dialog, found on the last page of the [[FGRun]] GUI. Click Advanced and, under General, click the double-dot button, browse to the ufo-model-export.xml file and click OK.&lt;br /&gt;
&lt;br /&gt;
== Sharing your updates with everyone! ==&lt;br /&gt;
Please, once you've improved the scenery around your place, consider sharing it with the community. This is done very easily using our [http://scenemodels.flightgear.org/submission scenery submission webforms]. More information and help on [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=14671 the dedicated topic] on the scenery forum.&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto]]&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;br /&gt;
&lt;br /&gt;
[[es:Colocar objetos con el UFO]]&lt;br /&gt;
[[fr:Placer des objets 3D avec UFO]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=List_of_file_formats&amp;diff=78139</id>
		<title>List of file formats</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=List_of_file_formats&amp;diff=78139"/>
		<updated>2014-12-04T08:37:53Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: OBJECT_SHARED lines - Edited for clarity and formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These '''file formats''' are some of the more obscure ones ones used in FlightGear.  While some of them are unique to FlightGear, some of them are not.&lt;br /&gt;
&lt;br /&gt;
== *.ac files ==&lt;br /&gt;
This is the native format for 3D graphics&amp;lt;ref&amp;gt;The .ac (AC3D) format specification can be found here: http://www.inivis.com/ac3d/man/ac3dfileformat.html&amp;lt;/ref&amp;gt; of the [http://www.inivis.com/ Invis AC3D] application (payware with free trial version). These files contains meshes, UV-mappings, texture paths and material definitions. The format is preferred by FlightGear (in essence the best supported format). It's ASCII text and easy to edit via scripts or, to some extent, by hand. Many applications are able to import and/or export this format:&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
{{main article|Blender}}&lt;br /&gt;
Blender is a powerful and free (as in beer) open source 3D model editor (among other things).  Blender had built in support for importing and exporting AC3D files up to Blender 2.49b, and after that there are scripts available to do that of which some are developed by members of the FlightGear community.&lt;br /&gt;
&lt;br /&gt;
In Blender 2.49b import and export would be done from the file menu as File &amp;gt; Import/Export &amp;gt; AC3d (*.ac).&lt;br /&gt;
&lt;br /&gt;
=== Open Scenegraph Library ===&lt;br /&gt;
The &amp;lt;tt&amp;gt;osgviewer&amp;lt;/tt&amp;gt; demo in the [http://www.openscenegraph.org/ Open Scenegraph Library] is very useful for quickly looking at models.&lt;br /&gt;
&lt;br /&gt;
=== PrettyPoly ===&lt;br /&gt;
[http://prettypoly.sourceforge.net/ PrettyPoly] (ppe) is an unmaintained object editor that uses the same graphics library as FlightGear (plib). This has the advantage that objects look very much like in FlightGear (minus shader effects and shadows). Compiling ppe may be a challenge, though, and it's only useful for viewing, but hardly for editing objects.&lt;br /&gt;
&lt;br /&gt;
=== threedconvert ===&lt;br /&gt;
This is a converter for all plib supported 3D formats and comes with FlightGear (see utils/Modeller/3dconvert.cxx). It can read and write &amp;lt;tt&amp;gt;*.ac&amp;lt;/tt&amp;gt; files, but a written file may lack UV mapping or have other defects.&lt;br /&gt;
&lt;br /&gt;
== *.rgb files ==&lt;br /&gt;
These files are texture files in [http://en.wikipedia.org/wiki/Silicon_Graphics SGI] Image Format. This format supports multiple layers, transparency, compression, indexed colors, 8 bits and 16 bits per plane. Files of this format use different extensions, often to indicate the image properties, but in fact it's always the same format. The &amp;quot;official&amp;quot; extensions is &amp;lt;tt&amp;gt;*.sgi&amp;lt;/tt&amp;gt;. Images with one layer are usually black/white (&amp;lt;tt&amp;gt;*.bw&amp;lt;/tt&amp;gt;) or a mere alpha layer (&amp;lt;tt&amp;gt;*.a&amp;lt;/tt&amp;gt;), with two layers black/white with alpha, with three layers red/green/blue (&amp;lt;tt&amp;gt;*.rgb&amp;lt;/tt&amp;gt;), and with four layers red/green/blue/alpha (&amp;lt;tt&amp;gt;*.rgba&amp;lt;/tt&amp;gt;). This, however, is only a convention and not mandated by the SGI image specification. SGI images can be uncompressed or [http://en.wikipedia.org/wiki/Run-length_encoding RLE-compressed], which is a lossless compression method.&lt;br /&gt;
&lt;br /&gt;
FlightGear uses [http://plib.sourceforge.net/ plib] to read SGI images. They must not use 16 bits per plane and must have side lengths of 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt;x2&amp;lt;sup&amp;gt;m&amp;lt;/sup&amp;gt; (powers of 2), the size must be at least 4 pixels when using compressed textures (automatic feature in the osg branch). For example: 64x64, 256x256 or 128x2048 (but textures have '''square''' size inside the graphic card so a 16x1024 texture is really a 1024x1024 texture). Note that other sizes will '''not''' work, and FlightGear will use a red/white chequered texture instead! FlightGear textures ''shall'' be RLE-compressed, and as 'aggressively' as possible.&lt;br /&gt;
&lt;br /&gt;
All better graphics applications should be able to read and write the format, but often they load SGI images without problems, but only write them properly when the &amp;lt;tt&amp;gt;*.sgi&amp;lt;/tt&amp;gt; extension is used. Here are some free applications that create SGI images, along with some usage notes:&lt;br /&gt;
&lt;br /&gt;
=== GIMP ===&lt;br /&gt;
Using [http://www.gimp.org/ GIMP] either save the image with extension &amp;lt;tt&amp;gt;*.sgi&amp;lt;/tt&amp;gt; and rename it afterwards, or choose in the file dialog &amp;quot;Select Filetype&amp;quot; -&amp;gt; &amp;quot;Silicon Graphics IRIS image&amp;quot;. Save with &amp;quot;Aggressive RLE&amp;quot;. (The remark about SGI not supporting that is wrong. This is compliant with the file specification from SGI itself.)&lt;br /&gt;
&lt;br /&gt;
=== krita/kolourpaint ===&lt;br /&gt;
[http://www.kde.org/ KDE's] krita/kolourpaint supports reading and writing of SGI images on the base library level, so ''all'' applications that can read/write images in general can also read/write SGI images. They are automatically saved in highest possible compression (more aggressive than GIMP :-)&lt;br /&gt;
&lt;br /&gt;
=== convert ===&lt;br /&gt;
When using [http://www.imagemagick.org/ ImageMagick's]/[http://www.graphicsmagick.org/ GraphicsMagick's] convert, like with [[GIMP]], it's necessary to either call the target file &amp;lt;tt&amp;gt;*.sgi&amp;lt;/tt&amp;gt; or to specify the file type explicitly via &amp;lt;tt&amp;gt;sgi:&amp;lt;/tt&amp;gt; prefix:&lt;br /&gt;
&lt;br /&gt;
 $ convert foo.png foo.sgi      # RIGHT&lt;br /&gt;
 $ convert foo.png sgi:foo.rgb  # RIGHT&lt;br /&gt;
 $ convert foo.png foo.rgb      # WRONG! This doesn't create an SGI image!&lt;br /&gt;
&lt;br /&gt;
This creates SGI images with RLE compression by default.&lt;br /&gt;
&lt;br /&gt;
Here is a bash script that you can run in the ./FlightGear/Aircraft directory to generate SGI image files for all of the PNG format files you have:&lt;br /&gt;
&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 for PNG in $(find -name '*.png')&lt;br /&gt;
   do&lt;br /&gt;
   SUBDIR=$(dirname $PNG)&lt;br /&gt;
   FILEBASE=$(echo $PNG |awk -F / '{s=$(NF); n=split(s, sa, &amp;quot;.&amp;quot;); delete sa[n];  for(sk in sa) {printf(&amp;quot;%s.&amp;quot;,sa[sk])}}')&lt;br /&gt;
   RGB=&amp;quot;$SUBDIR/${FILEBASE}rgb&amp;quot;&lt;br /&gt;
   if [ ! -f $RGB ]&lt;br /&gt;
       then&lt;br /&gt;
       convert $PNG sgi:$RGB&lt;br /&gt;
   fi&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
== *.stg files ==&lt;br /&gt;
&amp;lt;div id=&amp;quot;STG&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
This entry is copied from [[$FG_ROOT]]/Docs/README.scenery, which is part of FlightGear &amp;gt;0.9.10.&lt;br /&gt;
&lt;br /&gt;
stg files (&amp;quot;static terragear&amp;quot;) define the static elements of a scenery &amp;quot;tile&amp;quot;, including the terrain elevation data, airport geometry, and all static objects placed on this tile. Four of the available key words are followed by a string and four numbers. The meaning of these numbers is always the same and described under OBJECT_SHARED.&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_BASE lines ===&lt;br /&gt;
Specifies the terrain elevation data file. These files are generated by the [http://www.terragear.org/ TerraGear] using the [[BTG File Format|BTG file format]], and have file extension &amp;quot;.btg&amp;quot; (&amp;quot;binary terragear&amp;quot;; there used to be an &amp;quot;*.atg&amp;quot; file, too, where&lt;br /&gt;
the 'a' stood for ASCII). &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 OBJECT_BASE 942050.btg&lt;br /&gt;
&lt;br /&gt;
The entry may be anywhere in the 942050.stg file, on a separate line.&lt;br /&gt;
&lt;br /&gt;
=== OBJECT lines ===&lt;br /&gt;
Specifies airport geometry 'drop-in' files. The scenery elevation file has cut out holes for airports, that are filled with such objects. They are usually called after the airport ICAO id:&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 OBJECT KSFO.btg&lt;br /&gt;
&lt;br /&gt;
These files are, again, created by TerraGear tools and are usually gzipped, so you'll find that file stored as KSFO.btg.gz.&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_SHARED lines ===&lt;br /&gt;
Adds shared objects to the tile.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
  OBJECT_SHARED Models/Airport/tower.xml -122.501090 37.514830 15.5 0.00&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
&lt;br /&gt;
  OBJECT_SHARED &amp;lt;object-path&amp;gt; &amp;lt;longitude&amp;gt; &amp;lt;latitude&amp;gt; &amp;lt;elevation-m&amp;gt; &amp;lt;heading-deg&amp;gt; &amp;lt;pitch-deg&amp;gt; &amp;lt;roll-deg&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;object-path&amp;gt;''' is relative to the data directory (FG_ROOT). &lt;br /&gt;
* '''&amp;lt;longitude&amp;gt;''' and '''&amp;lt;latitude&amp;gt;''' are in degrees using WGS-84 standard coordinate systems, available from most online-maps.&lt;br /&gt;
* '''&amp;lt;elevation-m&amp;gt;''' is in meter and relative to mean sea-level (in the fgfs world). &lt;br /&gt;
* '''&amp;lt;heading-deg&amp;gt;''' is in degree, ''counter-clockwise'' with North being 0.0. &lt;br /&gt;
* '''&amp;lt;pitch-deg&amp;gt;''' and '''&amp;lt;roll-deg&amp;gt;''' are in degree and optional. &lt;br /&gt;
Note that this differs from about every other place in FlightGear, most notably the /orientation/heading-deg entry in the property system, which is normally increasing in the clockwise direction. OBJECT_SHARED models are cached and reused. They are only once in memory and never freed. (See also the next section.)&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_STATIC lines ===&lt;br /&gt;
Adds static objects to the tile, just like OBJECT_SHARED. There are three differences to OBJECT_SHARED (apart from the name):&lt;br /&gt;
&lt;br /&gt;
* the path is relative to the tile directory where the *.stg file with this entry is located. For example, relative to 130n30/w123n37/. This usually means that all 3D object files, textures, and XML animation files are in this tile directory, too.&lt;br /&gt;
&lt;br /&gt;
* these objects are *not* cached and kept loaded, but rather freed with the tile (that is, when you leave that area).&lt;br /&gt;
&lt;br /&gt;
* the animation XML files may contain Nasal blocks &amp;lt;nasal&amp;gt;&amp;lt;load&amp;gt; and &amp;lt;nasal&amp;gt;&amp;lt;unload&amp;gt; which are executed on loading/unloading.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
  OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 0 105&lt;br /&gt;
&lt;br /&gt;
=== OBJECT_SIGN lines ===&lt;br /&gt;
{{main article|Signs}}&lt;br /&gt;
Defines taxiway or runway signs. The syntax is like that of OBJECT_SHARED entries, except that the path is replaced with a sign contents specification. This specification will probably be changed. Look at [[$FG_ROOT]]/Docs/README.scenery if you need to use this entry.&lt;br /&gt;
&lt;br /&gt;
== apt.dat file ==&lt;br /&gt;
See [http://data.x-plane.com/file_specs/XP%20APT850%20Spec.pdf X-Plane data file definitions - Airport data (apt.dat) 850 version], currently used by FlightGear's official scenery which was also used by X-Plane (version 8.10 to 8.60).  Currently X-Plane uses the newer apt.dat 1000 (or 10) format,&amp;lt;ref&amp;gt;[http://data.x-plane.com/file_specs/XP%20APT1000%20Spec.pdf ''X-Plane Airport Data (Apt.Dat) File Specification - 1000 Version, revised Apr 2013''] (PDF).&amp;lt;/ref&amp;gt; which includes new codes to define the airport taxiway/runway network for AI/ATC. The current TerraGear parser ignores any code it doesn't understand, including these new ones. So it's possible to read and parse the latest v10.0 datafile just fine, but not all of its features are supported.&amp;lt;ref&amp;gt;{{forumref |title=Move to 850 format for airports |t= |p=208286 |label=#p208286 |hilit= |f=5 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Airport data (apt.dat) update]] for more information on the upgrade from 810 to 850.&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Release_plan/Lessons_learned&amp;diff=77967</id>
		<title>Release plan/Lessons learned</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Release_plan/Lessons_learned&amp;diff=77967"/>
		<updated>2014-11-22T19:03:49Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* 3.20 - Inform users about residual settings from previous versions on upgrade. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of '''lessons learned from the previous releases''', things that turned out well and should be kept for the next release as well as thing that didn't turn out so well and should be changed for future releases. Ideally, the [[release plan]] should be updated and augmented so that the lessons learned are incorporated accordingly.&lt;br /&gt;
&lt;br /&gt;
== 3.20 ==&lt;br /&gt;
* {{thumbs down}} The release should not be announced ''only'' on the main web page. It should also be announced on the following places:&lt;br /&gt;
** The official forum&lt;br /&gt;
** The developer list&lt;br /&gt;
** The newsletter&lt;br /&gt;
&lt;br /&gt;
: As things turned out this time around, most of our users seem unaware that a new version have been released.&lt;br /&gt;
&lt;br /&gt;
: —[[User:Johan G|Johan G]] ([[User_talk:Johan_G|Talk]] | [[Special:Contributions/Johan_G|contribs]]) 19:33, 18 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== {{thumbs down}}Advice users to delete residual settings from previous versions. ===&lt;br /&gt;
After upgrading to 3.2 on Windows 7, I struggled with strange rendering, misbehaving TerraSync and endless crash on load until I found out that the old 3.0 settings were still there in the Roaming folder. After simply deleting this folder ( ''C:\Users\USERNAME\AppData\Roaming\flightgear.org\'' ), and reinstalling FlightGear, I think, there was never any more trouble and everything worked perfectly.&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] ([[User talk:Jarl Arntzen|talk]]) 19:03, 22 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 3.00 ==&lt;br /&gt;
&lt;br /&gt;
=== JSBSim Sync ===&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;One point that might be worth considering is whether we want to update JSBSim now or not. OTOH one consequence of updating is that there might be need to adjust  some FDM configurations (I have no clear picture what has changed in JSBSim/CVS since the last update and therefore the size of that risk). &lt;br /&gt;
Otherwise we leave the update to post-3.0.0. &amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web &lt;br /&gt;
|url=http://sourceforge.net/p/flightgear/mailman/message/31762311/&lt;br /&gt;
|title=&amp;lt;nowiki&amp;gt;Release preparations - feature freeze starts today&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Anders Gidenstam&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;2013-12-17 21:15:58&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;Anders Gidenstam&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;I did not see this coming (feature freeze) and, yes, there are some important changes in JSBSim that should be updated. I need to merge some offline changes into JSBSim CVS first, though.&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web &lt;br /&gt;
|url=http://sourceforge.net/p/flightgear/mailman/message/31762311/&lt;br /&gt;
|title=&amp;lt;nowiki&amp;gt;Release preparations - feature freeze starts today&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Jon S. Berndt&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;2013-12-17 21:15:58&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;Jon S. Berndt&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;I Guess it's too late to integrate the latest JSBSim code now?&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web &lt;br /&gt;
|url=http://sourceforge.net/p/flightgear/mailman/message/31856512/&lt;br /&gt;
