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	<updated>2026-04-04T14:43:20Z</updated>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Canary_Islands_Custom_Scenery&amp;diff=108735</id>
		<title>Canary Islands Custom Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Canary_Islands_Custom_Scenery&amp;diff=108735"/>
		<updated>2017-07-05T14:07:55Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Las-Palmas-Apron.png|thumb|The fully modeled Las Palmas de Gran Canaria airport at dusk]]&lt;br /&gt;
The Canary Islands Custom Scenery project is an ambitious project of pilots, developers and supporters of the Canary Islands region. Its aim is to provide the region in a scenery quality as high and as detailed as possible. Other branches of this project take care about a more realistic local AI traffic, multiplayer events and local airlines.&lt;br /&gt;
&lt;br /&gt;
The project is currently under development, with an increasing number of contributors and steady updated contents.&lt;br /&gt;
  &lt;br /&gt;
== History ==&lt;br /&gt;
The whole project started in June 2016, when passionate developers and former residents of the archipelago started several threads in the FlightGear-Forum. Scenery and model developers started to work on the textures, as well as on the terrain, the objects, the sea traffic and obviously on the airports. Within hours and days, a whole re-texturing of all seven major islands took place. Soon after that, the first 3D models for local urban areas were published and shared, and airports had been developed. Developers who had worked on one or two islands before, now shared their experiences and work with others. By now, the development is going on, already having several islands and airports modeled, but there is still a lot of work to do...&lt;br /&gt;
&lt;br /&gt;
== Area description ==&lt;br /&gt;
The Canary Islands are an archipelago in the east Atlantic, off the coast of Morocco. While geographically belonging to Africa, their political status is that of an autonomous region of Spain.&lt;br /&gt;
&lt;br /&gt;
Being called the &amp;quot;Islands of eternal spring&amp;quot;, their climate is mostly warm, with an average temperature of 25°C. This makes all seven Islands perfect for tourism, so that this is the region's main income. Because of this very high tourist level, there are airports on all islands. Except for the airport of El Hierro (GCHI), every island has an international airport. &lt;br /&gt;
The weather is excellent for flying nearly all the time, some winds could make it a challenge, especially in smaller planes.&lt;br /&gt;
Aside from general air traffic, there are many touristic flights from central Europe, mostly from the Uk and Germany. Connections to the spanish mainland are provided by Vueling and Iberia.&lt;br /&gt;
&lt;br /&gt;
Very interesting is the regional carrier sector, operated by the Canarian regional airline Binter Canarias. &lt;br /&gt;
&lt;br /&gt;
== Why fly to the Canary Islands? ==&lt;br /&gt;
Having eight regional and international airports in such a small region is a very big advantage. This makes it very easy for pilots to improve their skills, especially takeoffs, approaches and landings.&lt;br /&gt;
&lt;br /&gt;
The nicely-modeled scenery is worth a special look, so you really can enjoy your flight. A whole lot of people had visited the Islands for their holiday, so now you are able to really get that holiday feeling, when touching down at one of the nicely modeled airports.&lt;br /&gt;
The airports themselves are very different in style, conception, use and their level of difficulty. From the international airport of Las Palmas de Gran Canaria, where you can easily perform a landing with a 747 or A380 to the small one of El Hierro, where it can be difficult to have a touch down even with small regional turboprops, or the notorious Tenerife Norte - Los Rodeos, there are sites for every kind of aviator.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
This custom scenery is currently under development. We are still working on the project, making it better and more realistic. It's not planned to publish it via [[TerraSync]] by now, maybe we are going to do that later. Actual and updated versions are accessible via {{github url|user=D-ECHO|repo=Canarys}}.&lt;br /&gt;
&lt;br /&gt;
In March, 5 2017, building and roads have been added from OpenStreetMap using [[Osm2city.py]]. See [[FlightGear_Newsletter_May_2017#New OSM2City areas|May 2017 Newsletter]] and [https://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=32062&amp;amp;hilit=paju1986 forum topic]&lt;br /&gt;
&lt;br /&gt;
A [https://drive.google.com/open?id=0B5TeZxXfefn3NUp4NkM2b1hPVDQ custom scenary zip can ben downloaded here].&lt;br /&gt;
&lt;br /&gt;
== Status of the Project ==&lt;br /&gt;
The whole region is re-textured according to the actual vegetation and look. &lt;br /&gt;
&lt;br /&gt;
You can see the airport development in the list below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Airport !! Airport layout !! Airport buildings and furniture&lt;br /&gt;
|-&lt;br /&gt;
| GCRR || YES || NOT YET&lt;br /&gt;
|-&lt;br /&gt;
| CGFV || YES || NOT YET&lt;br /&gt;
|-&lt;br /&gt;
| GCLP || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCTS || YES || NOT YET&lt;br /&gt;
|-&lt;br /&gt;
| GCXO || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCGM || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCLA || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCHI || YES || YES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Things to contribute to ==&lt;br /&gt;
The following things need to be added or improved. Your help is appreciated! If you want to take care of one of the listed topics below, please leave a comment in the forum: https://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=29773&lt;br /&gt;
&lt;br /&gt;
This avoids double processing, and gives us a notice what we can expect in the near term.&lt;br /&gt;
&lt;br /&gt;
* Airport buildings and furniture for GCFV (Fuerteventura)&lt;br /&gt;
* Airport buildings and furniture for GCRR (Lanzarote)&lt;br /&gt;
* Airport buildings and furniture for GCTS (Tenerife Sur)&lt;br /&gt;
* regional AI Traffic (Binter Canarias Airline)&lt;br /&gt;
* Contributors to multiplayer events&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement projects]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Canary_Islands_Custom_Scenery&amp;diff=108734</id>
		<title>Canary Islands Custom Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Canary_Islands_Custom_Scenery&amp;diff=108734"/>
		<updated>2017-07-05T13:52:14Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Development */ +march 2017 improvements (OSM2city.py&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Las-Palmas-Apron.png|thumb|The fully modeled Las Palmas de Gran Canaria airport at dusk]]&lt;br /&gt;
The Canary Islands Custom Scenery project is an ambitious project of pilots, developers and supporters of the Canary Islands region. Its aim is to provide the region in a scenery quality as high and as detailed as possible. Other branches of this project take care about a more realistic local AI traffic, multiplayer events and local airlines.&lt;br /&gt;
&lt;br /&gt;
The project is currently under development, with an increasing number of contributors and steady updated contents.&lt;br /&gt;
  &lt;br /&gt;
== History ==&lt;br /&gt;
The whole project started in June 2016, when passionate developers and former residents of the archipelago started several threads in the FlightGear-Forum. Scenery and model developers started to work on the textures, as well as on the terrain, the objects, the sea traffic and obviously on the airports. Within hours and days, a whole re-texturing of all seven major islands took place. Soon after that, the first 3D models for local urban areas were published and shared, and airports had been developed. Developers who had worked on one or two islands before, now shared their experiences and work with others. By now, the development is going on, already having several islands and airports modeled, but there is still a lot of work to do...&lt;br /&gt;
&lt;br /&gt;
== Area description ==&lt;br /&gt;
The Canary Islands are an archipelago in the east Atlantic, off the coast of Morocco. While geographically belonging to Africa, their political status is that of an autonomous region of Spain.&lt;br /&gt;
&lt;br /&gt;
Being called the &amp;quot;Islands of eternal spring&amp;quot;, their climate is mostly warm, with an average temperature of 25°C. This makes all seven Islands perfect for tourism, so that this is the region's main income. Because of this very high tourist level, there are airports on all islands. Except for the airport of El Hierro (GCHI), every island has an international airport. &lt;br /&gt;
The weather is excellent for flying nearly all the time, some winds could make it a challenge, especially in smaller planes.&lt;br /&gt;
Aside from general air traffic, there are many touristic flights from central Europe, mostly from the Uk and Germany. Connections to the spanish mainland are provided by Vueling and Iberia.&lt;br /&gt;
&lt;br /&gt;
Very interesting is the regional carrier sector, operated by the Canarian regional airline Binter Canarias. &lt;br /&gt;
&lt;br /&gt;
== Why fly to the Canary Islands? ==&lt;br /&gt;
Having eight regional and international airports in such a small region is a very big advantage. This makes it very easy for pilots to improve their skills, especially takeoffs, approaches and landings.&lt;br /&gt;
&lt;br /&gt;
The nicely-modeled scenery is worth a special look, so you really can enjoy your flight. A whole lot of people had visited the Islands for their holiday, so now you are able to really get that holiday feeling, when touching down at one of the nicely modeled airports.&lt;br /&gt;
The airports themselves are very different in style, conception, use and their level of difficulty. From the international airport of Las Palmas de Gran Canaria, where you can easily perform a landing with a 747 or A380 to the small one of El Hierro, where it can be difficult to have a touch down even with small regional turboprops, or the notorious Tenerife Norte - Los Rodeos, there are sites for every kind of aviator.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
This custom scenery is currently under development. We are still working on the project, making it better and more realistic. It's not planned to publish it via [[TerraSync]] by now, maybe we are going to do that later. Actual and updated versions are accessible via {{github url|user=D-ECHO|repo=Canarys}}.&lt;br /&gt;
&lt;br /&gt;
In March, 5 2017, building and roads have been added from OpenStreetMap using [[Osm2city.py]]. See [[FlightGear_Newsletter_May_2017#New OSM2City areas|May 2017 Newsletter]] and [https://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=32062&amp;amp;hilit=paju1986 forum topic]&lt;br /&gt;
&lt;br /&gt;
== Status of the Project ==&lt;br /&gt;
The whole region is re-textured according to the actual vegetation and look. &lt;br /&gt;
&lt;br /&gt;
You can see the airport development in the list below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Airport !! Airport layout !! Airport buildings and furniture&lt;br /&gt;
|-&lt;br /&gt;
| GCRR || YES || NOT YET&lt;br /&gt;
|-&lt;br /&gt;
| CGFV || YES || NOT YET&lt;br /&gt;
|-&lt;br /&gt;
