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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paul+Richter</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=Paul+Richter"/>
	<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/Special:Contributions/Paul_Richter"/>
	<updated>2026-06-13T12:07:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Blender&amp;diff=98506</id>
		<title>Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Blender&amp;diff=98506"/>
		<updated>2016-05-22T11:42:22Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: link to ac3d import/export&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Blender''' is a open source 3D content creation suite available for all major operating systems under the [[GNU General Public License]] and available for free. &amp;lt;sup&amp;gt;[http://www.blender.org/]&amp;lt;/sup&amp;gt; Many [[FlightGear]] developers use Blender, and there are a lot of articles on the FlightGear Wiki about using it.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' An [[Blender_AC3D_import_and_export|importer/exporter]] for FlightGear's most common 3D format (AC3D, .ac) is only included in Blender version 2.49b or older. For later versions you have to install it manually:&lt;br /&gt;
* [http://forum.flightgear.org/viewtopic.php?f=18&amp;amp;t=13442 Forum thread]&lt;br /&gt;
* [https://github.com/majic79/Blender-AC3D AC3D Blender plugin: Stable version (Github)]&lt;br /&gt;
* [https://github.com/majic79/Blender-AC3D/tree/bl-svn AC3D Blender plugin: Experimental version for Blender svn version (Github)]&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Blender related articles ===&lt;br /&gt;
* [[Howto: Add smooth (&amp;quot;Ambient Occlusion&amp;quot;) shadows in Blender]]&lt;br /&gt;
* [[Howto: Modeling Ground Signs with Blender]]&lt;br /&gt;
* Aircraft modeling tutorial (flightgear-specific)&lt;br /&gt;
** by Helijah: Breguet Br-761 &amp;quot;Deux ponts&amp;quot;&lt;br /&gt;
*** [http://helijah.free.fr/flightgear/Creation/Creation-fr.htm In French]&lt;br /&gt;
*** [http://helijah.free.fr/flightgear/Creation/Creation-en.htm In English]&lt;br /&gt;
* Aircraft modeling tutorial (non-flightgear-specific)&lt;br /&gt;
** by Kevin Jongen: [http://www.websitetoolbox.com/tool/post/felixdk/vpost?id=2283400 Nieuport 11] and [http://www.military-meshes.com/forums/showthread.php?t=2232 additional discussion]&lt;br /&gt;
** by Samo: [http://forums.cgsociety.org/showthread.php?f=91&amp;amp;t=252648&amp;amp;highlight=blender+aircraft Policarpov I-15 Chato]&lt;br /&gt;
** by Witold Jaworski: [http://airplanes3d.net/wm-000_e.xml E-book &amp;quot;Virtual Modeling&amp;quot; ] on P-40B. With over 3600 pictures and 1112 pages. Currently only in Polish (no English). But you can try machine translation plus the use of many pictures :-)&lt;br /&gt;
* Aircraft modeling video tutorial&lt;br /&gt;
** How to model Me163 Komet (Blender 2.64): [http://www.youtube.com/watch?feature=player_embedded&amp;amp;v=0et7lFsIf5E#! youtube]&lt;br /&gt;
** How to model an airliner (Blender 2.5): [http://www.youtube.com/watch?v=a5pva-Meu7E youtube]&lt;br /&gt;
** Blender 2.5 Tutorial- Introduction to Modeling in Blender: [http://www.youtube.com/watch?v=BGfJLsm54ho&amp;amp;feature=related youtube]&lt;br /&gt;
** Blender 2.59 Airplane Modeling Timelapse [http://www.youtube.com/watch?v=hC5pzvBbyQw&amp;amp;feature=relmfu youtube]&lt;br /&gt;
** Modeling an X-Wing in Blender 3D (Blender 2.4): [https://www.youtube.com/watch?v=BGfJLsm54ho&amp;amp;feature=related youtube]&lt;br /&gt;
** Blender 2.49b Reference Image Setup for Modeling workflow. [http://www.youtube.com/watch?v=SSedXO00H1c youtube] (Setting up the reference images as textured flat objects visible not only in orthographic views)&lt;br /&gt;
&lt;br /&gt;
=== Also related to modeling and Blender ===&lt;br /&gt;
* [[GMax2AC]]&lt;br /&gt;
* [[Howto: Illuminate faces|Illuminate faces]]&lt;br /&gt;
* [[Howto: Make a helicopter|Make a helicopter]]&lt;br /&gt;
* [[Model Import and Export]]&lt;br /&gt;
* [[Modeling - FAQ]]&lt;br /&gt;
* [[Modeling - Getting Started]]&lt;br /&gt;
* [[Modeling - SketchUp]]&lt;br /&gt;
* [[Normals and Transparency Tutorial]]&lt;br /&gt;
* [[SketchUp to AC3D exporter]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.blender.org/ Official website]&lt;br /&gt;
* [http://wiki.blender.org/index.php/Main_Page Official wiki]&lt;br /&gt;
* [http://www.blender.org/download/get-blender/ Get Blender]&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:GPL software]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Grumman_Albatross&amp;diff=36771</id>
		<title>Grumman Albatross</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Grumman_Albatross&amp;diff=36771"/>
		<updated>2011-11-04T06:38:37Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: not attack aircraft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =Grumman_Albatross.jpg&lt;br /&gt;
|name =Grumman Albatross&lt;br /&gt;
|type =Search and Rescue Flying Boat&lt;br /&gt;
|authors =Detlef Faber&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =Development&lt;br /&gt;
|fgname =Albatross&lt;br /&gt;
|download= http://www.flightgear.org/Downloads/aircraft-2.0.0/#Albatross&lt;br /&gt;
}}&lt;br /&gt;
The '''Grumman HU-16 Albatross''' is a large twin-radial engine amphibious flying boat. Originally designated '''SA-16''', it was renamed HU-16 in 1962.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/HU-16_Albatross Albatross on Wikipedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Grumman}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Seaplanes and flying boats]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=36493</id>
		<title>Cessna T-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=36493"/>
		<updated>2011-10-26T13:54:23Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Development status/Issues/Todo */  wheels and canopy (coming soon)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = T-37-splash.png&lt;br /&gt;
|name = Cessna T-37&lt;br /&gt;
|type = Military Aircraft&lt;br /&gt;
|authors = Erik Hofman, Paul Richter&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = beta&lt;br /&gt;
|fgname = t37&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Cessna T-37 Tweet''' is a basic jet trainer that first flew in 1954 and served in the U.S. and other air forces. It seats two in a side-by-side arrangement. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* engine turbines do not rotate or are not visible (engine bay could be a little darker)&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* No speedbrakes available&lt;br /&gt;
* wheels do not spin&lt;br /&gt;
* canopy does not open/close&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no switches and levers available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=36492</id>
		<title>Cessna T-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=36492"/>
		<updated>2011-10-26T13:53:15Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: HUD available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = T-37-splash.png&lt;br /&gt;
|name = Cessna T-37&lt;br /&gt;
|type = Military Aircraft&lt;br /&gt;
|authors = Erik Hofman, Paul Richter&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = beta&lt;br /&gt;
|fgname = t37&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Cessna T-37 Tweet''' is a basic jet trainer that first flew in 1954 and served in the U.S. and other air forces. It seats two in a side-by-side arrangement. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* engine turbines do not rotate or are not visible (engine bay could be a little darker)&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* No speedbrakes available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no switches and levers available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=36491</id>
		<title>Cessna T-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=36491"/>
		<updated>2011-10-26T13:52:48Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: fgname t37 (lowercase)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = T-37-splash.png&lt;br /&gt;
|name = Cessna T-37&lt;br /&gt;
|type = Military Aircraft&lt;br /&gt;
|authors = Erik Hofman, Paul Richter&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = beta&lt;br /&gt;
|fgname = t37&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Cessna T-37 Tweet''' is a basic jet trainer that first flew in 1954 and served in the U.S. and other air forces. It seats two in a side-by-side arrangement. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* engine turbines do not rotate or are not visible (engine bay could be a little darker)&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* No speedbrakes available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no switches and levers available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Animate_models&amp;diff=36490</id>
		<title>Howto:Animate models</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Animate_models&amp;diff=36490"/>
		<updated>2011-10-26T13:36:16Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Emission */ sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The real world is full of motion. To simulate this in [[FlightGear]], '''models must be animated'''.&lt;br /&gt;
&lt;br /&gt;
This document provides basic information for all kind of animations. For more complex animations, you are advised to check the available [[aircraft]] for examples.&lt;br /&gt;
&lt;br /&gt;
== A note about animation order ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Animations are executed by FlightGear in the order that they are read in the model's .xml file. Therefore, it is very important to pay attention to the order, especially when multiple animations are applied to the same object(s).&lt;br /&gt;
&lt;br /&gt;
== Special code parts ==&lt;br /&gt;
=== Axis ===&lt;br /&gt;
An axis part is required in every animation that involves a rotating or moving thing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The axis are similar to the ones of the 3D model. There is a difference between rotation and translation:&lt;br /&gt;
* In rotation animations, the axis part defines around what axis the object rotates. Negative/positive values make the difference between counterclockwise and clockwise rotations.&lt;br /&gt;
* In translate animations, the part defines along what axis the object moves. If the x-axis is poiting backwards, an x-value of -1 will result in forward motion.&lt;br /&gt;
&lt;br /&gt;
You could also define two points, between which FlightGear will calculate the correct axis. This makes the use of a [[#Center|&amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;]] tag redundant! Such coordinates are extremely useful for animating control surfaces (rudder, elevators etc.).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;   &lt;br /&gt;
   &amp;lt;x1-m&amp;gt; 4.9&amp;lt;/x1-m&amp;gt;&lt;br /&gt;
   &amp;lt;y1-m&amp;gt; 7.1&amp;lt;/y1-m&amp;gt;&lt;br /&gt;
   &amp;lt;z1-m&amp;gt;-1.0&amp;lt;/z1-m&amp;gt;&lt;br /&gt;
   &amp;lt;x2-m&amp;gt; 5.9&amp;lt;/x2-m&amp;gt;&lt;br /&gt;
   &amp;lt;y2-m&amp;gt;11.2&amp;lt;/y2-m&amp;gt;&lt;br /&gt;
   &amp;lt;z2-m&amp;gt;-0.5&amp;lt;/z2-m&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
Various animations ([[#Rotate|rotate]], [[#Spin|spin]]) move around a center point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The axis are similar to the ones of the 3D model, so finding coordinates is easily done in 3D modeling software.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Multiple animations can make use of a conditional. Check &amp;lt;tt&amp;gt;$FGDATA/Docs/README.conditions&amp;lt;/tt&amp;gt; for some more details.&lt;br /&gt;
&lt;br /&gt;
* '''equals:''' property value (or second property) is equal to value/(first)property.&lt;br /&gt;
* '''greater-than:''' property value (or second property) is larger than value/(first)property.&lt;br /&gt;
* '''greater-than-equals:''' property value (or second property) is greater than or equal to value/(first)property.&lt;br /&gt;
* '''less-than:''' property value (or second property) is smaller than value/(first)property.&lt;br /&gt;
* '''less-than-equals:''' property value (or second property) is smaller than or equal to value/(first)property.&lt;br /&gt;
&lt;br /&gt;
The example below is true when n1 has a value greater than 25.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;engines/engine[1]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;25&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then there are some special tags:&lt;br /&gt;
&lt;br /&gt;
* '''and:'''&lt;br /&gt;
* '''not:'''&lt;br /&gt;
* '''or:'''&lt;br /&gt;
&lt;br /&gt;
In the example below, the condition is true when either n1 is greater than 25% or equal to 0%.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;or&amp;gt;&lt;br /&gt;
    &amp;lt;greater-than&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;engines/engine[1]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
     &amp;lt;value&amp;gt;25&amp;lt;/value&amp;gt;&lt;br /&gt;
    &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;equals&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;engines/engine[1]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
     &amp;lt;value&amp;gt;0&amp;lt;/value&amp;gt;&lt;br /&gt;
    &amp;lt;/equals&amp;gt;&lt;br /&gt;
   &amp;lt;/or&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of implementation into an animation looks as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;suface-positions/left-aileron-pos-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;25&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;suface-positions/left-aileron-pos-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;10&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Interpolation ===&lt;br /&gt;
For non-fixed factors, an interpolation &amp;quot;table&amp;quot; can be created. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;interpolation&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt; 0.0&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt; 0.0&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt; 0.667&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt; 0.0&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt; 1.0&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt; 0.5&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
  &amp;lt;/interpolation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lines above represent the following table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Input&lt;br /&gt;
!Output&lt;br /&gt;
|-&lt;br /&gt;
|0.0&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|0.667&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|1.0&lt;br /&gt;
|0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can add as many entries as you need. Interpolation tables are often used for gear animations (eg. to open doors during gear-movements and close them again once the gear is either retracted or fully extended).&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
With a name animation, you can group multiple objects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Collection1&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object2&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object3&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The example above creates a &amp;quot;virtual object&amp;quot; with the name Collection1. In animation, we can animate this group of objects, by using:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;object-name&amp;gt;Collection1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Object-name ===&lt;br /&gt;
These names are set in the 3D model. Each single object has a unique name; for easy identification it is advised to use descriptive names (LeftElevator, Rudder etc.). Animations are only applied to those objects that are mentioned in an object-name line (one object per line!). Animations lacking those, will be applied to the entire model.&lt;br /&gt;
&lt;br /&gt;
== Animation types ==&lt;br /&gt;
=== Alpha-test ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;alpha-test&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;alpha-factor&amp;gt;0.01&amp;lt;/alpha-factor&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Billboard ===&lt;br /&gt;
This faces an object towards the viewer. Often used on 2D objects, like clouds, trees and lights.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;billboard&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;spherical type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/spherical&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''spherical:'''&lt;br /&gt;
&lt;br /&gt;
=== Dist-scale ===&lt;br /&gt;
Used to scale an object, based on the distance to the viewer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;dist-scale&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;interpolation&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt;0&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt;1&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt;300&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt;4&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
   &amp;lt;entry&amp;gt;&lt;br /&gt;
    &amp;lt;ind&amp;gt;1500&amp;lt;/ind&amp;gt;&lt;br /&gt;
    &amp;lt;dep&amp;gt;8&amp;lt;/dep&amp;gt;&lt;br /&gt;
   &amp;lt;/entry&amp;gt;&lt;br /&gt;
  &amp;lt;/interpolation&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable-hot ===&lt;br /&gt;
Scenery objects are automatically defined as solid by FlightGear, meaning that an aircraft can taxi on them and/or crash when touching. For certain objects (groundmarkings, beacon light-beams etc.) this might be an unwanted feature. The solidness can be disabled with the following animation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;enable-hot type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/enable-hot&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''enable-hot:''' can be either true or false. Remember that objects are automatically solid, so it should not be nesecarily to set this at all when wanting solidness.&lt;br /&gt;
&lt;br /&gt;
=== Flash ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;flash&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;offset&amp;gt;0.0&amp;lt;/offset&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;1.0&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;power&amp;gt;2&amp;lt;/power&amp;gt;&lt;br /&gt;
  &amp;lt;two-sides type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/two-sides&amp;gt;&lt;br /&gt;
  &amp;lt;min&amp;gt;0.0&amp;lt;/min&amp;gt;&lt;br /&gt;
  &amp;lt;max&amp;gt;1.0&amp;lt;/max&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;0.0&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;0.0&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;0.0&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0.0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;-1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0.1&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''offset:'''&lt;br /&gt;
* '''factor:'''&lt;br /&gt;
* '''power:'''&lt;br /&gt;
* '''two-sides:'''&lt;br /&gt;
* '''min:'''&lt;br /&gt;
* '''max:'''&lt;br /&gt;
&lt;br /&gt;
=== Interactions ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt; &lt;br /&gt;
  &amp;lt;type&amp;gt;interaction&amp;lt;/type&amp;gt; &lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt; &lt;br /&gt;
  &amp;lt;interaction-type&amp;gt;carrier-wire&amp;lt;/interaction-type&amp;gt; &lt;br /&gt;
 &amp;lt;/animation&amp;gt; &lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''interaction-type:''' can have the following values:&lt;br /&gt;
** '''carrier-catapult:'''&lt;br /&gt;
** '''carrier-wire:''' makes the object act as an arresting wire, as used on [[aircraft carrier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
An animation type that can be used in various ways. Of course you can combine the below mentiond systems into one (big) animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt; &lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt; &lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property-base&amp;gt;sim/model/c172p/material&amp;lt;/property-base&amp;gt;&lt;br /&gt;
  &amp;lt;global type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/global&amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  lines as mentioned below&lt;br /&gt;
  ...&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Optional:'''&lt;br /&gt;
* '''property-base:''' when using prop(erties), you might want to set a property-base. All props will be relative to this path.&lt;br /&gt;
* '''global:''' by setting this to &amp;lt;tt&amp;gt;true&amp;lt;/tt&amp;gt;, all objects using the same material as the defined object(s) (via &amp;lt;tt&amp;gt;&amp;lt;object-name&amp;gt;&amp;lt;/tt&amp;gt;) will be affected by the animation. This is preferred to listing several objects in &amp;lt;object-name&amp;gt; tags. It's not only faster, but also doesn't break animations by forcing objects together.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Numbers are clamped to 0.0-1.0, except &amp;quot;shininess&amp;quot;, which is clamped to 0-128.&lt;br /&gt;
* By appending &amp;lt;tt&amp;gt;-prop&amp;lt;/tt&amp;gt; each of the material properties can read its value from another property.&lt;br /&gt;
&lt;br /&gt;
==== Ambient ====&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;ambient&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/ambient&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Diffuse ====&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;diffuse&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/diffuse&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Emission ====&lt;br /&gt;
{{Main article|Howto: Illuminate faces}}&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
   &amp;lt;factor-prop&amp;gt;controls/lighting/panel-norm&amp;lt;/factor-prop&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emission colors are multiplied by the factor-prop value. 1 is maximum color intensity, while 0 is the minimum. Colors are calculated according to the [http://en.wikipedia.org/wiki/RGB_color_model RGB color model].&lt;br /&gt;
&lt;br /&gt;
==== Shininess ====&lt;br /&gt;
Shininess is clamped to 0-128.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;shininess&amp;gt;105&amp;lt;/shininess&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specular ====&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;specular&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1.0&amp;lt;/red&amp;gt;&lt;br /&gt;
   &amp;lt;green&amp;gt;0.2&amp;lt;/green&amp;gt;&lt;br /&gt;
   &amp;lt;blue&amp;gt;0.0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/specular&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Texture ====&lt;br /&gt;
Used for the [[Livery over MP]] system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt; &lt;br /&gt;
  &amp;lt;texture-prop&amp;gt;engine&amp;lt;/texture-prop&amp;gt; &lt;br /&gt;
  &amp;lt;texture&amp;gt;KLM.png&amp;lt;/texture&amp;gt; &lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Transparency ====&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;transparency&amp;gt;&lt;br /&gt;
   &amp;lt;alpha-prop&amp;gt;rotors/tail/rpm&amp;lt;/alpha-prop&amp;gt;&lt;br /&gt;
   &amp;lt;factor&amp;gt;-0.0015&amp;lt;/factor&amp;gt;&lt;br /&gt;
   &amp;lt;offset&amp;gt;1&amp;lt;/offset&amp;gt;&lt;br /&gt;
  &amp;lt;/transparency&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Threshold ====&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
  &amp;lt;threshold&amp;gt;0.001&amp;lt;/threshold&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Noshadow ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;noshadow&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pick ===&lt;br /&gt;
{{Main article|Howto: Make a clickable panel#Pick}}&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
To prevent objects -like instruments- being drawn when the aircraft is actually too far away for them to be seen anyway, a range animation is used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
  &amp;lt;max-m&amp;gt;30&amp;lt;/max-m&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''min-m:''' the shortest distance (in meters) from the object center at which it is visible.&lt;br /&gt;
* '''max-m:''' the largest distance (in meters) from the object center at which it is visible.&lt;br /&gt;
&lt;br /&gt;
You could also use the generic level of detail (LOD) properties, which can be set by the user through View &amp;gt; Adjust LOD rangers: &lt;br /&gt;
* &amp;lt;tt&amp;gt;/sim/rendering/static-lod/bare&amp;lt;/tt&amp;gt; distance at which only a rough exterior model is required.&lt;br /&gt;
* &amp;lt;tt&amp;gt;/sim/rendering/static-lod/rough&amp;lt;/tt&amp;gt; distance at which most should be visible.&lt;br /&gt;
* &amp;lt;tt&amp;gt;/sim/rendering/static-lod/detailed&amp;lt;/tt&amp;gt; distance at which all details should be visible.&lt;br /&gt;
&lt;br /&gt;
The animation code will look like this:&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
  &amp;lt;max-property&amp;gt;sim/rendering/static-lod/bare&amp;lt;/max-property&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can have both ranges (max and min) bound to a property, or just one of them.&lt;br /&gt;
* '''min-property:''' &lt;br /&gt;
* '''max-property:'''&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
One of the most important and frequently used animations of all. It rotates an object to an absolute position in degrees, as provided by the property-value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;suface-positions/left-aileron-pos-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;25&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''factor:''' is optional.&lt;br /&gt;
&lt;br /&gt;
=== Scale ===&lt;br /&gt;
A scale animation scales (resizes) an object. This can be either property-value dependant (first example) or a fixed scale (second example).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;scale&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;x-min&amp;gt;1.0&amp;lt;/x-min&amp;gt;&lt;br /&gt;
  &amp;lt;y-min&amp;gt;1.0&amp;lt;/y-min&amp;gt;&lt;br /&gt;
  &amp;lt;z-min&amp;gt;1.0&amp;lt;/z-min&amp;gt;&lt;br /&gt;
  &amp;lt;x-factor&amp;gt;1.4&amp;lt;/x-factor&amp;gt;&lt;br /&gt;
  &amp;lt;y-factor&amp;gt;1.4&amp;lt;/y-factor&amp;gt;&lt;br /&gt;
  &amp;lt;z-factor&amp;gt;2.0&amp;lt;/z-factor&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* ?-min: the mimimum scale factor for each axis. If the property value would result in a smaller factor than this setting, the scale animation will hold.&lt;br /&gt;
* ?-factor: the scale factor for each axis (factor*property=scale factor).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;scale&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;x-offset&amp;gt;0.5&amp;lt;/x-offset&amp;gt;&lt;br /&gt;
  &amp;lt;y-offset&amp;gt;0.5&amp;lt;/y-offset&amp;gt;&lt;br /&gt;