|title=&amp;lt;nowiki&amp;gt;Release preparations: version number is now 3.0.0&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Erik Hofman&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;2014-01-17 10:27:53&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;Erik Hofman&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merge Request Handling ===&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;Fact is, merge requests do get ignored most of the time, unless you know one of the active developers. I had a merge request pending for three months to update my own code in the tree, not touching anything else. It wasn't downright rejected, but was ignored for enough time for me to start working on &lt;br /&gt;
something else. Hence I'm not posting any more merge requests and instead I'm keeping my own separate tree (let's not call it fork, since I'm the only &lt;br /&gt;
user). Though I admit, sometimes it's a major pain to keep up with changes in the main tree.&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web &lt;br /&gt;
|url=http://sourceforge.net/p/flightgear/mailman/message/31754689/&lt;br /&gt;
|title=&amp;lt;nowiki&amp;gt;osgEarth integration into FG 3.0&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Adrian Musceac&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;2013-12-16 06:12:12&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;Adrian Musceac&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;I can sympathize with the developers. I do know they have their personal agendas, limited time, and a lot to do without having to bother &lt;br /&gt;
with external users's whining. On the other hand, I can't be expected to babysit my merge requests too much either since I'm in the same position (I do &lt;br /&gt;
contribute to other projects as well, and have my own to contend with). I think the best way would be to asign a developer by drawing straws every &lt;br /&gt;
month, and whoever loses gets to look at merge requests on Gitorious and make at least one comment (looks good/ugly code/don't like your nickname etc.).&lt;br /&gt;
Having one year old merge requests without even one comment is unacceptable in my opinion, no matter which excuses can be provided.&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web &lt;br /&gt;
|url=http://sourceforge.net/p/flightgear/mailman/message/31754689/&lt;br /&gt;
|title=&amp;lt;nowiki&amp;gt;osgEarth integration into FG 3.0&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Adrian Musceac&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;2013-12-16 06:12:12&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;Adrian Musceac&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;People get busy and miss things.  If someone sits quietly for a year on a &lt;br /&gt;
commit request, they've got nobody to blame other than themselves.&lt;br /&gt;
&lt;br /&gt;
I agree that some kind of scheduled review process should be put in place &lt;br /&gt;
- things shouldn't fall through the cracks if it can be avoided. &amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web &lt;br /&gt;
|url=http://sourceforge.net/p/flightgear/mailman/message/31757710/&lt;br /&gt;
|title=&amp;lt;nowiki&amp;gt;osgEarth integration into FG 3.0&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;GeneB&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;2013-12-16 17:25:37&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;GeneB&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;I agree pretty much entirely - not commenting one merge requests for&lt;br /&gt;
such a long time&lt;br /&gt;
is a Bad Thing, and indeed discourages contribution.  I like the idea&lt;br /&gt;
of having a rota&lt;br /&gt;
of people responsible to at least reviewing merge requests.  At&lt;br /&gt;
present I'm discouraged&lt;br /&gt;
from reviewing merge requests because I don't feel qualified to do so&lt;br /&gt;
in many areas,&lt;br /&gt;
but I could easily provide at least some useful feedback.&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web &lt;br /&gt;
|url=http://sourceforge.net/p/flightgear/mailman/message/31762420/&lt;br /&gt;
|title=&amp;lt;nowiki&amp;gt;osgEarth integration into FG 3.0&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Stuart Buchanan&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;2013-12-17 21:53:24&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt; Stuart Buchanan&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Distribution===&lt;br /&gt;
* Seed torrents once the release is out&lt;br /&gt;
&lt;br /&gt;
== 2.12 ==&lt;br /&gt;
'''Release postponed''':&lt;br /&gt;
&lt;br /&gt;
Due to real life constraints and the low number of active core developers, we've hit a fluctuation where pretty much everyone is occupied with &lt;br /&gt;
something else at the moment. As everybody seems to be caught in some real life trouble, we can't see a better way to get the release out than delaying it for a while.&lt;br /&gt;
Also, it seems that it will take longer than usual to address any issues found in the RCs. Thus, we have agreed to postpone the upcoming FlightGear 2.12 release by a month, to provide sufficient time to handle release candidates and process end-user feedback. &amp;lt;ref&amp;gt;http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40568.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Distribution:'''&lt;br /&gt;
* we should make sure to seed torrents once the release is out [http://forum.flightgear.org/viewtopic.php?f=25&amp;amp;t=20942#p190780] [http://forum.flightgear.org/viewtopic.php?f=42&amp;amp;t=20987] [http://forum.flightgear.org/viewtopic.php?f=42&amp;amp;t=21058]&lt;br /&gt;
&lt;br /&gt;
'''RCs:'''&lt;br /&gt;
* we should try to get out release candidates earlier to give testers a chance to actually run the RCs [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40522.html] &lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;could we generate a full installation RC package for testing?  It would make it easier for testers not familiar with Git to use it, and would be quite&lt;br /&gt;
handy for people like myself who do their development on Linux, but have Windows systems available for testing but without the git infrastructure or the time to download the entire git fgdata repository.&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40608.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] 2.12 is branched&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Stuart Buchanan&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;Wed, 21 Aug 2013 07:29:32 -0700&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;Stuart Buchanan&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;Jenkins only does what it's told by the scripts (mostly in fgmeta besides the CMake files) - so we're still at the mercy of missing files in the &lt;br /&gt;
installer description and so on - I didn't yet automate a 'smoke test'[1] on Jenkins, since that would mean keeping a clean environment to run test &lt;br /&gt;
installs, and involve several expensive operations since we'd be launching the sim. That's all doable but requires VMs and more energy than I have. In general &lt;br /&gt;
I've been hoping to get enough people using the nightly builds that an automated smoke-test would be unnecessary but that's probably optimistic&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40609.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] 2.12 is branched&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;James Turner&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;Wed, 21 Aug 2013 07:52:59 -0700&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;James Turner&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;MSVC has a very powerful source view level debugging, but at present this fails in some auto-generated ctor/dtor &lt;br /&gt;
code before it reaches 'main()' so can not be used ;=((.&lt;br /&gt;
&lt;br /&gt;
In the Debug build 'new' is replaced with a 'new_dbg'  which deliberately fills the allocation with 0xcc... &lt;br /&gt;
so if a person does NOT initialize ALL variables simple dtor code like 'if (buf) delete buf;' crashes.&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40615.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] 2.12 is branched&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;Geoff McLane&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;Wed, 21 Aug 2013 10:04:18 -0700&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;Geoff McLane&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
'''FGData:'''&lt;br /&gt;
* [https://gitorious.org/fg/getstart/commit/4b0ee648b59e9456d0f653b432a10305560cce0b Stuart's PDF generator in bin/makereadmepdf.pl should be run as part of the installer creation process]&lt;br /&gt;
* Once again, some users were asking for a more lightweight/essential FGData distribution [http://forum.flightgear.org/viewtopic.php?f=45&amp;amp;t=20716]&lt;br /&gt;
* Some users reported broken sound configurations for a number of aircraft due to stereo files [http://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=20332]&lt;br /&gt;
* We still keep seeing issues due to aircraft developers contributing resources with files, file names, paths  that would break support on OS with case-sensitive OS or a different locale, it would make sense to add some form of automated/scripted validation during startup to detect such issues, without requiring a manual review, possibly through [[Catalog metadata]] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40407.html] [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=20214&amp;amp;p=186020&amp;amp;hilit=xml+french#p185963] [https://code.google.com/p/flightgear-bugs/issues/detail?id=1158] [https://gitorious.org/fg/fgdata/merge_requests/224]&lt;br /&gt;
&lt;br /&gt;
'''Usability/GUI:'''&lt;br /&gt;
* the menubar is increasingly getting a little cluttered, especially the &amp;quot;debug&amp;quot; entry - given the inflexibility of PUI, this also means that there are usability issues, because certain menu items are only accessible with a certain minimal screen resolution, other items cannot be accessed easily. A short term suggestion made, was moving all &amp;quot;Reload X&amp;quot; items into a dedicated &amp;quot;reload&amp;quot; menu, and moving tools to a separate &amp;quot;tools&amp;quot; menu, so help reduce the size of the debug menu [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=20024&amp;amp;p=186615&amp;amp;hilit=cluttered#p186615] [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=20024&amp;amp;p=186742&amp;amp;hilit=reload+menu#p186742]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Core:'''&lt;br /&gt;
* A few users reported issues that seemed possibly related to aggressive compiler optimizations, exposing the cmake/build flags via the property tree would seem like a good idea [http://forum.flightgear.org/viewtopic.php?f=20&amp;amp;t=21203&amp;amp;p=193138&amp;amp;hilit=funroll#p193138]&lt;br /&gt;
* Some windows users reported that TerraSync would only work for them in 32-bit compatibility mode [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=21063&amp;amp;p=191807#p191789]&lt;br /&gt;
* Providing support to new users would  be greatly simplified if we could expose debug related  info via the property tree, i.e. to ensure that OSG/SG/FG were not built in DEBUG mode [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;t=21046&amp;amp;p=191691#p191627]&lt;br /&gt;
* We should look into exposing OSG plugin information via the help/about dialog, i.e. writing the info the property tree [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40859.html]&lt;br /&gt;
* There we still some reports about &amp;quot;SQLite API abuse&amp;quot;, presumably due to non-English characters in installation paths,maybe the installer could check paths prior to installation? [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=20681&amp;amp;p=189094#p189083]&lt;br /&gt;
* We kept seeing SQLite/NavDB Cache related bug reports [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=20895&amp;amp;p=191552#p191552] {{Issue|1227}}&lt;br /&gt;
* Like it used to be the case with detailed log files, most end users are usually very willing to help, but unable to provide backtraces - reconsider adding google breakpad support [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=20538&amp;amp;p=188028#p188017]&lt;br /&gt;
* under some circumsances, initial navcache/POI processing took up to 10 minutes, even on powerful Linux boxes with plenty of horsepower and RAM using just the default settings [http://forum.flightgear.org/viewtopic.php?f=18&amp;amp;t=20455&amp;amp;p=187432#p187417]&lt;br /&gt;
* the way we are incrementing version numbers in SG_SRC/FG_SRC and FGDATA seems to be causing issues (&amp;quot;base package check failed&amp;quot;), which were reported already during the last release cycles (all the way back to 2.8), even one core developer reported the issue during the 2.10 cycle (many people affected by this seem to be using brisa's download &amp;amp; compile script, but it doesn't appear to be Linux-specific, it also seems to happen on Windows). It seems fgdata version is 2.12 while the SG/FG source trees in next were still looking for 2.11 - could be also because of cmake caching, and the cache not being updated properly once certain files are touched in SG/FG source, still investigating... [http://forum.flightgear.org/viewtopic.php?f=22&amp;amp;t=20304&amp;amp;p=186647#p186647] [http://forum.flightgear.org/viewtopic.php?f=45&amp;amp;t=20467]. The problem seems to be [http://forum.flightgear.org/viewtopic.php?f=22&amp;amp;p=186942#p186942 this].&lt;br /&gt;
* some rendering issues related to OSG 3.1.9 were reported [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40390.html] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40422.html] [https://gitorious.org/fg/simgear/commit/5320d0ecaa696eb2712598879a15ae505bb65e4f] [http://photos.mxchange.org/?d=albums/Flightgear-Flight-Simulator/screenshots-master/bugs]&lt;br /&gt;
* it would probably be a good idea to explicitly check for the latest supported OSG version in our SG/FG CMakeLists.txt, to ensure that people do not build FG against OSG versions that are not yet supported, with some option to override/disable the check (for developers) [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40352.html] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40431.html]&lt;br /&gt;
* while the delayed tile loading is a big improvement in the responsiveness, delayed loading of models caused issues for helicopter pilots, because they could no longer start on buildings - it might be better to make the new behavior property-configurable through a prop switch, so that helicopters could override the setting during startup in their aircraft-set.xml file [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40421.html]&lt;br /&gt;
&lt;br /&gt;
'''Version numbering:'''&lt;br /&gt;
{{cquote|There was already a couple of people on IRC confused that 2.12 is different to 2.1.2 (since minor version numbers &amp;gt; 9 are something of a rarity in many people's perception).&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40339.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=James Turner|date=Mon, 24 Jun 2013 14:15:00 -0700}}&amp;lt;/ref&amp;gt;|James Turner}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|Give our release pattern is date scheduled, an Ubuntu style numbering scheme would actually make more sense, but a bit more effort to move too.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40339.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=James Turner|date=Mon, 24 Jun 2013 14:15:00 -0700}}&amp;lt;/ref&amp;gt;|James Turner}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|Externally, 3.0 is going to be considered a bigger deal than 2.12.0.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40357.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=Stuart Buchanan|date=Tue, 25 Jun 2013 14:48:56 -0700}}&amp;lt;/ref&amp;gt;|Stuart Buchanan}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|I suggest that we zero-pad the minor release digit after 3.0.0 so we have 3.02, 3.04 etc. to reduce confusion if we reach double digits.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40357.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=Stuart Buchanan|date=Tue, 25 Jun 2013 14:48:56 -0700}}&amp;lt;/ref&amp;gt;|Stuart Buchanan}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|many computer systems sort file names in ascii order, many people don't seem to pay careful attention to where the decimal points are placed, etc.&lt;br /&gt;
&lt;br /&gt;