| GCLP || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCTS || YES || NOT YET&lt;br /&gt;
|-&lt;br /&gt;
| GCXO || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCGM || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCLA || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
| GCHI || YES || YES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Things to contribute to ==&lt;br /&gt;
The following things need to be added or improved. Your help is appreciated! If you want to take care of one of the listed topics below, please leave a comment in the forum: https://forum.flightgear.org/viewtopic.php?f=5&amp;amp;t=29773&lt;br /&gt;
&lt;br /&gt;
This avoids double processing, and gives us a notice what we can expect in the near term.&lt;br /&gt;
&lt;br /&gt;
* Airport buildings and furniture for GCFV (Fuerteventura)&lt;br /&gt;
* Airport buildings and furniture for GCRR (Lanzarote)&lt;br /&gt;
* Airport buildings and furniture for GCTS (Tenerife Sur)&lt;br /&gt;
* regional AI Traffic (Binter Canarias Airline)&lt;br /&gt;
* Contributors to multiplayer events&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement projects]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2016&amp;diff=99901</id>
		<title>FlightGear Newsletter June 2016</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2016&amp;diff=99901"/>
		<updated>2016-06-14T13:15:16Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* GTA V Washington */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|newsletter|Please feel free to add content that you think will be of interest to the FlightGear community.&amp;lt;br&amp;gt;You can read the latest newsletter at [[FlightGear Newsletter May 2016]].}}&lt;br /&gt;
&lt;br /&gt;
{{Newsletter-header|June 2016}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px double #BBB;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; |&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Development news}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|In the hangar}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Aucafly T1|Aucafly T1]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#GTA V Washington|GTA V Washington]]&amp;lt;br&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Scenery Corner}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Community News}}&amp;lt;br&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Contributing}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Translators required|Translators required]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#FlightGear logos|FlightGear logos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Screenshots|Screenshots]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;[[#Screenshot of the Month|Screenshot of the Month]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== Aucafly T1 ===&lt;br /&gt;
[[Aucafly T1]] has been released.  It can be found in {{github source|proj=aucafly|repo=AUCAFLYT1|text=GitHub}}.  See also the [https://aucafly.wordpress.com official website].&lt;br /&gt;
=== GTA V Washington ===&lt;br /&gt;
[[GTA V Washington]] has been released.  It can be found in {{github source|proj=aucafly|repo=GTAWAS|text=GitHub}}.  See also the [https://aucafly.wordpress.com official website].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Aucafly_T1.png|[[Aucafly T1]]&lt;br /&gt;
GTA_V_Washington.jpg|GTA V Washington&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
As part of the new release, there's an opportunity for us to include some carrier aviation if we wanted to. The Marinha do Brasil (Brazilian Navy) operates the aircraft carrier São Paulo, which happens to have previously been the French aircraft carrier Foch, which we have a working model for. They also happen to operate Douglas AF-1 Skyhawks (aka [[Douglas A-4 Skyhawk|A4 Skyhawk]]), which we also have, albeit not in the appropriate livery and not quite up to date avionics. If anyone is interested in doing so, it might be a nice enhancement to include an AI scenario with the Foch off the coast of Rio, and include livery support on the A4 to match the Marinha do Brasil. As Brazil is one of the few countries operating CATOBAR aircraft carriers, it seems a fine opportunity to add an additional international flavour to the sim for the upcoming release.&amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35147566/ &lt;br /&gt;
  |title  =  &amp;lt;nowiki&amp;gt; [Flightgear-devel] Naval aviation in Brazil &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |author =  &amp;lt;nowiki&amp;gt; Stuart Buchanan &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |date   =  Jun 9th, 2016 &lt;br /&gt;
  |added  =  Jun 9th, 2016 &lt;br /&gt;
  |script_version = 0.40 &lt;br /&gt;
  }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
=== Translators required ===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:en.gif]]&lt;br /&gt;
| The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:de.gif]]&lt;br /&gt;
| Das FlightGear Wiki braucht noch Hilfe für sie in verschiedene Sprachen zu übersetzen. Wenn Sie bei der Herstellung der FlightGear Wiki mehrsprachiger interessiert sind, können Sie, indem Sie auf [[:de:Help:Übersetzen|Help:Übersetzen]] beginnen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nl.gif]]&lt;br /&gt;
| De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:es.gif]]&lt;br /&gt;
| La wiki de FlightGear todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
Entries for this month's best screenshot can be submitted to [https://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=29720 this] forum topic. Be sure to see the [https://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=29720#p287514 first post] for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented on this page.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2016 06]]&lt;br /&gt;
[[Category:Changes after 2016.2]]&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Newsletter Juni 2016]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2016&amp;diff=99900</id>
		<title>FlightGear Newsletter June 2016</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_June_2016&amp;diff=99900"/>
		<updated>2016-06-14T13:12:45Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Scenery corner */ syntax error, internal link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|newsletter|Please feel free to add content that you think will be of interest to the FlightGear community.&amp;lt;br&amp;gt;You can read the latest newsletter at [[FlightGear Newsletter May 2016]].}}&lt;br /&gt;
&lt;br /&gt;
{{Newsletter-header|June 2016}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px double #BBB;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; |&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Development news}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|In the hangar}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Aucafly T1|Aucafly T1]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#GTA V Washington|GTA V Washington]]&amp;lt;br&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Scenery Corner}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Community News}}&amp;lt;br&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Contributing}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Translators required|Translators required]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#FlightGear logos|FlightGear logos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Screenshots|Screenshots]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;[[#Screenshot of the Month|Screenshot of the Month]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== Aucafly T1 ===&lt;br /&gt;
[[Aucafly T1]] has been released.  It can be found in {{github source|proj=aucafly|repo=AUCAFLYT1|text=GitHub}}.  See also the [https://aucafly.wordpress.com official website].&lt;br /&gt;
=== GTA V Washington ===&lt;br /&gt;
[[GTA V Washington]] has been released.  It can be found in {{github source|proj=aucafly|repo=GTAWAS|text=GitHub}}.  See also the [https://aucafly.wordpress.com official website].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Aucafly_T1.png|Aucafly T1&lt;br /&gt;
GTA_V_Washington.jpg|GTA V Washington&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
As part of the new release, there's an opportunity for us to include some carrier aviation if we wanted to. The Marinha do Brasil (Brazilian Navy) operates the aircraft carrier São Paulo, which happens to have previously been the French aircraft carrier Foch, which we have a working model for. They also happen to operate Douglas AF-1 Skyhawks (aka [[Douglas A-4 Skyhawk|A4 Skyhawk]]), which we also have, albeit not in the appropriate livery and not quite up to date avionics. If anyone is interested in doing so, it might be a nice enhancement to include an AI scenario with the Foch off the coast of Rio, and include livery support on the A4 to match the Marinha do Brasil. As Brazil is one of the few countries operating CATOBAR aircraft carriers, it seems a fine opportunity to add an additional international flavour to the sim for the upcoming release.&amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35147566/ &lt;br /&gt;
  |title  =  &amp;lt;nowiki&amp;gt; [Flightgear-devel] Naval aviation in Brazil &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |author =  &amp;lt;nowiki&amp;gt; Stuart Buchanan &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |date   =  Jun 9th, 2016 &lt;br /&gt;
  |added  =  Jun 9th, 2016 &lt;br /&gt;
  |script_version = 0.40 &lt;br /&gt;
  }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
=== Translators required ===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:en.gif]]&lt;br /&gt;
| The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:de.gif]]&lt;br /&gt;
| Das FlightGear Wiki braucht noch Hilfe für sie in verschiedene Sprachen zu übersetzen. Wenn Sie bei der Herstellung der FlightGear Wiki mehrsprachiger interessiert sind, können Sie, indem Sie auf [[:de:Help:Übersetzen|Help:Übersetzen]] beginnen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nl.gif]]&lt;br /&gt;
| De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:es.gif]]&lt;br /&gt;
| La wiki de FlightGear todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
Entries for this month's best screenshot can be submitted to [https://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=29720 this] forum topic. Be sure to see the [https://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=29720#p287514 first post] for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented on this page.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2016 06]]&lt;br /&gt;
[[Category:Changes after 2016.2]]&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Newsletter Juni 2016]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_May_2016&amp;diff=99527</id>
		<title>FlightGear Newsletter May 2016</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_May_2016&amp;diff=99527"/>
		<updated>2016-06-08T15:38:38Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Revamping TerraSync */ minor error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft|newsletter|Please feel free to add content that you think will be of interest to the FlightGear community.&amp;lt;br&amp;gt;You can read the latest newsletter at [[FlightGear Newsletter April 2016]].}}&lt;br /&gt;
&lt;br /&gt;