  &amp;lt;z-offset&amp;gt;0.5&amp;lt;/z-offset&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* x.offset: the scale factor.&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
This animation selects (or unselects) objects when certain conditions are true (or false). The example below shows the object when the n1 of engine[1] is higher than 25%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;select&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;&lt;br /&gt;
   &amp;lt;greater-than&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;engines/engine[0]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;25&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/greater-than&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shader ===&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;shader&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;shader&amp;gt;chrome&amp;lt;/shader&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;chrome2.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''shader:''' &lt;br /&gt;
* '''texture:''' path to the texture used by the shader.&lt;br /&gt;
&lt;br /&gt;
=== Spin ===&lt;br /&gt;
Very similar to [[#Rotate|rotate]], but the property provides a value in revolutions per minute (RPM) rather than an absolute position in degrees, and offset cannot be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;spin&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;engines/engine[0]/n1&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;25&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt;-1.50&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt; 1   &amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt; 0.25&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''factor:''' is optional.&lt;br /&gt;
&lt;br /&gt;
=== Textranslate ===&lt;br /&gt;
A very important animation for cockpits! This animation moves textures over a surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;textranslate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;autopilot/settings/target-speed-kt&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;0.001&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;step&amp;gt;100&amp;lt;/step&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''factor:'''&lt;br /&gt;
* '''step:'''&lt;br /&gt;
property * factor * step * texture width/height = the amount of pixels that the texture should be translated. If your texture is 256 pixels, an textranslate of 0.1 will result in the texture moving with 26 pixels, into the direction specified by the axis settings.&lt;br /&gt;
&lt;br /&gt;
=== Timed ===&lt;br /&gt;
Swtiches between objects at specified intervals. This example switches between a lights-on model and a lights-off model. Lights on are shown 0.2 seconds, while lights off are displayed for 0.8 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;timed&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;BacklightOn&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;BacklightOff&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;use-personality type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/use-personality&amp;gt;&lt;br /&gt;
  &amp;lt;branch-duration-sec&amp;gt;0.8&amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
  &amp;lt;branch-duration-sec&amp;gt;0.2&amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Translate ===&lt;br /&gt;
The same as [[#Textranslate|textranslate]], but this animation moves a whole object (so including fixed textures). The example below will move an object 5 meters in the y-direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;translate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Object&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;controls/seat/pilot/position-norm&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;5&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;0&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;1&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.opensubscriber.com/message/flightgear-devel@flightgear.org/958955.html &amp;quot;material&amp;quot; animation (and the bo105 as an example)]&lt;br /&gt;
by Melchior Fanz, March 22 2005.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Animate models]]&lt;br /&gt;
[[Category:Howto|Animate models]]&lt;br /&gt;
[[Category:Modeling|Animate models]]&lt;br /&gt;
[[Category:Scenery enhancement|Animate models]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=36489</id>
		<title>Howto:Lightmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=36489"/>
		<updated>2011-10-26T13:33:13Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: proper teminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Boeing_747-400_lightmap_cockpit.png|thumb|270px|[[Boeing 747-400|Boeing 744]] cockpit with several lightmapped panels.]]&lt;br /&gt;
[[File:Boeing_747-400_lightmap_exterior.png|thumb|270px|[[Boeing 747-400|Boeing 744]] exterior with lightmapped fuselage and tail.]]&lt;br /&gt;
A '''lightmap''' is a texture that contains the brightness of surfaces in a computer graphic. The darker a pixel on the lightmap, the less emissive the correpsonding pixel will be on the color/photo texture.&lt;br /&gt;
&lt;br /&gt;
Some reasons why lightmaps are useful:&lt;br /&gt;
* they allow us to light surfaces without the need for creating alpha layers (like formerly used on many aircraft).&lt;br /&gt;
* we can edit the colors of a texture, without interfering with the lighting. Useful if you want to add some dirt to your panels, later on.&lt;br /&gt;
* lights look realistic at all times of day. Unlike a textranslate animation, where you change between day/night textures (often being too dark during dawn/dusk).&lt;br /&gt;
&lt;br /&gt;
== Lightmaps in FlightGear ==&lt;br /&gt;
'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;There is limited support for lightmaps as of FlightGear 2.4.0. Gijs is working on further support for it.&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' material shaders must be enabled in the &amp;lt;tt&amp;gt;View &amp;gt; Rendering options&amp;lt;/tt&amp;gt; dialog for lightmaps to work.&lt;br /&gt;
&lt;br /&gt;
=== The lightmap ===&lt;br /&gt;
You'll have to create a lightmap for every single texture that is meant to be lightmapped. This can be done by hand, or via some 3D Software, like [[Blender]] (which will be used in the example on this page).&lt;br /&gt;
&lt;br /&gt;
# Open/import your model in Blender.&lt;br /&gt;
# Go to &amp;lt;tt&amp;gt;Add &amp;gt; Lamp&amp;lt;/tt&amp;gt;, and select on of the lamp types. The light will be created in the model's origin.&lt;br /&gt;
#* '''Lamp:''' spreads light in all directions. Can be used for anti-collision lights, navigation lights etc.&lt;br /&gt;
#* '''Area:''' long/large lamp areas, like instrument panel lighting where fluorescent lamps are used.&lt;br /&gt;
#* '''Spotlight:''' for lights in a specific area/direction. Used for landing lights.&lt;br /&gt;
# Move/rotate the lamp to the prefered location/orientation. '''Note:''' leave the scale tools untouched, scaling the lamp does NOT affect the lightmap.&lt;br /&gt;
# Select the lamp (right mouse click) and open the Shading menu (F5). This is where we can edit the lamp. Some of the more important settings:&lt;br /&gt;
#* '''Dist:''' the distance (in meter) at which the light intensity is half as intense as at the source.&lt;br /&gt;
#* '''Energy:''' intensity of the light. &lt;br /&gt;
#* '''R/G/B:''' the color of the light. Yes, lightmaps support colors!&lt;br /&gt;
#* '''SpotSi:''' width of the spotlight beam in degrees.&lt;br /&gt;
#* '''SpotBl:''' softness of the spotlight edge. Softer edges create a more natural look for most aircraft lights.&lt;br /&gt;
# Select the object you'd like to create the lightmap for. Go into editing mode and then back to object mode (to load the object's texture).&lt;br /&gt;
# Go to the Scene menu (F10) and open the Bake tab. Select Full render and click the big Bake button. Blender will now start generating your lightmap.&lt;br /&gt;
# Change your mainwindow (or add an extra window) to UV/Image editor. You will see the lightmap being created bit by bit.&lt;br /&gt;
# When the lightmap is finished, click &amp;lt;tt&amp;gt;Image &amp;gt; Save as...&amp;lt;/tt&amp;gt; and save the image in your aircraft's directory.&lt;br /&gt;
&lt;br /&gt;
That's it! Now, you probably want to see how it looks on your aircraft, which is explaind in the next paragraph. If you are not yet satisfied with the result, you can edit your lamp's settings (step 4) and add more lamps to see what effect that has on the result.&lt;br /&gt;
&lt;br /&gt;
=== The xml ===&lt;br /&gt;
In your model's .xml file, add the following block of code:&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;effect&amp;gt;&lt;br /&gt;
	&amp;lt;inherits-from&amp;gt;Effects/lightmap&amp;lt;/inherits-from&amp;gt;&lt;br /&gt;
	&amp;lt;parameters&amp;gt;&lt;br /&gt;
		&amp;lt;texture n=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;image&amp;gt;Aircraft/747-400/Models/Effects/lightmap.png&amp;lt;/image&amp;gt;&lt;br /&gt;
		&amp;lt;/texture&amp;gt;&lt;br /&gt;
		&amp;lt;condition&amp;gt;&amp;lt;use&amp;gt;/controls/lighting/logo-lights&amp;lt;/use&amp;gt;&amp;lt;/condition&amp;gt;&lt;br /&gt;
		&amp;lt;factor&amp;gt;&amp;lt;use&amp;gt;/controls/lighting/panel-norm&amp;lt;/use&amp;gt;&amp;lt;/factor&amp;gt;&lt;br /&gt;
	&amp;lt;/parameters&amp;gt;&lt;br /&gt;
 	&amp;lt;object-name&amp;gt;fuselage&amp;lt;/object-name&amp;gt; &lt;br /&gt;
&amp;lt;/effect&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
In which:&lt;br /&gt;
* '''image:''' [[#The lightmap|the lightmap itself]]&lt;br /&gt;
* '''condition:''' when this property is greater than or equal to 1, the lightmap will be enabled.&lt;br /&gt;
* '''factor:''' can be used to control the intensity of the light, on a 0-1 scale.&lt;br /&gt;
&lt;br /&gt;
Remember that such a block is required for each single texture that you want to lightmap. You can have multiple objects per effect, but not multiple effects per object.&lt;br /&gt;
&lt;br /&gt;
== Known problems ==&lt;br /&gt;
* FlightGear does not support multiple shaders per object. Therefore, you'll have to choose between the [[Howto: Aircraft Reflection Shader|reflection]] or [[Howto: Use the normal map effect in aircraft|normalmap]] shaders and the lightmap.&lt;br /&gt;
A combination of all three shader together is currently in a experimental state and under testing.&lt;br /&gt;
* there is no flexible way to (de)select lightmaps on a per-object base. Currently it only listens to one per-object defineable property.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Lightmap]]&lt;br /&gt;
[[Category:Howto|Lightmap]]&lt;br /&gt;
[[Category:Modeling|Lightmap]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36085</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36085"/>
		<updated>2011-10-18T05:40:35Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: make all the examples consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
== A note to those who wish to make a livery ==&lt;br /&gt;
If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.&lt;br /&gt;
&lt;br /&gt;
A paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. This makes the process of creating a livery a more fun and less stressful task.&lt;br /&gt;
&lt;br /&gt;
Paintkits are usually provided within the aircraft's &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; directory and/or at [http://liveries.flightgear.org/paintkits.php the livery database].&lt;br /&gt;
&lt;br /&gt;
== Files to edit ==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;klm-747-texture&amp;gt;Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft; the texture path is relative to the model's xml in which it is used.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/747/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/747/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;klm-747-texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery to be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the appropriate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;KLM&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Multiple texture files per livery ==&lt;br /&gt;
Some models use multiple textures file (e.g. separate files for fuselage and wings). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
This is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture-fuselage&amp;gt;KLM-Livery-fuselage.png&amp;lt;/texture-fuselage&amp;gt;&lt;br /&gt;
     &amp;lt;texture-wings&amp;gt;KLM-Livery-wings.png&amp;lt;/texture-wings&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;hull&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;nosecone&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-fuselage&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;KLM-Livery-fuselage.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-flap&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-aileron&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-wings&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;KLM-Livery-wings.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
== Performance Improvements ==&lt;br /&gt;
For livery changing it seems to be important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
== Sharing your liveries ==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36084</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36084"/>
		<updated>2011-10-18T04:54:38Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* ...-set.xml */  sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
== A note to those who wish to make a livery ==&lt;br /&gt;
If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.&lt;br /&gt;
&lt;br /&gt;
A paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. This makes the process of creating a livery a more fun and less stressful task.&lt;br /&gt;
&lt;br /&gt;
Paintkits are usually provided within the aircraft's &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; directory and/or at [http://liveries.flightgear.org/paintkits.php the livery database].&lt;br /&gt;
&lt;br /&gt;
== Files to edit ==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;klm-747-texture&amp;gt;Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft; the texture path is relative to the model's xml in which it is used.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;klm-747-texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery to be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the appropriate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;KLM&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Multiple texture files per livery ==&lt;br /&gt;
Some models use multiple textures file (e.g. separate files for fuselage and wings). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
This is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;All Nippon Airways&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture-fuselage&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture-fuselage&amp;gt;&lt;br /&gt;
     &amp;lt;texture-wings&amp;gt;ANA-Livery-wings.png&amp;lt;/texture-wings&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;hull&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;nosecone&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-fuselage&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-flap&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-aileron&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-wings&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-wings.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
== Performance Improvements ==&lt;br /&gt;
For livery changing it seems to be important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
== Sharing your liveries ==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36083</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36083"/>
		<updated>2011-10-18T04:52:01Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Models/Liveries */  Remove &amp;quot;Remember explanation&amp;quot;. If you understood from the first example that the texture-prop statement defines a tag, it should be obvious.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
== A note to those who wish to make a livery ==&lt;br /&gt;
If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.&lt;br /&gt;
&lt;br /&gt;
A paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. This makes the process of creating a livery a more fun and less stressful task.&lt;br /&gt;
&lt;br /&gt;
Paintkits are usually provided within the aircraft's &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; directory and/or at [http://liveries.flightgear.org/paintkits.php the livery database].&lt;br /&gt;
&lt;br /&gt;
== Files to edit ==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;klm-747-texture&amp;gt;Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft; the texture path is relative to the model's xml in which it is used.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;klm-747-texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the approperiate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;ANA&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Multiple texture files per livery ==&lt;br /&gt;
Some models use multiple textures file (e.g. separate files for fuselage and wings). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
This is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;All Nippon Airways&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture-fuselage&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture-fuselage&amp;gt;&lt;br /&gt;
     &amp;lt;texture-wings&amp;gt;ANA-Livery-wings.png&amp;lt;/texture-wings&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;hull&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;nosecone&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-fuselage&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-flap&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-aileron&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-wings&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-wings.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
== Performance Improvements ==&lt;br /&gt;
For livery changing it seems to be important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
== Sharing your liveries ==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36082</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36082"/>
		<updated>2011-10-18T04:48:02Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Models/Liveries */ remove stuff about paths - there is no reason livery files should not be in the same or sub-directory as the livery XML.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
== A note to those who wish to make a livery ==&lt;br /&gt;
If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.&lt;br /&gt;
&lt;br /&gt;
A paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. This makes the process of creating a livery a more fun and less stressful task.&lt;br /&gt;
&lt;br /&gt;
Paintkits are usually provided within the aircraft's &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; directory and/or at [http://liveries.flightgear.org/paintkits.php the livery database].&lt;br /&gt;
&lt;br /&gt;
== Files to edit ==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;klm-747-texture&amp;gt;Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft; the texture path is relative to the model's xml in which it is used.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;klm-747-texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the approperiate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;ANA&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Multiple texture files per livery ==&lt;br /&gt;
Some models use multiple textures file (e.g. separate files for fuselage and wings). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
This is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;All Nippon Airways&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture-fuselage&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture-fuselage&amp;gt;&lt;br /&gt;
     &amp;lt;texture-wings&amp;gt;ANA-Livery-wings.png&amp;lt;/texture-wings&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember the names (&amp;lt;texture-fuselage&amp;gt; and &amp;lt;texture-wings&amp;gt;), as you will need them in the model file in the next step.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;hull&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;nosecone&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-fuselage&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-flap&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-aileron&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-wings&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-wings.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
== Performance Improvements ==&lt;br /&gt;
For livery changing it seems to be important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
== Sharing your liveries ==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36081</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36081"/>
		<updated>2011-10-18T04:43:26Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Models/....xml */ Change &amp;quot;texture&amp;quot; to &amp;quot;klm-747-texture&amp;quot; to emphasize that this tag is user-defined&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
== A note to those who wish to make a livery ==&lt;br /&gt;
If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.&lt;br /&gt;
&lt;br /&gt;
A paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. This makes the process of creating a livery a more fun and less stressful task.&lt;br /&gt;
&lt;br /&gt;
Paintkits are usually provided within the aircraft's &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; directory and/or at [http://liveries.flightgear.org/paintkits.php the livery database].&lt;br /&gt;
&lt;br /&gt;
== Files to edit ==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;klm-747-texture&amp;gt;Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft.&lt;br /&gt;
&lt;br /&gt;
Note that the texture path is relative to the model's xml in which it is used. If your aircraft's model.xml is located in &amp;lt;tt&amp;gt;Aircraft/../XML/&amp;lt;/tt&amp;gt; for example, you'll have to use&lt;br /&gt;
 &amp;lt;klm-747-texture&amp;gt;/../Models/Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;/../&amp;lt;/tt&amp;gt; indicates the FlightGear should &amp;quot;move&amp;quot; one directory up. You can add more than one of these, depending on your directory structure.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;klm-747-texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the approperiate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;ANA&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Multiple texture files per livery ==&lt;br /&gt;
Some models use multiple textures file (e.g. separate files for fuselage and wings). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
This is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;All Nippon Airways&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture-fuselage&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture-fuselage&amp;gt;&lt;br /&gt;
     &amp;lt;texture-wings&amp;gt;ANA-Livery-wings.png&amp;lt;/texture-wings&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember the names (&amp;lt;texture-fuselage&amp;gt; and &amp;lt;texture-wings&amp;gt;), as you will need them in the model file in the next step.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;hull&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;nosecone&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-fuselage&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-flap&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-aileron&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-wings&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-wings.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
== Performance Improvements ==&lt;br /&gt;
For livery changing it seems to be important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
== Sharing your liveries ==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36080</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36080"/>
		<updated>2011-10-18T04:42:41Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Models/Liveries */ Change &amp;quot;texture&amp;quot; to &amp;quot;klm-747-texture&amp;quot; to emphasize that this tag is user-defined&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
== A note to those who wish to make a livery ==&lt;br /&gt;
If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.&lt;br /&gt;
&lt;br /&gt;
A paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. This makes the process of creating a livery a more fun and less stressful task.&lt;br /&gt;
&lt;br /&gt;
Paintkits are usually provided within the aircraft's &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; directory and/or at [http://liveries.flightgear.org/paintkits.php the livery database].&lt;br /&gt;
&lt;br /&gt;
== Files to edit ==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;klm-747-texture&amp;gt;Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft.&lt;br /&gt;
&lt;br /&gt;
Note that the texture path is relative to the model's xml in which it is used. If your aircraft's model.xml is located in &amp;lt;tt&amp;gt;Aircraft/../XML/&amp;lt;/tt&amp;gt; for example, you'll have to use&lt;br /&gt;
 &amp;lt;klm-747-texture&amp;gt;/../Models/Liveries/KLM.png&amp;lt;/klm-747-texture&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;/../&amp;lt;/tt&amp;gt; indicates the FlightGear should &amp;quot;move&amp;quot; one directory up. You can add more than one of these, depending on your directory structure.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the approperiate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;ANA&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Multiple texture files per livery ==&lt;br /&gt;
Some models use multiple textures file (e.g. separate files for fuselage and wings). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
This is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;All Nippon Airways&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture-fuselage&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture-fuselage&amp;gt;&lt;br /&gt;
     &amp;lt;texture-wings&amp;gt;ANA-Livery-wings.png&amp;lt;/texture-wings&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember the names (&amp;lt;texture-fuselage&amp;gt; and &amp;lt;texture-wings&amp;gt;), as you will need them in the model file in the next step.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;hull&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;nosecone&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-fuselage&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-flap&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-aileron&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-wings&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-wings.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