Once we clear past the 2.10, 2.12, etc. series, I'd like to go back to keeping things single digits in the major and minor version numbers and when we run out of a single digits bump up the major number (so 3.8.x -&amp;gt; 4.0.x).  Number are numbers, but this one confused a lot more people than I expected it would or should so maybe it's good to be sensitive to that after we clear the 2.x series of versions.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40358.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=Curtis Olson|date=Tue, 25 Jun 2013 14:59:08 -0700}}&amp;lt;/ref&amp;gt;|Curtis Olson}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|That sounds OK to me, as it would imply a full release every 2.5 years, give a clear flag ahead of time when we're nearing a major release, and save having these discussions in the future.  For reference, with the current plan there will be 4 years between 2.0.0 (Feb 2010) was and 3.0.0 (Feb 2014). &amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40437.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=Stuart Buchanan|date=Mon, 08 Jul 2013 14:42:16 -0700}}&amp;lt;/ref&amp;gt;|Stuart Buchanan}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|&amp;lt;nowiki&amp;gt;I've set the version files on 'next' to be 2.99, on the assumption the next release will be 3.0 as discussed.&amp;lt;/nowiki&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40481.html|title=&amp;lt;nowiki&amp;gt;[Flightgear-devel] 2.12 is branched&amp;lt;/nowiki&amp;gt;|author=&amp;lt;nowiki&amp;gt;James Turner&amp;lt;/nowiki&amp;gt;|date=&amp;lt;nowiki&amp;gt;Wed, 17 Jul 2013 12:39:56 -0700&amp;lt;/nowiki&amp;gt;}}&amp;lt;/ref&amp;gt;|&amp;lt;nowiki&amp;gt;James Turner&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
'''Backwards Compatibility:'''&lt;br /&gt;
{{cquote|I think I sensible step in that case is to keep 3.0 as backward compatible (in terms of Aircraft APIs) with 2.12 as possible, which mostly means my resisting the urge to clean up legacy stuff :)&lt;br /&gt;
&lt;br /&gt;
Obviously it's tricky to offer a 100% guarantee, but I don't have anything planned for 3.0 that will require aircraft changes - I'm sure new technologies &lt;br /&gt;
such as state machines, knob/slider animations and tooltips will mature and gain some new features but hopefully aircraft developers will be able to work &lt;br /&gt;
against 2.12 with confidence that things will work the same in 3.0&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40366.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=James Turner|date=Wed, 26 Jun 2013 02:49:00 -0700}}&amp;lt;/ref&amp;gt;|James Turner}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|It's a bit tricky because I haven't had much feedback from aircraft developers about the new APIs (since they aren't in 2.10), but once 2.12 ships we would want to keep them compatible, so fingers crossed the current design is sensible &amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40366.html|title=&amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] reminder: entering feature freeze now&amp;lt;/nowiki&amp;gt;|author=James Turner|date=Wed, 26 Jun 2013 02:49:00 -0700}}&amp;lt;/ref&amp;gt;|James Turner}}&lt;br /&gt;
&lt;br /&gt;
== 2.10 ==&lt;br /&gt;
'''!!! NOTE: None of these issues have been incorporated into the release plan yet !!!'''&lt;br /&gt;
* '''FlightGear Core related ''':&lt;br /&gt;
** a number of users reported segfaults related to the new flight recorder system [https://code.google.com/p/flightgear-bugs/issues/detail?id=1023] [http://forum.flightgear.org/viewtopic.php?f=72&amp;amp;p=181415#p181414] &lt;br /&gt;
** the [[Scripted_Compilation_on_Linux_Debian/Ubuntu| download &amp;amp; compile]] script in fgmeta should be updated for each release [http://forum.flightgear.org/viewtopic.php?f=45&amp;amp;t=19633&amp;amp;p=180879#p180879]&lt;br /&gt;
**  {{Thumbs up}} It is great news if you are able to crank out full installers right from Jenkins.  That will save me a bunch of downloading and hours of uploading for every new release candidate [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39781.html].&lt;br /&gt;
** But it might be a good idea to create a script that will distribute the new builds to the various mirrors.  That way I'm less likely to throttle the build server to 10k/sec [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39782.html]&lt;br /&gt;
** we could also automatically seed them in BitTorrent, on a Linux box and use &amp;quot;btmakemetafile&amp;quot; which I use here to generate those update packages on [http://mxchange.org:23456/ the tracker] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39783.html]&lt;br /&gt;
** {{Improve Release Plan|perform a sync with JSBSim sources before the feature freeze}} [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40179.html].&lt;br /&gt;
** {{Improve Release Plan|decide early on if/when navdata can be updated}} [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39280.html]&lt;br /&gt;
** {{Improve Release Plan|merge requests that didn't make it into the previous release should probably be handled early during the upcoming release cycle}}&lt;br /&gt;
** {{Improve Release Plan|distro-specific repositories should probably be updated, too}} [http://forum.flightgear.org/viewtopic.php?f=42&amp;amp;t=18852&amp;amp;p=174943]&lt;br /&gt;
** {{Improve Release Plan|the &amp;quot;FlightGear &amp;amp; friends&amp;quot; SuseStudio images should probably be also updated for each release cycle }}[http://susestudio.com/a/sBTdmU/flightgear-friends--2]&lt;br /&gt;
** every now and then, people raise the issue of the major/minor version numbering scheme being a little confusing to people not familiar with software development, thinking that 2.8 must be newer/better/more recent than 2.11 - using code names or release dates instead was suggested [http://forum.flightgear.org/viewtopic.php?f=42&amp;amp;t=19255]&lt;br /&gt;
** there are usually reviews posted on blogs, forums etc after each release - we should specifically collect links to those and evaluate all opinions [http://forum.avsim.net/topic/400897-my-experience-with-flightgear-210/] [http://forum.avsim.net/topic/399809-fg-210-most-certainly-a-new-era-of-fg/]&lt;br /&gt;
** {{Improve Release Plan|the release plan should be augmented for the sub-release procedures }}[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39710.html]&lt;br /&gt;
** there were a number of navcache/SQLite related issues reported via the issue tracker and the forum/devel list [https://code.google.com/p/flightgear-bugs/issues/detail?id=894] [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;p=175690#p175690] [http://code.google.com/p/flightgear-bugs/issues/detail?id=1055]&lt;br /&gt;
** a little irritation/frustration was caused due to the conflicting review statements concerning the new radio propagation code [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38905.html] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38825.html] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg33692.html] - some of this boiled down to coding style related issues, highlighting the fact that different core developers have different &amp;quot;coding styles&amp;quot; and requirements when reviewing merge requests, because we still lack an official &amp;quot;FlightGear coding style guide&amp;quot; [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38958.html]&lt;br /&gt;
** according to Windows users, the installer created by jenkins could use some optimizations [http://forum.flightgear.org/viewtopic.php?f=18&amp;amp;t=19745]&lt;br /&gt;
** a number of Windows7/Windows8 users reported issues that needed a &amp;quot;force 32/64 bit&amp;quot; workaround during startup [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;p=182923#p182923][http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=19872&amp;amp;p=182759&amp;amp;hilit=#p182759][http://forum.flightgear.org/viewtopic.php?f=22&amp;amp;t=19869&amp;amp;p=182724&amp;amp;hilit=#p182724]&lt;br /&gt;
** {{Improve Release Plan|new GUI widgets, new fgcommands and new Nasal APIs should ideally be documented prior the release, at least through updated README files, preferably also through the wiki}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Better bug reports and troubleshooting''':&lt;br /&gt;
** show HLA/OpenRTI availability {{fixed since|release=2.11+}} [https://gitorious.org/fg/flightgear/commit/c61583de5daddaa901ff52562645fac3f04dd225]&lt;br /&gt;
** add a string property with list of startup arguments used by the user, for use in the about dialog&lt;br /&gt;
** add a property specifying if the binary is 32/64 bit for use in the about dialog (to check if segfaults are related to 32bit RAM limits)&lt;br /&gt;
** add a property specifying the CMAKE_BUILD_TYPE variable used during compilation, for use in the about dialog (debug, release, RelWithDbgInfo) [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40311.html]&lt;br /&gt;
** show the threading mode in use in the about dialog&lt;br /&gt;
** show average frame rate and frame spacing in about dialog&lt;br /&gt;
** add a property specifying how much physical RAM is detected (to see if people are running out of RAM) [http://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=16083&amp;amp;p=164936&amp;amp;hilit=swapping#p164936]&lt;br /&gt;
** is there a portable ARB/WGL extension to determine the amount of dedicated VRAM available ?&lt;br /&gt;
** try to detect Intel GPUs and Mesa drivers ? (some of the more common issues were related to Intel/Mesa)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Changelog / Release Announcement''':&lt;br /&gt;
** {{Thumbs up}} Walking through the list of &amp;quot;lessons learned&amp;quot; as part of the &amp;quot;Upcoming release&amp;quot; announcement was useful [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38749.html]&lt;br /&gt;
** {{Improve Release Plan|Probably it would be even better to directly process all &amp;quot;lessons learned&amp;quot; items and improve the release plan after each release accordingly}}&lt;br /&gt;
** To get to the 3.0 goal sometime in the near future, it's probably a good  idea to [[FlightGear 3.0 backlog|create a backlog of open items in the wiki and link the release plan document to that]]. As usual, we don't have to be perfect for a new major release number. But the new features being the reason for the new major  number should work reasonably correct.  [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38888.html] (also see [[:Category:Developer Plans]])&lt;br /&gt;
** {{Thumbs up}} Posting the link to the changelog for the upcoming release helped writing the changelog early, this should also be done for the [[Hardware Recommendations]] and [[Notebooks known to run FlightGear]] pages probably?&lt;br /&gt;
** {{Thumbs up}} The changelog can be easily written by using &amp;quot;git log&amp;quot;, searching the issue tracker and by going through the last 6 newsletters published since the previous release. It might make sense to explicitly add a &amp;quot;ChangeLog&amp;quot; message to important commits, so that the Changelog can be compiled more easily ?&lt;br /&gt;
** Alternatively, request developers to add major changes also to $FG_SRC/ChangeLog again (last updated in 2001)?&lt;br /&gt;
** {{Improve Release Plan|for the web-based release announcement, it would be helpful to have screen shots or even youtube videos to demonstrate new features - get the community involved EARLY}}&lt;br /&gt;
** {{Improve Release Plan|it may make sense to also allow artwork contributors to contribute new splash screen images for use in the upcoming release. The screen shot contest should provide plenty of options}} [http://forum.flightgear.org/viewtopic.php?f=28&amp;amp;t=16795].&lt;br /&gt;
** {{Improve Release Plan|a screenshot/banner contest should be held early on, so that we can use the images for our promo work-NOT after the release}} [http://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=19220]&lt;br /&gt;
** {{Improve Release Plan|for the changelog we should early on invite volunteers to help translate it, useful for the release promotion}}&lt;br /&gt;
** {{Improve Release Plan|having dedicated promo videos sounds like a good idea}}, see [http://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=19158] [[Howto:Creating FlightGear Promo Videos]]&lt;br /&gt;
** The RC announcement should also contain links to 1) the issue tracker and 2) the RC subforum [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39222.html]&lt;br /&gt;
** Using wiki tagging, we could ensure that we can also tag our wiki documentation after each release, so that we can provide older versions of our docs for old FG versions [http://forum.flightgear.org/viewtopic.php?f=3&amp;amp;t=18240&amp;amp;p=170735&amp;amp;hilit=wiki+tagging#p170735]&lt;br /&gt;
** various files in $FG_ROOT haven't been updated in YEARS, either update them in the future, or just get rid of them: THANKS, NEWS, ChangeLog etc&lt;br /&gt;
&lt;br /&gt;
* '''Shaders''':&lt;br /&gt;
** the ATI viewport hack didn't seem enabled in the RCs, as reported by a number of users on the forum [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=19006%20#p176549]&lt;br /&gt;
** the ATI viewport hack should only be enabled by default if ATI/AMD hardware is detected [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39900.html] [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;t=18991&amp;amp;p=176183&amp;amp;hilit=viewport#p176183][https://gitorious.org/fg/fgdata/merge_requests/190]&lt;br /&gt;
** we should probably try to detect if software emulated OpenGL is in use (i.e. using Mesa) and show a corresponding warning [http://forum.flightgear.org/search.php?st=0&amp;amp;sk=t&amp;amp;sd=d&amp;amp;sr=posts&amp;amp;keywords=libtxc_dxtn]&lt;br /&gt;
** texture compression should be disabled by default [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;p=177568#p175123] [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;t=18964&amp;amp;p=177904#p177902] [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=19229&amp;amp;p=177984#p177983] [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;t=18921&amp;amp;p=178307#p178307] [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;t=19516&amp;amp;p=180051#p180049]&lt;br /&gt;
** {{Thumbs up}} lowering the default shader level to 1 improved compatibility for older/underpowered systems [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39189.html]&lt;br /&gt;
** but there were still '''many''' users reporting issues like crashes/segfaults during startup, that seemed affected by changing graphics settings [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=19670&amp;amp;p=181035#p181033]&lt;br /&gt;
** we should make sure that the default shader level (and related shaders!) works for all common setups, including ATI/AMD cards (Mac!) and Intel GPUs&lt;br /&gt;
** {{Improve Release Plan|GLSL shaders and effects should be treated like core code, and should be tested on different platforms before being enabled by default (i.e. signed-off by people using NVIDIA, ATI/AMD, Intel)}} [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39120.html]&lt;br /&gt;
** {{Improve Release Plan|modified shaders should be tested with other shader-related features to prevent breakage }}[http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=18924#p175583] (there might be a way to automate this a litle by catching GLSL compiler errors?)&lt;br /&gt;
** to address all the intel GPU related issues, we may want to show an info dialog on computers where /sim/rendering/gl-vendor contains &amp;quot;intel&amp;quot; as a substring and provide an option to disable all shaders [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;t=18050&amp;amp;p=175774#p175774]&lt;br /&gt;
** we probably need a separate article detailing GLSL coding requirements to ensure that portable constructs are used [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39278.html] so that problematic shaders are not just identified at the end of the release cycle&lt;br /&gt;
&lt;br /&gt;
* '''Installer''':&lt;br /&gt;