{{Newsletter-header|May 2016}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px double #BBB;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; |&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Development news}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[#FlightGear v2016.2 released|FlightGear v2016.2 released]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Revamping TerraSync|Revamping TerraSync]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Sound expressions|New Sound expressions]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|In the hangar}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[#c172p|c172p]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#ICARO Laminar 13 MRX|ICARO Laminar 13 MRX]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Powered Paraglider|Powered Paraglider]]&amp;lt;br&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Scenery Corner}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Newsletter-cover-header|Community News}}&amp;lt;br&amp;gt;&lt;br /&gt;
 | valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{{Newsletter-cover-header|Contributing}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Translators required|Translators required]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#FlightGear logos|FlightGear logos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Screenshots|Screenshots]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;[[#Screenshot of the Month|Screenshot of the Month]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
=== FlightGear v2016.2 released ===&lt;br /&gt;
The FlightGear development team is delighted to announce the v2016.2 &amp;quot;Barcelona&amp;quot; release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes. Highlights in this release include the Space Shuttle, ALS filters, a new HTTP TerraSync system, and improvements to our automatic ATIS.&lt;br /&gt;
&lt;br /&gt;
A list of major changes can be found at [[Changelog 2016.2]]. FlightGear v2016.2 is available for a variety of operating systems from http://www.flightgear.org/download/.&lt;br /&gt;
&lt;br /&gt;
=== Revamping TerraSync ===&lt;br /&gt;
Terrasync started out as a standalone rsync-based utility. However, there doesn't appear to be any good/robust multi-platform librsync available for our use. We wanted to embed terrasync right into the core code so we could better coordinate downloading tiles and then loading them immediately into the sim (versus sometimes running into no tiles or partial tiles if an external tool was running rsync.)&amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    = https://sourceforge.net/p/flightgear/mailman/message/35061363/&lt;br /&gt;
  |title  = &amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] The future of terrasync&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |author = &amp;lt;nowiki&amp;gt;Curtis Olson&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |date   = May 3rd, 2016&lt;br /&gt;
  |added  = May 4th, 2016&lt;br /&gt;
  |script_version = 0.31&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
as some of you have probably noticed, some coding is currently happening in the terrasync corner, mostly by James and some small parts by Torsten. The main intention is to get rid of the SVN protocol to distribute scenery but use easier to implement protocols. The idea is to use plain HTTP as the access method for files required by terrasync. This should make it much easier for hosts to set up a mirror, probably enables us to use a CDN for load balancing and also makes the client code slim. We already have three mirrors of the complete scenery online, one at sourceforge and two at privately owned servers. The sourceforge mirror receives daily updates from the main scenery export from http://scenery.flightgear.org/ and all other mirrors pull their data from the sourceforge server. We decided to drop the previous method of telling the client about it's nearest mirror by querying a web service ( http://scenery.flightgear.org/svn-server) in favour of using a more stable service provider of the internet: the domain name service (DNS) system. The fgfs client will query a fancy resource record (RR) type of NAPTR (network authority pointer, https://en.wikipedia.org/wiki/NAPTR_record) for the dns name terrasync.flightgear.org and analyse the entries to find the best terrasync mirror. Those entries are already configured and can be examined here: https://toolbox.googleapps.com/apps/dig/#ANY/terrasync.flightgear.org This technique should enable us to provide different sets of scenery, eventually even for only parts of the world in a much easier fashion that it would have been the case with SVN. It also spares many gigabytes on the scenery mirror as they don't have to keep all the 50,000+ revisions we already carry around. I'll start adding the required code over the next couple of days to have it running hopefully for the 2016.2 release. I'll post a message to this list when I flip the final switch and enable the new terrasync. In the mean time, you might see some build failures on Jenkins or other hickups of the system. I promise to fix those as quick as possible. BTW: If you use terrafs, you already receive your data from the new http mirrors, although not use the DNS service resolver.&amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    = http://sourceforge.net/p/flightgear/mailman/message/35057670/&lt;br /&gt;
  |title  = &amp;lt;nowiki&amp;gt;[Flightgear-devel] The future of terrasync&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |author = &amp;lt;nowiki&amp;gt;Torsten Dreyer&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |date   = May 2nd, 2016&lt;br /&gt;
  |added  = May 2nd, 2016&lt;br /&gt;
  |script_version = 0.28&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the http download method will function very much as before where only the changed files (if any) are downloaded. The svn method requires 2x the actual space because of the way svn works under the hood. Git typically requires that you download every version ever created to get the latest copy (there are work arounds if you just want the most recent version.) So the end result for the average user that just wants to download and use the scenery is that the http method will be lighter weight overall. It also simplifies the code inside FlightGear quite a bit and should make the synchroniation more robust. And as mentioned before, it should simplify the task of setting up a scenery mirror for those that wish to do that. As before, power users will have multiple options for updating scenery or mixing and matching from different sources if they choose. &amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    = https://sourceforge.net/p/flightgear/mailman/message/35061856/&lt;br /&gt;
  |title  = &amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] The future of terrasync&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |author = &amp;lt;nowiki&amp;gt;Curtis Olson&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |date   = May 4th, 2016&lt;br /&gt;
  |added  = May 4th, 2016&lt;br /&gt;
  |script_version = 0.31&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The technique of the http repository is much simpler than that of the svn repository and it will be pretty simple to create a local mirror or to download chunks of data. With a bit of to-be-developed scripting (python e.g.) there is no need to download existing data again. I don't know how terramaster works but I am sure it is easy to adapt to the new http access method. &amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    = https://sourceforge.net/p/flightgear/mailman/message/35062543/&lt;br /&gt;
  |title  = &amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] The future of terrasync&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |author = &amp;lt;nowiki&amp;gt;Torsten Dreyer&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |date   = May 4th, 2016&lt;br /&gt;
  |added  = May 4th, 2016&lt;br /&gt;
  |script_version = 0.31&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal is to completely remove SVN and only use the HTTP repository. I'd like to reach that goal better sooner than later as we currently have two single-points of failure for the SVN-service. The first is the http://scenery.flightgear.org/svn-service web service (runs on a private web server) and the second is the one-and-only svn-server available for public access, also hosted on a private server. If either on of those fails, the SVN-terrasync is dead. I have learned the hard way that not having a fallback is a bad idea.&amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    = https://sourceforge.net/p/flightgear/mailman/message/35062543/&lt;br /&gt;
  |title  = &amp;lt;nowiki&amp;gt;Re: [Flightgear-devel] The future of terrasync&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |author = &amp;lt;nowiki&amp;gt;Torsten Dreyer&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
  |date   = May 4th, 2016&lt;br /&gt;
  |added  = May 4th, 2016&lt;br /&gt;
  |script_version = 0.31&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sound expressions ===&lt;br /&gt;
New support for expressions was added in the volume and pitch sections of  audio configuration files&amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35126638/ &lt;br /&gt;
  |title  =  &amp;lt;nowiki&amp;gt; [Flightgear-devel] New XML Sound feature &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |author =  &amp;lt;nowiki&amp;gt; Erik Hofman &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |date   =  May 31st, 2016 &lt;br /&gt;
  |added  =  May 31st, 2016 &lt;br /&gt;
  |script_version = 0.40 &lt;br /&gt;
  }}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It works as follows:&lt;br /&gt;
# If an expression is found in &amp;lt;pitch/&amp;gt; or &amp;lt;volume/&amp;gt; it gets processed and the rest is ignored.&lt;br /&gt;
# If an expression was defined in a volume or pitch definition of a sound-section then all other volume or pitch sections containing a property are ignored.&lt;br /&gt;
# Sections with &amp;lt;internal/&amp;gt; are always processed so timed sounds are still available.&lt;br /&gt;
&lt;br /&gt;
This way you can add volume and/or pitch sections with an expression &lt;br /&gt;
before all other sections and keep backward and forward compatibility. &lt;br /&gt;
But you could, for example, make the expression section more complex for &lt;br /&gt;
newer versions of FlightGear.&lt;br /&gt;
&lt;br /&gt;
An example would be:&lt;br /&gt;
&lt;br /&gt;
{{collapsible script&lt;br /&gt;
 | type   = XML code&lt;br /&gt;
 | title  = Expressions in a sound configuration file&lt;br /&gt;
 | lang   = XML&lt;br /&gt;
 | script = &lt;br /&gt;
  &amp;lt;engine&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;engine&amp;lt;/name&amp;gt;&lt;br /&gt;
    &amp;lt;mode&amp;gt;looped&amp;lt;/mode&amp;gt;&lt;br /&gt;
    &amp;lt;path&amp;gt;Aircraft/paraglider/Sounds/wasp.wav&amp;lt;/path&amp;gt;&lt;br /&gt;
    &amp;lt;property&amp;gt;engines/engine/running&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;volume version=&amp;quot;2.0&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;expression&amp;gt;&lt;br /&gt;
      &amp;lt;product&amp;gt;&lt;br /&gt;
       &amp;lt;min&amp;gt;&lt;br /&gt;
        &amp;lt;max&amp;gt;&lt;br /&gt;
         &amp;lt;product&amp;gt;&lt;br /&gt;
          &amp;lt;property&amp;gt;engines/engine/mp-osi&amp;lt;/property&amp;gt;&lt;br /&gt;