== Performance Improvements ==&lt;br /&gt;
For livery changing it seems to be important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
== Sharing your liveries ==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36079</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=36079"/>
		<updated>2011-10-18T04:35:05Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: multiple texture example - use clearer names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
== A note to those who wish to make a livery ==&lt;br /&gt;
If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.&lt;br /&gt;
&lt;br /&gt;
A paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. This makes the process of creating a livery a more fun and less stressful task.&lt;br /&gt;
&lt;br /&gt;
Paintkits are usually provided within the aircraft's &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; directory and/or at [http://liveries.flightgear.org/paintkits.php the livery database].&lt;br /&gt;
&lt;br /&gt;
== Files to edit ==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft.&lt;br /&gt;
&lt;br /&gt;
Note that the texture path is relative to the model's xml in which it is used. If your aircraft's model.xml is located in &amp;lt;tt&amp;gt;Aircraft/.../XML/&amp;lt;/tt&amp;gt; for example, you'll have to use&lt;br /&gt;
 &amp;lt;texture&amp;gt;/../Models/Liveries/KLM.png&amp;lt;/textures&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;/../&amp;lt;/tt&amp;gt; indicates the FlightGear should &amp;quot;move&amp;quot; one directory up. You can add more than one of these, depending on your directory structure.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the approperiate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;ANA&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Multiple texture files per livery ==&lt;br /&gt;
Some models use multiple textures file (e.g. separate files for fuselage and wings). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
=== Nasal/liveries.nas ===&lt;br /&gt;
This is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
=== Models/Liveries ===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;All Nippon Airways&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture-fuselage&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture-fuselage&amp;gt;&lt;br /&gt;
     &amp;lt;texture-wings&amp;gt;ANA-Livery-wings.png&amp;lt;/texture-wings&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember the names (&amp;lt;texture-fuselage&amp;gt; and &amp;lt;texture-wings&amp;gt;), as you will need them in the model file in the next step.&lt;br /&gt;
&lt;br /&gt;
=== Models/....xml ===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;hull&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;nosecone&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-fuselage&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-fuselage.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-flap&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;left-aileron&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture-wings&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery-wings.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=== ...-set.xml ===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
== Performance Improvements ==&lt;br /&gt;
For livery changing it seems to be important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
== Sharing your liveries ==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Tokyo_Haneda_International_Airport&amp;diff=35778</id>
		<title>Tokyo Haneda International Airport</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Tokyo_Haneda_International_Airport&amp;diff=35778"/>
		<updated>2011-10-12T08:45:23Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Tokyo Haneda International Airport&lt;br /&gt;
|image =RJTT.jpg&lt;br /&gt;
|alt =Screenshot of Haneda Airport&lt;br /&gt;
|iata =HND&lt;br /&gt;
|icao =RJTT&lt;br /&gt;
|type =Public&lt;br /&gt;
|owner =Tokyo Aviation Bureau&lt;br /&gt;
|city =Ota Ward, Tokyo, Japan&lt;br /&gt;
|runway= 16R/34L&lt;br /&gt;
|length= 3000 m   &lt;br /&gt;
|material= Asphalt &lt;br /&gt;
|runway2= 16L/34R&lt;br /&gt;
|length2= 3000 m   &lt;br /&gt;
|material2= Asphalt &lt;br /&gt;
|runway3= 04R/22&lt;br /&gt;
|length3= 2500 m   &lt;br /&gt;
|material3= Asphalt &lt;br /&gt;
|website =http://www.tokyo-airport-bldg.co.jp&lt;br /&gt;
}}&lt;br /&gt;
Tokyo Haneda International Airport, formally '''Tokyo International Airport''' (東京国際空港)(IATA: '''HND''', ICAO: '''RJTT'''), is the main domestic airport of Japan, as well as some nearby Asian cities including Seoul, Shanghai, Hong Kong and soon Beijing. The name &amp;quot;Haneda&amp;quot; is used to distinguish the airport from its international counterpart in the countryside, Narita International Airport. Haneda handled 66,735,587 passengers on 2008, making it the busiest airport in Japan and the fourth busiest in the world. To accomondate the growth, a new fourth runway and international terminal were completed in 2010.&lt;br /&gt;
&lt;br /&gt;
== Airlines ==&lt;br /&gt;
While used mainly for Japanese airlines, a growing number of international airlines have started using Haneda's new international facilities. &lt;br /&gt;
&lt;br /&gt;
=== Airlines with Hubs at Haneda ===&lt;br /&gt;
* All Nippon Airways&lt;br /&gt;
* Japan Airlines Group&lt;br /&gt;
* Skynet Asia Airways&lt;br /&gt;
* Skymark Airlines&lt;br /&gt;
* Hokkaido International Airways&lt;br /&gt;
* StarFlyer&lt;br /&gt;
&lt;br /&gt;
=== Airlines Serving Haneda ===&lt;br /&gt;
* Air China&lt;br /&gt;
* Asiana&lt;br /&gt;
* China Eastern Airlines&lt;br /&gt;
* Korean Air&lt;br /&gt;
* MIAT Mongolian Airlines&lt;br /&gt;
* Shanghai Airlines&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in Japan]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=35777</id>
		<title>Cessna T-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=35777"/>
		<updated>2011-10-12T08:34:12Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: update image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = T-37-splash.png&lt;br /&gt;
|name = Cessna T-37&lt;br /&gt;
|type = Military Aircraft&lt;br /&gt;
|authors = Erik Hofman, Paul Richter&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = beta&lt;br /&gt;
|fgname = T37&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Cessna T-37 Tweet''' is a basic jet trainer that first flew in 1954 and served in the U.S. and other air forces. It seats two in a side-by-side arrangement. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* engine turbines do not rotate or are not visible (engine bay could be a little darker)&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* No speedbrakes available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no switches and levers available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:T-37-splash.png&amp;diff=35776</id>
		<title>File:T-37-splash.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:T-37-splash.png&amp;diff=35776"/>
		<updated>2011-10-12T08:33:23Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: Splash screen from current T-37&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Splash screen from current T-37&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=35775</id>
		<title>Cessna T-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=35775"/>
		<updated>2011-10-12T08:32:06Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: update author, status items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = Cessna_T-37.jpg&lt;br /&gt;
|name = Cessna T-37&lt;br /&gt;
|type = Military Aircraft&lt;br /&gt;
|authors = Erik Hofman, Paul Richter&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = beta&lt;br /&gt;
|fgname = T37&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Cessna T-37 Tweet''' is a basic jet trainer that first flew in 1954 and served in the U.S. and other air forces. It seats two in a side-by-side arrangement. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* engine turbines do not rotate or are not visible (engine bay could be a little darker)&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* No speedbrakes available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no switches and levers available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_speed&amp;diff=35774</id>
		<title>Aircraft speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_speed&amp;diff=35774"/>
		<updated>2011-10-12T08:26:18Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: fix cap and link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Speed combines two factors, the ''distance'' travelled in a certain amount of ''time''. In aviation speed is most often expressed in '''knots''' (kt). One knot is one nautical mile per hour. In aircraft the speed is &amp;quot;measured&amp;quot; with a [[#Pitot tube|pitot tube]], the result is not the speed of the aircraft, it is the speed of the air flowing around the aircraft, the [http://en.wikipedia.org/wiki/Airspeed '''airspeed'''].&lt;br /&gt;
&lt;br /&gt;
In older planes, notably German WW II fighter planes, the airspeed is indicated in kilometres per hour (km/h), which is still used in present-day European glider planes. The conversion factor is 1.852, i.e. you can roughly divide a reading in km/h by two in order to get the value in knot. &lt;br /&gt;
&lt;br /&gt;
If the speed is indicated in knot, sometimes a 'K' is put before the acronym, so KEAS stands for 'equivalent airspeed in knot'. &lt;br /&gt;
&lt;br /&gt;
For (near-)supersonic planes the speed can be expressed in Mach. &lt;br /&gt;
&lt;br /&gt;
==Expressing speed==&lt;br /&gt;
=== Ground speed ===&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Ground_speed '''Ground''' speed (GS)] is the horizontal speed in which the aircraft moves relative to a fixed point on the ground.&lt;br /&gt;
&lt;br /&gt;
One needs to know the GS in order to see how long a flight from A to B actually takes. Nowadays GS can be directly measured using a GPS system, and some aircraft equipped with such a system have a GS indicator. The GS can be calculated from TAS by correcting it for the prevailing wind at altitude or by measuring the time between passing two points on the ground [[radio beacons]] with a known distance, but in Flightgear you can always cheat and get it from the property browser under &amp;lt;tt&amp;gt;velocities/groundspeed-kt&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
GS is the velocity in the horizontal direction of the aircraft. I.e. in a steep dive, the aircraft can move very fast, but because the motion is chiefly vertical, the ground-speed can be very small at the same time. This is where the GS differs from the ground-speed of a car.&lt;br /&gt;
&lt;br /&gt;
=== True airspeed ===&lt;br /&gt;
*[http://en.wikipedia.org/wiki/True_airspeed '''True''' airspeed (TAS)] is the speed in which the aircraft moves relative to the surrounding air. &lt;br /&gt;
&lt;br /&gt;
The difference between TAS and GS is that the air itself may move with respect to the ground (that's wind), and dependent on course relative to the wind direction a discrepancy between TAS and GS is induced. TAS can't really be measured directly but needs to be calculated.&lt;br /&gt;
&lt;br /&gt;
Knowing TAS during flight is surprisingly useless - for navigation, ground speed is needed, and aerodynamic limits do not depend on TAS but rather IAS. The chief value of TAS is as a measure of aircraft performance and in pre-flight planning before the wind effect is taken into account.&lt;br /&gt;
&lt;br /&gt;
The TAS can be calculated from CAS, air temperature and [[Altitude#Pressure altitude|pressure altitude]] and is the second step to calculate the GS from IAS for navigation.&lt;br /&gt;
&lt;br /&gt;
Often TAS and GS are assumed (confused) to be the same, they are not.&lt;br /&gt;
&lt;br /&gt;
=== Indicated airspeed ===&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Indicated_airspeed '''Indicated''' airspeed (IAS)] is the number displayed on the [http://en.wikipedia.org/wiki/Airspeed_indicator airspeed indicator]. &lt;br /&gt;
&lt;br /&gt;
Airspeed is usually measured with a [[#Pitot tube]] at the front of the aircraft. The IAS can be the CAS. The IAS is not the TAS since the pressure differs greatly with [[altitude]] (more specific the density of the air). The higher the [[altitude]] the lower the IAS while flying the same TAS.&lt;br /&gt;
&lt;br /&gt;
In spite of this dependence on [[altitude]], IAS is a very useful quantity in flight. Many aerodynamical properties, for example drag, lift, the stress on the airframe, stall speed or the forces on control surfaces depend on the dynamic pressure generated by the airstream, not on the actual aircraft speed. The stall speed of an aircraft at sea level is very different from the stall speed (in TAS) at 30.000 ft - but they correspond to the same IAS reading.&lt;br /&gt;
&lt;br /&gt;
At sea level, a IAS of 400 knot roughly corresponds to 400 knot TAS. At 80.000 feet (the cruising altitude of a [[SR-71]]), the IAS of 400 knot corresponds to a TAS in excess of 1600 knot (..that corresponds with about Mach 3 at that altitude).&lt;br /&gt;
&lt;br /&gt;
=== Calibrated airspeed ===&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Calibrated_airspeed '''Calibrated''' airspeed (CAS)] is calculated from the [[#Pitot tube]] measurement and correcting it for standard errors.&lt;br /&gt;
&lt;br /&gt;
Modern equipment can most often can indicate the CAS. For navigation the CAS is the first step to calculate the GS.&lt;br /&gt;
&lt;br /&gt;
=== Equivalent airspeed ===&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Equivalent_airspeed '''Equivalent''' airspeed (EAS)] takes into account another correction (above [[#Calibrated airspeed]], this time having to do with air properties rather than sensor errors. &lt;br /&gt;
&lt;br /&gt;
At high altitude, the compressibility of air changes, so even CAS becomes more and more unreliable. For the [[SR-71]] Blackbird with a ceiling of 85.000 feet, the CAS becomes very unreliable and the plane has to be flown based on a EAS. For more conventional aircraft, EAS is not used. Thus, EAS is what a perfect dynamic pressure sensor would show when properly calibrated for the air compressibility at the current altitude. The EAS is the calculated result from the ram pressure (measured by the [[#Pitot tube]]) and the static pressure (measured by the [[altimeter]]).&lt;br /&gt;
&lt;br /&gt;
=== Mach number ===&lt;br /&gt;
&lt;br /&gt;
*The [http://en.wikipedia.org/wiki/Mach_number '''Mach number''' (M)] is the speed of the aircraft divided by the speed of sound (at that altitude). It is a calculated number without a unit.&lt;br /&gt;
&lt;br /&gt;
The aircraft's behaviour at Mach 1 at sea level is about the same as the behaviour of the aircraft at an altitude of 60000 feet.&lt;br /&gt;
A Mach number below 1 means that the plane moves subsonic. A Mach number above 1 indicates supersonic flight. The Mach number is critical because a number of phenomena take place just around Mach 1 (transonic speed), for example a sudden increase in drag induced by shock-wave generation (sonic-boom). Aircraft that are not designed to fly supersonic will break up at Mach 1. The shape of the aircraft can cause parts of the aircraft being at or above Mach 1 while the fuselage is subsonic. Flying near Mach 1 can be quite dangerous, for most fast (but subsonic) aircraft Mach 0.83 is the limit. High flying aircraft, like passenger aircraft, can reach that limit easy while descending.&lt;br /&gt;
&lt;br /&gt;
The speed of sound changes with the compressibility (and hence temperature) of air, the Mach number is dependent on [[altitude]] (as the air temperature drops at higher altitudes). This implies that Mach 2 at sea level corresponds to a faster TAS than Mach 2 at 30.000 ft. The precise relation between TAS, Mach number and altitude is a complicated formulae and depends in essence on the local weather pattern determining the pressure and temperature gradients in the atmosphere.&lt;br /&gt;
The Mach number is measured/calculated from the same information as the EAS ([[#Pitot tube]] and [[altimeter]])&lt;br /&gt;
&lt;br /&gt;
==V speeds==&lt;br /&gt;
For the complete V speed &amp;quot;definitions&amp;quot; list please visit [http://en.wikipedia.org/wiki/V_speeds Wikipedia]. Here a small abstract. Note that V speed definitions can depend of local [[Flight rules]]. Most V speeds depend on the aircraft configuration (how much it weights etc.) so must be calculated forehand and must be included in the flight-plan. V speeds are used to compare aircraft performance and will be mentioned in the aircraft flight manual (AFM).&lt;br /&gt;
*M speeds are expressed in Mach.&lt;br /&gt;
&amp;lt;!-- please add to this list when needed --&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|V&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; || Take-off decision speed &amp;amp; Critical engine failure recognition speed.&lt;br /&gt;
During take-off the speed at which the aircraft safely can take-off even when one (of more) engine fails (&amp;quot;eats a bird&amp;quot;). The co-pilot (FO) will call out V&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; during take-off, the pilot will check if all engines are running and decides to continue or abort take-off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|V&amp;lt;sub&amp;gt;R&amp;lt;/sub&amp;gt; ||Nose-wheel take off speed. &lt;br /&gt;
The speed at which the nose-wheel leaves (should leave) the ground. As the speed increases the yokes will be pulled at V&amp;lt;sub&amp;gt;r&amp;lt;/sub&amp;gt;. It is also the speed at which the aircraft still can be stopped if there is a critical failure. The co-pilot (FO) will call out &amp;quot;rotate&amp;quot; during take off. V&amp;lt;sub&amp;gt;R&amp;lt;/sub&amp;gt; is very similar to V&amp;lt;sub&amp;gt;ROT&amp;lt;/sub&amp;gt; and V&amp;lt;sub&amp;gt;REF&amp;lt;/sub&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; || Take-off safety speed.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt; || Flap retraction speed.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;A&amp;lt;/sub&amp;gt;||Design manoeuvring speed. Above this speed it is a bad idea to make sudden manoeuvres. &lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;LO&amp;lt;/sub&amp;gt; ||Maximum landing gear operating speed. &lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;LE&amp;lt;/sub&amp;gt; || Maximum landing gear extended speed.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;FE&amp;lt;/sub&amp;gt; || Maximum flap extended speed.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; || Design cruising speed, also known as the optimum cruise speed, is the most efficient speed in terms of distance, speed and fuel usage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|V&amp;lt;sub&amp;gt;S&amp;lt;/sub&amp;gt; ||Stall speed or minimum steady flight speed for which the aircraft is still controllable.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|V&amp;lt;sub&amp;gt;S&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&amp;lt;/sub&amp;gt; || Stall speed or minimum flight speed in landing configuration.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;S&amp;lt;sub&amp;gt;R&amp;lt;/sub&amp;gt;&amp;lt;/sub&amp;gt;|| Reference stall speed.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;MO&amp;lt;/sub&amp;gt; || 	Maximum operating limit speed.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;NE&amp;lt;/sub&amp;gt; ||	Never exceed speed.&lt;br /&gt;
|-&lt;br /&gt;
|V&amp;lt;sub&amp;gt;NO&amp;lt;/sub&amp;gt; ||	Maximum structural cruising speed or maximum speed for normal operations.&lt;br /&gt;
|}&lt;br /&gt;
*Not knowing the (complete list of) V speeds has caused dramatic accidents. It has occurred that the pilot and co-pilot were not aware of the minimal speed of an aircraft during landing with one engine damaged causing loss of control just before touch-down (the pilot gave full throttle hoping to gain speed expecting to get back control causing the left-over engine push the aircraft to one side).&lt;br /&gt;
&lt;br /&gt;
==Pitot tube==&lt;br /&gt;
The [http://en.wikipedia.org/wiki/Pitot_tube pitot tube] is the tool to measure the airspeed. It is a tube directed forwards, exposed to the airstream. The air is being pushed inwards (rammed) by the motion of the aircraft and the (ram) pressure is measured. The measured pressure is corrected indicating the airspeed. The ram pressure is also called the dynamic pressure opposite the static pressure that us used to indicate [[altitude]]. Bigger aircraft have two pitot tubes and the indicator displays the average of the two. However, most often only one pitot tube is used to control the autopilot, even when the indicator is connected with two. &lt;br /&gt;
&lt;br /&gt;
The pitot tube can be blocked easy, once blocked, or worse, partially blocked the IAS will have no relation with the speed of the aircraft. This situation is enhanced if the pitot tube controlling the autopilot is blocked.&lt;br /&gt;
&lt;br /&gt;
Ice is a known cause of blockage of the pitot tube hence there are pitot heaters that should prevent forming of ice. Another known cause of blockage are insects. Blockage of pitot tubes is a known cause of some very dramatic accidents and every pilot should learn how to deal with strange behaving speed indicators and autopilots.&lt;br /&gt;
&lt;br /&gt;
==Additional information==&lt;br /&gt;
&amp;lt;!-- repository (I so love that word) for anything speed related --&amp;gt;&lt;br /&gt;
*Velocity: A vector combining speed and (angle of) direction. Often used as synonym of speed.&lt;br /&gt;
*[[Understanding Supersonic Flight]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aviation]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Scripted_Compilation_on_Linux_Debian/Ubuntu&amp;diff=33023</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=33023"/>
		<updated>2011-07-28T08:40:01Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Instructions */  make directory name consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.&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;
=== 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;
* [[Atlas]]&lt;br /&gt;
* [[Terrasync]]&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the script here: [http://www.gitorious.org/fg/fgmeta/blobs/raw/master/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 FG 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 and launch it in a new folder.&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;
sh download_and_compile.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Once all will be finished, you will sucessfully get all the programs 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;
For many users it's more comfortable having Flightgear launched by the graphical utiliy 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 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;
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_fgatlas.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 a successful 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 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 (and generally happens) software developers repair or synchronize their code with the newly updated libraries, 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;
* 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;
Event 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 know versions of the software that was compiling successfully 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 it works ? Inside the script there is a small list with lates known versions of successfully compiling revisions, it will download from svn/git that specific revisions, which have been found able to compile together.&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 a developer and wish to fast recompile and reinstall only modification 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 codes and data from git requires some hard disk space: It will take you something like 7 GB of space.&lt;br /&gt;
If you don't have a fast machine, it will require you also some 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>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Atlas&amp;diff=32663</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Atlas&amp;diff=32663"/>
		<updated>2011-06-28T02:28:29Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Creating the Maps */  Rewrite explanation of paths with spaces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Atlas.jpg|thumb|270px|Map view of the San Francisco bay area]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Atlas aims to produce and display high quality charts of the World for users of FlightGear&amp;quot;'' - [http://atlas.sourceforge.net Atlas website] &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The '''Atlas''' program lets FlightGear users display a real-time &amp;quot;moving-map&amp;quot; of their flight. Atlas is an independent software project, distributed under the same free (GPL) software license as FlightGear.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing on Windows ===&lt;br /&gt;
To install Atlas on Windows, download the &amp;quot;installer&amp;quot; version of Atlas from the [http://atlas.sourceforge.net/index.php?page=download Download Page]&lt;br /&gt;
&lt;br /&gt;
For example, download '''atlas-0.3.0-win32-setup.exe''', and run it. The installer will prompt you for the FlightGear directory. If you installed FlightGear in the default directory, &amp;quot;C:\Program Files\FlightGear&amp;quot;, accept the default setting. If you don't know your FlightGear directory, you can right-click your FlightGear icon, click properties then look at the &amp;quot;target&amp;quot;. Your root FlightGear directory is the part of the target before the text &amp;quot;\bin\win32\fgrun.exe&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
After finishing the install wizard, but before running Atlas, the next step is to create the actual maps used by Atlas.&lt;br /&gt;
&lt;br /&gt;
=== Installing on Linux ===&lt;br /&gt;
&lt;br /&gt;
If you are lucky, you might find that Atlas is available from your distribution's repository. &lt;br /&gt;
&lt;br /&gt;
It could be called fgfs-atlas or similar so you'd just type in the following (or use synaptic or some other package installation program):-&lt;br /&gt;
&lt;br /&gt;
 apt-get install fgfs-atlas&lt;br /&gt;
&lt;br /&gt;
If you distribution doesn't include a current version of Atlas (0.3.1 as of writing), you may elect to compile Atlas from source. The source code can be retrieved from http://sourceforge.net/projects/atlas/files/. Please select the latest tarball. The process of compiling the program is consider out of scope for this wiki page. Please ask on the mailing list or search this wiki for the details.&lt;br /&gt;
&lt;br /&gt;