** The installer should be updated to show a warning regarding TerraSync update time [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=18942&amp;amp;p=175779#p175779]&lt;br /&gt;
** When Flightgear releases a new version, can the staff create a way for the average computer users to install a new version without doing anything to the old version but still use the terrain files from the older version? [http://forum.flightgear.org/viewtopic.php?f=22&amp;amp;t=18706&amp;amp;p=175762#p175762]&lt;br /&gt;
** I believe Fred intentionally chose to use the same registry key from one version to the next.   Thus if you install a new version over the top of an existing version it will end up in the same path under C:\&amp;lt;PF&amp;gt; [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39246.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''FGData related (Base Package)''':&lt;br /&gt;
** accessibility of README files in $FG_ROOT/Docs should be improved for our Win/Mac users [http://forum.flightgear.org/viewtopic.php?f=72&amp;amp;t=19725] {{fixed since|release=2.11+}} (by Stuart)&lt;br /&gt;
** aircraft included in the base package should not require DDS support [http://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=11863&amp;amp;p=183549#p183549]&lt;br /&gt;
** a bunch of Intel GPU related issues were tracked down to be related to texture dimensions beyond 512x512 not being supported, suggested workarounds are mentioned at [http://code.google.com/p/flightgear-bugs/issues/detail?id=1100#c2]&lt;br /&gt;
** &amp;quot;Funny how the 172P doesn't have it (crash detection via limits.nas). It is something like a default aircraft for the sim, isn't it? Which aircraft are considered the most &amp;quot;finished&amp;quot;?&amp;quot; [http://forum.flightgear.org/viewtopic.php?f=25&amp;amp;p=180198#p180157]&lt;br /&gt;
** &amp;quot; I'm a bit confused by all the aircraft models in various stages of completion. Even the install package comes with some below-par and alpha stage models. Is there a compiled list of aircraft that are considered &amp;quot;well done&amp;quot;?&amp;quot; [http://forum.flightgear.org/viewtopic.php?f=25&amp;amp;p=180198#p180196]&lt;br /&gt;
** The default set of airplanes in FG should be the absolute best of the best, simply because that's what a new user is going to be exposed to for their first time. [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39609.html]&lt;br /&gt;
** Language files should be synced between English and other languages, so translators can work on them before the release ;-)&lt;br /&gt;
** the {{Git link|gitorious|fg/flightgear|next|scripts/python/nasal_api_doc.py|text=nasal_api_doc.py}} script in $FG_SRC/scripts/python should be run as part of the release process, to create an updated doc file for [[$FG_ROOT]]/Docs and ship it with each release [http://forum.flightgear.org/viewtopic.php?f=30&amp;amp;t=15133]&lt;br /&gt;
** {{Improve Release Plan|New/updated Nasal scripts contributed to the base package should be checked to properly support important features like simulator reset, this also applies to Nasal scripts used by aircraft, Nasal scripts that fail these criteria, end up breaking existing features! }}[https://code.google.com/p/flightgear-bugs/issues/detail?id=956] (also see [[Release:Aircraft Selection Criteria]])&lt;br /&gt;
** {{Thumbs up}} regarding aircraft included in the release: &amp;quot;I must stress usefulness of the Autostart feature, present in most aircraft not running at startup. It keeps frustration away from those who just want to enjoy the flight . (Please note that I actually agree with aircraft being shut down at startup, as long as autostart is present, or the starting procedure is trivially doable by just trying what you see in the cockpit.) &amp;quot; [http://forum.flightgear.org/viewtopic.php?f=3&amp;amp;t=18240&amp;amp;p=175117#p175117] (also see [[Release:Aircraft Selection Criteria]])&lt;br /&gt;
** {{Thumbs up}} also, it would apparently make sense to provide tutorials for the default aircraft: &amp;quot;At first startup, I noticed the &amp;quot;Need help? use help-&amp;gt;tutorials&amp;quot; message, and because I had no idea how to start up the plane (it would be just plain try and fail, than try something else), I did just that and started some basic tutorials. I wouldn't say going through the tutorials was frustrating, but they were quite boring and I was eager to get in the air as soon as possible.&amp;quot; [http://forum.flightgear.org/viewtopic.php?f=28&amp;amp;t=16795] (also see [[Release:Aircraft Selection Criteria]])&lt;br /&gt;
** &amp;quot;I discovered however, that there can be some problems on Linux about the planes (eg. some versions of the L39 Albatros undergoing several improvements lately). The problems can be caused by Linux being case sensitive about file paths (Windows is not), and I suspect, more models could suffer from some developers not knowing that. It's easy to fix if you know about the problem, but it would better be done on the developer side, as you never know if the smoke is just not implemented or missing due to this. Not to mention how lengthy it would be to go through more aircraft...&amp;quot; [http://forum.flightgear.org/viewtopic.php?f=28&amp;amp;t=16795]&lt;br /&gt;
** Docs: Relevant FlightGear paths should ideally not be &amp;quot;hard-coded&amp;quot; in the manual, but rather also configured via the build system, i.e. using cmake, so that the FG/SG cmake configuration can be shared, to automatically update the correct paths without requiring manual maintenance [http://forum.flightgear.org/viewtopic.php?f=35&amp;amp;t=19525&amp;amp;p=180124&amp;amp;hilit=#p180119]&lt;br /&gt;
&lt;br /&gt;
* '''Usability''':&lt;br /&gt;
** the huge number of ads placed on the official website, and the non-intuitive layout of the website caused quite some irritation, not only among new users, but also among seasoned long-time contributors - flightgear.org has been repeatedly described as leaving the impression of even being a &amp;quot;scam&amp;quot; [http://forum.flightgear.org/viewtopic.php?f=42&amp;amp;t=18863] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39533.html]&lt;br /&gt;
** {{Thumbs down}} A little downside is how the FGcom is done as a standalone program just cooperating with FG itself. It took me some fiddling with the settings for about two hours to get it working, but again installation was simply done from repos (FGcom and than FGcomGui as well). [http://forum.flightgear.org/viewtopic.php?f=28&amp;amp;t=16795] (this is planned [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38057.html]) {{fixed since|release=2.99+}}&lt;br /&gt;
** {{Thumbs down}} Most likely because of the Intel graphics, I suffered for a long time from a problem with aircraft models (and some ground textures too) being black or missing some parts (see my post in an older thread complaining about similar problem). I solved it by adding a command line option turning off texture compression. [http://forum.flightgear.org/viewtopic.php?f=28&amp;amp;t=16795] (also see [[Release:Aircraft Selection Criteria]])&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
** I also vote for hosting a non-GPL hangar on the FG site, and tighter coordination with the aircraft developers (I think they should be asked to actively propose their models to the hangar once it is created, of course there could be link to their site/hangar). It would help nice models to be more easily found, an more people could enjoy them. And that's why people spend time creating them, right? [http://forum.flightgear.org/viewtopic.php?f=28&amp;amp;t=16795]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
** We should probably add a new menu to the menubar for our online resources (wiki, forum, issue tracker, FAQ) so that people more easily find important resources just by selecting them from a menu.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
** Our GUI dialogs are currently not designed with a fixed resolution in mind, also they cannot be easily resized/changed, so that some dialogs may not be usable under certain circumstances [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=17625&amp;amp;p=170292&amp;amp;hilit=canvas+screen#p170232][http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=18942&amp;amp;p=175738&amp;amp;hilit=768#p175738] We should ensure that all dialogs can be used with the recommended minimal screen size, or even better, provide a way to dynamically make dialogs resizable/tabbed to support smaller screen devices (like netbooks). This should be easier with the upcoming [[Canvas GUI]] system.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Release Candidates''':&lt;br /&gt;
** a number of users reported crashes, for better debugging support, consider linking in Google BreakPad (cross platform stack traces) [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=18942&amp;amp;p=176669#p176669]&lt;br /&gt;
** Release Candidates should probably have a higher default logging level while writing everything to a log file that can be easily shared via the issue tracker/forums, so that end users can provide better bug reports.&lt;br /&gt;
** some users reported &amp;quot;OpenGL out of memory&amp;quot; and &amp;quot;out of space&amp;quot; errors when testing the RCs, we may want to link in a leak detector library or simply add BoehmGC - which is used by Mozilla to track leaking subsystems (a runtime log is created and dumped at process termination), that way non-developers could provide better leak reports. [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=17114&amp;amp;] [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=17114#p163132] [http://forum.flightgear.org/viewtopic.php?f=37&amp;amp;p=171427#p171329]&lt;br /&gt;
** How about having a test run a week or two in advance, just to make sure  we can indeed produce release installers for Win+Mac - and then release  the first RC on December 17th/18th or 19th [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38765.html]&lt;br /&gt;
** We've already got a fairly extensive lead-in time for the release.  More testers on more platforms would seem to be the answer.  Perhaps we should advertize for testers of those platforms that aren't adequately covered by developers running git? Making a complete package available, not just the binaries would help, as testers wouldn't need to be git-aware. [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38764.html]&lt;br /&gt;
** {{Improve Release Plan|The main area to improve is to distribute release candidates for all  platforms earlier - preferably starting immediately after the freeze. That would already give us more time for testing - without extending the  actual freeze period.}}[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38765.html]&lt;br /&gt;
** {{Improve Release Plan|aircraft packages should be prepared prior to the official release date: &amp;quot;For the 2.8 release I didn't start making aircraft download packages (or uploading them to the ftp servers) until after the official release date which was a mistake&amp;quot;}} [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39227.html]&lt;br /&gt;
** {{Improve Release Plan|RC's should probably be built with [[Built-in Profiler]] support enabled}} [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=18839&amp;amp;p=175689#p175689].&lt;br /&gt;
** {{Improve Release Plan|When releasing RC's do not limit them to Win/Mac binaries, but also create source snapshots so that distros can already work on the next package versions.}}&lt;br /&gt;
** {{Improve Release Plan|For RC's it might make sense to distribute binaries with debugging symbols included}} and [[Built-in Profiler|profiling support enabled]], so that people can more easily provide useful bug reports, or even backtraces.&lt;br /&gt;
** Also, many end users still prefer using the forum for making bug reports and don't use the issue tracker - it might help to add a link (button) to the issue tracker to the about dialog or maybe even directly to the help menu (&amp;quot;Report an issue&amp;quot;) (same for wiki/troubleshooting/faq ?)&lt;br /&gt;
** {{Improve Release Plan|it might make sense to give wider exposure to our RCs, i.e. via the newsletter - possibly by adjusting the release schedule}}&lt;br /&gt;
** actually, it would even seem better to use our [[Release promotion]] checklist to send out an &amp;quot;Upcoming Release&amp;quot; announcement 4-6 weeks prior to the actual release, so that all the flightsim websites can notify their users to participate in RC beta testing.&lt;br /&gt;
** a number of forum users reported that the RC/release mirrors were a real bottleneck, and that downloading the 800MB RC installer would often take 2-3 hours (using torrents instead was suggested)&lt;br /&gt;
** it also seemed that a number of users had issues related to their browser corrupting the huge image download [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=18979&amp;amp;p=176137#p176087] (website should suggest to use a download manager instead!)&lt;br /&gt;
** so reducing the size of the installer (i.e. base package) would seem like another good idea to give our RCs wider exposure, for example by focusing only on 2-3 aircraft&lt;br /&gt;
** certain reported issues were really tricky to reproduce, we may want to provide an option to export crucial runtime settings to an XML file that can be easily shared with other testers/developers, or even extend the new flight recorder/replay tape system accordingly [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=18924&amp;amp;start=15#p176023]&lt;br /&gt;
** it might be good if the forum release-candidates announcement mentions that tests and bug-reports should be done with a clean install of the release-candidate, with no third-party data used in tests.&lt;br /&gt;
&lt;br /&gt;
* '''Build related''':&lt;br /&gt;
* A normal Linux user has practically no chance to get last stable on his box running if it isn't in his distro - a normal Windows user gets everything nice and streamlined. [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38817.html]&lt;br /&gt;
* According to the issue tracker there were 3-5 different contributors who provided C++ patches that didn't end up reviewed/merged, which caused some irritation.&lt;br /&gt;
&lt;br /&gt;
== 2.8 ==&lt;br /&gt;
* {{Thumbs down}} Lack of stress-testing: A number of users reported severe memory growth issues (with fgfs consuming as much as 14gb of RAM), many directly related to new features, such as random buildings: [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=16758&amp;amp;p=160765&amp;amp;hilit=vegetation#p160747] [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=17249] [http://forum.flightgear.org/viewtopic.php?f=68&amp;amp;t=17114&amp;amp;start=15#p163829] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38007.html] These could have probably been identified earlier by running FG for extended periods of time, and testing the shipped aircraft with the default KSFO scenery, and new features such as random buildings enabled.&lt;br /&gt;
* {{Thumbs down}} Lack of graceful feature scaling: Several users with old graphics cards reported not being able to run FG 2.8 without crashing during startup, because the FG defaults didn't scale for old hardware [http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=17308]&lt;br /&gt;
* {{Thumbs down}} According to noaa.gov it seems that the NOAA metar source got phased out in 04/2012 and moved to a new URL[http://weather.noaa.gov/weather/coded.html], some users reported issues related to this[http://forum.flightgear.org/viewtopic.php?f=17&amp;amp;t=17457&amp;amp;p=165784&amp;amp;hilit=metar#p165784]. However, the metar URL is currently hard-coded in the fgfs/metar source code - in addition, the default format is no longer a plain text dump [http://www.aviationweather.gov/adds/metars/]. It would make sense to make the URL a string property that can be put into preferences.xml and then use a Nasal listener to parse the resulting XML/HTML and set a plain text property instead, that can be processed by the existing metar code.&lt;br /&gt;
* {{Thumbs down}} [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38113.html Broken OSX downloads]&lt;br /&gt;
* {{Thumbs down}} [http://forum.flightgear.org/viewtopic.php?f=21&amp;amp;p=165841#p165841 the OSX 10.8 release and code signing caused some irritation]&lt;br /&gt;
* {{Thumbs down}} [http://forum.flightgear.org/viewtopic.php?f=47&amp;amp;t=14883&amp;amp;start=330#p166062 After the 2.8 release a number of users on the forums reported seeing GLSL related errors, because some of the 2.8 shaders used GLSL features only supported by more recent GLSL compilers/drivers - it would probably make sense to test all shader settings on all 3 platforms and check if they cause any errors (and &amp;quot;backport&amp;quot; shaders as necessary). Apple/Mac OSX seems to be more problematic]&lt;br /&gt;
* {{Thumbs down}} [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38121.html Microsoft Redistributables were apparently not shipped with the Windows installer ?]&lt;br /&gt;
* {{Thumbs down}} [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg38089.html The changelog should be written as early as possible]&lt;br /&gt;
* The code freeze could probably be lifted for patches that are not normally enabled/used by any default code paths (or shipped aircraft) in a FlightGear release. This probably involves Nasal extension functions, fgcommands, telnet commands, but also custom hard coded instruments or instrumentation-related APIs (think Canvas). Basically, whenever there's no chance to break a release by committing a certain patch, because the code path will not be executed by default without explicitly enabling it. For 2.8, this also meant that the Nasal [[Canvas]] API could not be included due to the code freeze, which however wasn't used by any systems or aircraft - so that there would have been zero chance for breakage [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37622.html] [http://forum.flightgear.org/viewtopic.php?f=71&amp;amp;t=17397#p165413].&lt;br /&gt;
* The wiki contains a number of resources to help new users with hardware decisions, such as [[Hardware Recommendations]] [[Notebooks known to run FlightGear]] and [[Supported Video Cards]] - these should probably be updated for each release several weeks in advance.&lt;br /&gt;
&lt;br /&gt;
== 2.6 ==&lt;br /&gt;
* {{Thumbs up}} feature freeze in general&lt;br /&gt;
*: helped a lot during release management. Kept the commit traffic low and thus helped identifying those commits required to pick into the release.&lt;br /&gt;
* {{Thumbs down}} feature freeze for aircraft&lt;br /&gt;