          &amp;lt;value&amp;gt;0.23&amp;lt;/value&amp;gt;&lt;br /&gt;
         &amp;lt;/product&amp;gt;&lt;br /&gt;
         &amp;lt;value&amp;gt;1.0&amp;lt;/value&amp;gt;&lt;br /&gt;
        &amp;lt;/max&amp;gt;&lt;br /&gt;
         &amp;lt;value&amp;gt;0.3&amp;lt;/value&amp;gt;&lt;br /&gt;
       &amp;lt;/min&amp;gt;&lt;br /&gt;
       &amp;lt;min&amp;gt;&lt;br /&gt;
        &amp;lt;max&amp;gt;&lt;br /&gt;
         &amp;lt;log&amp;gt; &amp;lt;property&amp;gt;orientation/alpha-deg&amp;lt;/property&amp;gt; &amp;lt;/log&amp;gt;&lt;br /&gt;
         &amp;lt;value&amp;gt;1.2&amp;lt;/value&amp;gt;&lt;br /&gt;
        &amp;lt;/max&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;1.0&amp;lt;/value&amp;gt;&lt;br /&gt;
       &amp;lt;/min&amp;gt;&lt;br /&gt;
      &amp;lt;/product&amp;gt;&lt;br /&gt;
     &amp;lt;/expression&amp;gt;&lt;br /&gt;
    &amp;lt;/volume&amp;gt;&lt;br /&gt;
    &amp;lt;pitch version=&amp;quot;2.0&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;expression&amp;gt;&lt;br /&gt;
      &amp;lt;min&amp;gt;&lt;br /&gt;
       &amp;lt;max&amp;gt;&lt;br /&gt;
        &amp;lt;sum&amp;gt;&lt;br /&gt;
         &amp;lt;value&amp;gt;0.4&amp;lt;/value&amp;gt;&lt;br /&gt;
         &amp;lt;product&amp;gt;&lt;br /&gt;
          &amp;lt;property&amp;gt;engines/engine/rpm&amp;lt;/property&amp;gt;&lt;br /&gt;
          &amp;lt;value&amp;gt;0.0001&amp;lt;/value&amp;gt;&lt;br /&gt;
         &amp;lt;/product&amp;gt;&lt;br /&gt;
        &amp;lt;/sum&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;1.2&amp;lt;/value&amp;gt;&lt;br /&gt;
       &amp;lt;/max&amp;gt;&lt;br /&gt;
       &amp;lt;value&amp;gt;0.4&amp;lt;/value&amp;gt;&lt;br /&gt;
     &amp;lt;/min&amp;gt;&lt;br /&gt;
     &amp;lt;/expression&amp;gt;&lt;br /&gt;
    &amp;lt;/pitch&amp;gt;&lt;br /&gt;
&amp;lt;!-- backwards compatibility --&amp;gt;&lt;br /&gt;
    &amp;lt;volume&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;engines/engine/mp-osi&amp;lt;/property&amp;gt;&lt;br /&gt;
     &amp;lt;factor&amp;gt;0.23&amp;lt;/factor&amp;gt;&lt;br /&gt;
     &amp;lt;min&amp;gt;0.3&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;/volume&amp;gt;&lt;br /&gt;
    &amp;lt;volume&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;orientation/alpha-deg&amp;lt;/property&amp;gt;&lt;br /&gt;
     &amp;lt;type&amp;gt;log&amp;lt;/type&amp;gt;&lt;br /&gt;
     &amp;lt;min&amp;gt;1.0&amp;lt;/min&amp;gt;&lt;br /&gt;
     &amp;lt;max&amp;gt;1.2&amp;lt;/max&amp;gt;&lt;br /&gt;
    &amp;lt;/volume&amp;gt;&lt;br /&gt;
    &amp;lt;pitch&amp;gt;&lt;br /&gt;
     &amp;lt;property&amp;gt;engines/engine/rpm&amp;lt;/property&amp;gt;&lt;br /&gt;
     &amp;lt;factor&amp;gt;0.0001&amp;lt;/factor&amp;gt;&lt;br /&gt;
     &amp;lt;min&amp;gt;0.4&amp;lt;/min&amp;gt;&lt;br /&gt;
     &amp;lt;max&amp;gt;1.2&amp;lt;/max&amp;gt;&lt;br /&gt;
     &amp;lt;offset&amp;gt;0.4&amp;lt;/offset&amp;gt;&lt;br /&gt;
    &amp;lt;/pitch&amp;gt;&lt;br /&gt;
&amp;lt;!-- backwards compatibility --&amp;gt;&lt;br /&gt;
   &amp;lt;/engine&amp;gt;&lt;br /&gt;
 | bgcolor = #e0f2ff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
=== Cessna 172P ===&lt;br /&gt;
The Cessna 172P team has just created a new branch called &amp;quot;release/2016.2&amp;quot; with the latest developments from the last few months: https://github.com/Juanvvc/c172p-detailed/tree/release/2016.2  These include: &lt;br /&gt;
* Decreased rudder authority &lt;br /&gt;
* Added propwash effect for 180 HP version &lt;br /&gt;
* Improvements to the irradiance effect &lt;br /&gt;
* Better oil dialog &lt;br /&gt;
* Flap lever is now dragable and scrollable &lt;br /&gt;
* Added normal map to wheels and other objects &lt;br /&gt;
* Improvements to the heading indicator &lt;br /&gt;
* Correct rudder pedal animation &lt;br /&gt;
* Updated tutorial to Barcelona &lt;br /&gt;
* Changed &amp;quot;Autostart&amp;quot; menu item to actually start the engine as well &lt;br /&gt;
* Split instrument light knob into a knob that two knobs: one that controls the instruments, and one that controls the radio's &amp;lt;ref&amp;gt;{{cite web&lt;br /&gt;
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35095319/ &lt;br /&gt;
  |title  =  &amp;lt;nowiki&amp;gt; [Flightgear-devel] c172p ready for the Barcelona release &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |author =  &amp;lt;nowiki&amp;gt; Gilberto Agostinho &amp;lt;/nowiki&amp;gt; &lt;br /&gt;
  |date   =  May 17th, 2016 &lt;br /&gt;
  |added  =  May 17th, 2016 &lt;br /&gt;
  |script_version = 0.40 &lt;br /&gt;
  }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ICARO Laminar 13 MRX ===&lt;br /&gt;
There is a new aircraft model in [[FGAddon]]: The '''[[Icaro Laminar 13 MRX]]'''. It is an advanced weight-shift controlled hanglider build by ICARO in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
The aim of this project is to provide a very realistic hang glider which shows all the specific properties of a real hang glider. In particular the unique flight dynamic behavior (compared to common aircraft) is focused on.&lt;br /&gt;
&lt;br /&gt;
=== Powered Paraglider ===&lt;br /&gt;
David's paraglider model has had a major FDM and 3d update. The FDM is of true ram-air type, a small engine has been added and the parachute itself is now animated.&lt;br /&gt;
Warining: a bug prevents the Paraglider from loading properly at the current default airport Barcelona. Any other airport does not seem to cause a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Paragliding in the_mountains.jpg|Paragliding in the mountains&lt;br /&gt;
Icaro MRX13 Laber.jpeg|Soaring with the Laminar 13 MRX&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
=== Translators required ===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:en.gif]]&lt;br /&gt;
| The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:de.gif]]&lt;br /&gt;
| Das FlightGear Wiki braucht noch Hilfe für sie in verschiedene Sprachen zu übersetzen. Wenn Sie bei der Herstellung der FlightGear Wiki mehrsprachiger interessiert sind, können Sie, indem Sie auf [[:de:Help:Übersetzen|Help:Übersetzen]] beginnen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nl.gif]]&lt;br /&gt;
| De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:es.gif]]&lt;br /&gt;
| La wiki de FlightGear todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
FlightGear's Screenshot of the Month May 2016 is ''Landing in Frankfurt's 25L'' by Ambro&lt;br /&gt;
[[File:Landing in Frankfurt's 25L.jpg|900px|center|Landing in Frankfurt's 25L by Ambro]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to participate in the screenshot contest of June 2016, you can submit your candidate to [https://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=29720 this] forum topic. Be sure to see the [https://forum.flightgear.org/viewtopic.php?f=19&amp;amp;t=29720#p287514 first post] for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter edition of June 2016.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2016 05]]&lt;br /&gt;
[[Category:Changes after 2016.2]]&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Newsletter Mai 2016]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Cub@MountRoraima.jpg&amp;diff=86622</id>
		<title>File:Cub@MountRoraima.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Cub@MountRoraima.jpg&amp;diff=86622"/>
		<updated>2015-08-16T10:27:40Z</updated>

		<summary type="html">&lt;p&gt;Popolon: add french&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Piper cub with the new liveries at {{Wikipedia|Mount Roraima|noicon=1}}, South America}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{fr|1=Piper cub avec les nouvelles livrées au {{Wikipedia|fr:Mont Roraima|Mont Roraima|noicon=1}}, en Amérique du Sud}}&lt;br /&gt;
|date=2015-08-01 18:36:41&lt;br /&gt;
|source=forum.flightgear.org&lt;br /&gt;
|author=lomar&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{subst:Custom license marker added by UW}}&lt;br /&gt;
Published with the express purpose of being used by me (Adam, else MIG29pilot) on this website.&lt;br /&gt;
&lt;br /&gt;
[[Category:Screenshots]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fr/L%27a%C3%A9roport_de_Courchevel&amp;diff=66572</id>
		<title>Fr/L'aéroport de Courchevel</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fr/L%27a%C3%A9roport_de_Courchevel&amp;diff=66572"/>
		<updated>2014-01-20T00:51:58Z</updated>

		<summary type="html">&lt;p&gt;Popolon: corrige un peu le français, correction typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Airport&lt;br /&gt;
|name = Courchevel Airport&lt;br /&gt;
|image = LFLJ.jpg&lt;br /&gt;
|iata = CVF&lt;br /&gt;
|icao = LFLJ&lt;br /&gt;
|type =&lt;br /&gt;
|owner =&lt;br /&gt;
|Ville = Courchevel, France&lt;br /&gt;
|Pistes= 05/23&lt;br /&gt;
|length= 525 m   &lt;br /&gt;
|matériaux= congloméré/Asphalte &lt;br /&gt;
|siteweb =&lt;br /&gt;
}}&lt;br /&gt;
'''L'aéroport de Courchevel''' a un petit côté « infâme » dans le monde de l'aviation, considéré comme le foyer d'une des pistes les plus courtes du monde, avec une longueur de 525 mètres et une inclinaison de 18,5% afin de ralentir les avions lors de l’atterrissage. L'[[:Category:Airports|aéroport]] a une approche dangereuse, à travers une grande vallée, qui ne peut être réalisé que par des pilotes certifiés. Lors de l’atterrissage, contrairement à la plupart des aéroport, il n'est pas nécessaire d'effectuer de tours - L'aéroport est situé sur le flan d'une colline très raide qui a vu quelques incidents depuis son ouverture.&lt;br /&gt;
[[en:Courchevel Airport]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airports in France]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=63962</id>
		<title>List of developed airports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=63962"/>
		<updated>2013-10-28T12:41:53Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +LKPR (Cech Republic)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists developed airports which are included in FlightGear if two conditions are fulfilled. Airports are listed here if&lt;br /&gt;
* at least one building or [[Signs|taxi signs]] have been placed&lt;br /&gt;
* the respective objects are represented in the [[FlightGear Scenery Database]]. &lt;br /&gt;
Every improvement listed here can be downloaded using [[TerraSync]] and it will also be included in the next [[World Scenery]] release. &lt;br /&gt;
&lt;br /&gt;
If you are currently developing an airport, please feel free to add it to [[Airports under construction]]. For a list of currently ongoing scenery related projects, please check out [[Current Scenery Projects]].&lt;br /&gt;
&lt;br /&gt;
The ICAO codes link to the FlightGear mapserver, which - among other things - contains information about the current status of the [[FlightGear Scenery Database]]. On a map, you will see&lt;br /&gt;
* the current airport layout with runways, taxiways and aprons&lt;br /&gt;
* red dots: static objects in the scenery database made especially for this airport&lt;br /&gt;
* dark red dots: shared models in the scenery database placed at this airport&lt;br /&gt;
* green dots: [[Signs|taxi signs]] placed at the airport&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can sort the table by clicking one of the [[File:Sort none.gif]] symbols in the row headers.&lt;br /&gt;
&lt;br /&gt;