=== Creating the Maps ===&lt;br /&gt;
Atlas puts together the whole map display from smaller pieces of the map, called &amp;quot;tiles&amp;quot;. Before running Atlas for the first time, all of the map tiles used by Atlas must be created from the scenery data installed in FlightGear. The program used to create the tiles is called &amp;quot;map&amp;quot;, and it is installed automatically as part of the Atlas installation.&lt;br /&gt;
&lt;br /&gt;
Depending on the amount of scenery involved, and the level of detail requested, running the &amp;quot;map&amp;quot; process take anywhere from a few seconds to a few hours. Fortunately, this process does not need to be done often, only right after Atlas is installed, or after new scenery is added to FlightGear.&lt;br /&gt;
&lt;br /&gt;
Here is an example of how to run &amp;quot;map&amp;quot; on Windows:&lt;br /&gt;
&lt;br /&gt;
This example uses the default FlightGear directory for Windows, C:\Program Files\FlightGear. If you have FlightGear installed somewhere else, substitute your directory in the instructions below. &lt;br /&gt;
&lt;br /&gt;
Start the Command Prompt...to do this click start&amp;gt;Run ...type cmd and hit enter.&lt;br /&gt;
Type... &lt;br /&gt;
   cd C:\Program Files\FlightGear\bin\win32&lt;br /&gt;
Now Type...&lt;br /&gt;
   set FG_ROOT=C:\Program Files\FlightGear\data&lt;br /&gt;
Now type...&lt;br /&gt;
   set FG_SCENERY=C:\Program Files\FlightGear\Data\Scenery;C:\Program Files\FlightGear\Scenery&lt;br /&gt;
Notice that the scenery directories are separated with a semi-colon (&amp;quot;;&amp;quot;).&lt;br /&gt;
Now type&lt;br /&gt;
   map --size=256 --atlas=C:\Program Files\FlightGear\data\Atlas&lt;br /&gt;
This puts the files in &amp;lt;tt&amp;gt;C:\Program Files\FlightGear\data\Atlas&amp;lt;/tt&amp;gt;. If you want the files in a different location just replace &amp;lt;tt&amp;gt;C:\Program Files\FlightGear\data\Atlas&amp;lt;/tt&amp;gt; with the location you want.&lt;br /&gt;
&lt;br /&gt;
The --size=256 gives a certain resolution in Atlas, meaning that each map generated will be 256x256 pixels. For higher resolutions you would use =512 or =1024 or =2048, for lower resolutions you would use =64 or =128.&lt;br /&gt;
&lt;br /&gt;
Therefore, to create low resolution maps type...&lt;br /&gt;
   map --size=64 --atlas=C:\Program Files\FlightGear\data\Atlas\lowres&lt;br /&gt;
&lt;br /&gt;
The map program has a lot commands-line options. To see them type...&lt;br /&gt;
   map --help&lt;br /&gt;
To see this message&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
MAP - FlightGear mapping utility&lt;br /&gt;
Usage:&lt;br /&gt;
  --lat=xx.xx             Start at latitude xx.xx (deg., south is neg.)&lt;br /&gt;
  --lon=xx.xx             Start at longitude xx.xx (deg., west is neg.)&lt;br /&gt;
  --size=pixels           Create map of size pixels*pixels (default 256)&lt;br /&gt;
  --scale=x               Kilometers from top to bottom of map (default 100)&lt;br /&gt;
  --autoscale             Automatically set scale to 1x1 degree tile&lt;br /&gt;
  --light=x, y, z         Set light vector for shading&lt;br /&gt;
  --airport-filter=string Display only airports with id beginning 'string'&lt;br /&gt;
  --output=name           Write output to given file name (default 'map.png')&lt;br /&gt;
  --fg-root=path          Overrides FG_ROOT environment variable&lt;br /&gt;
  --fg-scenery=path       Overrides FG_SCENERY environment variable&lt;br /&gt;
  --enable-airports       Show airports&lt;br /&gt;
  --enable-navaids        Show navaids&lt;br /&gt;
  --flat-shading          Don't do nice shading of the terrain&lt;br /&gt;
  --atlas=path            Create maps of all scenery, and store them in path&lt;br /&gt;
  --verbose               Display information during processing&lt;br /&gt;
  --singlebuffer          Use single buffered display&lt;br /&gt;
  --headless              Don't display output (render into an off-screen buffer)&lt;br /&gt;
  --glutfonts             Use GLUT built-in fonts&lt;br /&gt;
  --palette=path          Set the palette file to use&lt;br /&gt;
  --smooth-color          Make smooth color heights&lt;br /&gt;
  --jpeg                  Create JPEG images with default quality (75)&lt;br /&gt;
  --jpeg=integer          Create JPEG images with specified quality&lt;br /&gt;
  --aafactor=integer      Do antialiasing on image (factor must be a power of two)&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Note 1:''' The map process can be much faster on some PC's using '''--headless''' option, which does not display the maps as they are being created. However, on other PC's, this causes an error, and the process will not run. Remove the '''--headless''' option if you get such an error.&lt;br /&gt;
* '''Note 2:''' On Windows systems, Atlas may not be able to handle paths for &amp;lt;tt&amp;gt;--atlas&amp;lt;/tt&amp;gt; with spaces in them. In such a case, replace &amp;quot;Program Files&amp;quot; with &amp;quot;PROGRA~1&amp;quot;. Or move the FG directory and Atlas directory to the desktop (works best with windows 7).&lt;br /&gt;
&lt;br /&gt;
You could condense this into a small batch file that can be repeatedly used. Write:&lt;br /&gt;
  cd c:\Program Files\Atlas\bin\win32&lt;br /&gt;
  map --size=512 --atlas=c:\Program Files\Atlas\data\Atlas --fg-scenery=c:\Program Files\FlightGear\data\Scenery --palette=c:\Program Files\Atlas\data\AtlasPalette --glutfonts&lt;br /&gt;
&lt;br /&gt;
Then save it as a .bat or .cmd file to your computer. If your computer turns off the screen / hard drive after a set time and don't want to change this permanently, download caffeine. Search for caffeine for windows on Google and select the first link.&lt;br /&gt;
&lt;br /&gt;
=== Run Atlas ===&lt;br /&gt;
Atlas can be run by clicking on the shortcut set up by the install wizard, or from the command line. From the command prompt in Windows, enter:&lt;br /&gt;
   &amp;quot;C:\Program Files\FlightGear\bin\win32\atlas.exe&amp;quot; &amp;quot;--fg-root=C:\Program Files\FlightGear\Data&amp;quot; &amp;quot;--path=C:\Program Files\FlightGear\data\Atlas&amp;quot; --udp=5500&lt;br /&gt;
&lt;br /&gt;
In the [[FlightGear Wizard]] where you select settings before starting FlightGear, on the page after selecting your airport there is a check box option for Atlas, check it. In the &amp;quot;port&amp;quot; box enter 5500. If Atlas is running on the same computer as FlightGear, you can use the IP address 127.0.0.1 If Atlas is running on another computer, enter the IP address of that computer. (To look up the IP address of a computer, open the command prompt, and enter &amp;quot;ipconfig&amp;quot; as a command to display the IP address).&lt;br /&gt;
&lt;br /&gt;
Once you have Atlas and FlightGear set to use the same port number (5500 by default), run FlightGear. As you fly around in FlightGear, Atlas will update your position on the map several times per second.&lt;br /&gt;
&lt;br /&gt;
===Running Atlas Over A Network===&lt;br /&gt;
If you installed atlas on a computer, but want to run it from a different one, follow this procedure:&lt;br /&gt;
For Windows, on your first computer (the one with FlightGear and Atlas) enable file sharing. After doing this, if you have a firewall, go to your second computer and open the Command Prompt (Windows + R, then type &amp;quot;CMD&amp;quot;) and type:&lt;br /&gt;
  &amp;quot;ipconfig&amp;quot;&lt;br /&gt;
and note the IPv4 Address (along the lines of 192.168.1.XX) and add a firewall rule on your first computer to let that IP address through the firewall. Then set up the files for file sharing. Go to your FlightGear program files folder (C:\Program Files (x86)\FlightGear) and right click and select properties. Select the &amp;quot;Sharing&amp;quot; tab and click &amp;quot;Advanced Sharing&amp;quot;. Click the checkbox for &amp;quot;Share this folder&amp;quot; and push &amp;quot;OK&amp;quot; on both windows. Do the same for the Atlas program folder (C:\Program Files (x86)\Atlas).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your first computer, open the CMD and do &amp;quot;ipconfig&amp;quot; and note the IPv4 address. Go to your second computer and right click the &amp;quot;My Computer&amp;quot; and select &amp;quot;Map Network Drive&amp;quot;. Leave the drive setting alone, Windows will configure that itself. In the &amp;quot;Path&amp;quot; box, type without the &amp;quot;&amp;quot;:&lt;br /&gt;
  &amp;quot;\\XXX.XXX.X.XX\FlightGear&amp;quot;&lt;br /&gt;
The &amp;quot;X&amp;quot; representing the numbers of the first computers IPv4 address.&lt;br /&gt;
Repeat this for the Atlas folder by changing &amp;quot;\FlightGear&amp;quot; to &amp;quot;\Atlas&amp;quot;. Also note the \\. It is REQUIRED you do that and not //.&lt;br /&gt;
&lt;br /&gt;
Once you have done this write a &amp;quot;.CMD&amp;quot; file in Notepad which would read:&lt;br /&gt;
&lt;br /&gt;
  title Atlas.exe&lt;br /&gt;
  cls&lt;br /&gt;
  @echo off&lt;br /&gt;
  cls&lt;br /&gt;
  ipconfig&lt;br /&gt;
  pause&lt;br /&gt;
  &amp;quot;W:\bin\win32\atlas.exe&amp;quot; &amp;quot;--fg-root=X:\Data&amp;quot; &amp;quot;--path=W:\data\Atlas&amp;quot; --udp=5500&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; drive is the Atlas folder in this example, change it to whatever Windows sets as your Atlas drive.&lt;br /&gt;
The &amp;quot;X&amp;quot; drive is the FlightGear folder in this example, change it to whatever Windows sets as your FlightGear drive.&lt;br /&gt;
&lt;br /&gt;
The first line sets the CMD window name. The second line clears the window. The third line turns off the echo (if it was left on, the CMD would repeat what the batch file tells it, for example, if it was off, the cmd would run and say C:\Documents and Settings\User&amp;gt; title atlas.exe). The fourth line clears the window. The fifth line gives the IP address. The sixth line pauses and reads &amp;quot;Push any key to continue...&amp;quot;. The seventh line executes the atlas program with the specified settings.&lt;br /&gt;
&lt;br /&gt;
Once you are done with the script, click &amp;quot;File&amp;gt;Save As...&amp;quot; and save it as Start Atlas.bat (or .cmd).&lt;br /&gt;
&lt;br /&gt;
You will need the scenery analyzed by the map.exe first. So if that is done, execute the file and wait for it to tell you the IPv4 address. Go to your first computer and configure your flight. On the final page, select the Atlas checkbox and enter the IPv4 address of the second computer and the UDP (default &amp;quot;5500&amp;quot;) to what you set as the final part of the seventh line of coding. On the second computer, push any key and the Command Prompt will load the Atlas database can take some time if you are using all of the scenery maps. When the atlas window opens, activate the flight on the second computer and you have the second computer tracking the flight of the first. (don't worry the FlightGear App defaults to the e0 n0 co-ordinates at startup without loading the map graphics.)&lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
You can control the Atlas Map display with the following keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;70px&amp;quot; | + || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| a/A || Show/hide Airports&lt;br /&gt;
|-&lt;br /&gt;
| C || Toggle auto-centering&lt;br /&gt;
|-&lt;br /&gt;
| c ||      Center map on Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| d/D&lt;br /&gt;
| Hide/show the info interface and the graphs window&lt;br /&gt;
|-&lt;br /&gt;
| f/F &lt;br /&gt;
| Select next (f) or previous (F) flight track&lt;br /&gt;
|-&lt;br /&gt;
| j/J ||   Toggle search interface&lt;br /&gt;
|-&lt;br /&gt;
| L ||   Show the next downloading tile&lt;br /&gt;
|-&lt;br /&gt;
| l  &lt;br /&gt;
| Schedule/de-schedule tile at current lat/lon&lt;br /&gt;
|-&lt;br /&gt;
| n/N ||   Show/hide navaids&lt;br /&gt;
|-&lt;br /&gt;
| o/O ||  Open flight file&lt;br /&gt;
|-&lt;br /&gt;
| s/S ||   Save flight file&lt;br /&gt;
|-&lt;br /&gt;
| t/T &lt;br /&gt;
| Toggle showing the bitmap overlay (yes, that's the maps!)&lt;br /&gt;
|-&lt;br /&gt;
| w/W &lt;br /&gt;
| Close the current track (Warning, this terminates live aircraft tracking over network for good!)&lt;br /&gt;
|-&lt;br /&gt;
| u/U &lt;br /&gt;
| Unattach current flight trac, ie start a new track&lt;br /&gt;
|-&lt;br /&gt;
| v/V &lt;br /&gt;
| Show/hide names of airports/navaids&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  Show/hide main interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Enjoy Playing!!!'''&lt;br /&gt;
&lt;br /&gt;
== Similar Software ==&lt;br /&gt;
* [http://rubyforge.org/projects/fgmap Flightgear Mapping]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://atlas.sourceforge.net The Atlas website]&lt;br /&gt;
[[fr:Atlas]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:GPL]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Building_TerraGear&amp;diff=31507</id>
		<title>Building TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Building_TerraGear&amp;diff=31507"/>
		<updated>2011-05-05T08:42:45Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: remove spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{UpdateToGit}}&lt;br /&gt;
&lt;br /&gt;
''This article is about [[TerraGear]]''&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The terrain used in [http://flightgear.org FlightGear] -- the land over which one flies, its texturing (by land usage type), the rivers and lakes and so forth -- are generated by software from a sister project called [http://terragear.org TerraGear]. TerraGear is used to read in geographical data -- descriptions of ground elevations, land cover (usage) information, airport locations and layouts, and so forth -- and output terrain over which one can fly. &lt;br /&gt;
&lt;br /&gt;
For a variety of reasons, you might want to build terrain yourself, rather than downloading it from the available scenery on FlightGear. For instance, if you use [http://taxidraw.sourceforge.net/ TaxiDraw] to modify/improve information about an airport's taxiway/apron layout, you might wish to see how that modified airport would look in the scenery before deciding you're happy with the results. And normally to see and use the airport in the scenery, it's necessary to [http://www.x-plane.org/home/robinp/#Updates submit the changes to Robin Peel], have him sign off on the changes, have the changes appear in the next  [http://www.x-plane.org/home/robinp/ official apt.dat], and then wait for the next [http://www.flightgear.org/Downloads/scenery.html official FlightGear scenery] build; if you can build terrain yourself, you can start using it right away. Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher-resultion vector data (vmap1, Tiger) to get better roads/streams. For all these reasons, learning how to use TerraGear is a good idea. &lt;br /&gt;
&lt;br /&gt;
There's existing documentation for TerraGear in at least three places: in the source code tree when you fetch it, on the website, and [http://cvs.terragear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/www/docs/scenery-tutorial/fg-scenery-tutorial.html?rev=1.3&amp;amp;cvsroot=TerraGear-0.0 in the CVS tree for the website]. The latter is the most current, and really needs to replace the version on the website; but all three are out of date in various ways. When I tried to use the most current documentation to use TerraGear, I ran into all sorts of problems: some I figured out on my own, and others various people helped me with (thanks especially Ralf and Frederic). I'm writing this stuff to detail what I had to do to use TerraGear to build scenery. I am not trying to rewrite the documentation; this should be considered an adjunct/supplement to the TerraGear docs, something you read along with the TerraGear docs. The docs can steer you wrong, or miss something; this is my effort to address those issues. &lt;br /&gt;
&lt;br /&gt;
So here I'll describe what you have to do to get TerraGear up and running; a separate page details [[Using Terragear|how to use TerraGear]] to build the terrain for a particular area. A word of caution, however: I use Linux, so this description will be Linux-centric. I hope instructions for other OSes will be similar, but I really don't know. In particular, I don't have easy access to a Windows machine, so I don't know how what I say will differ for those on Windows. In fact, I don't even know if TerraGear can be built/used on Windows. Hopefully it'll work, under directions not too different from here. If not, hopefully someone else will edit this page to clarify how to do it (if it's possible).&lt;br /&gt;
&lt;br /&gt;
== Building TerraGear ==&lt;br /&gt;
&lt;br /&gt;
Go to the [http://www.terragear.org/ TerraGear website], select &amp;quot;CVS Resources&amp;quot;, and check out a copy of the current sourcecode from CVS using the instructions at the top of the page. Once you've done that, you can try to build the source code. First, though, TerraGear depends on some other libraries you'll need. If you look in source/, you'll see a bunch of README files. Read them. In particular, note the ones with names like &amp;quot;README.somesoftwarename&amp;quot;; those describe software you'll need to be able to build and run TerraGear. Cygwin I ignored because that's for Windows and I'm not running Windows. plib and SimGear I already had from their CVS repositories, because I track FlightGear CVS; but it's a good idea to go ahead and update those two to current CVS, just in case the current TerraGear CVS depends on something that's been checked into plib or SimGear since the last time you updated them (yes, that means you'll have to update and rebuild FlightGear as well, sorry). If you don't track CVS for any of these things, you can still try to build TerraGear against whatever copies of SimGear and plib you have installed; but if you run into problems (unresolved symbols or whatever), that'd be the first place I'd look. &lt;br /&gt;
&lt;br /&gt;
Some comments on the other libraries you need: &lt;br /&gt;
&lt;br /&gt;
* GPC. The instructions for what to do are in source/README.gpc. That file says the current version is 3.21; in fact, it's 3.22. Don't forget that editing step described in the README. When you run the makefile, it'll create a library called libgenpolyclip.a; make install will put it in /usr/local/lib/ or wherever else you want it to go.&lt;br /&gt;
* GTS. I didn't build this -- I use Debian and got it by installing the Debian packages (libgts-0.7-1 and libgts-dev, both version 0.7.3-2 at this writing). So I can't comment on the instructions in source/README.gts.&lt;br /&gt;
* newmat. This is a bunch of matrix manipulation utilities, it looks like. The file source/README.newmat tells you what to do, except for the fact that it sends you to the wrong webpage (an info page) to download the file you need. Once on that info page, to actually find the file you want to download, click on &amp;quot;to home page&amp;quot; near the top, then on the link for downloading files. You'll see links for newmat downloads (I downloaded the current newmat11). Once you've got it, just follow the step by step instructions in the source/README.newmat file.&lt;br /&gt;
* nurbs++.&lt;br /&gt;
&lt;br /&gt;
Once you have all of the above installed, you can proceed with configuring the TerraGear build, and building TerraGear. The TerraGear CVS Resources page that told you how to check out a copy of the source code tells you what to do to build it: run autogen.sh, then run configure, then make, then make install. However, first, autogen.sh comes out of CVS not-executable. So you'll need to make it executable first with chmod +x autogen.sh &lt;br /&gt;
&lt;br /&gt;
Next, when you run configure, it takes arguments telling it where to find the libraries you need. I don't know what those arguments default to, but just for show, if they're all in /usr/local/lib, you could run configure like this: configure w/ args &lt;br /&gt;
     &lt;br /&gt;
 $ ./configure --with-gts=/usr/local/lib/ --with-gpc=/usr/local/lib/ &lt;br /&gt;
 --with-newmat=/usr/local/lib/ --with-plib=/usr/local/lib/ &lt;br /&gt;
 --with-simgear=/usr/local/lib/  &lt;br /&gt;
&lt;br /&gt;
Next comes running make to build all the executables. The instructions in source/README tell you that you want to &amp;quot;compile the /Libs/TriangleJRS code without optimization (-O2)&amp;quot;. However, that's not the path to those files. Go to source/src/Lib/TriangleJRS. There, edit Makefile -- remove &amp;quot;-O2&amp;quot; from the two locations it appears (CFLAGS and CXXFLAGS). &lt;br /&gt;
&lt;br /&gt;
At that point, you're ready to run &amp;quot;make&amp;quot;, then &amp;quot;make install&amp;quot;. Unless you gave an option to configure telling it that TerraGear should be installed somewhere other than /usr/local, you'll probably need to be root to do &amp;quot;make install&amp;quot; successfully. &lt;br /&gt;
&lt;br /&gt;
I ran into no problems with the above -- everything built and installed OK. This was the most pain-free part of the whole experience.&lt;br /&gt;
&lt;br /&gt;
Hopefully, you now have a working copy of the TerraGear tools, and are ready to  [[Using Terragear|use TerraGear]] to make scenery!&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
{{Building}}&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=28294</id>
		<title>Landmark Wish List</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=28294"/>
		<updated>2011-02-05T09:02:08Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* America */  Brasilia Congress in fgsdb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides a list of important landmarks which are not currently in FlightGear Scenery that the community would like to see modeled. If you are a FlightGear modeler and are looking for something to model, please consider something on this list.&lt;br /&gt;
&lt;br /&gt;
Feel free to add to this list.&lt;br /&gt;
&lt;br /&gt;
If you are modeling a landmark, please change the &amp;quot;Completed&amp;quot; column from &amp;quot;No&amp;quot; to &amp;quot;Claimed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== America ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|National Congress || Brasilia || Brazil || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Christ the Redeemer || Rio de Janeiro || Brazil || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Navy Pier || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Adler Planetarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Soldier Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|McCormick Place || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|U.S. Cellular Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Wrigley Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Shedd Aquarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Union Station || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Oglivie Transportation Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Smurfit-Stone Building || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Marina City || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Millenium Park || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|United Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Brooklyn Bridge || New York || USA  || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Empire State Building || New York || USA || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Chrysler Building || New  York || USA  || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|United Nations Headquarters || New York || USA  || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Verizon Center || Washington, D.C. || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|White House || Washington, D.C. || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Space Needle || Seattle || USA || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Milwaukee Art Museum || Milwaukee || USA || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Bank of China Tower || Hong Kong || China || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|CCTV Tower || Beijing || China || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Taj Mahal || Agra || India || No&lt;br /&gt;
|-&lt;br /&gt;
|Akashi Kaikyo bridge || Kobe || Japan || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Petronas Towers || Kuala Lumpur || Malaysia || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Ryugyong Hotel || Pyongyang || North Korea || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Burj Khalifa || Dubai || UAE || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Burj al Arab || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Bitexco Financial Tower || Ho Chi Minh City || Vietnam || '''Yes'''&lt;br /&gt;
|}&lt;br /&gt;
=== Europe ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Stade de France || Saint-Denis || France || No&lt;br /&gt;
|-&lt;br /&gt;
|Zwischenahner Meer || Zwischenahn, Niedersachsen || Germany || '''CS done'''&lt;br /&gt;
|-&lt;br /&gt;
|Porta Westfalica/Hermans-Denkmal || Bückeburg (ETHB), Minden || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Lapan || Oldenburg, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Schloss || Oldenburg || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Colosseum || Rome || Italy || No&lt;br /&gt;
|-&lt;br /&gt;
|Oeresund Bridge || Copenhagen-Malmo || Scandinavia || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Big Ben || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Westminster Abbey || London || UK || '''Yes'''&lt;br /&gt;
|}&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Sydney Opera House || Sydney || Australia || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Sky Tower || Auckland || New Zealand || '''Claimed'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
*[[FlightGear Scenery Designer]]&lt;br /&gt;
*[[FlightGear Scenery Database]]&lt;br /&gt;
*[[UK_Scenery_Wish_List]]&lt;br /&gt;
===External links===&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2390 The forum topic]&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_hangars&amp;diff=27036</id>
		<title>FlightGear hangars</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_hangars&amp;diff=27036"/>
		<updated>2010-12-29T06:53:51Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Other hangars (2) */  riktov's hangar contents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''See [[Links]] for an overall listing of FlightGear related external websites''&lt;br /&gt;
&lt;br /&gt;
FlightGear has many [[aircraft]] available from 3rd-party hangars, some which are GPL compatible and also included in official distributions while others are independent. Aircraft versions range from requiring a developmental build, to being compatible with the latest primary release, to requiring an older version. &lt;br /&gt;
&lt;br /&gt;
Be careful with external links! &lt;br /&gt;
&lt;br /&gt;
===Official Hangars===&lt;br /&gt;
*[http://www.flightgear.org/Downloads/aircraft-2.0.0/ FlightGear Official 2.0 Hangar]&lt;br /&gt;
*[http://gitorious.org/fg/fgdata/trees/master/Aircraft Git Hangar] (for [[Git]] builds)&lt;br /&gt;