*: Technically, a feature freeze for aircraft is not necessary as long as this aircraft is not part of the base distribution and no common parts are affected. If it's guaranteed that the changes remain in FGDATA/Aircraft/MyAircraft and no other files are touched, these updates should be OK up to shortly before the release.&lt;br /&gt;
* {{Thumbs down}} switching to a new version of supporting libraries like OSG.&lt;br /&gt;
*: The move to OSG 3.x introduced some major issues. If at all possible, switch to a new library early in the development cycle.&lt;br /&gt;
* {{Thumbs down}} manual creation of release candidates and the release binaries&lt;br /&gt;
*: It's preferable to have equal numbers for release candidates for all O/S and probably a git-tag for each candidate.&lt;br /&gt;
* {{Thumbs down}} release date/time frame&lt;br /&gt;
*: It took several days to release all the subparts. Might be better to upload all files and pages to hidden folders and publish them all at once (or at least within a couple of hours). That'll have several advantages:&lt;br /&gt;
*:* no big difference between releases for the various OS.&lt;br /&gt;
*:* the website will switch to the new release state quickly. With 2.6.0, the aircraft page was published before the setup. The release announcement was published even later.&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Core developer documentation]]&lt;br /&gt;
[[Category:FlightGear]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77223</id>
		<title>Talk:FlightGear Newsletter September 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77223"/>
		<updated>2014-10-19T13:43:11Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Can't jump to Heading Level 3 on mobile */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Moving map  ==&lt;br /&gt;
The information about &amp;quot;The hidden map&amp;quot; is very enthusiastic but somewhat lacking and even wrong. Result is that &amp;quot;The Hidden Map&amp;quot; stays hidden or at least hard to find.&lt;br /&gt;
# Add the URL for the moving map:&amp;lt;br /&amp;gt;http://localhost:8080/gui/map/&lt;br /&gt;
# Remove this sentence: '''Click on &amp;quot;Equipment&amp;quot; and select &amp;quot;Map (opens in browser)&amp;quot;''' since this simply does not work.&amp;lt;br /&amp;gt; The map is accessible from the URL only on all the 3.2.0 or 3.0.0 installs I've tried, whether on Linux or Win 7.&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] ([[User talk:Jarl Arntzen|talk]]) 13:33, 19 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't jump to Heading Level 3 on mobile ==&lt;br /&gt;
&lt;br /&gt;
The links to the level 3 headlines do not work in the mobile template.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tapping the link does not jump to any headline at all. I suggest linking the headline &amp;quot;DEVELOPMENT NEWS&amp;quot; so at least, it's possible to navigate by tapping that one.&lt;br /&gt;
The long term solution would of course be to allow linking to level 3 headlines directly, also on mobile.&lt;br /&gt;
Cheers.&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] ([[User talk:Jarl Arntzen|talk]]) 13:43, 19 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77222</id>
		<title>Talk:FlightGear Newsletter September 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77222"/>
		<updated>2014-10-19T13:33:24Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Moving map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Moving map  ==&lt;br /&gt;
The information about &amp;quot;The hidden map&amp;quot; is very enthusiastic but somewhat lacking and even wrong. Result is that &amp;quot;The Hidden Map&amp;quot; stays hidden or at least hard to find.&lt;br /&gt;
# Add the URL for the moving map:&amp;lt;br /&amp;gt;http://localhost:8080/gui/map/&lt;br /&gt;
# Remove this sentence: '''Click on &amp;quot;Equipment&amp;quot; and select &amp;quot;Map (opens in browser)&amp;quot;''' since this simply does not work.&amp;lt;br /&amp;gt; The map is accessible from the URL only on all the 3.2.0 or 3.0.0 installs I've tried, whether on Linux or Win 7.&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] ([[User talk:Jarl Arntzen|talk]]) 13:33, 19 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77221</id>
		<title>Talk:FlightGear Newsletter September 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77221"/>
		<updated>2014-10-19T13:31:01Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Moving map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Moving map  ==&lt;br /&gt;
The information about &amp;quot;The hidden map&amp;quot; is very enthusiastic but somewhat lacking and even wrong. Result is that &amp;quot;The Hidden Map&amp;quot; stays hidden or at least hard to find.&lt;br /&gt;
# Add the URL for the moving map:&amp;lt;br /&amp;gt;http://localhost:8080/gui/map/&lt;br /&gt;
# Remove this sentence: '''Click on &amp;quot;Equipment&amp;quot; and select &amp;quot;Map (opens in browser)&amp;quot;''' since this simply does not work.&amp;lt;br /&amp;gt; The map is accessible from the URL only on all the 3.2.0 or 3.0.0 installs I've tried, whether on Linux or Win 7&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77220</id>
		<title>Talk:FlightGear Newsletter September 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77220"/>
		<updated>2014-10-19T13:28:35Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Moving map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Moving map  ==&lt;br /&gt;
The information about &amp;quot;The hidden map&amp;quot; is very enthusiastic but somewhat lacking and even wrong. Result is that &amp;quot;The Hidden Map&amp;quot; stays hidden or at least hard to find.&lt;br /&gt;
# Add how to activate the moving map:&amp;lt;br /&amp;gt;Start FG with: '''&amp;lt;code&amp;gt;fgfs --httpd=8080&amp;lt;/code&amp;gt;'''&lt;br /&gt;
# Add the URL for the moving map:&amp;lt;br /&amp;gt;http://localhost:8080/gui/map/&lt;br /&gt;
# Remove this sentence: '''Click on &amp;quot;Equipment&amp;quot; and select &amp;quot;Map (opens in browser)&amp;quot;''' since this simply does not work.&amp;lt;br /&amp;gt; The map is accessible from the URL only on all the 3.2.0 or 3.0.0 installs I've tried, whether on Linux or Win 7&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77219</id>
		<title>Talk:FlightGear Newsletter September 2014</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_September_2014&amp;diff=77219"/>
		<updated>2014-10-19T13:25:44Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: The hidden map, need actual info about config and URL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Moving map  ==&lt;br /&gt;
The information about &amp;quot;The hidden map&amp;quot; is very enthusiastic but somewhat lacking and even wrong. Result is that &amp;quot;The Hidden Map&amp;quot; stays hidden or at least hard to find.&lt;br /&gt;
# Add how to activate the moving map:&amp;lt;br /&amp;gt;Start FG with: '''fgfs --httpd=8080'''&lt;br /&gt;
# Add the URL for the moving map:&amp;lt;br /&amp;gt;http://localhost:8080/gui/map/&lt;br /&gt;
# Remove this sentence: '''Click on &amp;quot;Equipment&amp;quot; and select &amp;quot;Map (opens in browser)&amp;quot;''' since this simply does not work.&amp;lt;br /&amp;gt; The map is accessible from the URL only on all the 3.2.0 or 3.0.0 installs I've tried, whether on Linux or Win 7&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FGCamera&amp;diff=74987</id>
		<title>FGCamera</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FGCamera&amp;diff=74987"/>
		<updated>2014-08-12T10:28:44Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Added forum thread for easier reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|DMZB7QXpR9I|400|right|FGCamera v1.0 in action}}&lt;br /&gt;
FGCamera is an alternative FlightGear view system that adds features similar to „EZdok Camera Addon“ for Flight Simulator X. FGCamera is written in Nasal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Currently available features:'''&lt;br /&gt;
* 4 camera types:&lt;br /&gt;
** Virtual cockpit,&lt;br /&gt;
** Aircraft (look-at),&lt;br /&gt;
** Aircraft (look-from),&lt;br /&gt;
** World (look-from);&lt;br /&gt;
* Arbitrary number of preset views;&lt;br /&gt;
* Smooth/discrete transition between the views of the same camera type.&lt;br /&gt;
&lt;br /&gt;
== Download link / Installation ==&lt;br /&gt;
{{ WIP }}&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
[[File: Fgcamera menu item.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
Graphical user interface is used to create and manage camera views. FGCamera dialogs can be launched using menubar item ''View/FGCamera (experimental)''.&lt;br /&gt;
&lt;br /&gt;
Currently, there are three functional dialogs:&lt;br /&gt;
* Main,&lt;br /&gt;
* Camera creation,&lt;br /&gt;
* Current camera settings.&lt;br /&gt;
&lt;br /&gt;
=== Main Dialog ===&lt;br /&gt;
[[File: Fgcamera main dialog.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Options&amp;quot; button opens FGCamera's global settings dialog. This dialog is currently non functional.&lt;br /&gt;
* &amp;quot;Create new camera...&amp;quot; button opens new camera creation dialog.&lt;br /&gt;
*The list of cameras shows all the camera views that are created for the currently selected aircraft. Each camera view has its own index. The active view (currently selected view) is marked by square brackets.&lt;br /&gt;
* The active view can be renamed using input box below the list of cameras.&lt;br /&gt;
* Buttons &amp;quot;U&amp;quot; and &amp;quot;D&amp;quot; are used to rearrange camera views.&lt;br /&gt;
* &amp;quot;Delete&amp;quot; button removes the active camera.&lt;br /&gt;
* &amp;quot;Save&amp;quot; button saves all the cameras data to disk.&lt;br /&gt;
* &amp;quot;Close&amp;quot; closes the dialog (changes will not be saved to disk).&lt;br /&gt;
&lt;br /&gt;
=== Camera Creation Dialog ===&lt;br /&gt;
[[File: Fgcamera new camera dialog.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Camera type&amp;quot; popup list is used to select camera type. Supported types:&lt;br /&gt;
** cockpit,&lt;br /&gt;
** aircraft (look at),&lt;br /&gt;
** aircraft (look from),&lt;br /&gt;
** world (look from);&lt;br /&gt;
* &amp;quot;Create&amp;quot; – creates new camera view and selects it as an active camera.&lt;br /&gt;
* &amp;quot;Cancel&amp;quot; – closes the dialog.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Current camera settings&amp;quot; Dialog ===&lt;br /&gt;
[[File: Fgcamera camera settings dialog.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
* FOV – field of view;&lt;br /&gt;
* View movement – group of inputs that controls view movement between preset views:&lt;br /&gt;
** Transition time – time to move camera from current position to preset position.&lt;br /&gt;
* View adjustment – group of inputs that controls view adjustment behaviour:&lt;br /&gt;
** Linear velocity – translational velocity of camera in meters per second,&lt;br /&gt;
** Angular velocity – angular velocity of camera in degrees per second.&lt;br /&gt;
** Lowpass filter – &amp;quot;smoothness&amp;quot; of the camera movement.&lt;br /&gt;
* Mouse look – group of inputs that controls mouse look behaviour:&lt;br /&gt;
** Mouse sensitivity – self explanatory,&lt;br /&gt;
** Lowpass filter – &amp;quot;smoothness&amp;quot; of the camera movement.&lt;br /&gt;
* &amp;quot;Apply&amp;quot; saves current camera position (does not write to disk).&lt;br /&gt;
* &amp;quot;Cancel&amp;quot; – closes the dialog (current camera position will not be saved).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
{{ WIP }}&lt;br /&gt;
&lt;br /&gt;
== Current status (Jul 2014) ==&lt;br /&gt;
'''Objective'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Three FlightGear views registered using default view manager (throught view.nas): {{progressbar|50}}&lt;br /&gt;
# FGCamera cockpit view.&lt;br /&gt;
# FGCamera aircraft view.&lt;br /&gt;
# FGCamera world view.&lt;br /&gt;
&lt;br /&gt;
'''Features'''&amp;lt;br /&amp;gt;&lt;br /&gt;
FGCamera cockpit view:&lt;br /&gt;
# Arbitrary number of preset views. {{progressbar|50}}&lt;br /&gt;
# Manual camera rotations and translations. {{progressbar|70}}&lt;br /&gt;
# Smooth/discrete transition between preset views. {{progressbar|50}}&lt;br /&gt;
# Dynamic view movement. {{progressbar|20}}&lt;br /&gt;
# Random camera movement (effects). {{progressbar|40}}&lt;br /&gt;
&lt;br /&gt;
FGCamera aircraft view:&lt;br /&gt;
# Arbitrary number of preset views. {{progressbar|50}}&lt;br /&gt;
# Manual camera rotations and translations. {{progressbar|60}}&lt;br /&gt;
# Smooth/discrete transition between preset views. {{progressbar|50}}&lt;br /&gt;
# Random camera movement (effects). {{progressbar|40}}&lt;br /&gt;
&lt;br /&gt;
FGCamera world view:&lt;br /&gt;
# Arbitrary number of preset views. {{progressbar|90}}&lt;br /&gt;
# Manual camera rotations and translations. {{progressbar|50}}&lt;br /&gt;
# Smooth/discrete transition between preset views. {{progressbar|70}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{#ev:youtube|Ow30k9WJSeI}}&lt;br /&gt;
&lt;br /&gt;
In-flight preview (camera enabled/disabled several times using keyboard):&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JfHf1OG7-TQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added basic dynamic head movement:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cJEg5nWm4gw}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flight in turbulence:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kyMfg9g8sV8}}&lt;br /&gt;
&lt;br /&gt;
First release. Pre-configured for Piper Cub.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|YsXa6ZWNU3o}}&lt;br /&gt;
&lt;br /&gt;
Preview of headtracker inputs handling.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iRPAAnjYmkI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Improved random camera movement:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BlH7AgUFC5M}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using random camera effects to trigger sound effects:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|x-JPzLox-gI}}&lt;br /&gt;
&lt;br /&gt;
== POV hat binding example ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;!-- Bottom stick hat --&amp;gt;&lt;br /&gt;
   &amp;lt;axis&amp;gt;&lt;br /&gt;
      &amp;lt;number&amp;gt;&lt;br /&gt;
         &amp;lt;mac&amp;gt;7&amp;lt;/mac&amp;gt;&lt;br /&gt;
         &amp;lt;unix&amp;gt;7&amp;lt;/unix&amp;gt;&lt;br /&gt;
         &amp;lt;windows&amp;gt;6&amp;lt;/windows&amp;gt;&lt;br /&gt;
      &amp;lt;/number&amp;gt;&lt;br /&gt;
      &amp;lt;desc&amp;gt;View Direction&amp;lt;/desc&amp;gt;&lt;br /&gt;
      &amp;lt;binding&amp;gt;&lt;br /&gt;
         &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
         &amp;lt;property&amp;gt;/data/hat-H&amp;lt;/property&amp;gt;&lt;br /&gt;
         &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;-1.0&amp;lt;/factor&amp;gt;&lt;br /&gt;
      &amp;lt;/binding&amp;gt;&lt;br /&gt;
      &amp;lt;binding&amp;gt;&lt;br /&gt;
         &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
         &amp;lt;script&amp;gt;&lt;br /&gt;
            &amp;lt;![CDATA[&lt;br /&gt;
               var hat_H = getprop(&amp;quot;/data/hat-H&amp;quot;);&lt;br /&gt;
               fgcamera.point.adjust(&amp;quot;h&amp;quot;, hat_H);&lt;br /&gt;
            ]]&amp;gt;&lt;br /&gt;
         &amp;lt;/script&amp;gt;&lt;br /&gt;
      &amp;lt;/binding&amp;gt;&lt;br /&gt;
   &amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;axis&amp;gt;&lt;br /&gt;
      &amp;lt;number&amp;gt;&lt;br /&gt;
         &amp;lt;mac&amp;gt;8&amp;lt;/mac&amp;gt;&lt;br /&gt;
         &amp;lt;unix&amp;gt;8&amp;lt;/unix&amp;gt;&lt;br /&gt;
         &amp;lt;windows&amp;gt;7&amp;lt;/windows&amp;gt;&lt;br /&gt;
      &amp;lt;/number&amp;gt;&lt;br /&gt;
      &amp;lt;desc&amp;gt;View Elevation&amp;lt;/desc&amp;gt;&lt;br /&gt;
      &amp;lt;binding&amp;gt;&lt;br /&gt;
         &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
         &amp;lt;property&amp;gt;/data/hat-V&amp;lt;/property&amp;gt;&lt;br /&gt;
         &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;1.0&amp;lt;/factor&amp;gt;&lt;br /&gt;
      &amp;lt;/binding&amp;gt;&lt;br /&gt;
      &amp;lt;binding&amp;gt;&lt;br /&gt;
         &amp;lt;command&amp;gt;nasal&amp;lt;/command&amp;gt;&lt;br /&gt;
         &amp;lt;script&amp;gt;&lt;br /&gt;
            &amp;lt;![CDATA[&lt;br /&gt;
               var hat_V = getprop(&amp;quot;/data/hat-V&amp;quot;);&lt;br /&gt;
               fgcamera.point.adjust(&amp;quot;p&amp;quot;, hat_V);&lt;br /&gt;
   &lt;br /&gt;
            ]]&amp;gt;&lt;br /&gt;
         &amp;lt;/script&amp;gt;&lt;br /&gt;
      &amp;lt;/binding&amp;gt;&lt;br /&gt;
   &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Used TrackIR and PPJoy (virtual joystick) combination ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;axis n=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;6DOFYaw&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;tolerance&amp;gt;0.00001&amp;lt;/tolerance&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;property&amp;gt;/sim/TrackIR/heading-deg&amp;lt;/property&amp;gt;&lt;br /&gt;