== Airports ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | ICAO !! style=&amp;quot;background:#efefef&amp;quot; | Name !! style=&amp;quot;background:#efefef&amp;quot; | Country !! style=&amp;quot;background:#efefef&amp;quot; | Continent !! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | Comment&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDC] || [[Dresden Airport]] || Germany || Europe || some models: tower, terminal, animated hangars etc.  ''Everything published via TerraSync''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=8.56293&amp;amp;lat=50.03795&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDF] || [[Frankfurt am Main Airport]] || Germany || Europe || Fully modeled with [[Signs]] and [[Interactive Traffic]] and unique scycrapers downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDH || [[Hamburg Airport]] || Germany || Europe || Fully modeled, plus unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.40379&amp;amp;lat=52.47502&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDI] ||[[Berlin Tempelhof Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDL || [[Düsseldorf International Airport|Düsseldorf Airport]] || Germany || Europe || Tower and terminal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.78609&amp;amp;lat=48.35378&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDM] || [[Munich Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=12.23603&amp;amp;lat=51.42262&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDP] || [[Leipzig/Halle Airport]] || Germany || Europe || Fully modeled with [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.28992&amp;amp;lat=52.55917&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDT] || [[Berlin Tegel Airport]] || Germany || Europe || Tower, terminals, [[Signs]] and unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFM || [[Mannheim City Airport]] || Germany || Europe || Basic models of tower, terminals and hangars&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=10.71706&amp;amp;lat=53.80496&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDHL] || [[Lübeck Blankensee Airport]] || Germany || Europe || Almost complete, home of the [[Piper PA34-200T Seneca II|Seneca]] used to model the FlightGear version. A modified tile is available at [http://www.t3r.de/fg/scenery/ Torsten's scenery site]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.16278&amp;amp;lat=50.76767&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDKB] || [[Bonn-Hangelar Airport]] || Germany || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDVE || [[Braunschweig Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EEKE || Kuressaare Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETN || Lennart Meri Tallinn Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETU || Tartu Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=25.04487&amp;amp;lat=60.25318&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHF] || Helsinki-Malmi Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=24.95253&amp;amp;lat=60.3206&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHK] || Helsinki-Vantaa Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=22.26281&amp;amp;lat=60.51412&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTFFFF EFTU] || Turku Airport || Finland || Europe || Tower and terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGFF || Cardiff Airport || United Kingdom || Europe || One building: British Airways Maintenance Facility&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGP || Liverpool John Lennon Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGW || London Luton Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGKA || Shoreham Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.19224&amp;amp;lat=51.14869&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGKK] || [[London Gatwick]] || United Kingdom || Europe || Complete and fully modeled to highest level of detail with day and night textures; AI parking and ground network&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.46095&amp;amp;lat=51.47139&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGLL] || London Heathrow Airport || United Kingdom || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGPH || Edinburgh Airport || United Kingdom || Europe || Tower, terminal, park deck, and some shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=1.28469&amp;amp;lat=52.67713&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EGSH] || Norwich Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EH01 || [[VU University Medical Center]] || Netherlands || Europe || Complete hospital building including on-roof heli platform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=4.75487&amp;amp;lat=52.31296&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EHAM] || [[Amsterdam Airport Schiphol]] || Netherlands || Europe || Fully modeled, bussiest AI airport currently&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHEH || Eindhoven Airport || Netherlands || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=5.51885&amp;amp;lat=52.45717&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EHLE] || [[Lelystad Airport]] || Netherlands || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHVK || [[Volkel Air Base]] || Netherlands || Europe || Shelters and detailed airport layout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EIDW || [[Dublin Airport]] || Ireland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.11017&amp;amp;lat=62.56037&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENAL] || Ålesund Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.10949&amp;amp;lat=61.83027&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENSD] || Sandane Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENVA || Trondheim Værnes Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESGP || Göteborg Airport || Sweden || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-106.60912&amp;amp;lat=35.04021&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KABQ] || Albuquerque Sunport Airport, NM || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-84.42809&amp;amp;lat=33.63672&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KATL] || [[Hartsfield - Jackson Atlanta International Airport]], GA || USA || America || Terminal modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KAUS || Austin-Bergstrom Airport, TX || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.66833&amp;amp;lat=39.17535&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KBWI] || Baltimore-Washington International, MD || USA || America || Terminal modeled with jetways, parking garage, support buildings and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.92254&amp;amp;lat=38.98062&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KCGS] || College Park Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDCA || Reagan National Airport, VA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-104.67318&amp;amp;lat=39.86166&amp;amp;zoom=13&amp;amp;layers=B000000TFFFFTFFFTTFFF KDEN] || [[Denver_International_Airport|Denver Airport, CO]] || USA || America || One terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDTW || Detroit Metropolitan Wayne County Airport, MI || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFHR || Friday Harbor Airport, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KIND || Indianapolis Airport, IN || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.07589&amp;amp;lat=32.31118&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KJAN] || Jackson-Evers Airport, MS || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KJFK || [[John F. Kennedy International Airport]], NY || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLAS || Las Vegas McCarran Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-118.40809&amp;amp;lat=33.9425&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLAX] || [[Los Angeles International Airport]], CA || USA|| America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLSV || [[Nellis Air Force Base]], NV || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-109.4667&amp;amp;lat=47.04924&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLWT] || Lewistown Municipal Airport, MT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMCI || Kansas City Airport, MO || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMTN || Martin State Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-117.69181&amp;amp;lat=35.68565&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KNID] || China Lake Naval Air Weapons Station, CA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.04918&amp;amp;lat=37.4162&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KNUQ] || Moffett Federal Airfield, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.22062&amp;amp;lat=37.7214&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOAK] || [[Oakland International Airport]], CA || USA || America || Realistic terminal, currently undergoing maintenance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KORD || Chicago [[O'Hare International Airport]], IL || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-88.55704&amp;amp;lat=43.98436&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOSH] || Wittman Regional Airport, Oshkosh, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-75.12398&amp;amp;lat=38.31045&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOXB] || Ocean City Municipal Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.59751&amp;amp;lat=45.58871&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KPDX] || Portland Airport, OR || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KPHX || Phoenix Sky Harbor Airport, AZ || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KRNO || Reno/Tahoe Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSEA || [[Seattle-Tacoma International Airport]], WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.3749&amp;amp;lat=37.61897&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KSFO] || [[San Francisco International Airport]], CA || USA || America || FlightGear's default airport, terminal buildings, airport lights and airport train.