*[http://liveries.flightgear.org FlightGear Liveries]&lt;br /&gt;
&lt;br /&gt;
===Other hangars (1)===&lt;br /&gt;
*[http://helijah.free.fr/flightgear/hangar.htm Helijah FlightGear Hangar] (142+ original aircraft!)&lt;br /&gt;
*[http://fgnl.freehostia.com/ Gijs Hangar] &lt;br /&gt;
*[http://members.cox.net/davidculp/hangar.html Dave's Hangar] (also [http://daveshangar.blogspot.com/ Dave's Hangar Blog])&lt;br /&gt;
*[http://www.gidenstam.org/FlightGear/Airships/ Anders Lighter-than-air Hangar]&lt;br /&gt;
*[http://www.sol2500.net/flightgear/aircraft.html DFaber Hangar]&lt;br /&gt;
*[http://sydhangar.daffodil.uk.com/ Syd's Hangar]&lt;br /&gt;
*[http://pagesperso-orange.fr/GRTux/tux/index-en.html GRTux Hangar]&lt;br /&gt;
*[http://macflightgear.sourceforge.net/home/aircraft Tat's Aircraft for FlightGear] (also with Mac OS related content)&lt;br /&gt;
*[http://seahorseCorral.org/flightgear_aircraft.html Stewart's SEA-horse Aircraft Hanger]&lt;br /&gt;
&lt;br /&gt;
===Other hangars (2)===&lt;br /&gt;
*[http://www.AAliveries.yolasite.com/ AA Liveries] (Aircraft Modifications and liveries)&lt;br /&gt;
*[http://flightgear.bplaced.de/filemanager/flightgear/index.php longfly's german hangar] (DE)&lt;br /&gt;
**[http://www.flightgear.bplaced.de/filemanager/flightgear/index.php/flugzeugliste Flugzeugliste] (List of aircraft)&lt;br /&gt;
*[http://alphashangar.co.nr/ Alpha-J's Hangar] (Aircraft, Liveries, Scenery, AI, etc.)&lt;br /&gt;
*[http://skyopshangar.byethost17.com/ Skyop's FlightGear Hangar]&lt;br /&gt;
*[http://www.hoerbird.net/aircrafts.html Hoerbird Hangar]&lt;br /&gt;
*[http://croo.murgl.org/fgfs/index.html A-10 and A-6 stuff]&lt;br /&gt;
*[http://ltts.crlt.indiana.edu/grn/flightgear/ Buckaroo's Hangar] (also with yasim introduction)&lt;br /&gt;
**Lockheed 1049H Constellation, Grumman Goose, McDonnell Douglas MD-81&lt;br /&gt;
*[http://presteshangar.wikidot.com/start Prestes Hangar]&lt;br /&gt;
*[http://www.treborlogic.com/fgfs/hangar/ Yourgod's Hangar: Douglas DC-8]&lt;br /&gt;
*[http://sites.google.com/site/pjedvajflightgear/ pjedvaj's Hangar]&lt;br /&gt;
**Ilyushin Il-96-400, Mikoyan-Gurevich MiG-21bis, Pilatus PC-21, Pilatus PC-9M, Tupolev Tu-214 &lt;br /&gt;
*[http://hhfgfs.weebly.com/index.html Hellcat's FlightGear Hangar] (x-wing)&lt;br /&gt;
*[http://riktov.synthasite.com/ Riktov's FlightGear Hangar] (BN-2 Islander, Giant Marshmallow Man)&lt;br /&gt;
*[http://vicmar.weebly.com/ FlightGear VicMar] &lt;br /&gt;
**Yanagisawa Gen H-4, Stung Biker, Quad Bikes, SRN4, Water Skier, G2 Thunderpack, Martin Jetpack&lt;br /&gt;
*[http://nickfg.blogspot.com/ Nick's FlightGear Hangar] (Blog, CRJ-200)&lt;br /&gt;
*[http://members.cox.net/scotsg8r/hangar/ N-SCOT's Hangar]&lt;br /&gt;
*[http://bravosflightgear.yolasite.com/ Bravo's FlightGear] (Airbus A318-100)&lt;br /&gt;
*[http://charles.ingels.free.fr/flightgear/ French FlightGear Hangar]&lt;br /&gt;
*[http://theomegahangar.webs.com SanFrancisco Pilots' OMEGA HANGAR] &lt;br /&gt;
*[http://flier95-flightgear.blogspot.com/ Flier95's Hangar] (Blog format)&lt;br /&gt;
&lt;br /&gt;
====Livery Hangar only====&lt;br /&gt;
*[http://jchnd.blogspot.com/ JcHnd's Liveries for FlightGear]&lt;br /&gt;
*[http://dliveryhangar.synthasite.com/ Dodger4's Livery Hangar]&lt;br /&gt;
*[http://berwickskins.yolasite.com/ Berwick-skins]&lt;br /&gt;
*[http://mojos-hangar.webs.com/ Mojo's Flightgear Livery Hangar]&lt;br /&gt;
*[http://simbabeathangar.webs.com/ Simbabeat's Livery Hangar]&lt;br /&gt;
&lt;br /&gt;
====Homepages, blogs, etc.====&lt;br /&gt;
&lt;br /&gt;
*[http://www.emmerich-j.de/FGFS/index.html jomo's FlightGear Homepage]&lt;br /&gt;
*[http://geoffmclane.com/fg/index.htm FlightGear Build Centre]&lt;br /&gt;
*[http://www.fguk.co.nr/ FlightGear United Kingdom] &lt;br /&gt;
*[http://www.flightgear-germany.de/ FlightGear Germany] (DE)&lt;br /&gt;
*[http://flightgear2009.blogspot.com/ Flight Gear Brasil 2009] (non-english)&lt;br /&gt;
*[http://www.shialeweb.com/caballerosaguila/news.php Caballeros Aguila] (non-english)&lt;br /&gt;
*[http://tehwarlock.tk/ Tehwarlock Blog]&lt;br /&gt;
*[http://flightgearblog.blogspot.com/ FlightGear Blog] (Last post Dec. 2008)&lt;br /&gt;
&lt;br /&gt;
===Other FlightGear repositories===&lt;br /&gt;
*[http://www.unitedfreeworld.com/ unitedfreeworld] (scenery, plane models, and livery)&lt;br /&gt;
*[http://www.flightgearplanes.com Flightgear Planes Website]&lt;br /&gt;
&lt;br /&gt;
===Outdated Hangars===&lt;br /&gt;
*[http://www.ae.uiuc.edu/m-selig/apasim/Aircraft-uiuc.html UIUC Hangar] &lt;br /&gt;
*[http://ftp.riken.go.jp/pub/FreeBSD/distfiles/flightgear-aircrafts/ Older versions of FlightGear aircraft] &lt;br /&gt;
&lt;br /&gt;
===Related content===&lt;br /&gt;
*[[Table of models]]&lt;br /&gt;
*[[Aircraft]] - [[Helicopter]] - [[Vehicle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git&amp;diff=26603</id>
		<title>FlightGear Git</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git&amp;diff=26603"/>
		<updated>2010-12-13T03:13:35Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
'''Git''' is a version control system used by the [[FlightGear]] project to store all of the files required to build FlightGear, as well as data (mainly [[aircraft]]). Git tracks updates to every file as developers around the world work together concurrently to create new versions. &lt;br /&gt;
&lt;br /&gt;
While new FlightGear features and additions are in development, they are available from Git before they are available in the standard release version. Using Git allows a user to build the newest possible version of FlightGear from the latest source files, to experiment with new aircraft or other features. However, it's not a beginner's tool. Using Git can expose the user to unstable features that show ugly error messages, or crash the computer. &lt;br /&gt;
&lt;br /&gt;
In May 2010, after a hardware failure on the [[CVS]] servers, the FlightGear project changed version control system from CVS to Git. The Git repositories are located at [http://gitorious.org/fg Gitorious] and at the [http://mapserver.flightgear.org/git/?p=fgdata;a=summary Mapserver].&lt;br /&gt;
&lt;br /&gt;
Due to the &amp;quot;recent&amp;quot; switch, we are currently doing our best on providing manuals for obtaining FlightGear through Git. The following articles are work in progress:&lt;br /&gt;
* '''Mac OS X:''' [[FlightGear Git on Mac OS X]]&lt;br /&gt;
* '''Windows:''' [[FlightGear Git on Windows]]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
Much has been written on the advantages of Git over CVS. For us, some advantages are:&lt;br /&gt;
* Much better support for branches and merging branches. This is especially important for creating bug-fix releases for major releases while still allowing work on the next major release to continue. It is also very nice for a developer's personal workflow.&lt;br /&gt;
* Easier path for contributors to submit changes and developers to integrate them;&lt;br /&gt;
* Much better support for everyday tasks like searching the project history for changes, viewing changes, bisecting the project history to find the original source of a bug.&lt;br /&gt;
&lt;br /&gt;
Also, as noted before, the CVS servers had a hardware failure on May 2010, speeding up FlightGear's change to Git.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Repositories and Branches ==&lt;br /&gt;
For historical reasons there continue to be separate repositories for SimGear and FlightGear source. There are 3 interesting branches in the repositories. Listed in order from least stable to most:&lt;br /&gt;
* &amp;lt;tt&amp;gt;next&amp;lt;/tt&amp;gt; The current tip of new development. This branch should always compile and run, but various things could be broken.&lt;br /&gt;
* &amp;lt;tt&amp;gt;master&amp;lt;/tt&amp;gt; The tip of stable, tested new features. If we were to make a new release today, we would start from the tip of this branch. New features that have been &amp;quot;cooking&amp;quot; in the &amp;lt;tt&amp;gt;next&amp;lt;/tt&amp;gt; branch for a few days or weeks will be merged here.&lt;br /&gt;
* &amp;lt;tt&amp;gt;maint&amp;lt;/tt&amp;gt; Bug fixes for the most recently released Flightgear. When a release is made from &amp;lt;tt&amp;gt;master&amp;lt;/tt&amp;gt;, this branch is reset to it.&lt;br /&gt;
&lt;br /&gt;
This arrangement follows the scheme used by the Git maintainers.&lt;br /&gt;
[http://www.kernel.org/pub/software/scm/git/docs/howto/maintain-git.txt This description] is very technical; you will surely have achieved git-fu if completely understand it. However, the idea of maintaining several branches of different stability is common in collaborative software projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clone and handle Repositories ==&lt;br /&gt;
=== Quick checkout ===&lt;br /&gt;
# Check on gitorious for valid projects: http://gitorious.org/fg&lt;br /&gt;
# Cloning Simgear&lt;br /&gt;
# Cloning FlightGear&lt;br /&gt;
# Cloning FGData&lt;br /&gt;
&lt;br /&gt;
By default you will be checking out the &amp;lt;tt&amp;gt;next&amp;lt;/tt&amp;gt; branch of SimGear and FlightGear. This is probably what you want if you want to assist with reporting bugs and the like before they are release as a proper release version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== For dummies ===&lt;br /&gt;
Some basic git commands on how to clone, update and handle local git repositories. Except the initial ''git clone'' for each repository all commands have to be executed from within the ''target'' folder.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cloning SimGear ====&lt;br /&gt;
;&amp;lt;code&amp;gt;git clone git://gitorious.org/fg/simgear.git [target]&amp;lt;/code&amp;gt;&lt;br /&gt;
: the folder ''target'' will be created and a clone of the SimGear repo stored inside it. If no ''target'' is given the new folder's name is &amp;lt;code&amp;gt;simgear&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt; into the new folder. You are then inside the ''working tree'' of this git repo. The repo itself is stored inside the subfolder &amp;lt;tt&amp;gt;.git&amp;lt;/tt&amp;gt;, which we mustn't edit manually. Git will take care of that.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;git branch&amp;lt;/code&amp;gt;&lt;br /&gt;
: will show the active [[FlightGear_and_Git#Repositories and Branches|branch]]. Right after download this will be &amp;lt;tt&amp;gt;* next&amp;lt;/tt&amp;gt;, that means the content of the ''working tree'' is the bleeding edge of SimGear's source code.&lt;br /&gt;
:;&amp;lt;code&amp;gt;git branch -a&amp;lt;/code&amp;gt;&lt;br /&gt;
:: will list all branches of a git repository. The one marked with an asterisk (*) is the active one.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;git checkout master&amp;lt;/code&amp;gt;&lt;br /&gt;
: will change the active [[FlightGear_and_Git#Repositories_and_Branches|branch]] to &amp;lt;tt&amp;gt;master&amp;lt;/tt&amp;gt;. Means, that the content of the ''working tree'' will be changed to that state.&lt;br /&gt;
&lt;br /&gt;
:;&amp;lt;code&amp;gt;git checkout v2.0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
:: will activate the state of the code inside the &amp;lt;tt&amp;gt;master&amp;lt;/tt&amp;gt; branch at the time FG 2.0.0 was released.&lt;br /&gt;
:;&amp;lt;code&amp;gt;git tag&amp;lt;/code&amp;gt;&lt;br /&gt;
:: will show all tags of the history of the active branch.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;git pull&amp;lt;/code&amp;gt;&lt;br /&gt;
: will update the local repo from the remote one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloning FlightGear ====&lt;br /&gt;
Except for the initial clone command this is identic to [[FlightGear_and_Git#Cloning_SimGear|Cloning SimGear]].&lt;br /&gt;
;&amp;lt;code&amp;gt;git clone git://gitorious.org/fg/flightgear.git [target]&amp;lt;/code&amp;gt;&lt;br /&gt;
To successfully compile &amp;lt;code&amp;gt;fgfs&amp;lt;/code&amp;gt; Flight- and SimGear's ''working tree'' must have the same state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cloning fgdata ====&lt;br /&gt;
At the time of writing the data repository is about ''2.6 GB''. Continuing an interrupted cloning of a repository is &amp;lt;b&amp;gt;not supported&amp;lt;/b&amp;gt; with git. Therefore, if you have a slow or unstable connection to the internet, it is recommended to download the [[FlightGear_and_Git#fgdata.bundle|fgdata.bundle]].&lt;br /&gt;
&lt;br /&gt;
Also have in mind, that the repository plus the ''working tree'' will be more than twice the size of the download on your local filesystem.&lt;br /&gt;
&lt;br /&gt;
There is neither a &amp;lt;tt&amp;gt;next&amp;lt;/tt&amp;gt; branch nor any tags in that repository. If you want to build FlightGear 2.0.0 you may fetch the data (FlightGear-data-2.0.0.tar.bz2) at one of the [http://flightgear.org/mirrors.html mirrors].&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;git clone git://mapserver.flightgear.org/fgdata/ [target]&amp;lt;/code&amp;gt;&lt;br /&gt;
: if no ''target'' is given the new folder's name is &amp;lt;tt&amp;gt;fgdata&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt; into the new directory and verify it's state with &amp;lt;b&amp;gt;&amp;lt;code&amp;gt;git branch&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt;. If it isn't &amp;lt;tt&amp;gt;* master&amp;lt;/tt&amp;gt;, do a &amp;lt;b&amp;gt;&amp;lt;code&amp;gt;git checkout master&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Local Branch ====&lt;br /&gt;
To make individual changes, like editing a joystick file or add a plane to fgdata or patch the source code, it is recommended to create a local branch inside that repository. The following commands will describe a way to achieve this. But have in mind, that this is very basic and only suits for users who have minor changes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt; into the repositories folder, e.g. fgdata:&lt;br /&gt;
;&amp;lt;code&amp;gt;git checkout -b master.local master&amp;lt;/code&amp;gt;&lt;br /&gt;
: a new branch &amp;lt;tt&amp;gt;master.local&amp;lt;/tt&amp;gt; is created out of the &amp;lt;tt&amp;gt;master&amp;lt;/tt&amp;gt; branch and set as the active one. You may now apply your individual stuff there and start FlightGear to verify the changes are propper.&lt;br /&gt;
&lt;br /&gt;
If you conclude they are, you have to tell git about those changes:&lt;br /&gt;
;&amp;lt;code&amp;gt;git status&amp;lt;/code&amp;gt;&lt;br /&gt;
: will give you a list of files that have been altered or that are new.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;git add -i&amp;lt;/code&amp;gt;&lt;br /&gt;
: will show the files that have been altered and give you options on what to do next. &amp;lt;code&amp;gt;git add&amp;lt;/code&amp;gt; does not actually add the changes to ''master.local'' but adds them to the ''index''.&lt;br /&gt;
: &amp;lt;b&amp;gt;&amp;lt;tt&amp;gt;[a]dd&amp;lt;/tt&amp;gt;&amp;lt;/b&amp;gt; will add new paths/files (called ''untracked'' in status) from the ''working tree'' to the ''index''. This has to be done only if you have added paths/files, like an aircraft, to the ''working tree''.&lt;br /&gt;
: If git finds more than one ''untracked'' file/path, it will give you a numbered list and prompt to select which ones should be added. An empty input will exit this mode. See &amp;quot;Interactive mode&amp;quot; in [http://www.kernel.org/pub/software/scm/git/docs/git-add.html man git add] for more details.&lt;br /&gt;
: &amp;lt;b&amp;gt;&amp;lt;tt&amp;gt;[u]pdate&amp;lt;/tt&amp;gt;&amp;lt;/b&amp;gt; is the next step and will update the altered and ''tracked'' files to the index in the same manner as explained in &amp;lt;tt&amp;gt;add&amp;lt;/tt&amp;gt; untracked paths above.&lt;br /&gt;
;&amp;lt;code&amp;gt;git commit&amp;lt;/code&amp;gt;&lt;br /&gt;
: will commit the ''indexed'' updates to the ''master.local'' branch. It opens a list of the updates in your standard editor. You may add a comment to that file describing the object of the commit. Save and exit the editor. You have now commited your changes inside the ''working tree'' to your personal branch.&lt;br /&gt;
&lt;br /&gt;
To update that personal branch from the remote one do the following steps:&lt;br /&gt;
 git checkout master           # switch to master branch&lt;br /&gt;
 git pull                      # update it&lt;br /&gt;
 git checkout master.local     # switch back to the individual branch&lt;br /&gt;
 git rebase master             # update it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Some more helpful commands ====&lt;br /&gt;
;&amp;lt;code&amp;gt;git help&amp;lt;/code&amp;gt;&lt;br /&gt;
;&amp;lt;code&amp;gt;git help [commad]&amp;lt;/code&amp;gt;&lt;br /&gt;
;&amp;lt;code&amp;gt;git apply&amp;lt;/code&amp;gt;&lt;br /&gt;
: apply a patch to files and/or to the index http://www.kernel.org/pub/software/scm/git/docs/git-apply.html&lt;br /&gt;
;&amp;lt;code&amp;gt;git checkout -f&amp;lt;/code&amp;gt;&lt;br /&gt;
: may be used to throw away any local changes to the ''working tree''. Use with care, as any option that name is &amp;lt;tt&amp;gt;-f&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;--force&amp;lt;/tt&amp;gt;, and only after reading &amp;lt;code&amp;gt;git checkout help&amp;lt;/code&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== fgdata.bundle ===&lt;br /&gt;
For the FlightGear-data there are also bundles (snapshots) available that can be retrieved with your favourite download manager. This way you can resume interrupted downloads. After unpacking only a comparatively small amount of data has to be transferred from the git server to synchronize your repository.&lt;br /&gt;
&lt;br /&gt;
Download the bundle from&lt;br /&gt;
 $ wget http://flightgear.mxchange.org/pub/fgfs/fgdata.bundle&lt;br /&gt;
or&lt;br /&gt;
 $ wget http://peter-server.homelinux.net/fgdata/fgdata/fgdata.bundle&lt;br /&gt;
&lt;br /&gt;
The bundle may be periodically updated and bundles from different sources need not be the same. The file size for the above bundle dated 2010-06-09 is 2394168314, while the md5 checksum is&lt;br /&gt;
 $ md5sum fgdata.bundle&lt;br /&gt;
 2996221bd2b8ab7740f332f49396cf56  fgdata.bundle&lt;br /&gt;
&lt;br /&gt;
Do the following steps to extract the bundle and bring the repository up to date:&lt;br /&gt;
 $ git clone fgdata.bundle fgdata&lt;br /&gt;
 Initialized empty Git repository in fgdata/.git/&lt;br /&gt;
 warning: unrecognized header: -deg&amp;quot; - /orientation/roll += &amp;quot;-deg&amp;quot; - /position/altitude += &amp;quot;-ft&amp;quot; - /position/altitude-agl += &amp;quot;-ft&amp;quot; - /position/latitude += &amp;quot;-deg&amp;quot; --/position/longitude += &amp;quot;-deg&amp;quot; - /radios/adf/frequencies/selected += &amp;quot;-khz&amp;quot; - /radios/adf/frequencies/&lt;br /&gt;
 warning: remote HEAD refers to nonexistent ref, unable to checkout.&lt;br /&gt;
 $ cd fgdata&lt;br /&gt;
 $ git branch master-tmp origin/master&lt;br /&gt;
 Branch master-tmp set up to track remote branch refs/remotes/origin/master.&lt;br /&gt;
 $ git remote rm origin&lt;br /&gt;
 $ git remote add origin git://gitorious.org/fg/fgdata&lt;br /&gt;
 $ git fetch origin&lt;br /&gt;
 remote: Counting objects: 5596, done.&lt;br /&gt;
 remote: Compressing objects: 100% (2919/2919), done.&lt;br /&gt;
 remote: Total 4266 (delta 2540), reused 2166 (delta 1297)&lt;br /&gt;
 Receiving objects: 100% (4266/4266), 117.93 MiB | 1374 KiB/s, done.&lt;br /&gt;
 Resolving deltas: 100% (2540/2540), completed with 628 local objects.&lt;br /&gt;
 From git://gitorious.org/fg/fgdata&lt;br /&gt;
  * [new branch]      PRE_OSG_PLIB_20061029 -&amp;gt; origin/PRE_OSG_PLIB_20061029&lt;br /&gt;
  * [new branch]      master     -&amp;gt; origin/master&lt;br /&gt;
  * [new tag]         last-cvs   -&amp;gt; last-cvs&lt;br /&gt;
  * [new tag]         mapserver  -&amp;gt; mapserver&lt;br /&gt;
 $ git branch -D master-tmp&lt;br /&gt;
 Deleted branch master-tmp.&lt;br /&gt;
 $ git branch --track master origin/master&lt;br /&gt;
 Branch master set up to track remote branch refs/remotes/origin/master.&lt;br /&gt;
 $ git checkout&lt;br /&gt;
&lt;br /&gt;
If you get an error at &amp;lt;b&amp;gt;&amp;lt;code&amp;gt;git fetch origin&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt; try:&lt;br /&gt;
 $ git remote rm origin&lt;br /&gt;
 $ git remote add origin git://mapserver.flightgear.org/fgdata/&lt;br /&gt;
 $ git fetch origin&lt;br /&gt;
&lt;br /&gt;
For future updates just do a &amp;lt;b&amp;gt;&amp;lt;code&amp;gt;git pull&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
=== Git tutorials and resources ===&lt;br /&gt;
* Git [http://git-scm.com/documentation documentation and tutorials]&lt;br /&gt;
* Git as a [http://tomayko.com/topics/git way of life].&lt;br /&gt;
* The [https://git.wiki.kernel.org/index.php/GitCheatSheet Git Cheat Sheet] and the [http://jan-krueger.net/development/git-cheat-sheet-extended-edition Git Cheat Sheet Extended Edition]&lt;br /&gt;
* [http://wiki.github.com/bogolisk/egg Egg], a cool Git emacs mode.&lt;br /&gt;
* A guide to [http://nathanj.github.com/gitguide/ using Git on Windows]&lt;br /&gt;
* [http://kylecordes.com/2008/04/30/git-windows-go/ Git on Windows Go!] (Setting up msysgit on Windows)&lt;br /&gt;
* [http://gitcasts.com/posts/git-on-windows Git on Windows (webcast)]&lt;br /&gt;
* [http://sourceforge.net/projects/qgit qgit - interactive git repository viewer and frontend]&lt;br /&gt;
* Additional [[Resources WRT running git on Win32]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Building}}&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:P51d-mustang.png&amp;diff=22582</id>
		<title>File:P51d-mustang.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:P51d-mustang.png&amp;diff=22582"/>
		<updated>2010-06-29T05:14:46Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: uploaded a new version of &amp;quot;File:P51d-mustang.png&amp;quot;:&amp;amp;#32;Reverted to version as of 05:12, 18 December 2009 which actually shows the plane better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of P51D&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:A-10.jpg&amp;diff=22581</id>
		<title>File:A-10.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:A-10.jpg&amp;diff=22581"/>
		<updated>2010-06-29T05:13:06Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: uploaded a new version of &amp;quot;File:A-10.jpg&amp;quot;:&amp;amp;#32;Reverted to version as of 12:20, 15 August 2006 Who the hell is Fahim?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fairchild A-10 Thunderbolt II&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Hawker_Seahawk.jpg&amp;diff=22580</id>
		<title>File:Hawker Seahawk.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Hawker_Seahawk.jpg&amp;diff=22580"/>
		<updated>2010-06-29T05:10:29Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: uploaded a new version of &amp;quot;File:Hawker Seahawk.jpg&amp;quot;:&amp;amp;#32;Reverted to version as of 12:12, 9 October 2007 - let's just stick to a clean, illustrative image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of Hawker Seahawk&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=22579</id>
		<title>North American P-51 Mustang</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=North_American_P-51_Mustang&amp;diff=22579"/>
		<updated>2010-06-29T05:06:01Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Development status/Issues/Todo */  vertical tail texture is mirrored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = P51d-mustang.png&lt;br /&gt;
|name = P51D Mustang&lt;br /&gt;
|type = Military aircraft&lt;br /&gt;
|fdm = YASim&lt;br /&gt;
|status =&lt;br /&gt;
|authors = Jim Wilson&lt;br /&gt;
|fgname = &amp;lt;tt&amp;gt;p51d&amp;lt;/tt&amp;gt;&lt;br /&gt;
|download = http://www.flightgear.org/Downloads/aircraft/#p51&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P-51D is a piston single engine fighter [[aircraft]];a well-developed warbird for FG v1.0.0.&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
==Aircraft Help==&lt;br /&gt;
=== Flying Hints ===&lt;br /&gt;
&lt;br /&gt;
NOTE: the yasim config file for this aircraft currently starts up with the booster in 1st stage.&lt;br /&gt;
&lt;br /&gt;
==== Take Off ====&lt;br /&gt;
&lt;br /&gt;
*Set prop pitch to full increased rpm.&lt;br /&gt;
*Start engine with throttle at idle.&lt;br /&gt;
*Set BOOST stage one (CTRL-b keybinding cycles through stage 0 (off),1, and 2). Default startup for p51-d should have stage one already on.&lt;br /&gt;
&lt;br /&gt;
*Set throttle to 40 inHG Manifold Pressure (MP).&lt;br /&gt;
&lt;br /&gt;
*Be ready to actuate rudder. When the tail first lifts, the torque will pull the nose to the left.&lt;br /&gt;
*After tail lifts off slowing move throttle to full open which with stage 1 booster engaged should be about 61 inHG Manifold Pressure.&lt;br /&gt;
*Hang on. Stay on top of rudder control with small adjustments or you'll do a ground loop.&lt;br /&gt;
*Rotate at 150 mph or so.&lt;br /&gt;
&lt;br /&gt;
==== Climb ====&lt;br /&gt;
 &lt;br /&gt;
*Back off MP to 46 inHG. *Adjust propeller pitch to 2700 rpm.&lt;br /&gt;
*Keep adding throttle as you climb to maintain 46 inHG until you hit full throttle.&lt;br /&gt;
*At 18,000 feet turn on second stage (hit CTRL-b) and back off throttle to 46 inHG.&lt;br /&gt;
&lt;br /&gt;
==== Flying ====&lt;br /&gt;
 &lt;br /&gt;
*Trim and Cruise at about 2400 rpm.&lt;br /&gt;
*Do not exceed 2700 rpm sustained.&lt;br /&gt;
*Do not exceed 3000 rpm military power (aerobatics)&lt;br /&gt;
*Do not exceed 3500 rpm in dives.&lt;br /&gt;
*Do not exceed 61 inHG Mainfold Pressure (military power), except 71 inHG for maximum of 7 minutes (war emergency power). Note that war emergency power is not for flying fast, rather it is for dogfighting at &amp;lt; 200mph.&lt;br /&gt;
&lt;br /&gt;
==== Landing ====&lt;br /&gt;
 &lt;br /&gt;
*A single long sweeping turn from the downwind leg into a short approach seems to work best. Make sure you are below 250mph before starting the turn. Use forward slip as necessary to bleed off speed and altitude at the same time.&lt;br /&gt;
* Start applying flaps at 250mph, gear at 175mph, and full flaps at 165mph or less.&lt;br /&gt;
*Excessive braking can cause you to nose over. Some recommend raising flaps immediately after touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Performance Data ===&lt;br /&gt;
 &lt;br /&gt;
This information is gleaned from various sources:&lt;br /&gt;
Maximum Speed: 437 mph&lt;br /&gt;
&lt;br /&gt;
Cruise Speed: 363 mph&lt;br /&gt;
&lt;br /&gt;
Landing Speed: 100 mph&lt;br /&gt;
&lt;br /&gt;
Initial Climb Rate: 3475 feet per minute&lt;br /&gt;
Sustained Climb Speed: 175 mph&lt;br /&gt;
&lt;br /&gt;
Service Ceiling: 41,900 (with 2nd Stage booster).&lt;br /&gt;
&lt;br /&gt;
Stall Speed (9000lbs) Gear/Flaps Up: 102mph Gear/Flaps Down: 95mph&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* front wheels rotate even when airplane is standing still&lt;br /&gt;
* when flaps are lowered, you can see inside the 3d model were the flaps where before&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* propeller rotates in wrong direction from some view points&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* landing lights and strobe lights are missing&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder control pedals available&lt;br /&gt;