   &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;-180.0&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;axis n=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;6DOFPitch&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;tolerance&amp;gt;0.00001&amp;lt;/tolerance&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;property&amp;gt;/sim/TrackIR/pitch-deg&amp;lt;/property&amp;gt;&lt;br /&gt;
   &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;-100.0&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;  &lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;axis n=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;6DOFRoll&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;tolerance&amp;gt;0.00001&amp;lt;/tolerance&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;property&amp;gt;/sim/TrackIR/roll-deg&amp;lt;/property&amp;gt;&lt;br /&gt;
   &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;-100.0&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;axis n=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;6DOFX&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;tolerance&amp;gt;0.00001&amp;lt;/tolerance&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;property&amp;gt;/sim/TrackIR/x-m&amp;lt;/property&amp;gt;&lt;br /&gt;
   &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;-0.5&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;axis n=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;6DOFY&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;tolerance&amp;gt;0.00001&amp;lt;/tolerance&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;property&amp;gt;/sim/TrackIR/y-m&amp;lt;/property&amp;gt;&lt;br /&gt;
   &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;0.5&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;axis n=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;desc&amp;gt;6DOFZ&amp;lt;/desc&amp;gt;&lt;br /&gt;
  &amp;lt;tolerance&amp;gt;0.00001&amp;lt;/tolerance&amp;gt;&lt;br /&gt;
  &amp;lt;binding&amp;gt;&lt;br /&gt;
   &amp;lt;command&amp;gt;property-scale&amp;lt;/command&amp;gt;&lt;br /&gt;
   &amp;lt;property&amp;gt;/sim/TrackIR/z-m&amp;lt;/property&amp;gt;&lt;br /&gt;
   &amp;lt;factor type=&amp;quot;double&amp;quot;&amp;gt;0.5&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;/binding&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of PPJoy.xml --&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
Download: https://drive.google.com/folderview?id=0B7ZpQgmbsSZGcTZ4SWQxa0FIUEU&amp;amp;usp=drive_web&lt;br /&gt;
&lt;br /&gt;
# Put &amp;quot;fgcamera&amp;quot; folder into &amp;quot;../FlightGear/data/Nasal/&amp;quot;;&lt;br /&gt;
# Set &amp;quot;fgcamera_cfg.xml&amp;quot; as flightgear's config (use advanced settings of fgrun);&lt;br /&gt;
# Copy contents of &amp;quot;/Cub&amp;quot; folder into &amp;quot;../FlightGear/data/Aircraft/Cub/&amp;quot;. (Make copies of original files before overwriting).&lt;br /&gt;
&lt;br /&gt;
Number keys 1, 2, 3, 4, 5 selects cameras. Key 8 toggles FGcamera on/off. Arrow keys and PageUp/PageDown keys moves camera. &lt;br /&gt;
&lt;br /&gt;
'''NOTAM to People using keyboard to fly (with or without mouse):''' throttle keys aren't working with the camera.&lt;br /&gt;
&lt;br /&gt;
[http://forum.flightgear.org/viewtopic.php?f=6&amp;amp;t=21685&amp;amp;start=30 FGCamera forum thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Recording]]&lt;br /&gt;
[[Category:Nasal]]&lt;br /&gt;
[[Category:FlightGear add-ons]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:North_American_P-51_Mustang&amp;diff=74946</id>
		<title>Talk:North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:North_American_P-51_Mustang&amp;diff=74946"/>
		<updated>2014-08-11T13:59:24Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Is there a working download link?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Congratulations!&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a really good looking and very detailed aircraft. Though it's unusable on not close to high-end systems. It's cutting FG's frame rate to 10 to 15 fps where it normally has more than 30. Even worse, it not even has a downgraded version in AI/Aircraft. If some other pilot shows up on MP with the p51d my FG suffers from the worst lags ever, making it completely unusable.&lt;br /&gt;
 $ du -hs Aircraft/p51d/&lt;br /&gt;
 1.1G    Aircraft/p51d/&lt;br /&gt;
What the frell!? FG is a simulator which renders the scene in real-time not an animated 3D movie which has 25 times the time to calculate rendering. I am not able to comment on the fdm. Even though it might be good, any fdm goes bad at that frame rate.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Flughund|Flughund]] ([[User talk:Flughund|talk]]) 12:32, 10 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Calm down! Hal V. Engel made several announcements about the heaviness of this aircraft. And compared with other aircraft like 777, computer perfomance is even equal.&lt;br /&gt;
:Compared with commercial sims like X-Plane and FSFX vertice numbers and details are even in a similar range. Nethertheless, some optimations is always appreciated.&lt;br /&gt;
:What are your computer specs? &lt;br /&gt;
--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 15:24, 10 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hi Heiko, thanks for the reply.&lt;br /&gt;
:: Don't worry, I am way too lazy to be really upset, just expressed my disappointment of not being able to fly the p51d anymore and that it kills the MP fun when another pilot shows up with it. Specs of my system can be found [http://beggabaur.onpw.de/wiki/index.php?title=FG_backtraces#System_info here]. Anything but up to date, I know, though I am certain there are many FG users with an even less powerful one.&lt;br /&gt;
:: I can see why people do want eye-candy, however wouldn't it be possible to preserve the old version? Btw, comparing it to other overdone models or even other sims is not something I count as a criterion. I am not a 3D modeler so I am not really able to make suggestions on how to improve the model. But is it really necessary to model every single tiny detail? Like little holes in the fuselage or the interior of the gear housing. Most of those details can be done by a good texture.&lt;br /&gt;
:: But don't mind users with lower spec systems, they'll find a way. I've looked closer at the situation and decided to use the old version of the Mustang as an AI model and switch to another cool, powerful taildragger for flying.&lt;br /&gt;
::[[User:Flughund|Flughund]] ([[User talk:Flughund|talk]]) 16:55, 10 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Hello&lt;br /&gt;
:: So it looks like we have a volunteer to create an AI version of the exterior model or am I mistaken?  If users want things to get better they need to do more than complain.  After all I have put literally 10's of thousands of hours of work into this aircraft.  There have only been a few who have volunteered to help and most of them didn't do anything at all (other than waist my time).  Literally the only things in the current model that were produced by a volunteer are the rudder pedals and related linkage.   New rudder pedals will be made sometime soon based on factory blue prints (the existing ones are not very accurate) and I expect this to take perhaps 10 to 12 hours to do.   So volunteers are responsible for literally less than 0.1% of this aircraft.&lt;br /&gt;
&lt;br /&gt;
:: The new exterior model only affected my frame rates by about 5% compared to the old external model but I am running modern high end hardware but with the eye candy near max and I am still seeing frames rates &amp;gt; 55FPS and it often locks onto vsync, which is 60FPS, on a 2560x1600 display (IE. the resolution significantly increases the GPU load compared to a more normal monitor size) at high LOD airports.  I am also using the 8Kx8K textures rather then the default 2Kx2K textures.  So this is a worst case setup.&lt;br /&gt;
&lt;br /&gt;
:: A suggestion that might help out.  How old is the version are you running?  The last version I pushed had texture sizes defaulted to 2Kx2K which should work on most hardware.  This setup was pushed only a few days ago so there is a significant possibility that you are using a version that predates this change.  Earlier versions have only 8Kx8K textures and these would definitely cripple older/lower end hardware even if, as is the case with your hardware/drivers, the 8k textures are supported.  The latest version is setup to allow you to change texture resolution/size although this does require you to do some manual file copying.  This is to allow users to adjust texture size to their hardware capabilities both high and low end.  You can choose 1K, 2K, 4K or 8K textures for both the livery and the effects textures - if you have 1K, 2K, 4K and 8K directories in the Models/Livery and Models/Effects/Textures directories you are using the 2K textures.  I have found that using the same resolution for both the effects textures and the livery textures seems to perform better on my hardware and look cleaner (IE. crisper details).  I have also found that even on my high end hardware that there is a noticeable increase in frame rate going from 8K to 4K textures but not going to lower resolution textures.  But again this is on very high end hardware so I would expect lower end hardware to show an even bigger frame rate hit with the large textures.  Lower end/older hardware might benefit from going all the way down to the 1K level but I don't have any way to test this.  However I did make it possible for users to select these lower resolution textures.&lt;br /&gt;
&lt;br /&gt;
:: The number of vertices in the exterior model is significantly higher than the old model at around 100K (the old one is about 15K) but compared to the scenery (which can have millions of vertices) this is a relatively small number.  From what I have read the 777 is slow on very high end hardware were as the frame rate hit of the P-51D on high end hardware is relatively small compared to the old exterior model.  So it is definitely &amp;quot;lighter&amp;quot; than the 777 or the Extra 500 but there is definitely older/lower end hardware that it not up to the job of running the new P-51D.  I don't know were the cutoff line is since I don't have a bunch of old hardware laying around to do testing on.  Also various versions of this have been in git for sometime now and one responsibility of users is to do testing well before the release date.  If this feedback had happened months ago there might have been time to test some things to see where the bottle neck is on low end hardware and make some adjustments.  At this late hour this will not be possible before the 3.2 release which is days away.  I am not saying that this can not be made to run better on lower end system only that it takes some effort and time to do that and this includes some effort from those with lower end hardware to help figure out what the issues are and to test fixes.  This is an on going issue in the FG community - IE. users with low end hardware complaining about performance but being unwilling to help resolve the issues.  Not saying that this applies to you and perhaps you are an exception to the rule.&lt;br /&gt;
&lt;br /&gt;
:: As to your system hardware.  It is not even close to being &amp;quot;not close to high-end systems&amp;quot; although in it day it was &amp;quot;close to a high end system&amp;quot; and I think clearly stating that it is very old and by modern standards very low end is in order.  This is lower end hardware than I had 10 years ago so it definitely has it's limitations and may not be up to handling higher end models like the P-51D.  My older hardware would only run the FG v2.4 P-51D with the eye candy turned down significantly at around 25FPS when running FG 2.4 with scenery 1.0 and a 1600x1200 monitor.  This is just barely useable IMO.   Going from scenery 1.0 to 2.0 had a significant frame rate hit on my high end system and I shutter to think what it would have done to my old system.  &lt;br /&gt;
&lt;br /&gt;
:: Aircraft devs (and the scenery devs as well) are caught between a rock and a hard place on this because one group of users is always complaining about aircraft (scenery) not being detailed/accurate enough and those with lower end hardware are always complaining that the high end aircraft (scenery) don't run well on their systems.  Basically users can have either detailed accurate models or models that run well on older/lower end hardware but having both is very difficult, at best, if not impossible.  After all none of us have magical powers and I can't just will your graphics card to have more CUDA cores.  Again there are likely some optimizations that can be done to the new P-51D to make it run on a wider range of hardware and I suspect that your hardware is very close to the line between can and can't be made to work OK.&lt;br /&gt;
&lt;br /&gt;
:: On the other hand eventually you and other users with low end/old hardware will be replacing their systems and almost anything purchased to replace it, as long as it has at least a mid level graphics card, should run the P-51D nicely but perhaps not the 777 or Extra 500 and perhaps not with full eye candy.  Over time fewer and fewer users will have low end/older hardware and this is a major consideration for aircraft devs.  In fact at some point my hardware is likely to be considered old/low end so this is a cycle we all go through and at some point all of us need to do hardware upgrades even if we don't want to.  &lt;br /&gt;
&lt;br /&gt;
:: Should I do a bunch of work to create something that works on low end/old hardware but is really not a big improvement over the existing models and that will eventually need to be redone or should I look to the future and make something that will hold up over a longer time frame and will run nicely on mid (IE. $100 graphics card) to high end current hardware?  After all I have over 600 hours into the new exterior model and it is still a work in progress (meaning it needs a lot of work to be &amp;quot;complete&amp;quot;) - why would I do that much work to produce something that is not a big upgrade to the existing models? I started working on the new exterior model about 10 months ago so I will likely have 1 1/2 years into this effort before I consider it to be &amp;quot;done&amp;quot; and I have averaged close to 20 hours per week on this.  This is a huge undertaking that I don't want to repeat anytime soon.  In fact I think the current external model will hold up well for several decades and will likely out live me.  &lt;br /&gt;
&lt;br /&gt;
:: Also I work for a software company and the software I work on is based on certain minimum hardware and system specs.  If the users hardware does not meet that minimum spec and they call in with an issue they are told to upgrade their hardware and system software as the first step in the support process.  That minimum spec is way newer and higher end than your hardware so expecting to run current high end software (which is more or less what the new P-51D is) on your hardware is not a realistic expectation and most commercial software companies support people would basically LOL and then tell you to upgrade your hardware if such a request is made.&lt;br /&gt;
&lt;br /&gt;
:: The wheel well details are only about 1% to 2% of the total vertices of the exterior model. These are all low poly models (some of these models are a few as 12 vertices for example).  The same thing is true for what holes exist in the exterior.  These are at most a few hundred vertices total and are well under 1% of the vertices in the model.  So these things will have almost no impact on frame rate.&lt;br /&gt;
&lt;br /&gt;
:: As has been pointed out on the forums many times there is nothing stopping users with low end hardware from using older lighter models like the 3.0 P-51D model which will run just fine on FG 3.2 or FG 2.4 or anything i between.  Just download it from the 3.0 aircraft page and install it in place of the new one. You can do this going all the way back to 2.4 aircraft if you need to. &amp;quot;however wouldn't it be possible to preserve the old version&amp;quot; yes it has been preserved just get it from the right location and install it as has been pointed on the forum MANY MANY times.  But maintaining the old version in place beside the new work is something I will not do as it significantly increases the maintenance overhead for no reason and in the process slows down the rate at which improvements can be made.   &lt;br /&gt;
&lt;br /&gt;
:: If you are limited to running very old hardware (for what ever reason) then you should be aware that you may have to run older software that is suited to that hardware.  That applies to many things in addition to FlightGear aircraft.  From a flying point of view there is very little difference between the 3.0 version and the 3.2 version of the P-51D since the FDM, systems and cockpit are almost exactly the same although all of these have had some, mostly minor, changes for 3.2.  After all the upgrade project is aimed at the exterior model. Future plans do include significant upgrades to the cockpit to make it more accurate (probably about the same LOD however) since the current cockpit models are more or less eye balled from photos rather than being based on factory blue prints and are not very accurate.  I would also be interested in how the 3.0 version runs on your hardware since it appears that you have not run the older versions based on you comments.  IE. is the older version really 2 to 3 times as fast on your hardware?&lt;br /&gt;