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSLC || Salt Lake City International Airport, UT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KVUO || Pearson Field Airport, Vancouver, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LDSP || Split Airport || Croatia || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEBB || Bilbao || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEMD || Madrid - Barajas || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFEA || Belle-Ile || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFEQ || Quiberon || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-3.66479&amp;amp;lat=48.05247&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFES] || Guiscriff Scaër || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.35465&amp;amp;lat=49.04626&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFFE] || Enghien Moisselles Airfield || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=4.8264&amp;amp;lat=45.25226&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFLR] || Saint Rambert d'Albon Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFMA] || Aix - Les Milles Airfield || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=0.08816&amp;amp;lat=49.53404&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFOH] || Le Havre Octeville Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=5.36736&amp;amp;lat=43.50499&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPG] || Charles de Gaulle International Airport || France || Europe || Fully modeled, very detailed, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.60632&amp;amp;lat=48.89629&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPH] || Chelles Le Pin Airport || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPL || Lognes Emerainville Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPO || Paris-Orly Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPZ || St-Cyr-l’École Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.41785&amp;amp;lat=48.44413&amp;amp;zoom=12&amp;amp;layers=B00000000000FTFFTFFTFFFTFFFF LFRB] || Brest Bretagne Airport || France || Europe || Modeled airport with static models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFRL] || Lanvéoc Naval Air Base || France || Europe || Airport fitted with shared models (for helos and training)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFRJ] || [[Landivisiau Naval Air Base]] || France || Europe || Modeled airport with arresting cables and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFRQ || Quimper || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFRU || Morlaix || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.531611&amp;amp;lat=47.599621&amp;amp;zoom=14 LFSB] || [[EuroAirport Basel-Mulhouse-Freiburg|Basel Mulhouse]] || Switzerland || Europe || Nice modelling of Terminal. Be aware: The In-game navigation data is wrong. Use the [http://www.vacc.ch/en/airports_and_charts/LFSB charts]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILN || Venegono Airport || Italy || Europe || Developed airport&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILQ || Massa Cinquale Airport || Italy || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILV || Valbrembo Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMC || Milano-Malpensa Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.70741&amp;amp;lat=45.66952&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIME] || [[Orio al Serio Airport]], Bergamo || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.27521&amp;amp;lat=45.44776&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIML] || [[LIML|Milano-Linate Airport]] || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.36789&amp;amp;lat=45.73857&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LIMW] || Aosta Airport || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=14.26&amp;amp;lat=50.100833&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LKPR] || [[Václav Havel Airport Prague]] (Ruzyne) || Czech Republic || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.34397&amp;amp;lat=47.26023&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LOWI] || [[Innsbruck Airport]] || Austria || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LROP || Bucharest Otopeni || Romania || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGS || Sion Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSZB || Bern-Belp Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANC || Ted Stevens Anchorage International Airport || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=136.80541&amp;amp;lat=34.85841&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFFFFFTTFFF RJGG] || [[Chūbu Centrair International Airport]] || Japan || Asia || Detailed airport buildings, taxiway layout and customized terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=139.78114&amp;amp;lat=35.5533&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RJTT] || [[Tokyo Haneda International Airport]] || Japan || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=126.45051&amp;amp;lat=37.46909&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RKSI] || Seoul Incheon Airport || South Korea || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=121.01349&amp;amp;lat=14.51024&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RPLL] || Manila Aquino Airport || Philippines || Asia || Tower and three large terminals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAPA || V.C. Bird Intl Airport || Antigua and Barbuda || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TDPD || Melville Hall Airport || Dominica || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFF || Martinique Aimé Césaire International Airport || Martinique, France || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFG || Grand Case Airport || St. Maarten, Netherlands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TIST || Cyril E. King Airport || US Virgin Islands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TJSJ || Luis Muñoz Marín International Airport || Puerto Rico || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TKPK || Robert L. Bradshaw International Airport || St. Kitts || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCM || [[Princess Juliana International Airport]] || St. Maarten, Netherlands || America || Fully modeled, customized terrain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCS || Juancho E. Yrausquin Airport || Saba || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TQPF || Clayton J. Lloyd International Airport || Anguilla || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-49.17201&amp;amp;lat=-25.53101&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBCT] || Afonso Pena International Airport || Brazil || South America || 3D Fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.65768&amp;amp;lat=-23.62558&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBSP] || Congonhas Airport || Brazil || South America || 3D Fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.46864&amp;amp;lat=-23.43351&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBGR] || Guarulhos International Airport || Brazil || South America || 3D Fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-48.54304&amp;amp;lat=-27.6685&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBFL] || Hercílio Luiz International Airport || Brazil || South America || 3D Fully modeled - Download [http://djrick1.wix.com/grupofgbr/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIDP || Indira Gandhi International Airport || India || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=113.9183&amp;amp;lat=22.308&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF VHHH] || Hong Kong International Airport || Hong Kong || Asia || Terminals, control towers, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.13769&amp;amp;lat=43.83872&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 82C] || Mauston-New Lisbon Union Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-89.02545&amp;amp;lat=44.50485&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 68C] || Iola Central County Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggested}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:Airports]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63479</id>
		<title>Template:Location/ExternalLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63479"/>
		<updated>2013-10-22T10:49:26Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +Flightgear map server&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{#switch: {{{1|}}}&lt;br /&gt;
&lt;br /&gt;
|Flightgear Mapserver|FGFS  = [http://mapserver.flightgear.org/popmap/?lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=16&amp;amp;layers=B00FFTTTTT]&lt;br /&gt;
&lt;br /&gt;
|GoogleMaps|GM   = {{#switch: {{{2|}}}&lt;br /&gt;
  |Mars = [http://www.google.com/mars/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Moon = [http://www.google.com/moon/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Earth|E = {{#switch: {{{5|}}}&lt;br /&gt;
    |es|eu|gl    = [http://maps.google.es/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}}&amp;amp;ie=UTF8 {{{6}}}]&lt;br /&gt;
    |cn             = [http://ditu.google.cn/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=cn {{{6}}}]&lt;br /&gt;
    |ja             = [http://maps.google.co.jp/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=ja {{{6}}}]&lt;br /&gt;
    |pl             = [http://mapy.google.pl/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=pl {{{6}}}]&lt;br /&gt;
    |de|fr|it|nl    = [http://maps.google.{{{5}}}/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}} {{{6}}}]&lt;br /&gt;
    |en|#default    = [http://maps.google.com/maps?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5|en}}} {{{6}}}]&lt;br /&gt;
  }} &lt;br /&gt;
}}&lt;br /&gt;
|GoogleEarth|GE     = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/earth.php|latdegdec={{{3|0}}}&amp;amp;londegdec={{{4|0}}}&amp;amp;scale=10000&amp;amp;commons=1}} {{{6}}}] }}&lt;br /&gt;
|Proximityrama|PR   = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/proximityrama|latlon={{{3|0}}},{{{4|0}}}}} {{{6}}}] }}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!--|OpenStreetMap|OSM  = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~kolossos/openlayers/commons-on-osm.php|zoom=16&amp;amp;lat={{{3|0}}}&amp;amp;lon={{{4|0}}}}} {{{6}}}] }} ==&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|OpenStreetMap|OSM  = [http://www.openstreetmap.org/#map=10/{{{3|0}}}/{{{4|0}}} {{{6}}}]&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for formating external links to mapping websites. Used by {{tl|location/layout}}. &amp;lt;br&amp;gt;&lt;br /&gt;
Input Parameters:&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; - name of external website: GoogleMap (aka GM), GoogleEarth (aka GE), Proximityrama (aka PR), OpenStreetMap (aka OSM)etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; - name of the globe: earth, mars, moon&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{3}}}&amp;lt;/nowiki&amp;gt; - latitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{4}}}&amp;lt;/nowiki&amp;gt; - longitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{5}}}&amp;lt;/nowiki&amp;gt; - language code: en, pl, de, etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{6}}}&amp;lt;/nowiki&amp;gt; - Link text&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63478</id>
		<title>Template:Location/ExternalLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63478"/>
		<updated>2013-10-22T10:41:38Z</updated>

		<summary type="html">&lt;p&gt;Popolon: still one space to remove :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{#switch: {{{1|}}}&lt;br /&gt;
|GoogleMaps|GM   = {{#switch: {{{2|}}}&lt;br /&gt;
  |Mars = [http://www.google.com/mars/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Moon = [http://www.google.com/moon/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Earth|E = {{#switch: {{{5|}}}&lt;br /&gt;
    |es|eu|gl    = [http://maps.google.es/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}}&amp;amp;ie=UTF8 {{{6}}}]&lt;br /&gt;
    |cn             = [http://ditu.google.cn/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=cn {{{6}}}]&lt;br /&gt;
    |ja             = [http://maps.google.co.jp/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=ja {{{6}}}]&lt;br /&gt;
    |pl             = [http://mapy.google.pl/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=pl {{{6}}}]&lt;br /&gt;
    |de|fr|it|nl    = [http://maps.google.{{{5}}}/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}} {{{6}}}]&lt;br /&gt;
    |en|#default    = [http://maps.google.com/maps?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5|en}}} {{{6}}}]&lt;br /&gt;
  }} &lt;br /&gt;
}}&lt;br /&gt;