* switches and levers can't be controlled with mouse&lt;br /&gt;
* cockpit is only partly textured (sidewalls and cockpit fron have no textures)&lt;br /&gt;
* no pilot present in cockpit&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
Texture:&lt;br /&gt;
* Vertical tail texture is mirrored&lt;br /&gt;
&lt;br /&gt;
== Related lists ==&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
* [[Table of models]]&lt;br /&gt;
* [[FlightGear 1.0 default aircraft]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.vectorsite.net/avp51.html The North American P-51 Mustang (vectorsite.net)]&lt;br /&gt;
&lt;br /&gt;
{{North American}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Understanding_Propeller_Torque_and_P-Factor&amp;diff=22578</id>
		<title>Understanding Propeller Torque and P-Factor</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Understanding_Propeller_Torque_and_P-Factor&amp;diff=22578"/>
		<updated>2010-06-29T05:01:45Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Prop wash */  rm redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an attempt to answer the frequent question &amp;quot;Why is my aircraft turning left all the time?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This occurs only in aircraft with propellers at the front of the aircraft. And, yes, it does occur in real life. Three distinct phenomena cause the effect, all causing the aircraft to turn in the same direction. They are:&lt;br /&gt;
&lt;br /&gt;
==Prop wash==&lt;br /&gt;
A propeller pushes air not just horizontally to the back, but more in a twisting helix around the [http://en.wikipedia.org/wiki/Fuselage fuselage] (clockwise as seen from the cockpit). As the air whirls around the fuselage it pushes against the left side of the vertical tail (assuming it is located above the propeller's axis), causing the plane to yaw to the left. The prop wash effect is at its greatest when the airflow is flowing more around the fuselage than along it, i.e., at high power and low airspeed, which is the situation when starting the takeoff run.&lt;br /&gt;
&lt;br /&gt;
==Propeller Torque Effect==&lt;br /&gt;
&lt;br /&gt;
Torque effect is the influence of engine torque on aircraft movement and control. It is generally exhibited as a left turning tendency in piston single engine propeller driven aircraft.&lt;br /&gt;
&lt;br /&gt;
According to Newton's law, &amp;quot;for every action there is an equal and opposite reaction,&amp;quot; such that the propeller, if turning clockwise (when viewed from the cockpit), imparts a tendency for the aircraft to rotate counterclockwise. Since most single engine aircraft have propellers rotating clockwise, they rotate to the left, pushing the left wing down.&lt;br /&gt;
&lt;br /&gt;
Typically, the pilot is expected to counter this force through the control inputs. To counter the aircraft roll left, the pilot applies right aileron.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that torque is a movement about the roll axis. Aileron controls roll. Prop torque is not countered by moving the rudder or by setting rudder trim. It is countered by moving or trimming the aileron.&lt;br /&gt;
&lt;br /&gt;
This correction induces adverse yaw, which is corrected by moving or trimming the rudder (right rudder).&lt;br /&gt;
&lt;br /&gt;
On aircraft with contrarotating propellers (propellers that rotate in opposite directions) the torque from the two propellers cancel each other out, so that no compensation is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Further Reading: [http://www.aerospaceweb.org/question/dynamics/q0015a.shtml Propeller Torque Factor]&lt;br /&gt;
&lt;br /&gt;
== P-Factor ==&lt;br /&gt;
&lt;br /&gt;
P-factor is the term for asymmetric propeller loading, causes the airplane to yaw to the left when at high angles of attack.&lt;br /&gt;
&lt;br /&gt;
The descending right side of the propeller (as seen from the rear) has a higher angle of attack than the upward-moving blade on the left side and provides more thrust. This occurs only when the propeller is not meeting the oncoming airflow head-on, for example when an aircraft is moving down the runway at a nose-high attitude (i.e. at a high angle of attack), as is the case with tail-draggers. Aircraft with tricycle landing gear maintain a level attitude on the takeoff roll run, so there is little P-factor during takeoff roll until lift off. In all cases, though, the effect is weaker than prop wash.&lt;br /&gt;
&lt;br /&gt;
According to What You Need to Know About Aerodyanics... by Franklin Gutierrez.&lt;br /&gt;
&lt;br /&gt;
== Gyroscopic Precession ==&lt;br /&gt;
&lt;br /&gt;
This is the tendency of a spinning object to precess or move about its axis when disturbed by a force. The engine and propeller act as a big gyroscope. However, gyroscopic precession is likely to be minimal in a typical aircraft.&lt;br /&gt;
&lt;br /&gt;
Gyroscopic precession is frequently confused with p-factor.&lt;br /&gt;
&lt;br /&gt;
One author maintains p-factor is caused by a combination of factors unrelated to gyroscopic precession http://home.earthlink.net/~x-plane/FAQ-Theory-PFactor.html&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.auf.asn.au/groundschool/umodule11.html#tophenomena Engine effects and aerodynamic phenomena] Recreational Aviation Australia Ground School article on &amp;quot;prop wash,&amp;quot; prop torque, gyro precession, p-factor and other similar factors affecting taildraggers.&lt;br /&gt;
&lt;br /&gt;
* [http://www.americanparagliding.com/propellerforces.htm http://www.americanparagliding.com/propellerforces.htm] The forces of P-factor, gyro precession and asymmetric blade thrust act with particular intensity in powere parachute gliders (paragliders), as this article relates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Understanding}}&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Understanding_Propeller_Torque_and_P-Factor&amp;diff=22577</id>
		<title>Understanding Propeller Torque and P-Factor</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Understanding_Propeller_Torque_and_P-Factor&amp;diff=22577"/>
		<updated>2010-06-29T05:01:14Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Prop wash */  vert-tail above prop axis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an attempt to answer the frequent question &amp;quot;Why is my aircraft turning left all the time?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This occurs only in aircraft with propellers at the front of the aircraft. And, yes, it does occur in real life. Three distinct phenomena cause the effect, all causing the aircraft to turn in the same direction. They are:&lt;br /&gt;
&lt;br /&gt;
==Prop wash==&lt;br /&gt;
A propeller pushes air not just horizontally to the back, but more in a twisting helix around the [http://en.wikipedia.org/wiki/Fuselage fuselage] (clockwise as seen from the cockpit). As the air whirls around the fuselage it pushes against the left side of the vertical tail (assuming that the vertical tail is located above the propeller's axis), causing the plane to yaw to the left. The prop wash effect is at its greatest when the airflow is flowing more around the fuselage than along it, i.e., at high power and low airspeed, which is the situation when starting the takeoff run.&lt;br /&gt;
&lt;br /&gt;
==Propeller Torque Effect==&lt;br /&gt;
&lt;br /&gt;
Torque effect is the influence of engine torque on aircraft movement and control. It is generally exhibited as a left turning tendency in piston single engine propeller driven aircraft.&lt;br /&gt;
&lt;br /&gt;
According to Newton's law, &amp;quot;for every action there is an equal and opposite reaction,&amp;quot; such that the propeller, if turning clockwise (when viewed from the cockpit), imparts a tendency for the aircraft to rotate counterclockwise. Since most single engine aircraft have propellers rotating clockwise, they rotate to the left, pushing the left wing down.&lt;br /&gt;
&lt;br /&gt;
Typically, the pilot is expected to counter this force through the control inputs. To counter the aircraft roll left, the pilot applies right aileron.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that torque is a movement about the roll axis. Aileron controls roll. Prop torque is not countered by moving the rudder or by setting rudder trim. It is countered by moving or trimming the aileron.&lt;br /&gt;
&lt;br /&gt;
This correction induces adverse yaw, which is corrected by moving or trimming the rudder (right rudder).&lt;br /&gt;
&lt;br /&gt;
On aircraft with contrarotating propellers (propellers that rotate in opposite directions) the torque from the two propellers cancel each other out, so that no compensation is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Further Reading: [http://www.aerospaceweb.org/question/dynamics/q0015a.shtml Propeller Torque Factor]&lt;br /&gt;
&lt;br /&gt;
== P-Factor ==&lt;br /&gt;
&lt;br /&gt;
P-factor is the term for asymmetric propeller loading, causes the airplane to yaw to the left when at high angles of attack.&lt;br /&gt;
&lt;br /&gt;
The descending right side of the propeller (as seen from the rear) has a higher angle of attack than the upward-moving blade on the left side and provides more thrust. This occurs only when the propeller is not meeting the oncoming airflow head-on, for example when an aircraft is moving down the runway at a nose-high attitude (i.e. at a high angle of attack), as is the case with tail-draggers. Aircraft with tricycle landing gear maintain a level attitude on the takeoff roll run, so there is little P-factor during takeoff roll until lift off. In all cases, though, the effect is weaker than prop wash.&lt;br /&gt;
&lt;br /&gt;
According to What You Need to Know About Aerodyanics... by Franklin Gutierrez.&lt;br /&gt;
&lt;br /&gt;
== Gyroscopic Precession ==&lt;br /&gt;
&lt;br /&gt;
This is the tendency of a spinning object to precess or move about its axis when disturbed by a force. The engine and propeller act as a big gyroscope. However, gyroscopic precession is likely to be minimal in a typical aircraft.&lt;br /&gt;
&lt;br /&gt;
Gyroscopic precession is frequently confused with p-factor.&lt;br /&gt;
&lt;br /&gt;
One author maintains p-factor is caused by a combination of factors unrelated to gyroscopic precession http://home.earthlink.net/~x-plane/FAQ-Theory-PFactor.html&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.auf.asn.au/groundschool/umodule11.html#tophenomena Engine effects and aerodynamic phenomena] Recreational Aviation Australia Ground School article on &amp;quot;prop wash,&amp;quot; prop torque, gyro precession, p-factor and other similar factors affecting taildraggers.&lt;br /&gt;
&lt;br /&gt;
* [http://www.americanparagliding.com/propellerforces.htm http://www.americanparagliding.com/propellerforces.htm] The forces of P-factor, gyro precession and asymmetric blade thrust act with particular intensity in powere parachute gliders (paragliders), as this article relates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Understanding}}&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=22574</id>
		<title>Landmark Wish List</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=22574"/>
		<updated>2010-06-29T00:19:40Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: Christ the Redeemer statue claimed by Paul Richter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides a list of important landmarks which are not currently in FlightGear Scenery that the community would like to see modeled. If you are a FlightGear modeler and are looking for something to model, please consider something on this list.&lt;br /&gt;
&lt;br /&gt;
Feel free to add to this list.&lt;br /&gt;
&lt;br /&gt;
If you are modeling a landmark, please change the &amp;quot;Completed&amp;quot; column from &amp;quot;No&amp;quot; to &amp;quot;Claimed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Sydney Opera House || Sydney || Australia || No&lt;br /&gt;
|-&lt;br /&gt;
|National Congress || Brasilia || Brazil || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Christ the Redeemer || Rio de Janeiro || Brazil || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Bank of China Tower || Hong Kong || China || No&lt;br /&gt;
|-&lt;br /&gt;
|CCTV Tower || Beijing || China || No&lt;br /&gt;
|-&lt;br /&gt;
|Zwischenahner Meer || Zwischenahn, Niedersachsen || Germany || '''CS done'''&lt;br /&gt;
|-&lt;br /&gt;
|Porta Westfalica/Hermans-Denkmal || Bückeburg (ETHB), Minden || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Lapan || Oldenburg, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Schloss || Oldenburg || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Taj Mahal || Agra || India || No&lt;br /&gt;
|-&lt;br /&gt;
|Colosseum || Rome || Italy || No&lt;br /&gt;
|-&lt;br /&gt;
|Petronas Towers || Kuala Lumpur || Malaysia || No&lt;br /&gt;
|-&lt;br /&gt;
|Sky Tower || Auckland || New Zealand || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Ryugyong Hotel || Pyongyang || North Korea || No&lt;br /&gt;
|-&lt;br /&gt;
|Oeresund Bridge || Copenhagen-Malmo || Scandinavia || '''yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Burj Dubai || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj al Arab || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Big Ben || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Westminster Abbey || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Navy Pier || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Adler Planetarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Soldier Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|McCormick Place || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|U.S. Cellular Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Wrigley Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Shedd Aquarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Union Station || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Oglivie Transportation Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Smurfit-Stone Building || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Marina City || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Millenium Park || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|United Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Brooklyn Bridge || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|Empire State Building || New York || USA || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Chrysler Building || New  York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|United Nations Headquarters || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|White House || Washington, D.C. || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Space Needle || Seattle || USA || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Milwaukee Art Museum || Milwaukee || USA || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
*[[FlightGear Scenery Designer]]&lt;br /&gt;
*[[FlightGear Scenery Database]]&lt;br /&gt;
*[[UK_Scenery_Wish_List]]&lt;br /&gt;
===External links===&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2390 The forum topic]&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=22539</id>
		<title>Livery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Livery&amp;diff=22539"/>
		<updated>2010-06-28T05:46:18Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Models/Liveries */  Rescue -&amp;gt; KLM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Livery_selection_dialog.jpg|thumb|270px|The livery selection dialog of the [[Sikorsky S76C]].]]&lt;br /&gt;
On this page we describe how you make use of a script to get a '''livery selection dialog''' for an [[aircraft]] or [[vehicle]] in [[FlightGear]]. To get new liveries, you need to have them available with this script.&lt;br /&gt;
&lt;br /&gt;
'''If you want to add a new livery to a plane that already makes use of the livery select system, you'll only have to follow the steps under [[#Models/Liveries|Models/Liveries]].'''&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
There are a few files we need to make (or edit), namely:&lt;br /&gt;
* &amp;lt;tt&amp;gt;...-set.xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/....xml&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;Nasal/liveries.nas&amp;lt;/tt&amp;gt;&lt;br /&gt;
We also have to make a new directory to store our liveries in. Let's make it &amp;lt;tt&amp;gt;Aircraft/.../Models/Liveries&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Models/Liveries===&lt;br /&gt;
For every livery we need to make a file. Let's say we got a KLM livery, we then need to make a file called &amp;lt;tt&amp;gt;KLM.xml&amp;lt;/tt&amp;gt; in our &amp;lt;tt&amp;gt;Models/Liveries&amp;lt;/tt&amp;gt; directory. When a particular livery is selected, its XML file is copied to the aircraft's property tree. On the pilot's side this is the main property tree &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;, and on all remote machines on the MP network it's one of the multiplayer branches in &amp;lt;tt&amp;gt;/ai/models/multiplayer[]&amp;lt;/tt&amp;gt;. The structure of livery XML files is completely free. There just has to be a property containing a name for the selection dialog, and &amp;lt;tt&amp;gt;aircraft.livery.init()&amp;lt;/tt&amp;gt; must be told which it is. By default it is &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;.&lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;KLM Royal Dutch Airlines&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, the texture files are also stored in the &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; directory of the aircraft.&lt;br /&gt;
&lt;br /&gt;
===Models/....xml===&lt;br /&gt;
The first part is related to the nasal script. &amp;lt;tt&amp;gt;(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&amp;lt;/tt&amp;gt; points FlightGear to the directory where we store our liveries. This is a different directory for every plane, but there should be only one folder for one plane, containing all the liveries for that plane. Add the following code to your models .xml file:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nasal&amp;gt;&lt;br /&gt;
  &amp;lt;load&amp;gt;&lt;br /&gt;
   var livery_update = aircraft.livery_update.new(&amp;quot;Aircraft/DR400/Models/Liveries&amp;quot;);&lt;br /&gt;
  &amp;lt;/load&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  &amp;lt;unload&amp;gt;&lt;br /&gt;
   livery_update.stop();&lt;br /&gt;
  &amp;lt;/unload&amp;gt;&lt;br /&gt;
 &amp;lt;/nasal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second part is very important and probably the hardest of all. We need to set which parts of the model should change when you select a new livery. To find the object-names, you could make use of 3D modelling software like [[Blender]] or [[AC3D]]. The &amp;lt;tt&amp;gt;&amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&amp;lt;/tt&amp;gt; part points FlightGear to the livery that should be shown on startup.&lt;br /&gt;
&lt;br /&gt;
'''Warning: be sure you don't have a slash (/) in front of sim/model/livery in the &amp;lt;property-base&amp;gt; tag! Otherwise, all planes will get the same livery!'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Fuselage&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Hstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;object-name&amp;gt;Vstab&amp;lt;/object-name&amp;gt;&lt;br /&gt;
   &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
   &amp;lt;texture-prop&amp;gt;texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
   &amp;lt;texture&amp;gt;Liveries/KLM.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nasal/liveries.nas===&lt;br /&gt;
The only thing you might change in the nasal file is the directory of the liveries. If you don't have the livery name in &amp;lt;tt&amp;gt;sim/model/livery/name&amp;lt;/tt&amp;gt;, then you have to add this as second function argument.&lt;br /&gt;
&lt;br /&gt;
 aircraft.livery.init(&amp;quot;Aircraft/.../Models/Liveries&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
===...-set.xml===&lt;br /&gt;
The follow part is really important. If this is not included, the livery changes will not be visible over MP!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../models/....xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;livery&amp;gt;&lt;br /&gt;
   &amp;lt;file type=&amp;quot;string&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/livery&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want the default livery be something else than the first in the list, replace the file type part with the following, containing the Models/Liveries/....xml file name of the approperiate livery.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;file type=&amp;quot;string&amp;quot;&amp;gt;ANA&amp;lt;/file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a nice button in the [[menubar]] we need to add the following code, just above the &amp;lt;tt&amp;gt;&amp;lt;/sim&amp;gt;&amp;lt;/tt&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;menubar&amp;gt;&lt;br /&gt;
  &amp;lt;default&amp;gt;&lt;br /&gt;
   &amp;lt;menu n=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;...&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;enabled type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/enabled&amp;gt;&lt;br /&gt;
    &amp;lt;item&amp;gt;&lt;br /&gt;
     &amp;lt;label&amp;gt;Select Livery&amp;lt;/label&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;aircraft.livery.dialog.open()&amp;lt;/script&amp;gt;&lt;br /&gt;
     &amp;lt;/binding&amp;gt;&lt;br /&gt;
    &amp;lt;/item&amp;gt;&lt;br /&gt;
   &amp;lt;/menu&amp;gt;&lt;br /&gt;
  &amp;lt;/default&amp;gt;&lt;br /&gt;
 &amp;lt;/menubar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiple texture files per livery==&lt;br /&gt;
Some models use multiple textures file (eg. seperate files for wings and fuselage). Every texture needs it own property. You can add as many textures as you like. &lt;br /&gt;
&lt;br /&gt;
===Nasal/liveries.nas===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
===Models/Liveries===&lt;br /&gt;
Instead of just one texture we have to deal with multiple ones now. &lt;br /&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;sim&amp;gt;&lt;br /&gt;
   &amp;lt;model&amp;gt;&lt;br /&gt;
    &amp;lt;livery&amp;gt;&lt;br /&gt;
     &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;All Nippon Airways&amp;lt;/name&amp;gt;&lt;br /&gt;
     &amp;lt;texture&amp;gt;ANA-Livery.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
     &amp;lt;lights&amp;gt;ANA-Lights.rgb&amp;lt;/lights&amp;gt;&lt;br /&gt;
    &amp;lt;/livery&amp;gt;&lt;br /&gt;
   &amp;lt;/model&amp;gt;&lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember the names (&amp;lt;texture&amp;gt; and &amp;lt;lights&amp;gt;), as you will need them in the model file in the next step.&lt;br /&gt;
&lt;br /&gt;
===Models/....xml===&lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;wipers&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;texture&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Livery.rgb&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
    &amp;lt;animation&amp;gt;&lt;br /&gt;
        &amp;lt;type&amp;gt;material&amp;lt;/type&amp;gt;&lt;br /&gt;
        &amp;lt;object-name&amp;gt;lightedfin_0&amp;lt;/object-name&amp;gt;&lt;br /&gt;
        &amp;lt;property-base&amp;gt;sim/model/livery&amp;lt;/property-base&amp;gt;&lt;br /&gt;
        &amp;lt;texture-prop&amp;gt;lights&amp;lt;/texture-prop&amp;gt;&lt;br /&gt;
        &amp;lt;texture&amp;gt;ANA-Lights.rgb&amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the texture-prop in both animations are different. They should match the tags around the textures in your &amp;lt;tt&amp;gt;Models/Liveries/&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
===...-set.xml===&lt;br /&gt;
Is the same as &amp;quot;ordinary&amp;quot; aircraft with just one texture. You will find the content of this file earlier in this article.&lt;br /&gt;
&lt;br /&gt;
==Performance Improvements==&lt;br /&gt;
For livery changing it seems to be  important to parent all objects with the same texture. In Blender select all objects and press &amp;quot;ctr-p&amp;quot; to make it parent to the last selected. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press &amp;quot;ctr-p&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Also prevent transparency where possible- it will prevent lags during switching the views. See also the f14b as an very good example!&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
To ensure that your livery setup works correctly over MP, start two instances of FlightGear locally, one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5702 --multiplay=in,10,localhost,5701&lt;br /&gt;
&lt;br /&gt;
and one with&lt;br /&gt;
&lt;br /&gt;
 fgfs --multiplay=out,10,localhost,5701 --multiplay=in,10,localhost,5702&lt;br /&gt;
&lt;br /&gt;
==Sharing your liveries==&lt;br /&gt;
Ofcourse you want other people to use and enjoy your liveries as much as you do. Therefore, other users should be able to download them.&lt;br /&gt;
&lt;br /&gt;
We have some FlightGear hosts, where you can upload your liveries to:&lt;br /&gt;
* [http://liveries.flightgear.org FlightGear Liveries] largest FG repository with (almost) all available liveries, based on real aircraft.&lt;br /&gt;
* [http://unitedfreeworld.com UnitedFreeWorld] repository with lots of liveries (and scenery/aircraft), both realistic and fictional.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Menubar]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22165</id>
		<title>Aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22165"/>
		<updated>2010-06-10T23:52:32Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: Move Saab 35 to Modern&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)&lt;br /&gt;
&lt;br /&gt;
The examples listed here are officially available from the FlightGear project, and can  be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).&lt;br /&gt;
&lt;br /&gt;
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.&lt;br /&gt;
&lt;br /&gt;
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!&lt;br /&gt;
&lt;br /&gt;
===Light civilian aircraft===&lt;br /&gt;
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Aerostar 700]]|Aerostar_700.jpg|&lt;br /&gt;
[[B&amp;amp;F FK9 Mark 2]]|FK9MK2.jpg|&lt;br /&gt;
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|&lt;br /&gt;
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|&lt;br /&gt;
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|&lt;br /&gt;
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|&lt;br /&gt;
[[Robin DR400]]|dr400.jpg|&lt;br /&gt;
[[Rallye-MS893E]]|Rallye-MS893.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Modern Airliners===&lt;br /&gt;
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Narrowbody &amp;amp; Midsize====&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A320]]|FirstChoice02.jpg|&lt;br /&gt;