&lt;br /&gt;
:: If you are actually interested in helping out let me know and we will figure how to make that possible.  Even if it is just to be a &amp;quot;low end system&amp;quot; tester something that FG needs way more of in general if low end systems are going to be supported going forward.  After all we can't fix the issues with low end systems if the people with these systems refuse to help with diagnostics and testing.&lt;br /&gt;
&lt;br /&gt;
:: Also I experienced a lot of issues with the Blender to ac3d exporter and one of these has to do with parented objects not being correctly exported (IE. the export moved and rotated these objects in what appeared to be random ways).   As a result, currently, the objects involved in the livery stuff are not correctly parented.  I know that this has some performance implications.  I would like to figure out a good way to fix this but so far have not been able to locate the information needed to do this is a way that is not a huge amount of work (to redo work that I already did).  This could have a significant impact on users with low end systems but on my system it seems to impact how long it takes to start up the sim and how long it takes to switch liveries.  There is a rumor that the solution to this issue was talked about on the dev list but I have not been able to locate this information.  If anyone knows how to solve this issue please let me know. &lt;br /&gt;
&lt;br /&gt;
--[[User:Hvengel|Hvengel]] ([[User talk:hvengel|talk]])&lt;br /&gt;
&lt;br /&gt;
:::Hi, sorry, but you are falling in the same trap the 777 modeller did, although one order of magnitude lower. I'm not saying your work isn't great (or the 777), I'm saying it's not ok for ''realtime'' rendering, while it would be a killer asset on a CG movie set, or in a 3d-printing shop. You've so far fallen in the huge texture trap while they fell into overly heavy vertex counts and &amp;quot;over modelled details that never end up visible&amp;quot; trap.&lt;br /&gt;
&lt;br /&gt;
:::'''8kX8k''' textures are '''overkill''', unless they are a proper '''texture atlas''' and the whole model uses just that one texture. Keep in mind that that texture will be uncompressed (since the .dds format is effectively banned), then mipmapped (which makes it use 1.5x system/video memory than the original uncompressed texture) and it's a waste of system and video ram, not to mention the time spent on CPU to generate the mipmaps, which will cause huge freezes to any system when your aircraft joins any MP session.&lt;br /&gt;
&lt;br /&gt;
::: Before anyone comments, yes the global water depth-map is 16kX8k, but that was necessary to have proper detail, and it's only one texture used by any &amp;quot;Ocean&amp;quot; tile  in the world. And now with Stuart's changes to the materials handling, splitting it into 4 textures becomes possible and worth investigating.&lt;br /&gt;
&lt;br /&gt;
:::OSG has its builtin LOD/Decimation, any individual &amp;quot;feature&amp;quot; that would be rasterized to less than 8px (default, could be set to an arbitrary size) will be culled away. Everybody's whining for LOD, but they forget one essential thing, LOD comes at a cost (roughly speaking 1.5x increase in memory usage, both system and video, so if your model is already 'heavy', LOD won't help, it will actually make things worse; either that or thrashing as you load LODs individually if you went that route).&lt;br /&gt;
&lt;br /&gt;
:::There are a few very &amp;quot;cheap&amp;quot; and effective strategies to optimize your model. Biggest wins come from merging all &amp;quot;static&amp;quot; meshes into one, and using one single texture sheet (so called atlas) for the whole model (except of course transparent parts/textures that need to be separate) . Then clean up your textures, don't leave alpha channels in opaque textures (causes unneeded overdraw and depth testing, not to mention weird culling/transparency bugs; I'm talking about the diffuse texture, not the additional ones assigned/used by effects). Then you can look into optimizing vertex/tri count, and there you can start with removing faces that will never be seen. Then you can look into detail optimizing, like what features are easier and cheaper to do via a texture+normalmap vs. what can be modeled. It's all smoke and mirrors, and the fewer resources your result needs the better, even if that means that it's no longer 100% accurate (irrespective of what GPU it ends up on)&lt;br /&gt;
&lt;br /&gt;
:::BTW, minimal system requirements for fg are an OpenGL2.1/GLSL1.2 capable card, period. That's what it needs to run, until further notice (a port to OpenGL3.1+ will have to be done sooner or later). That means a generation 8xxx nVidia card or the ATI equivalent (I'm not even going to discuss the IGP solutions as they're not worth it). They're by far not current cards, but they can and should handle it very well, if things are properly optimized. (Would it interest you if I told you I can run trees and random buildings at density 2.9 on an 8800GT with minimal framerate impact? Oh yeah, with dense 'grass' generated nearby too? This requires minimal changes to the source, but its not really prime-time ready yet)&lt;br /&gt;
&lt;br /&gt;
:::Please note that above I'm talking about 'optimization', and not about simplified/featureless models/textures/etc. for &amp;quot;low end specs&amp;quot;. What you're doing with a &amp;quot;modern&amp;quot; GPU is simply offsetting the  rather huge unoptimized part with raw &amp;quot;power&amp;quot;, and that's not ok any way you look at it. (And yes, this optimization will help the higher end GPUs too, as they will be able to cram even more stuff in the scene, or do some extra interesting things without choking). And frankly, the fact that FG can't run at a steady vsync-locked 60fps on that system, would ring lots of alarm bells if I were you.&lt;br /&gt;
&lt;br /&gt;
:::As to the issue with parenting in blender. You have to reset your objects origins and make them all have a 0 offset to the parent. '''Shift+c''' to reset 3d cursor to scene origin (0,0,0). Select the parent -&amp;gt; '''Object''' -&amp;gt; '''Transform''' -&amp;gt;'''Origin to 3d Cursor'''. Then with the parent still selected-&amp;gt; '''Shift + g''' -&amp;gt; '''Children''' (to select all children objects). '''Alt+p''' -&amp;gt; '''Clear parent and keep transform''' (to clear the &amp;quot;wrong&amp;quot; parent relationship), then keeping all the children selected '''Object''' -&amp;gt; '''Transform''' -&amp;gt; '''Origin to 3d Cursor'''. Then with the children still selected, '''shift select''' the parent, '''ctrl + p''' -&amp;gt; '''Object''' (to reparent them).&lt;br /&gt;
:::'''Do not''' parent '''glass''' and/or other '''transparent objects''' to the main parent. Also if using '''different effects''' on different objects, those with the different effect '''cannot be''' parented to the main parent (they will have their effect '''overwritten''' by the parent's)&lt;br /&gt;
:::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 01:51, 11 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::P.S. The Extra500 is a very special case, and its performance issues have nothing to do with a detailed model on old hardware (like some would like you to think), but there the nasal beast rears its ugly head and starts biting ;) (it runs just as bad with a cube replacing the 3d-model)&lt;br /&gt;
&lt;br /&gt;
Hm... looks like the download link does not work...&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] ([[User talk:Jarl Arntzen|talk]]) 13:59, 11 August 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_December_2013&amp;diff=66290</id>
		<title>Talk:FlightGear Newsletter December 2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_December_2013&amp;diff=66290"/>
		<updated>2014-01-06T21:41:57Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Cleaning up formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, I'm translating the newsletter and I have a doubt with the concepts &amp;quot;stub&amp;quot; and &amp;quot;skeleton&amp;quot; used in &amp;quot;Wizard-based Aircraft Creation&amp;quot; section, are these used as C++ concepts?. Thanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mmmm, I think &amp;quot;Usability Improvements&amp;quot; subtitle must be deleted or this is not in the right place.&lt;br /&gt;
&lt;br /&gt;
{{unsigned|07:03, 5 January 2014‎|Wallkon}}&lt;br /&gt;
&lt;br /&gt;
: Hi,&lt;br /&gt;
: you were correct about &amp;quot;Usability Improvements&amp;quot;. I've removed that heading.&lt;br /&gt;
: I don't know about the concepts, best to ask Hooray, the author of that section. In general, &amp;quot;stub&amp;quot; refers to a (short) example/draft that needs to be further extended before it can be used. &amp;quot;Skeleton&amp;quot; probably refers to a simple (file/folder) structure, consisting of the essential parts to make an aircraft fly in FlightGear.&lt;br /&gt;
: Cheers, [[User:Gijs|Gijs]] ([[User talk:Gijs|talk]]) 13:47, 5 January 2014 (UTC)&lt;br /&gt;
: PS: Please sign messages on wiki talk pages with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: Hi Wallkon, first of thank you -once again- for doing this, translating the newsletter is really appreciated, and we really need more contributors like you !&lt;br /&gt;
::: Regarding the terms you mentioned, Gijs is actually right. A [https://en.wikipedia.org/wiki/Skeleton_(computer_programming) skeleton] is basically a &amp;quot;template&amp;quot; that can be filled in and parameterized, a [https://en.wikipedia.org/wiki/Method_stub stub] is a placeholder that waits to be adopted and extended by others. So this is not really about C++ or Nasal, these are just words to indicate that something only just got started and needs to be extended to be useful (stubs) or that something is just a generic template that is not specific to a particular use-case, i.e. needs to be customized. HTH  &amp;amp; Thanks again for all your contributions here! --[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 16:42, 5 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello, could you tell me what is the meaning of cc: in the following sentence &amp;quot;Just cc: me if you do&amp;quot;. I guess this is related to &amp;quot;carbon copy&amp;quot; used in e-mails, but I am not sure.&lt;br /&gt;
&lt;br /&gt;
Thanks in advance. [[User:Wallkon|Wallkon]] ([[User talk:Wallkon|talk]]) 18:45, 6 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small headline issue ==&lt;br /&gt;
&lt;br /&gt;
May I humbly request that the level-2 headline &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;== Wizard-based Aircraft Creation ==&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Is changed to a level-3 headline&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;=== Wizard-based Aircraft Creation ===&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
At least on mobile it currently seems like '''Wizard-based Aircraft Creation''' is a whole separate category, which doesn't reside under '''Development news''' at all and that the following level-3 headlines actually reside under '''Wizard-based Aircraft Creation''' not '''Development news''' as they really are.&lt;br /&gt;
&lt;br /&gt;
Confusing on mobile.&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
[[User:Jarl Arntzen|Jarl Arntzen]] ([[User talk:Jarl Arntzen|talk]]) 21:38, 6 January 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_December_2013&amp;diff=66289</id>
		<title>Talk:FlightGear Newsletter December 2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_December_2013&amp;diff=66289"/>
		<updated>2014-01-06T21:38:29Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Small headline issue */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, I'm translating the newsletter and I have a doubt with the concepts &amp;quot;stub&amp;quot; and &amp;quot;skeleton&amp;quot; used in &amp;quot;Wizard-based Aircraft Creation&amp;quot; section, are these used as C++ concepts?. Thanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mmmm, I think &amp;quot;Usability Improvements&amp;quot; subtitle must be deleted or this is not in the right place.&lt;br /&gt;
&lt;br /&gt;
{{unsigned|07:03, 5 January 2014‎|Wallkon}}&lt;br /&gt;
&lt;br /&gt;
: Hi,&lt;br /&gt;
: you were correct about &amp;quot;Usability Improvements&amp;quot;. I've removed that heading.&lt;br /&gt;
: I don't know about the concepts, best to ask Hooray, the author of that section. In general, &amp;quot;stub&amp;quot; refers to a (short) example/draft that needs to be further extended before it can be used. &amp;quot;Skeleton&amp;quot; probably refers to a simple (file/folder) structure, consisting of the essential parts to make an aircraft fly in FlightGear.&lt;br /&gt;
: Cheers, [[User:Gijs|Gijs]] ([[User talk:Gijs|talk]]) 13:47, 5 January 2014 (UTC)&lt;br /&gt;
: PS: Please sign messages on wiki talk pages with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: Hi Wallkon, first of thank you -once again- for doing this, translating the newsletter is really appreciated, and we really need more contributors like you !&lt;br /&gt;
::: Regarding the terms you mentioned, Gijs is actually right. A [https://en.wikipedia.org/wiki/Skeleton_(computer_programming) skeleton] is basically a &amp;quot;template&amp;quot; that can be filled in and parameterized, a [https://en.wikipedia.org/wiki/Method_stub stub] is a placeholder that waits to be adopted and extended by others. So this is not really about C++ or Nasal, these are just words to indicate that something only just got started and needs to be extended to be useful (stubs) or that something is just a generic template that is not specific to a particular use-case, i.e. needs to be customized. HTH  &amp;amp; Thanks again for all your contributions here! --[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 16:42, 5 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello, could you tell me what is the meaning of cc: in the following sentence &amp;quot;Just cc: me if you do&amp;quot;. I guess this is related to &amp;quot;carbon copy&amp;quot; used in e-mails, but I am not sure.&lt;br /&gt;
&lt;br /&gt;
Thanks in advance. [[User:Wallkon|Wallkon]] ([[User talk:Wallkon|talk]]) 18:45, 6 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small headline issue ==&lt;br /&gt;
&lt;br /&gt;
May I humbly request that the level-2 headline &lt;br /&gt;
== Wizard-based Aircraft Creation ==&lt;br /&gt;
&lt;br /&gt;
Is changed to a level-3 headline&lt;br /&gt;
=== Wizard-based Aircraft Creation ===&lt;br /&gt;
&lt;br /&gt;
At least on mobile it makes it seem like &amp;quot;Wizard-based Aircraft Creation&amp;quot; is a whole separate category, which doesn't reside under &amp;quot;Development news&amp;quot; at all and that the following level-3 headlines actually reside under &amp;quot;Wizard-based Aircraft Creation&amp;quot; not &amp;quot;Development news&amp;quot; as they really are.&lt;br /&gt;
&lt;br /&gt;
Confusing on mobile.&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
[[User:Jarl Arntzen|Jarl Arntzen]] ([[User talk:Jarl Arntzen|talk]]) 21:38, 6 January 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_January_2013&amp;diff=57954</id>
		<title>Talk:FlightGear Newsletter January 2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_January_2013&amp;diff=57954"/>
		<updated>2013-02-16T14:05:19Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Question about the availability of procedural textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little puzzled about a slight difference between the newsletter content and the Changelog:&lt;br /&gt;
&lt;br /&gt;
===== The January newsletter says: =====&lt;br /&gt;
&amp;quot;The texturing procedure is easily configurable via materials.xml and combined with regional texturing allows for a much improved experience for low-level flights or helicopter trips away from airfields. ''Note that this feature will not be available for the 2.10 release, as it requires still some testing.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===== The 2.10 Changelog says: =====&lt;br /&gt;
&amp;quot;High resolution close-up texturing effects with up to 10 cm detail resolution and dynamically added bumpmap for low-level flight and better depth perception.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What's correct?&lt;br /&gt;
I know I can just download and test this but in case it doesn't work on my computer I'd like to know if it's really supposed to work so I can file a bug, if needed.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] 14:05, 16 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_January_2013&amp;diff=57953</id>