|GoogleEarth|GE     = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/earth.php|latdegdec={{{3|0}}}&amp;amp;londegdec={{{4|0}}}&amp;amp;scale=10000&amp;amp;commons=1}} {{{6}}}] }}&lt;br /&gt;
|Proximityrama|PR   = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/proximityrama|latlon={{{3|0}}},{{{4|0}}}}} {{{6}}}] }}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!--|OpenStreetMap|OSM  = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~kolossos/openlayers/commons-on-osm.php|zoom=16&amp;amp;lat={{{3|0}}}&amp;amp;lon={{{4|0}}}}} {{{6}}}] }} ==&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|OpenStreetMap|OSM  = [http://www.openstreetmap.org/#map=10/{{{3|0}}}/{{{4|0}}} {{{6}}}]&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for formating external links to mapping websites. Used by {{tl|location/layout}}. &amp;lt;br&amp;gt;&lt;br /&gt;
Input Parameters:&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; - name of external website: GoogleMap (aka GM), GoogleEarth (aka GE), Proximityrama (aka PR), OpenStreetMap (aka OSM)etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; - name of the globe: earth, mars, moon&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{3}}}&amp;lt;/nowiki&amp;gt; - latitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{4}}}&amp;lt;/nowiki&amp;gt; - longitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{5}}}&amp;lt;/nowiki&amp;gt; - language code: en, pl, de, etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{6}}}&amp;lt;/nowiki&amp;gt; - Link text&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63477</id>
		<title>Template:Location/ExternalLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63477"/>
		<updated>2013-10-22T10:40:56Z</updated>

		<summary type="html">&lt;p&gt;Popolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{#switch: {{{1|}}}&lt;br /&gt;
|GoogleMaps|GM   = {{#switch: {{{2|}}}&lt;br /&gt;
  |Mars = [http://www.google.com/mars/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Moon = [http://www.google.com/moon/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Earth|E = {{#switch: {{{5|}}}&lt;br /&gt;
    |es|eu|gl    = [http://maps.google.es/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}}&amp;amp;ie=UTF8 {{{6}}}]&lt;br /&gt;
    |cn             = [http://ditu.google.cn/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=cn {{{6}}}]&lt;br /&gt;
    |ja             = [http://maps.google.co.jp/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=ja {{{6}}}]&lt;br /&gt;
    |pl             = [http://mapy.google.pl/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=pl {{{6}}}]&lt;br /&gt;
    |de|fr|it|nl    = [http://maps.google.{{{5}}}/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}} {{{6}}}]&lt;br /&gt;
    |en|#default    = [http://maps.google.com/maps?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5|en}}} {{{6}}}]&lt;br /&gt;
  }} &lt;br /&gt;
}}&lt;br /&gt;
|GoogleEarth|GE     = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/earth.php|latdegdec={{{3|0}}}&amp;amp;londegdec={{{4|0}}}&amp;amp;scale=10000&amp;amp;commons=1}} {{{6}}}] }}&lt;br /&gt;
|Proximityrama|PR   = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/proximityrama|latlon={{{3|0}}},{{{4|0}}}}} {{{6}}}] }}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!--|OpenStreetMap|OSM  = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~kolossos/openlayers/commons-on-osm.php|zoom=16&amp;amp;lat={{{3|0}}}&amp;amp;lon={{{4|0}}}}} {{{6}}}] }} ==&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|OpenStreetMap|OSM  = [ http://www.openstreetmap.org/#map=10/{{{3|0}}}/{{{4|0}}} {{{6}}}]&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for formating external links to mapping websites. Used by {{tl|location/layout}}. &amp;lt;br&amp;gt;&lt;br /&gt;
Input Parameters:&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; - name of external website: GoogleMap (aka GM), GoogleEarth (aka GE), Proximityrama (aka PR), OpenStreetMap (aka OSM)etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; - name of the globe: earth, mars, moon&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{3}}}&amp;lt;/nowiki&amp;gt; - latitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{4}}}&amp;lt;/nowiki&amp;gt; - longitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{5}}}&amp;lt;/nowiki&amp;gt; - language code: en, pl, de, etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{6}}}&amp;lt;/nowiki&amp;gt; - Link text&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63476</id>
		<title>Template:Location/ExternalLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63476"/>
		<updated>2013-10-22T10:40:14Z</updated>

		<summary type="html">&lt;p&gt;Popolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{#switch: {{{1|}}}&lt;br /&gt;
|GoogleMaps|GM   = {{#switch: {{{2|}}}&lt;br /&gt;
  |Mars = [http://www.google.com/mars/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Moon = [http://www.google.com/moon/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Earth|E = {{#switch: {{{5|}}}&lt;br /&gt;
    |es|eu|gl    = [http://maps.google.es/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}}&amp;amp;ie=UTF8 {{{6}}}]&lt;br /&gt;
    |cn             = [http://ditu.google.cn/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=cn {{{6}}}]&lt;br /&gt;
    |ja             = [http://maps.google.co.jp/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=ja {{{6}}}]&lt;br /&gt;
    |pl             = [http://mapy.google.pl/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=pl {{{6}}}]&lt;br /&gt;
    |de|fr|it|nl    = [http://maps.google.{{{5}}}/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}} {{{6}}}]&lt;br /&gt;
    |en|#default    = [http://maps.google.com/maps?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5|en}}} {{{6}}}]&lt;br /&gt;
  }} &lt;br /&gt;
}}&lt;br /&gt;
|GoogleEarth|GE     = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/earth.php|latdegdec={{{3|0}}}&amp;amp;londegdec={{{4|0}}}&amp;amp;scale=10000&amp;amp;commons=1}} {{{6}}}] }}&lt;br /&gt;
|Proximityrama|PR   = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/proximityrama|latlon={{{3|0}}},{{{4|0}}}}} {{{6}}}] }}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!--|OpenStreetMap|OSM  = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~kolossos/openlayers/commons-on-osm.php|zoom=16&amp;amp;lat={{{3|0}}}&amp;amp;lon={{{4|0}}}}} {{{6}}}] }} ==&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|OpenStreetMap|OSM  = [ http://www.openstreetmap.org/#map=10/{{{3|0}}}/{{4|0}}} {{{6}}}]&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for formating external links to mapping websites. Used by {{tl|location/layout}}. &amp;lt;br&amp;gt;&lt;br /&gt;
Input Parameters:&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; - name of external website: GoogleMap (aka GM), GoogleEarth (aka GE), Proximityrama (aka PR), OpenStreetMap (aka OSM)etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; - name of the globe: earth, mars, moon&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{3}}}&amp;lt;/nowiki&amp;gt; - latitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{4}}}&amp;lt;/nowiki&amp;gt; - longitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{5}}}&amp;lt;/nowiki&amp;gt; - language code: en, pl, de, etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{6}}}&amp;lt;/nowiki&amp;gt; - Link text&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63475</id>
		<title>Template:Location/ExternalLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63475"/>
		<updated>2013-10-22T10:39:12Z</updated>

		<summary type="html">&lt;p&gt;Popolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{#switch: {{{1|}}}&lt;br /&gt;
|GoogleMaps|GM   = {{#switch: {{{2|}}}&lt;br /&gt;
  |Mars = [http://www.google.com/mars/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Moon = [http://www.google.com/moon/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Earth|E = {{#switch: {{{5|}}}&lt;br /&gt;
    |es|eu|gl    = [http://maps.google.es/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}}&amp;amp;ie=UTF8 {{{6}}}]&lt;br /&gt;
    |cn             = [http://ditu.google.cn/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=cn {{{6}}}]&lt;br /&gt;
    |ja             = [http://maps.google.co.jp/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=ja {{{6}}}]&lt;br /&gt;
    |pl             = [http://mapy.google.pl/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=pl {{{6}}}]&lt;br /&gt;
    |de|fr|it|nl    = [http://maps.google.{{{5}}}/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}} {{{6}}}]&lt;br /&gt;
    |en|#default    = [http://maps.google.com/maps?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5|en}}} {{{6}}}]&lt;br /&gt;
  }} &lt;br /&gt;
}}&lt;br /&gt;
|GoogleEarth|GE     = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/earth.php|latdegdec={{{3|0}}}&amp;amp;londegdec={{{4|0}}}&amp;amp;scale=10000&amp;amp;commons=1}} {{{6}}}] }}&lt;br /&gt;
|Proximityrama|PR   = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/proximityrama|latlon={{{3|0}}},{{{4|0}}}}} {{{6}}}] }}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!--|OpenStreetMap|OSM  = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~kolossos/openlayers/commons-on-osm.php|zoom=16&amp;amp;lat={{{3|0}}}&amp;amp;lon={{{4|0}}}}} {{{6}}}] }} ==&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|OpenStreetMap|OSM  = [ http://www.openstreetmap.org/#map=10/{{{3|0}}}/{{4|0}}} {{6}}]&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for formating external links to mapping websites. Used by {{tl|location/layout}}. &amp;lt;br&amp;gt;&lt;br /&gt;
Input Parameters:&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; - name of external website: GoogleMap (aka GM), GoogleEarth (aka GE), Proximityrama (aka PR), OpenStreetMap (aka OSM)etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; - name of the globe: earth, mars, moon&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{3}}}&amp;lt;/nowiki&amp;gt; - latitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{4}}}&amp;lt;/nowiki&amp;gt; - longitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{5}}}&amp;lt;/nowiki&amp;gt; - language code: en, pl, de, etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{6}}}&amp;lt;/nowiki&amp;gt; - Link text&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63474</id>
		<title>Template:Location/ExternalLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63474"/>
		<updated>2013-10-22T10:37:33Z</updated>

		<summary type="html">&lt;p&gt;Popolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{#switch: {{{1|}}}&lt;br /&gt;
|GoogleMaps|GM   = {{#switch: {{{2|}}}&lt;br /&gt;
  |Mars = [http://www.google.com/mars/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Moon = [http://www.google.com/moon/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Earth|E = {{#switch: {{{5|}}}&lt;br /&gt;
    |es|eu|gl    = [http://maps.google.es/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}}&amp;amp;ie=UTF8 {{{6}}}]&lt;br /&gt;
    |cn             = [http://ditu.google.cn/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=cn {{{6}}}]&lt;br /&gt;
    |ja             = [http://maps.google.co.jp/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=ja {{{6}}}]&lt;br /&gt;
    |pl             = [http://mapy.google.pl/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=pl {{{6}}}]&lt;br /&gt;