[[Concorde]]|Concorde.jpg|&lt;br /&gt;
[[Boeing 757]]|757-2002.jpg|&lt;br /&gt;
[[Boeing 707]]|707.jpg|&lt;br /&gt;
[[Boeing 717]]|717_development.jpg|&lt;br /&gt;
[[Boeing 737-100]]|737-100.png|&lt;br /&gt;
[[Boeing 727-230]]|727-230.2.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Widebody &amp;amp; Jumbo Airliners====&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A340-600]]|Airbus2.jpg|&lt;br /&gt;
[[Airbus A380]]|A380.jpg|&lt;br /&gt;
[[Boeing 777-200]]|777-200.jpg|&lt;br /&gt;
[[Boeing 767-300]]|Shadow.png|&lt;br /&gt;
[[Boeing 747-400]]|747-400.jpg|&lt;br /&gt;
[[Boeing 787]]|787.jpg|&lt;br /&gt;
[[Airbus A350]]|A350.png|&lt;br /&gt;
[[IL-96-400 Long Ranger(T)]]|1z5hr43.bmp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
{{Main article|Helicopter}}&lt;br /&gt;
&lt;br /&gt;
Helicopters have fundamentally different controls than fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|&lt;br /&gt;
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|&lt;br /&gt;
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|&lt;br /&gt;
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Gliders, Sailplanes, &amp;amp; Ultralights===&lt;br /&gt;
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using  thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|&lt;br /&gt;
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|&lt;br /&gt;
[[Paraglider]]|Paraglider.jpg|&lt;br /&gt;
[[GDT Hornet (autogyro)]]|Hornet.jpg|&lt;br /&gt;
[[Schweizer 2-33]]|Sgs233.jpg|&lt;br /&gt;
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|&lt;br /&gt;
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Warbirds===&lt;br /&gt;
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Bristol Beaufighter]]|Beaufighter.png|&lt;br /&gt;
[[Fokker Dr.I]]|Fokker_DrI.jpg|&lt;br /&gt;
[[P-51D Mustang]]|P51d-mustang.png|&lt;br /&gt;
[[A6M2 Zero‎]]|A6M2.gif|&lt;br /&gt;
[[Nakajima Ki-84‎]]|ki-84.jpg|&lt;br /&gt;
[[Focke-Wulf Fw 190]]|Fw190.jpg|&lt;br /&gt;
[[Sopwith Camel]]|SopwithCamel.jpg|&lt;br /&gt;
[[Supermarine Spitfire]]|Spitfire.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Carrier-borne aircraft===&lt;br /&gt;
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|&lt;br /&gt;
[[Blackburn Buccaneer]]|Buccaneer.jpg|&lt;br /&gt;
[[Grumman F-14 Tomcat]]|F-14.jpg|&lt;br /&gt;
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Modern military aircraft===&lt;br /&gt;
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Fairchild A-10]]|A-10.jpg|&lt;br /&gt;
[[Boeing B-52]]|B-52F.jpg|&lt;br /&gt;
[[Boeing E-3 Sentry]]|E-3B.jpg|&lt;br /&gt;
[[F-15C Eagle]]|F-15C.jpg|&lt;br /&gt;
[[British Aerospace Harrier]]|Harrier.jpg|&lt;br /&gt;
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|&lt;br /&gt;
[[Cessna T-37]]|Cessna T-37.jpg|&lt;br /&gt;
[[Northrop T-38]]|Northrop_T-38.jpg|&lt;br /&gt;
[[North American OV-10A Bronco]]|OV-10A2.jpg|&lt;br /&gt;
[[Saab J 35Ã– Draken|Saab J35Ö Draken]]|Saab_J35.jpg|&lt;br /&gt;
[[HAL Tejas]]|LCA.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Historical===&lt;br /&gt;
Many obscure to famous older aircraft of varying quality are available.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Couzinet 70]]|Couzinet70.jpg|&lt;br /&gt;
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|&lt;br /&gt;
[[Douglas DC-3]]|Douglas_DC3.jpg|&lt;br /&gt;
[[ComperSwift Comper]]|ComperSwift.jpg|&lt;br /&gt;
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|&lt;br /&gt;
[[Boeing 314]]|314.jpg|&lt;br /&gt;
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|&lt;br /&gt;
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Experimental &amp;amp; Unique===&lt;br /&gt;
Experimental and special purpose aircraft. &lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|&lt;br /&gt;
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|&lt;br /&gt;
[[North American X-15]]|X15.jpg|&lt;br /&gt;
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lighter than air aircraft (Available from version 1.9.0)===&lt;br /&gt;
&lt;br /&gt;
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Zeppelin NT]]|Zeppelin_NT.jpg|&lt;br /&gt;
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|&lt;br /&gt;
[[Submarine Scout]]|Submarine_Scout.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Science Fiction===&lt;br /&gt;
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|&lt;br /&gt;
[[Bluebird]]|bluebird_hovercraft.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
&lt;br /&gt;
[[es:Avión]]&lt;br /&gt;
[[fr:Avions]]&lt;br /&gt;
[[pt:Avião]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22163</id>
		<title>Aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22163"/>
		<updated>2010-06-10T23:43:46Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* NATO military aircraft */  -&amp;gt; Modern ; no reason to limit it to NATO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)&lt;br /&gt;
&lt;br /&gt;
The examples listed here are officially available from the FlightGear project, and can  be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).&lt;br /&gt;
&lt;br /&gt;
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.&lt;br /&gt;
&lt;br /&gt;
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!&lt;br /&gt;
&lt;br /&gt;
===Light civilian aircraft===&lt;br /&gt;
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Aerostar 700]]|Aerostar_700.jpg|&lt;br /&gt;
[[B&amp;amp;F FK9 Mark 2]]|FK9MK2.jpg|&lt;br /&gt;
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|&lt;br /&gt;
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|&lt;br /&gt;
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|&lt;br /&gt;
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|&lt;br /&gt;
[[Robin DR400]]|dr400.jpg|&lt;br /&gt;
[[Rallye-MS893E]]|Rallye-MS893.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Modern Airliners===&lt;br /&gt;
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Narrowbody &amp;amp; Midsize====&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A320]]|FirstChoice02.jpg|&lt;br /&gt;
[[Concorde]]|Concorde.jpg|&lt;br /&gt;
[[Boeing 757]]|757-2002.jpg|&lt;br /&gt;
[[Boeing 707]]|707.jpg|&lt;br /&gt;
[[Boeing 717]]|717_development.jpg|&lt;br /&gt;
[[Boeing 737-100]]|737-100.png|&lt;br /&gt;
[[Boeing 727-230]]|727-230.2.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Widebody &amp;amp; Jumbo Airliners====&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A340-600]]|Airbus2.jpg|&lt;br /&gt;
[[Airbus A380]]|A380.jpg|&lt;br /&gt;
[[Boeing 777-200]]|777-200.jpg|&lt;br /&gt;
[[Boeing 767-300]]|Shadow.png|&lt;br /&gt;
[[Boeing 747-400]]|747-400.jpg|&lt;br /&gt;
[[Boeing 787]]|787.jpg|&lt;br /&gt;
[[Airbus A350]]|A350.png|&lt;br /&gt;
[[IL-96-400 Long Ranger(T)]]|1z5hr43.bmp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
{{Main article|Helicopter}}&lt;br /&gt;
&lt;br /&gt;
Helicopters have fundamentally different controls than fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|&lt;br /&gt;
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|&lt;br /&gt;
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|&lt;br /&gt;
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Gliders, Sailplanes, &amp;amp; Ultralights===&lt;br /&gt;
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using  thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|&lt;br /&gt;
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|&lt;br /&gt;
[[Paraglider]]|Paraglider.jpg|&lt;br /&gt;
[[GDT Hornet (autogyro)]]|Hornet.jpg|&lt;br /&gt;
[[Schweizer 2-33]]|Sgs233.jpg|&lt;br /&gt;
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|&lt;br /&gt;
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Warbirds===&lt;br /&gt;
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Bristol Beaufighter]]|Beaufighter.png|&lt;br /&gt;
[[Fokker Dr.I]]|Fokker_DrI.jpg|&lt;br /&gt;
[[P-51D Mustang]]|P51d-mustang.png|&lt;br /&gt;
[[A6M2 Zero‎]]|A6M2.gif|&lt;br /&gt;
[[Nakajima Ki-84‎]]|ki-84.jpg|&lt;br /&gt;
[[Focke-Wulf Fw 190]]|Fw190.jpg|&lt;br /&gt;
[[Saab J 35Ã– Draken|Saab J35Ö Draken]]|Saab_J35.jpg|&lt;br /&gt;
[[Sopwith Camel]]|SopwithCamel.jpg|&lt;br /&gt;
[[Supermarine Spitfire]]|Spitfire.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Carrier-borne aircraft===&lt;br /&gt;
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|&lt;br /&gt;
[[Blackburn Buccaneer]]|Buccaneer.jpg|&lt;br /&gt;
[[Grumman F-14 Tomcat]]|F-14.jpg|&lt;br /&gt;
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Modern military aircraft===&lt;br /&gt;
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Fairchild A-10]]|A-10.jpg|&lt;br /&gt;
[[Boeing B-52]]|B-52F.jpg|&lt;br /&gt;
[[Boeing E-3 Sentry]]|E-3B.jpg|&lt;br /&gt;
[[F-15C Eagle]]|F-15C.jpg|&lt;br /&gt;
[[British Aerospace Harrier]]|Harrier.jpg|&lt;br /&gt;
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|&lt;br /&gt;
[[Cessna T-37]]|Cessna T-37.jpg|&lt;br /&gt;
[[Northrop T-38]]|Northrop_T-38.jpg|&lt;br /&gt;
[[North American OV-10A Bronco]]|OV-10A2.jpg|&lt;br /&gt;
[[HAL Tejas]]|LCA.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Historical===&lt;br /&gt;
Many obscure to famous older aircraft of varying quality are available.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Couzinet 70]]|Couzinet70.jpg|&lt;br /&gt;
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|&lt;br /&gt;
[[Douglas DC-3]]|Douglas_DC3.jpg|&lt;br /&gt;
[[ComperSwift Comper]]|ComperSwift.jpg|&lt;br /&gt;
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|&lt;br /&gt;
[[Boeing 314]]|314.jpg|&lt;br /&gt;
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|&lt;br /&gt;
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Experimental &amp;amp; Unique===&lt;br /&gt;
Experimental and special purpose aircraft. &lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|&lt;br /&gt;
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|&lt;br /&gt;
[[North American X-15]]|X15.jpg|&lt;br /&gt;
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lighter than air aircraft (Available from version 1.9.0)===&lt;br /&gt;
&lt;br /&gt;
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Zeppelin NT]]|Zeppelin_NT.jpg|&lt;br /&gt;
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|&lt;br /&gt;
[[Submarine Scout]]|Submarine_Scout.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Science Fiction===&lt;br /&gt;
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|&lt;br /&gt;
[[Bluebird]]|bluebird_hovercraft.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
&lt;br /&gt;
[[es:Avión]]&lt;br /&gt;
[[fr:Avions]]&lt;br /&gt;
[[pt:Avião]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22162</id>
		<title>Aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22162"/>
		<updated>2010-06-10T23:41:04Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Warbirds */ Fw190&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)&lt;br /&gt;
&lt;br /&gt;
The examples listed here are officially available from the FlightGear project, and can  be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).&lt;br /&gt;
&lt;br /&gt;
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.&lt;br /&gt;
&lt;br /&gt;
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!&lt;br /&gt;
&lt;br /&gt;
===Light civilian aircraft===&lt;br /&gt;
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Aerostar 700]]|Aerostar_700.jpg|&lt;br /&gt;
[[B&amp;amp;F FK9 Mark 2]]|FK9MK2.jpg|&lt;br /&gt;
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|&lt;br /&gt;
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|&lt;br /&gt;
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|&lt;br /&gt;
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|&lt;br /&gt;
[[Robin DR400]]|dr400.jpg|&lt;br /&gt;
[[Rallye-MS893E]]|Rallye-MS893.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Modern Airliners===&lt;br /&gt;
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Narrowbody &amp;amp; Midsize====&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A320]]|FirstChoice02.jpg|&lt;br /&gt;
[[Concorde]]|Concorde.jpg|&lt;br /&gt;
[[Boeing 757]]|757-2002.jpg|&lt;br /&gt;
[[Boeing 707]]|707.jpg|&lt;br /&gt;
[[Boeing 717]]|717_development.jpg|&lt;br /&gt;
[[Boeing 737-100]]|737-100.png|&lt;br /&gt;
[[Boeing 727-230]]|727-230.2.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Widebody &amp;amp; Jumbo Airliners====&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A340-600]]|Airbus2.jpg|&lt;br /&gt;
[[Airbus A380]]|A380.jpg|&lt;br /&gt;
[[Boeing 777-200]]|777-200.jpg|&lt;br /&gt;
[[Boeing 767-300]]|Shadow.png|&lt;br /&gt;
[[Boeing 747-400]]|747-400.jpg|&lt;br /&gt;
[[Boeing 787]]|787.jpg|&lt;br /&gt;
[[Airbus A350]]|A350.png|&lt;br /&gt;
[[IL-96-400 Long Ranger(T)]]|1z5hr43.bmp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
{{Main article|Helicopter}}&lt;br /&gt;
&lt;br /&gt;
Helicopters have fundamentally different controls than fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|&lt;br /&gt;
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|&lt;br /&gt;
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|&lt;br /&gt;
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Gliders, Sailplanes, &amp;amp; Ultralights===&lt;br /&gt;
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using  thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|&lt;br /&gt;
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|&lt;br /&gt;
[[Paraglider]]|Paraglider.jpg|&lt;br /&gt;
[[GDT Hornet (autogyro)]]|Hornet.jpg|&lt;br /&gt;
[[Schweizer 2-33]]|Sgs233.jpg|&lt;br /&gt;
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|&lt;br /&gt;
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Warbirds===&lt;br /&gt;
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Bristol Beaufighter]]|Beaufighter.png|&lt;br /&gt;
[[Fokker Dr.I]]|Fokker_DrI.jpg|&lt;br /&gt;
[[P-51D Mustang]]|P51d-mustang.png|&lt;br /&gt;
[[A6M2 Zero‎]]|A6M2.gif|&lt;br /&gt;
[[Nakajima Ki-84‎]]|ki-84.jpg|&lt;br /&gt;
[[Focke-Wulf Fw 190]]|Fw190.jpg|&lt;br /&gt;
[[Saab J 35Ã– Draken|Saab J35Ö Draken]]|Saab_J35.jpg|&lt;br /&gt;
[[Sopwith Camel]]|SopwithCamel.jpg|&lt;br /&gt;
[[Supermarine Spitfire]]|Spitfire.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Carrier-borne aircraft===&lt;br /&gt;
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|&lt;br /&gt;
[[Blackburn Buccaneer]]|Buccaneer.jpg|&lt;br /&gt;
[[Grumman F-14 Tomcat]]|F-14.jpg|&lt;br /&gt;
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===NATO military aircraft===&lt;br /&gt;
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Fairchild A-10]]|A-10.jpg|&lt;br /&gt;
[[Boeing B-52]]|B-52F.jpg|&lt;br /&gt;
[[Boeing E-3 Sentry]]|E-3B.jpg|&lt;br /&gt;
[[F-15C Eagle]]|F-15C.jpg|&lt;br /&gt;
[[British Aerospace Harrier]]|Harrier.jpg|&lt;br /&gt;
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|&lt;br /&gt;
[[Cessna T-37]]|Cessna T-37.jpg|&lt;br /&gt;
[[Northrop T-38]]|Northrop_T-38.jpg|&lt;br /&gt;
[[North American OV-10A Bronco]]|OV-10A2.jpg|&lt;br /&gt;
[[HAL Tejas]]|LCA.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Historical===&lt;br /&gt;
Many obscure to famous older aircraft of varying quality are available.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Couzinet 70]]|Couzinet70.jpg|&lt;br /&gt;
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|&lt;br /&gt;
[[Douglas DC-3]]|Douglas_DC3.jpg|&lt;br /&gt;
[[ComperSwift Comper]]|ComperSwift.jpg|&lt;br /&gt;
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|&lt;br /&gt;
[[Boeing 314]]|314.jpg|&lt;br /&gt;
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|&lt;br /&gt;
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Experimental &amp;amp; Unique===&lt;br /&gt;
Experimental and special purpose aircraft. &lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|&lt;br /&gt;
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|&lt;br /&gt;
[[North American X-15]]|X15.jpg|&lt;br /&gt;
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lighter than air aircraft (Available from version 1.9.0)===&lt;br /&gt;
&lt;br /&gt;
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Zeppelin NT]]|Zeppelin_NT.jpg|&lt;br /&gt;
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|&lt;br /&gt;
[[Submarine Scout]]|Submarine_Scout.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Science Fiction===&lt;br /&gt;
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|&lt;br /&gt;
[[Bluebird]]|bluebird_hovercraft.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
&lt;br /&gt;
[[es:Avión]]&lt;br /&gt;
[[fr:Avions]]&lt;br /&gt;
[[pt:Avião]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22161</id>
		<title>Aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22161"/>
		<updated>2010-06-10T23:38:32Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Warbirds */  A6M2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)&lt;br /&gt;
&lt;br /&gt;
The examples listed here are officially available from the FlightGear project, and can  be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).&lt;br /&gt;
&lt;br /&gt;
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.&lt;br /&gt;
&lt;br /&gt;
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!&lt;br /&gt;
&lt;br /&gt;
===Light civilian aircraft===&lt;br /&gt;
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Aerostar 700]]|Aerostar_700.jpg|&lt;br /&gt;
[[B&amp;amp;F FK9 Mark 2]]|FK9MK2.jpg|&lt;br /&gt;
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|&lt;br /&gt;
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|&lt;br /&gt;
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|&lt;br /&gt;
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|&lt;br /&gt;
[[Robin DR400]]|dr400.jpg|&lt;br /&gt;
[[Rallye-MS893E]]|Rallye-MS893.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Modern Airliners===&lt;br /&gt;
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Narrowbody &amp;amp; Midsize====&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A320]]|FirstChoice02.jpg|&lt;br /&gt;
[[Concorde]]|Concorde.jpg|&lt;br /&gt;
[[Boeing 757]]|757-2002.jpg|&lt;br /&gt;
[[Boeing 707]]|707.jpg|&lt;br /&gt;
[[Boeing 717]]|717_development.jpg|&lt;br /&gt;
[[Boeing 737-100]]|737-100.png|&lt;br /&gt;
[[Boeing 727-230]]|727-230.2.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Widebody &amp;amp; Jumbo Airliners====&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A340-600]]|Airbus2.jpg|&lt;br /&gt;
[[Airbus A380]]|A380.jpg|&lt;br /&gt;
[[Boeing 777-200]]|777-200.jpg|&lt;br /&gt;
[[Boeing 767-300]]|Shadow.png|&lt;br /&gt;
[[Boeing 747-400]]|747-400.jpg|&lt;br /&gt;
[[Boeing 787]]|787.jpg|&lt;br /&gt;
[[Airbus A350]]|A350.png|&lt;br /&gt;
[[IL-96-400 Long Ranger(T)]]|1z5hr43.bmp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
{{Main article|Helicopter}}&lt;br /&gt;
&lt;br /&gt;
Helicopters have fundamentally different controls than fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|&lt;br /&gt;
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|&lt;br /&gt;
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|&lt;br /&gt;
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Gliders, Sailplanes, &amp;amp; Ultralights===&lt;br /&gt;
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using  thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|&lt;br /&gt;
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|&lt;br /&gt;
[[Paraglider]]|Paraglider.jpg|&lt;br /&gt;
[[GDT Hornet (autogyro)]]|Hornet.jpg|&lt;br /&gt;
[[Schweizer 2-33]]|Sgs233.jpg|&lt;br /&gt;
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|&lt;br /&gt;
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Warbirds===&lt;br /&gt;
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Bristol Beaufighter]]|Beaufighter.png|&lt;br /&gt;
[[Fokker Dr.I]]|Fokker_DrI.jpg|&lt;br /&gt;
[[P-51D Mustang]]|P51d-mustang.png|&lt;br /&gt;
[[A6M2 Zero‎]]|A6M2.gif|&lt;br /&gt;
[[Nakajima Ki-84‎]]|ki-84.jpg|&lt;br /&gt;
[[Saab J 35Ã– Draken|Saab J35Ö Draken]]|Saab_J35.jpg|&lt;br /&gt;
[[Sopwith Camel]]|SopwithCamel.jpg|&lt;br /&gt;
[[Supermarine Spitfire]]|Spitfire.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Carrier-borne aircraft===&lt;br /&gt;
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|&lt;br /&gt;
[[Blackburn Buccaneer]]|Buccaneer.jpg|&lt;br /&gt;
[[Grumman F-14 Tomcat]]|F-14.jpg|&lt;br /&gt;
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===NATO military aircraft===&lt;br /&gt;
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Fairchild A-10]]|A-10.jpg|&lt;br /&gt;
[[Boeing B-52]]|B-52F.jpg|&lt;br /&gt;
[[Boeing E-3 Sentry]]|E-3B.jpg|&lt;br /&gt;
[[F-15C Eagle]]|F-15C.jpg|&lt;br /&gt;
[[British Aerospace Harrier]]|Harrier.jpg|&lt;br /&gt;
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|&lt;br /&gt;
[[Cessna T-37]]|Cessna T-37.jpg|&lt;br /&gt;
[[Northrop T-38]]|Northrop_T-38.jpg|&lt;br /&gt;
[[North American OV-10A Bronco]]|OV-10A2.jpg|&lt;br /&gt;
[[HAL Tejas]]|LCA.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Historical===&lt;br /&gt;
Many obscure to famous older aircraft of varying quality are available.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Couzinet 70]]|Couzinet70.jpg|&lt;br /&gt;
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|&lt;br /&gt;
[[Douglas DC-3]]|Douglas_DC3.jpg|&lt;br /&gt;
[[ComperSwift Comper]]|ComperSwift.jpg|&lt;br /&gt;
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|&lt;br /&gt;
[[Boeing 314]]|314.jpg|&lt;br /&gt;
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|&lt;br /&gt;
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Experimental &amp;amp; Unique===&lt;br /&gt;
Experimental and special purpose aircraft. &lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|&lt;br /&gt;
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|&lt;br /&gt;
[[North American X-15]]|X15.jpg|&lt;br /&gt;
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lighter than air aircraft (Available from version 1.9.0)===&lt;br /&gt;
&lt;br /&gt;
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Zeppelin NT]]|Zeppelin_NT.jpg|&lt;br /&gt;
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|&lt;br /&gt;
[[Submarine Scout]]|Submarine_Scout.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Science Fiction===&lt;br /&gt;
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|&lt;br /&gt;
[[Bluebird]]|bluebird_hovercraft.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
&lt;br /&gt;
[[es:Avión]]&lt;br /&gt;
[[fr:Avions]]&lt;br /&gt;
[[pt:Avião]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22160</id>
		<title>Aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft&amp;diff=22160"/>
		<updated>2010-06-10T23:37:07Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* NATO military aircraft */  T-37&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)&lt;br /&gt;
&lt;br /&gt;
The examples listed here are officially available from the FlightGear project, and can  be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).&lt;br /&gt;
&lt;br /&gt;
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.&lt;br /&gt;
&lt;br /&gt;
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!&lt;br /&gt;
&lt;br /&gt;
===Light civilian aircraft===&lt;br /&gt;
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Aerostar 700]]|Aerostar_700.jpg|&lt;br /&gt;
[[B&amp;amp;F FK9 Mark 2]]|FK9MK2.jpg|&lt;br /&gt;
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|&lt;br /&gt;
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|&lt;br /&gt;
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|&lt;br /&gt;
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|&lt;br /&gt;
[[Robin DR400]]|dr400.jpg|&lt;br /&gt;
[[Rallye-MS893E]]|Rallye-MS893.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Modern Airliners===&lt;br /&gt;
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Narrowbody &amp;amp; Midsize====&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A320]]|FirstChoice02.jpg|&lt;br /&gt;
[[Concorde]]|Concorde.jpg|&lt;br /&gt;
[[Boeing 757]]|757-2002.jpg|&lt;br /&gt;
[[Boeing 707]]|707.jpg|&lt;br /&gt;
[[Boeing 717]]|717_development.jpg|&lt;br /&gt;
[[Boeing 737-100]]|737-100.png|&lt;br /&gt;
[[Boeing 727-230]]|727-230.2.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Widebody &amp;amp; Jumbo Airliners====&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airbus A340-600]]|Airbus2.jpg|&lt;br /&gt;
[[Airbus A380]]|A380.jpg|&lt;br /&gt;
[[Boeing 777-200]]|777-200.jpg|&lt;br /&gt;
[[Boeing 767-300]]|Shadow.png|&lt;br /&gt;
[[Boeing 747-400]]|747-400.jpg|&lt;br /&gt;
[[Boeing 787]]|787.jpg|&lt;br /&gt;
[[Airbus A350]]|A350.png|&lt;br /&gt;
[[IL-96-400 Long Ranger(T)]]|1z5hr43.bmp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
{{Main article|Helicopter}}&lt;br /&gt;
&lt;br /&gt;
Helicopters have fundamentally different controls than fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|&lt;br /&gt;
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|&lt;br /&gt;
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|&lt;br /&gt;
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Gliders, Sailplanes, &amp;amp; Ultralights===&lt;br /&gt;
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using  thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|&lt;br /&gt;
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|&lt;br /&gt;
[[Paraglider]]|Paraglider.jpg|&lt;br /&gt;
[[GDT Hornet (autogyro)]]|Hornet.jpg|&lt;br /&gt;
[[Schweizer 2-33]]|Sgs233.jpg|&lt;br /&gt;
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|&lt;br /&gt;
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Warbirds===&lt;br /&gt;
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Bristol Beaufighter]]|Beaufighter.png|&lt;br /&gt;
[[Fokker Dr.I]]|Fokker_DrI.jpg|&lt;br /&gt;
[[P-51D Mustang]]|P51d-mustang.png|&lt;br /&gt;
[[Nakajima Ki-84‎]]|ki-84.jpg|&lt;br /&gt;
[[Saab J 35Ã– Draken|Saab J35Ö Draken]]|Saab_J35.jpg|&lt;br /&gt;
[[Sopwith Camel]]|SopwithCamel.jpg|&lt;br /&gt;
[[Supermarine Spitfire]]|Spitfire.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Carrier-borne aircraft===&lt;br /&gt;
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|&lt;br /&gt;
[[Blackburn Buccaneer]]|Buccaneer.jpg|&lt;br /&gt;
[[Grumman F-14 Tomcat]]|F-14.jpg|&lt;br /&gt;
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===NATO military aircraft===&lt;br /&gt;
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Fairchild A-10]]|A-10.jpg|&lt;br /&gt;
[[Boeing B-52]]|B-52F.jpg|&lt;br /&gt;
[[Boeing E-3 Sentry]]|E-3B.jpg|&lt;br /&gt;
[[F-15C Eagle]]|F-15C.jpg|&lt;br /&gt;
[[British Aerospace Harrier]]|Harrier.jpg|&lt;br /&gt;
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|&lt;br /&gt;
[[Cessna T-37]]|Cessna T-37.jpg|&lt;br /&gt;
[[Northrop T-38]]|Northrop_T-38.jpg|&lt;br /&gt;
[[North American OV-10A Bronco]]|OV-10A2.jpg|&lt;br /&gt;
[[HAL Tejas]]|LCA.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Historical===&lt;br /&gt;
Many obscure to famous older aircraft of varying quality are available.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Couzinet 70]]|Couzinet70.jpg|&lt;br /&gt;
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|&lt;br /&gt;
[[Douglas DC-3]]|Douglas_DC3.jpg|&lt;br /&gt;
[[ComperSwift Comper]]|ComperSwift.jpg|&lt;br /&gt;