		<title>Talk:FlightGear Newsletter January 2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:FlightGear_Newsletter_January_2013&amp;diff=57953"/>
		<updated>2013-02-16T14:04:15Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Question about the availability of procedural textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little puzzled about a slight difference between the newsletter content and the Changelog:&lt;br /&gt;
&lt;br /&gt;
===== The January newsletter says: =====&lt;br /&gt;
&amp;quot;The texturing procedure is easily configurable via materials.xml and combined with regional texturing allows for a much improved experience for low-level flights or helicopter trips away from airfields.&lt;br /&gt;
 ''Note that this feature will not be available for the 2.10 release, as it requires still some testing.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===== The 2.10 Changelog says: =====&lt;br /&gt;
&amp;quot;High resolution close-up texturing effects with up to 10 cm detail resolution and dynamically added bumpmap for low-level flight and better depth perception.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What's correct?&lt;br /&gt;
I know I can just download and test this but in case it doesn't work on my computer I'd like to know if it's really supposed to work so I can file a bug, if needed.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] 14:04, 16 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto_talk:Multi-computing_FlightGear&amp;diff=57787</id>
		<title>Howto talk:Multi-computing FlightGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto_talk:Multi-computing_FlightGear&amp;diff=57787"/>
		<updated>2013-02-08T23:16:41Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Created page with &amp;quot;Wow. I just got some old computers from work. I'll put them to use and try this as soon as possible. &amp;lt;br /&amp;gt; --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow. I just got some old computers from work. I'll put them to use and try this as soon as possible.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Jarl Arntzen|Jarl Arntzen]] 23:16, 8 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Scripted_Compilation_on_Linux_Debian/Ubuntu&amp;diff=57660</id>
		<title>Scripted Compilation on Linux Debian/Ubuntu</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Scripted_Compilation_on_Linux_Debian/Ubuntu&amp;diff=57660"/>
		<updated>2013-02-03T17:50:41Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: /* Clarification about ability to build only part of the system.*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The following script takes care of downloading and compiling FlightGear from the git repositories with just one command execution for both 32-bit and 64-bit Debian based systems (Debian, Ubuntu). Pre-existing installed version (if any) of FlightGear are not touched at all since the script builds and installs everything under the directory in which it is launched. You can choose between building all or only specific tools and applications. For redhat-based systems (Fedora, CentOS) you may want to check out [[CentOS]].&lt;br /&gt;
&lt;br /&gt;
Necessary packages are installed via the apt-get system while libraries not included in the repositories are downloaded and compiled on the fly (i.e. [[Plib]], [[Simgear]] and [[OSG]]).&lt;br /&gt;
&lt;br /&gt;
For Hints on Using a RPM based distribution like CentOS, please see [[CentOS]]&lt;br /&gt;
&lt;br /&gt;
=== Disk Space Requirements ===&lt;br /&gt;
As of 02/2013, this script will by at least require 24-30 gb of disk space, note that this includes the downloaded source trees and the build files, but also the fgdata checkout (which accounts approx. for 50% of the whole thing).  &lt;br /&gt;
&lt;br /&gt;
=== List of compiled programs ===&lt;br /&gt;
The script is able to download and compile:&lt;br /&gt;
* FlightGear (And all the data needed to use it)&lt;br /&gt;
* [[Fgrun]]&lt;br /&gt;
* [[FGCOM]]&lt;br /&gt;
* [[FGComGui]]&lt;br /&gt;
* [[FGo!]]&lt;br /&gt;
* [[FGX]]&lt;br /&gt;
* [[Atlas]]&lt;br /&gt;
* [[Terrasync]]&lt;br /&gt;
* [[FlightGear HLA support (High Level Architecture) | OpenRTI]]&lt;br /&gt;
&lt;br /&gt;
==== Updated list of programs compilation status ====&lt;br /&gt;
Keeping in mind that this script compiles bleeding edge software versions, using latest debian derivered distros, it can happen that the program that was successfully compiling last week, today does not.&amp;lt;BR/&amp;gt;&lt;br /&gt;
This is a list of what does and does not compile as much updated as possible.&amp;lt;BR&amp;gt;&lt;br /&gt;
Date: 19 November 2012&lt;br /&gt;
* FlightGear ... OK&lt;br /&gt;
* [[Fgrun]] ... OK&lt;br /&gt;
* [[FGCOM]] ... OK&lt;br /&gt;
* [[FGComGui]] ... OK&lt;br /&gt;
* [[FGo!]] ... OK&lt;br /&gt;
* [[FGX]] ... OK&lt;br /&gt;
* [[Atlas]] ... COMPILATION ERROR&lt;br /&gt;
* [[Terrasync]] ... OK&lt;br /&gt;
* [[FlightGear HLA support (High Level Architecture) | OpenRTI]] ... OK&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the script here: &lt;br /&gt;
* Primary site: [http://www.gitorious.org/fg/fgmeta/blobs/raw/master/download_and_compile.sh download_and_compile.sh]&lt;br /&gt;
* Mirror: [http://assistenza.larasrl.net/brisa/fgfs/download_and_compile.sh download_and_compile.sh]&lt;br /&gt;
&lt;br /&gt;
The script is maintained in the FlightGear main repository. Remember to update this script whenever a new FlightGear version is released, so that you'll be able to download the latest stable revision.&lt;br /&gt;
&lt;br /&gt;
There is also another option for building FlightGear and all its dependencies in an automated fashion, please refer to: http://geoffmclane.com/fg/fgfs-052.htm&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
To run download_and_compile.sh, just save it in a directory called for example: ~/fgfs&lt;br /&gt;
then execute it (no need to execute it as root).&lt;br /&gt;
&lt;br /&gt;
Here is for example a sequence of commands to get the script:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mkdir ~/fgfs&lt;br /&gt;
cd ~/fgfs&lt;br /&gt;
wget http://www.gitorious.org/fg/fgmeta/blobs/raw/master/download_and_compile.sh&lt;br /&gt;
chmod 755 download_and_compile.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have two options now: build the latest ''stable'' FlightGear release or build the ''current development'' version (bleeding edge).&lt;br /&gt;
&lt;br /&gt;
=== Build the latest stable FlightGear release ===&lt;br /&gt;
When executing the script, use the &amp;quot;-s&amp;quot; option to build the latest stable release:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sh download_and_compile.sh -s&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Build the current FlightGear development version ===&lt;br /&gt;
When executing the script without any option, the latest development version is built.&lt;br /&gt;
&lt;br /&gt;
'''Warning''': The development version changes on an almost daily basis. It provides the latest features, but is not always guaranteed to work reliably. If you're unfamiliar with software testing, you may prefer to use the latest stable release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sh download_and_compile.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the script is finished, you will successfully get Flightgear and Fgrun installed in the ~/fgfs directory.&lt;br /&gt;
&lt;br /&gt;
=== Launching FlightGear ===&lt;br /&gt;
To run your new git installation of FlightGear you have to launch the ''run_fgfs.sh'' command under the same folder, for example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ~/fgfs&lt;br /&gt;
sh run_fgfs.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Fgrun ===&lt;br /&gt;
[[File:fgrun-page2.jpg|thumb|right]]&lt;br /&gt;
For many users it's more comfortable having FlightGear launched by the graphical utility Fgrun which is installed as well in the same folder. You have to launch the ''run_fgrun.sh'' command, for example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ~/fgfs&lt;br /&gt;
sh run_fgrun.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Fgo! ===&lt;br /&gt;
[[File:Fgo01.jpg|thumb|left]]&lt;br /&gt;
This is a graphical utility written in [[python]], You have to launch the ''run_fgo.sh'' command, for example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ~/fgfs&lt;br /&gt;
sh run_fgo.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Remember that the first time you run it, you have to go to preferences and set the binary and fgdata path (Do no set the working directory, you don't need it).&lt;br /&gt;
&lt;br /&gt;
== Additional programs ==&lt;br /&gt;
If you wish to get all the other programs, you need to launch the script adding the &amp;quot;ALL&amp;quot; option to the command line:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sh download_and_compile.sh ALL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This, will also install FGCOM, FGComGui and Atlas&lt;br /&gt;
&lt;br /&gt;
=== Launching FGCOM ===&lt;br /&gt;
FGCOM is the system used by FlightGear to simulate radio communications between users. Launch it using the ''run_fgcom.sh'' command:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ~/fgfs&lt;br /&gt;
sh run_fgcom.sh -cs&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching FGComGui ===&lt;br /&gt;
FgComGui is a GUI wrapper to launch fgcom.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ~/fgfs  &lt;br /&gt;
sh run_fgcomgui.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Atlas ===&lt;br /&gt;
[[File:Atlas.jpg|thumb]]&lt;br /&gt;
Atlas provides a map for FlightGear, use it launching: ''run_atlas.sh''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ~/fgfs&lt;br /&gt;
sh run_atlas.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Terrasync ===&lt;br /&gt;
Your FlightGear compilation comes with the Terrasync program too, so if you want to use it:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ~/fgfs&lt;br /&gt;
sh run_terrasync.sh -S -p 5500 -d /folder/with/sceneries&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Where: ''/folder/with/sceneries'' is the folder containing the sceneries data.&lt;br /&gt;
&lt;br /&gt;
Then launch fgfs with the '''--fg-scenery=/folder/with/sceneries --atlas=socket,out,5,localhost,5500,udp''' option&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Compilation errors ===&lt;br /&gt;
Here we are, no fear, if you wish to use programs from the cvs/svn/git repositories, you might face compilation errors that will prevent you to have a working copy of one or more of the programs provided by this script. What can be the causes that prevent us from successfully compiling? As far as I know those:&lt;br /&gt;
# Software developers introduce a new functionality with a new piece of code that prevents the compilation under your architecture, this can happen working with cvs/svn/git sources.&lt;br /&gt;
# The program refuses to compile because of a divergence in the libraries on which it depends. For example FlightGear might not compile because OSG has been modified, while OSG itself compiles fine, FG won't.&lt;br /&gt;
# One or more repositories are down and you can't get the library you need. (Both from cvs/svn/git or apt-get)&lt;br /&gt;
&lt;br /&gt;
There is a simple solution to the above errors: wait and relaunch the script after some time (hours or days), if software developers repair or synchronize their code with the newly updated libraries (which generally happens eventually), your FlightGear will compile fine as if the previous error never took place.&lt;br /&gt;
&lt;br /&gt;
Sometimes it happens that the script fails to compile only fgrun, fgcom or atlas, if you then see the run_fgfs.sh file it means that FlightGear installation was successful and you can safely run it.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
The script by default (without any option) will only compile FlightGear and Fgrun. To make it compile all, you need to launch the script with the ''ALL'' parameter. i.e.:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sh download_and_compile.sh ALL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling only one program ===&lt;br /&gt;
If you wish to recompile only one of the programs you can launch the script with one of the following parameters:&lt;br /&gt;
* PLIB (to compile and install only plib)&lt;br /&gt;
* OSG (to compile and install only OpenSceneGraph)&lt;br /&gt;
* SIMGEAR (to compile and install only Simgear)&lt;br /&gt;
* FGFS (to compile and install only FlightGear)&lt;br /&gt;
* DATA (to download / update only data files for FlightGear)&lt;br /&gt;
* FGRUN (to compile and install only Fgrun)&lt;br /&gt;
* FGO (to compile and install only Fgo!)&lt;br /&gt;
* FGCOM (to compile and install only Fgcom)&lt;br /&gt;
* FGCOMGUI (to compile and install only FgComGui)&lt;br /&gt;
* ATLAS (to compile and install only Atlas)&lt;br /&gt;
&lt;br /&gt;
=== Fast updating ===&lt;br /&gt;
There is a second parameter ''UPDATE'' that allows you to just update your installation. i.e.:&lt;br /&gt;
This will only update FGFS&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sh download_and_compile.sh FGFS UPDATE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling last stable versions (Experimental) ===&lt;br /&gt;
Even if the script fetches data and sources from bleeding edge developers repositories (which sometimes do not compile), you can still force the script to download latest known versions of the software that were compiling successfully by adding the -s option.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sh download_and_compile.sh -s&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How does it work? Inside the script there is a small list with latest known versions of successfully compiling revisions, it will download from svn/git those specific revisions, which have been found able to compile together.&amp;lt;BR/&amp;gt;&lt;br /&gt;
Warning: If you run this option inside a folder where you previously compiled fgfs, it will probably fail to compile, you better run the script with this option inside an empty folder or a folder whith the same fgfs version compiled previously.&lt;br /&gt;
&lt;br /&gt;
=== Advanced options ===&lt;br /&gt;
* Skip download of packages using '''-p n''' option&lt;br /&gt;
* Skip compilation of programs using '''-c n''' option&lt;br /&gt;
* Skip retrieving software updates using '''-d n''' option&lt;br /&gt;
* Skip reconfigure (make clean) using '''-r n''' option&lt;br /&gt;
&lt;br /&gt;
For example, if you are a developer and wish to quickly recompile and reinstall only your own modifications for FlightGear do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sh download_and_compile.sh -p n -d n -r n  FGFS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will only recompile modifications and reinstall them.&lt;br /&gt;
&lt;br /&gt;
=== Multicore Acceleration ===&lt;br /&gt;
Using the option '''-j x''' (where x is the number of your CPU-Cores you wish to assign to the job) will speed up the whole compilation process considerably.&lt;br /&gt;
&lt;br /&gt;
== Disk usage ==&lt;br /&gt;
Having both compiled program, source code, and data from git requires some hard disk space: It will take something like 13 GB of space.&lt;br /&gt;
If you don't have a fast machine, it will require several hours of compilation time.&lt;br /&gt;
&lt;br /&gt;
[[nl:Compileren met een Script op Linux Debian/Ubuntu]]&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Procedural_texturing&amp;diff=57651</id>
		<title>Talk:Procedural texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Procedural_texturing&amp;diff=57651"/>
		<updated>2013-02-03T12:28:49Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Question about how to test out autumn colors. What's the procedure?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BTW: How can we test out the autumn colors? Does it require custom scenery? I can not really see any settings for it in the UI. Does it take any parameters at run-time at all? Or is the time of year set at startup? I'd really like to test it out and maybe make some kind of promotional video.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Jarl Arntzen|Jarl Arntzen]] 12:28, 3 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd just like to say: Fantastic terrain images at the bottom of the page! I'm still failing to install TerraGear, but one day... :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Jarl Arntzen|Jarl Arntzen]] 18:15, 5 January 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Procedural_texturing&amp;diff=56946</id>
		<title>Talk:Procedural texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Procedural_texturing&amp;diff=56946"/>
		<updated>2013-01-05T23:15:59Z</updated>

		<summary type="html">&lt;p&gt;Jarl Arntzen: Positive comment... :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd just like to say: Fantastic terrain images at the bottom of the page! I'm still failing to install TerraGear, but one day... :)&lt;br /&gt;
[[User:Jarl Arntzen|Jarl Arntzen]] 18:15, 5 January 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Jarl Arntzen</name></author>
	</entry>
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