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|&lt;br /&gt;
[[Boeing 314]]|314.jpg|&lt;br /&gt;
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|&lt;br /&gt;
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Experimental &amp;amp; Unique===&lt;br /&gt;
Experimental and special purpose aircraft. &lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|&lt;br /&gt;
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|&lt;br /&gt;
[[North American X-15]]|X15.jpg|&lt;br /&gt;
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lighter than air aircraft (Available from version 1.9.0)===&lt;br /&gt;
&lt;br /&gt;
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.&lt;br /&gt;
&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[Zeppelin NT]]|Zeppelin_NT.jpg|&lt;br /&gt;
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|&lt;br /&gt;
[[Submarine Scout]]|Submarine_Scout.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Science Fiction===&lt;br /&gt;
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.&lt;br /&gt;
{{Gallery|&lt;br /&gt;
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|&lt;br /&gt;
[[Bluebird]]|bluebird_hovercraft.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
&lt;br /&gt;
[[es:Avión]]&lt;br /&gt;
[[fr:Avions]]&lt;br /&gt;
[[pt:Avião]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18607</id>
		<title>Landmark Wish List</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18607"/>
		<updated>2009-12-16T08:36:57Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: an obvious one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides a list of important landmarks which are not currently in FlightGear Scenery that the community would like to see modeled. If you are a FlightGear modeler and are looking for something to model, please consider something on this list.&lt;br /&gt;
&lt;br /&gt;
Feel free to add to this list.&lt;br /&gt;
&lt;br /&gt;
If you are modeling a landmark, please change the &amp;quot;Completed&amp;quot; column from &amp;quot;No&amp;quot; to &amp;quot;Claimed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Sydney Opera House || Sydney || Australia || No&lt;br /&gt;
|-&lt;br /&gt;
|National Congress || Brasilia || Brazil || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Christ the Redeemer || Rio de Janeiro || Brazil || No&lt;br /&gt;
|-&lt;br /&gt;
|Bank of China Tower || Hong Kong || China || No&lt;br /&gt;
|-&lt;br /&gt;
|CCTV Tower || Beijing || China || No&lt;br /&gt;
|-&lt;br /&gt;
|Zwischenahner Meer || Zwischenahn, Niedersachsen || Germany || '''CS done'''&lt;br /&gt;
|-&lt;br /&gt;
|Porta Westfalica/Hermans-Denkmal || Bückeburg (ETHB), Minden || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Lapan || Oldenburg, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Schloss || Oldenburg || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Taj Mahal || Agra || India || No&lt;br /&gt;
|-&lt;br /&gt;
|Colosseum || Rome || Italy || No&lt;br /&gt;
|-&lt;br /&gt;
|Petronas Towers || Kuala Lumpur || Malaysia || No&lt;br /&gt;
|-&lt;br /&gt;
|Sky Tower || Auckland || New Zealand || No&lt;br /&gt;
|-&lt;br /&gt;
|Ryugyong Hotel || Pyongyang || North Korea || No&lt;br /&gt;
|-&lt;br /&gt;
|Oeresund Bridge || Copenhagen-Malmo || Scandinavia || '''yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Burj Dubai || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj al Arab || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Big Ben || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Westminster Abbey || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Navy Pier || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Adler Planetarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Soldier Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|McCormick Place || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|U.S. Cellular Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Wrigley Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Shedd Aquarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Union Station || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Oglivie Transportation Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Smurfit-Stone Building || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Marina City || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Millenium Park || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|United Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Brooklyn Bridge || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|Empire State Building || New York || USA || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Chrysler Building || New  York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|United Nations Headquarters || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|White House || Washington, D.C. || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Space Needle || Seattle || USA || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Milwaukee Art Museum || Milwaukee || USA || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
*[[FlightGear Scenery Designer]]&lt;br /&gt;
*[[FlightGear Scenery Database]]&lt;br /&gt;
*[[UK_Scenery_Wish_List]]&lt;br /&gt;
===External links===&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2390 The forum topic]&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Antonov_AN-225&amp;diff=18605</id>
		<title>Antonov AN-225</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Antonov_AN-225&amp;diff=18605"/>
		<updated>2009-12-16T06:42:13Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: moved Antonov AN-225 to Antonov An-225 over redirect: proper naming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Antonov An-225]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Antonov_An-225_Mriya&amp;diff=18604</id>
		<title>Antonov An-225 Mriya</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Antonov_An-225_Mriya&amp;diff=18604"/>
		<updated>2009-12-16T06:42:13Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: moved Antonov AN-225 to Antonov An-225 over redirect: proper naming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =Antonov_AN-255.jpg&lt;br /&gt;
|name =Antonov AN-225&lt;br /&gt;
|type = Transport&lt;br /&gt;
|authors = Lee Elliott&lt;br /&gt;
|fdm = YASim&lt;br /&gt;
|status = beta&lt;br /&gt;
|fgname = AN-225&lt;br /&gt;
|download =http://www.flightgear.org/Downloads/aircraft/#AN-225&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
'''Outside:'''&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* no pilot/co-pilot in cockpit visible&lt;br /&gt;
* turbine does not rotate&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
* there are no flaps when using reverse thrust&lt;br /&gt;
&lt;br /&gt;
'''3d Cockpit:'''&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available - no ruder control pedals available - no switches and leverls available - no elevator trim control available - no cockpit instruments available - cockpit is not textured - no pilot and co-pilot present in&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
'''General:'''&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* hud can't be turned off&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Antonov}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Transport aircraft]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Dornier_Do_335&amp;diff=18603</id>
		<title>Dornier Do 335</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Dornier_Do_335&amp;diff=18603"/>
		<updated>2009-12-16T06:40:04Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: what country? what era?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =do-335.jpg&lt;br /&gt;
|name =Dornier Do 335&lt;br /&gt;
|type = 2-engine piston &lt;br /&gt;
|livery =&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =&lt;br /&gt;
|authors = Emmanuel Baranger (3D/FDM), Pierre Geoffroy (FDM)&lt;br /&gt;
|fgname =do335, do335-yasim&lt;br /&gt;
|download =http://www.flightgear.org/Downloads/aircraft/&lt;br /&gt;
}}The '''Dornier Do 335''' was a twin engined [[:Category:Military aircraft|fighter]] [[aircraft]], in pusher-pull configuration (engines at nose and tail) that saw limited service in the Luftwaffe in the latter years of WWII.&lt;br /&gt;
&lt;br /&gt;
A surviving Do 335 is exhibited at the [[National Air and Space Museum]].&lt;br /&gt;
&lt;br /&gt;
{{Dornier}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Historical aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Twin Engine Piston]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Lockheed_F-104_Starfighter&amp;diff=18602</id>
		<title>Lockheed F-104 Starfighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Lockheed_F-104_Starfighter&amp;diff=18602"/>
		<updated>2009-12-16T06:37:15Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: brief description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =Lockheed_F104.jpg&lt;br /&gt;
|name =Lockheed F-104 Starfighter&lt;br /&gt;
|type =Military aircraft&lt;br /&gt;
|fdm =&lt;br /&gt;
|status =beta&lt;br /&gt;
|authors =Erik Hofman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Lockheed F-104 Starfighter''' is a single-engine one-man supersonic jet fighter developed after the Korean War. Unforgiving to fly and sometimes called the &amp;quot;missile with a man it it&amp;quot;, its career in the USAF was short, but it served at length in the air forces of West Germany, Japan, and Italy, among others.&lt;br /&gt;
&lt;br /&gt;
There are several F-104 at the [[Luftwaffe Museum Berlin-Gatow]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* flaps are in wrong position by default on startup&lt;br /&gt;
* flaps can't be triggered&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* no pilot visible&lt;br /&gt;
* wings are not textured&lt;br /&gt;
* engine turbines do not rotate or are not visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
* baydoors for gears are missing&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
* there are no flaps when using reverse thrust&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and levers available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* no cockpit instruments available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot and co pilot present&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound missing during flight and on ground&lt;br /&gt;
* hud is not available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=18601</id>
		<title>Cessna T-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_T-37&amp;diff=18601"/>
		<updated>2009-12-16T06:30:27Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: /* Development status/Issues/Todo */  landing gear covers, wheel wells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image = Cessna_T-37.jpg&lt;br /&gt;
|name = Cessna T-37&lt;br /&gt;
|type = Military Aircraft&lt;br /&gt;
|authors = Erik Hofman&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status = beta&lt;br /&gt;
|fgname = &amp;lt;tt&amp;gt;T37&amp;lt;/tt&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Cessna T-37 Tweet''' is a basic jet trainer that first flew in 1954 and served in the U.S. and other air forces. It seats two in a side-by-side arrangement. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* no pilot/co-pilot in cockpit visible&lt;br /&gt;
* wings are not textured&lt;br /&gt;
* engine turbines do not rotate or are not visible (engine bay could be a little darker)&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* landing gears are not animated&lt;br /&gt;
* no landing gear covers or wheel wells&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* &amp;lt;strike&amp;gt;nozzle do not change shape when changing thrust&amp;lt;/strike&amp;gt; (actually this type of aircraft doesn't have a nozzle)&lt;br /&gt;
* &amp;lt;strike&amp;gt;there are no flaps when using reverse thrust&amp;lt;/strike&amp;gt; (This type of aircraft doesn't have reverse thrust)&lt;br /&gt;
* No speedbrakes available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* no cockpit instruments available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot present in 3d cockpit&lt;br /&gt;
* cockpit window has no windscreen wipers&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Military aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Cessna]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18486</id>
		<title>Landmark Wish List</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18486"/>
		<updated>2009-12-13T01:23:17Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: Ryugyong Hotel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides a list of important landmarks which are not currently in FlightGear Scenery that the community would like to see modeled. If you are a FlightGear modeler and are looking for something to model, please consider something on this list.&lt;br /&gt;
&lt;br /&gt;
Feel free to add to this list.&lt;br /&gt;
&lt;br /&gt;
If you are modeling a landmark, please change the &amp;quot;Completed&amp;quot; column from &amp;quot;No&amp;quot; to &amp;quot;Claimed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Sydney Opera House || Sydney || Australia || No&lt;br /&gt;
|-&lt;br /&gt;
|National Congress || Brasilia || Brazil || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Christ the Redeemer || Rio de Janeiro || Brazil || No&lt;br /&gt;
|-&lt;br /&gt;
|Bank of China Tower || Hong Kong || China || No&lt;br /&gt;
|-&lt;br /&gt;
|CCTV Tower || Beijing || China || No&lt;br /&gt;
|-&lt;br /&gt;
|Zwischenahner Meer || Zwischenahn, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Porta Westfalica/Hermans-Denkmal || Bückeburg (ETHB), Minden || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Lapan || Oldenburg, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Schloss || Oldenburg || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Colosseum || Rome || Italy || No&lt;br /&gt;
|-&lt;br /&gt;
|Petronas Towers || Kuala Lumpur || Malaysia || No&lt;br /&gt;
|-&lt;br /&gt;
|Sky Tower || Auckland || New Zealand || No&lt;br /&gt;
|-&lt;br /&gt;
|Ryugyong Hotel || Pyongyang || North Korea || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj Dubai || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj al Arab || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Big Ben || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Westminster Abbey || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Navy Pier || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Adler Planetarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Soldier Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|McCormick Place || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|U.S. Cellular Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Wrigley Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Shedd Aquarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Union Station || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Oglivie Transportation Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Smurfit-Stone Building || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Marina City || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Millenium Park || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|United Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Brooklyn Bridge || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|Empire State Building || New York || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Chrysler Building || New  York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|United Nations Headquarters || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|White House || Washington, D.C. || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Space Needle || Seattle || USA || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Milwaukee Art Museum || Milwaukee || USA || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
*[[FlightGear Scenery Designer]]&lt;br /&gt;
*[[FlightGear Scenery Database]]&lt;br /&gt;
*[[UK_Scenery_Wish_List]]&lt;br /&gt;
===External links===&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2390 The forum topic]&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18485</id>
		<title>Landmark Wish List</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18485"/>
		<updated>2009-12-13T01:20:44Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: default sort on country, city, landmark&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides a list of important landmarks which are not currently in FlightGear Scenery that the community would like to see modeled. If you are a FlightGear modeler and are looking for something to model, please consider something on this list.&lt;br /&gt;
&lt;br /&gt;
Feel free to add to this list.&lt;br /&gt;
&lt;br /&gt;
If you are modeling a landmark, please change the &amp;quot;Completed&amp;quot; column from &amp;quot;No&amp;quot; to &amp;quot;Claimed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Sydney Opera House || Sydney || Australia || No&lt;br /&gt;
|-&lt;br /&gt;
|National Congress || Brasilia || Brazil || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Christ the Redeemer || Rio de Janeiro || Brazil || No&lt;br /&gt;
|-&lt;br /&gt;
|Bank of China Tower || Hong Kong || China || No&lt;br /&gt;
|-&lt;br /&gt;
|CCTV Tower || Beijing || China || No&lt;br /&gt;
|-&lt;br /&gt;
|Zwischenahner Meer || Zwischenahn, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Porta Westfalica/Hermans-Denkmal || Bückeburg (ETHB), Minden || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Lapan || Oldenburg, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Schloss || Oldenburg || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Colosseum || Rome || Italy || No&lt;br /&gt;
|-&lt;br /&gt;
|Petronas Towers || Kuala Lumpur || Malaysia || No&lt;br /&gt;
|-&lt;br /&gt;
|Sky Tower || Auckland || New Zealand || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj Dubai || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj al Arab || Dubai || UAE || No&lt;br /&gt;
|-&lt;br /&gt;
|Big Ben || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Westminster Abbey || London || UK || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Navy Pier || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Adler Planetarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Soldier Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|McCormick Place || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|U.S. Cellular Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Wrigley Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Shedd Aquarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Union Station || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Oglivie Transportation Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Smurfit-Stone Building || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Marina City || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Millenium Park || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|United Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Brooklyn Bridge || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|Empire State Building || New York || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Chrysler Building || New  York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|United Nations Headquarters || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|White House || Washington, D.C. || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Space Needle || Seattle || USA || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Milwaukee Art Museum || Milwaukee || USA || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
*[[FlightGear Scenery Designer]]&lt;br /&gt;
*[[FlightGear Scenery Database]]&lt;br /&gt;
*[[UK_Scenery_Wish_List]]&lt;br /&gt;
===External links===&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2390 The forum topic]&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18484</id>
		<title>Landmark Wish List</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Landmark_Wish_List&amp;diff=18484"/>
		<updated>2009-12-13T01:12:04Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: Brasilia Congress claimed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides a list of important landmarks which are not currently in FlightGear Scenery that the community would like to see modeled. If you are a FlightGear modeler and are looking for something to model, please consider something on this list.&lt;br /&gt;
&lt;br /&gt;
Feel free to add to this list.&lt;br /&gt;
&lt;br /&gt;
If you are modeling a landmark, please change the &amp;quot;Completed&amp;quot; column from &amp;quot;No&amp;quot; to &amp;quot;Claimed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Landmark&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | City&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Country&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | Completed&lt;br /&gt;
|-&lt;br /&gt;
|Brooklyn Bridge || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|Empire State Building || New York || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Chrysler Building || New  York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|United Nations Headquarters || New York || USA  || No&lt;br /&gt;
|-&lt;br /&gt;
|White House || Washington, D.C. || United States of America  || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj Dubai || Dubai || United Arab Emirates || No&lt;br /&gt;
|-&lt;br /&gt;
|Burj al Arab || Dubai || United Arab Emirates || No&lt;br /&gt;
|-&lt;br /&gt;
|Big Ben || London || England || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Petronas Towers || Kuala Lumpur || Malaysia || No&lt;br /&gt;
|-&lt;br /&gt;
|Christ the Redeemer || Rio de Janeiro || Brazil || No&lt;br /&gt;
|-&lt;br /&gt;
|National Congress || Brasilia || Brazil || '''Claimed'''&lt;br /&gt;
|-&lt;br /&gt;
|Westminster Abbey || London || England || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Sydney Opera House || Sydney || Australia || No&lt;br /&gt;
|-&lt;br /&gt;
|Colosseum || Rome || Italy || No&lt;br /&gt;
|-&lt;br /&gt;
|Sky Tower || Auckland || New Zealand || No&lt;br /&gt;
|-&lt;br /&gt;
|Bank of China Tower || Hong Kong || Hong Kong || No&lt;br /&gt;
|-&lt;br /&gt;
|CCTV Tower || Beijing || China || No&lt;br /&gt;
|-&lt;br /&gt;
|Space Needle || Seattle || USA - Washington || '''Yes'''&lt;br /&gt;
|-&lt;br /&gt;
|Navy Pier || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Adler Planetarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Soldier Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|McCormick Place || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|U.S. Cellular Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Wrigley Field || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Shedd Aquarium || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Union Station || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Oglivie Transportation Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Smurfit-Stone Building || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Marina City || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Millenium Park || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|United Center || Chicago || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Milwaukee Art Museum || Milwaukee || USA || No&lt;br /&gt;
|-&lt;br /&gt;
|Zwischenahner Meer || Zwischenahn, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Porta Westfalica/Hermans-Denkmal || Bückeburg (ETHB), Minden || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Lapan || Oldenburg, Niedersachsen || Germany || No&lt;br /&gt;
|-&lt;br /&gt;
|Schloss || Oldenburg || Germany || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
*[[FlightGear Scenery Designer]]&lt;br /&gt;
*[[FlightGear Scenery Database]]&lt;br /&gt;
*[[UK_Scenery_Wish_List]]&lt;br /&gt;
===External links===&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=2390 The forum topic]&lt;br /&gt;
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=18351</id>
		<title>Tupolev Tu-154 (YASim)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=18351"/>
		<updated>2009-12-05T16:20:10Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: description, reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =Tu154.jpg&lt;br /&gt;
|name =Tupolev 154&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Ilia Pavlenko, Ilja Moderau, Denis Okan and Mike Savchenko&lt;br /&gt;
|fgname = &amp;lt;tt&amp;gt;tu154&amp;lt;/tt&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Tupolev Tu-154''' is a Russian medium-range jet airliner.&lt;br /&gt;
 &lt;br /&gt;
FlightGear's Tu-154 was converted by Ilia Pavlenko from a model originally designed for Microsoft Flight Simulator.&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
===Climb===&lt;br /&gt;
* 200 kts&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
'''Outside:'''&lt;br /&gt;
* cockpit and passenger windows are not transparent&lt;br /&gt;
* engine turbine does not rotate&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
* wheels rotate backwards when plane is stopped&lt;br /&gt;
* no jet stream visible&lt;br /&gt;
&lt;br /&gt;
'''3D Cockpit:'''&lt;br /&gt;
* 3D cockpit is not available&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Tupolev_154&amp;diff=18350</id>
		<title>Tupolev 154</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Tupolev_154&amp;diff=18350"/>
		<updated>2009-12-05T16:16:55Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: moved Tupolev 154 to Tupolev Tu-154:&amp;amp;#32;Use standard naming for Soviet aircraft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tupolev Tu-154]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=18349</id>
		<title>Tupolev Tu-154 (YASim)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=18349"/>
		<updated>2009-12-05T16:16:55Z</updated>

		<summary type="html">&lt;p&gt;Paul Richter: moved Tupolev 154 to Tupolev Tu-154:&amp;amp;#32;Use standard naming for Soviet aircraft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =Tu154.jpg&lt;br /&gt;
|name =Tupolev 154&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =YASim&lt;br /&gt;
|status =&lt;br /&gt;
|authors =Ilia Pavlenko, Ilja Moderau, Denis Okan and Mike Savchenko&lt;br /&gt;
|fgname = &amp;lt;tt&amp;gt;tu154&amp;lt;/tt&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The originally for Microsofts Flight Simulator created aircraft has been converted for FlightGear by Ilia Pavlenko.&lt;br /&gt;
&lt;br /&gt;
==Aircraft help==&lt;br /&gt;
===Climb===&lt;br /&gt;
* 200 kts&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
'''Outside:'''&lt;br /&gt;
* cockpit and passenger windows are not transparent&lt;br /&gt;
* engine turbine does not rotate&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
* wheels rotate backwards when plane is stopped&lt;br /&gt;
* no jet stream visible&lt;br /&gt;
&lt;br /&gt;
'''3D Cockpit:'''&lt;br /&gt;
* 3D cockpit is not available&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;/div&gt;</summary>
		<author><name>Paul Richter</name></author>
	</entry>
</feed>