    |de|fr|it|nl    = [http://maps.google.{{{5}}}/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}} {{{6}}}]&lt;br /&gt;
    |en|#default    = [http://maps.google.com/maps?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5|en}}} {{{6}}}]&lt;br /&gt;
  }} &lt;br /&gt;
}}&lt;br /&gt;
|GoogleEarth|GE     = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/earth.php|latdegdec={{{3|0}}}&amp;amp;londegdec={{{4|0}}}&amp;amp;scale=10000&amp;amp;commons=1}} {{{6}}}] }}&lt;br /&gt;
|Proximityrama|PR   = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/proximityrama|latlon={{{3|0}}},{{{4|0}}}}} {{{6}}}] }}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!--|OpenStreetMap|OSM  = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~kolossos/openlayers/commons-on-osm.php|zoom=16&amp;amp;lat={{{3|0}}}&amp;amp;lon={{{4|0}}}}} {{{6}}}] }} ==&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|OpenStreetMap|OSM  = {{#switch: {{{2|}}}|[ http://www.openstreetmap.org/#map=10/{{{3|0}}}/{{4|0}}} {{6}}] }}&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for formating external links to mapping websites. Used by {{tl|location/layout}}. &amp;lt;br&amp;gt;&lt;br /&gt;
Input Parameters:&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; - name of external website: GoogleMap (aka GM), GoogleEarth (aka GE), Proximityrama (aka PR), OpenStreetMap (aka OSM)etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; - name of the globe: earth, mars, moon&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{3}}}&amp;lt;/nowiki&amp;gt; - latitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{4}}}&amp;lt;/nowiki&amp;gt; - longitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{5}}}&amp;lt;/nowiki&amp;gt; - language code: en, pl, de, etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{6}}}&amp;lt;/nowiki&amp;gt; - Link text&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63473</id>
		<title>Template:Location/ExternalLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Location/ExternalLink&amp;diff=63473"/>
		<updated>2013-10-22T10:35:29Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +direct osm link (and comment actual ref to wikipedia tools (as it's not linked for now)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{#switch: {{{1|}}}&lt;br /&gt;
|GoogleMaps|GM   = {{#switch: {{{2|}}}&lt;br /&gt;
  |Mars = [http://www.google.com/mars/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Moon = [http://www.google.com/moon/#lat={{{3|0}}}&amp;amp;lon={{{4|0}}}&amp;amp;zoom=8 {{{6}}}]&lt;br /&gt;
  |Earth|E = {{#switch: {{{5|}}}&lt;br /&gt;
    |es|eu|gl    = [http://maps.google.es/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}}&amp;amp;ie=UTF8 {{{6}}}]&lt;br /&gt;
    |cn             = [http://ditu.google.cn/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=cn {{{6}}}]&lt;br /&gt;
    |ja             = [http://maps.google.co.jp/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=ja {{{6}}}]&lt;br /&gt;
    |pl             = [http://mapy.google.pl/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl=pl {{{6}}}]&lt;br /&gt;
    |de|fr|it|nl    = [http://maps.google.{{{5}}}/?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5}}} {{{6}}}]&lt;br /&gt;
    |en|#default    = [http://maps.google.com/maps?ll={{{3|0}}},{{{4|0}}}&amp;amp;spn=0.01,0.01&amp;amp;t=k&amp;amp;q=http://toolserver.org/~para/GeoCommons/GeoCommons-simple.kml&amp;amp;hl={{{5|en}}} {{{6}}}]&lt;br /&gt;
  }} &lt;br /&gt;
}}&lt;br /&gt;
|GoogleEarth|GE     = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/earth.php|latdegdec={{{3|0}}}&amp;amp;londegdec={{{4|0}}}&amp;amp;scale=10000&amp;amp;commons=1}} {{{6}}}] }}&lt;br /&gt;
|Proximityrama|PR   = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~para/GeoCommons/proximityrama|latlon={{{3|0}}},{{{4|0}}}}} {{{6}}}] }}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!--|OpenStreetMap|OSM  = {{#switch: {{{2|}}}| Earth|E = - [{{fullurl:tools:~kolossos/openlayers/commons-on-osm.php|zoom=16&amp;amp;lat={{{3|0}}}&amp;amp;lon={{{4|0}}}}} {{{6}}}] }} ==&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|OpenStreetMap|OSM  = [http://www.openstreetmap.org/#map=10/{{{3|0}}}/{{4|0}}}]&lt;br /&gt;
}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for formating external links to mapping websites. Used by {{tl|location/layout}}. &amp;lt;br&amp;gt;&lt;br /&gt;
Input Parameters:&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; - name of external website: GoogleMap (aka GM), GoogleEarth (aka GE), Proximityrama (aka PR), OpenStreetMap (aka OSM)etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; - name of the globe: earth, mars, moon&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{3}}}&amp;lt;/nowiki&amp;gt; - latitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{4}}}&amp;lt;/nowiki&amp;gt; - longitude&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{5}}}&amp;lt;/nowiki&amp;gt; - language code: en, pl, de, etc.&lt;br /&gt;
# &amp;lt;nowiki&amp;gt;{{{6}}}&amp;lt;/nowiki&amp;gt; - Link text&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=De_Havilland_DH.88_Comet&amp;diff=61001</id>
		<title>De Havilland DH.88 Comet</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=De_Havilland_DH.88_Comet&amp;diff=61001"/>
		<updated>2013-06-17T10:46:46Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +fgname&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{aero-stub}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image = DH-88.jpg&lt;br /&gt;
|name =De Havilland DH 88 Coment&lt;br /&gt;
|type = 2-piston engine racer&lt;br /&gt;
|livery =&lt;br /&gt;
|fdm =&lt;br /&gt;
|status = Git only&lt;br /&gt;
|authors =&lt;br /&gt;
|fgname = dh88&lt;br /&gt;
|download =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The de Havilland DH.88 Comet was 2 engine piston racer of the 1930s. Won the MacRobertson race.&lt;br /&gt;
&lt;br /&gt;
[http://upload.wikimedia.org/wikipedia/commons/7/7c/TMA45_de_Havilland_Comet.jpg Public domain postcard of DH.88 (wikimedia.org)]&lt;br /&gt;
&lt;br /&gt;
[http://www.xs4all.nl/~tozu/dh88/index.htm DH.88 info]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Table of models]]&lt;br /&gt;
&lt;br /&gt;
{{de Havilland}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Twin Engine Piston]]&lt;br /&gt;
[[Category:Racing aircraft]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Es/Cessna_337G_Skymaster&amp;diff=61000</id>
		<title>Es/Cessna 337G Skymaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Es/Cessna_337G_Skymaster&amp;diff=61000"/>
		<updated>2013-06-17T10:41:01Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +fgname +link fr:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image		= Cessna337_01.png&lt;br /&gt;
|name 		= Cessna 337G Skymaster&lt;br /&gt;
|type 		= Avioneta civil a pistón&lt;br /&gt;
|fdm 		= JSBsim&lt;br /&gt;
|fgname         = Cessna337&lt;br /&gt;
|status-fdm	= 3&lt;br /&gt;
|status-systems	= 2&lt;br /&gt;
|status-cockpit	= 5&lt;br /&gt;
|status-model	= 5&lt;br /&gt;
|authors 	= Fernando Espinosa, Pavel Cueto&lt;br /&gt;
|download 	= http://www.vivefg.org/index.php?option=com_content&amp;amp;view=article&amp;amp;id=48:cessna-337-skymaster&amp;amp;catid=35:hangar&amp;amp;Itemid=40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
La '''Cessna 337''' es un avión bimotor construido en una configuración &amp;quot;push pull&amp;quot; (tira/empuja). En lugar de tener los motores montados en las alas, uno de ellos va montado en la nariz y otro en la parte de atrás del fuselaje. Los estabilizadores van montados sobre soportes que emergen por detrás de las alas. El Cessna 337 tiene un tren retráctil, lo cual le otorga un poco de velocidad extra.&lt;br /&gt;
&lt;br /&gt;
La combinación de motores de tracción y empuje produce un sonido único.&lt;br /&gt;
&lt;br /&gt;
== Ayuda del avión ==&lt;br /&gt;
&lt;br /&gt;
=== Atajos de teclado ===&lt;br /&gt;
&lt;br /&gt;
* '''d''' - Abre/cierra puerta de la cabina&lt;br /&gt;
* '''c''' - Abre/cierra cowl flaps delanteros&lt;br /&gt;
* '''C''' - Abre/cierra cowl flaps traseros&lt;br /&gt;
* '''m/M''' - Ajuste de mezcla de combustible&lt;br /&gt;
* '''n/N''' - Ajusta el speed governor (ángulo de la hélice)&lt;br /&gt;
&lt;br /&gt;
=== Límites ===&lt;br /&gt;
&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NE&amp;lt;/sub&amp;gt;:''' 198 KIAS ''(Velocidad de nunca exceder)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NO&amp;lt;/sub&amp;gt;:''' 167 KIAS ''(Max.velocidad para operaciones normales)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;A&amp;lt;/sub&amp;gt;:''' 140 KIAS ''(Velocidad de maniobra)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;FE&amp;lt;/sub&amp;gt;:''' 109 KIAS ''(Max.velocidad con flaps extendidos a tope)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LE&amp;lt;/sub&amp;gt;:''' 200 KIAS ''(Max.velocidad con el tren de aterrizaje extendido)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LO&amp;lt;/sub&amp;gt;:''' 140 KIAS ''(Max.velocidad para bajar o levantar el tren de aterrizaje)''&lt;br /&gt;
* '''Velocidad de pérdida, flaps a tope:''' 61 KIAS&lt;br /&gt;
* '''Velocidad de pérdida, sin flaps:''' 70 KIAS&lt;br /&gt;
* '''Peso máximo:''' 4630 lbs. ''(2100 kg)''&lt;br /&gt;
* '''Techo de servicio (con los 2 motores):''' 18,000 ft ''(5.486 mts)''&lt;br /&gt;
* '''Carrera de despegue:''' 1,000 ft ''(304 mts)''&lt;br /&gt;
* '''Ground roll for landing''' 700 ft ''(213mts)''&lt;br /&gt;
&lt;br /&gt;
== Procedimientos normales ==&lt;br /&gt;
[[File:Cessna337-cockpit.png|thumb|250px|General view of the Skymaster cockpit]]&lt;br /&gt;
[[File:Cessna337-details.png|thumb|250px|The model is pretty detailed, and users can select between 5 HQ liveries]]&lt;br /&gt;
[[File:Cessna337-night.png|thumb|250px|Nice view of the Skymaster cockpit at night]]&lt;br /&gt;
&lt;br /&gt;
=== Encendido ===&lt;br /&gt;
* Encender batería y alternadores (generadores) frontal y trasero&lt;br /&gt;
* Encender el botón master de aviónica (panel del muro izquierdo)&lt;br /&gt;
* Encender la aviónica (Radios COM/NAV, DME, ADF...)&lt;br /&gt;
* Encender bombas de combustible (aún sin implementar)&lt;br /&gt;
* Encender Pitot Heat, y las luces que se requieran&lt;br /&gt;
* Abrir cowl flaps delanteros y traseros&lt;br /&gt;
* Encender magnetos (rueda del mouse) y starter (botón izquierdo del mouse) del motor trasero.&lt;br /&gt;
* Encender magnetos y starter del motor delantero.&lt;br /&gt;
&lt;br /&gt;
=== Despegue ===&lt;br /&gt;
* Checkear cowl flaps delanteros y traseros abiertos, para evitar sobrecalentamiento&lt;br /&gt;
* Checkear mezcla rica, y RPM máximas del speed governor (palanca de pitch)&lt;br /&gt;
* Acelerador a tope, soltar frenos&lt;br /&gt;
* Rotar a 60 KIAS&lt;br /&gt;
* Recoger tren de aterrizaje&lt;br /&gt;
&lt;br /&gt;
=== Vuelo crucero ===&lt;br /&gt;
La Cessna 337 Skymaster posee una hélice de velocidad constante; por lo tanto, el piloto puede incrementar el ángulo de la hélice para conseguir una mayor velocidad, pero a costa de una pérdida de RPM y potencia del motor.&lt;br /&gt;
* Reducir acelerador hasta la potencia deseada.&lt;br /&gt;
* Disminuir RPM con el speed governor (palanca de pitch)&lt;br /&gt;
* Ajustar mezla dependiendo de la altitud de vuelo (5.000 pies o más). Chequear EGT para una mezcla óptima.&lt;br /&gt;
* Cerrar los cowl flaps&lt;br /&gt;
&lt;br /&gt;
=== Aterrizaje ===&lt;br /&gt;
* Abrir los cowl flaps&lt;br /&gt;
* Aumentar RPM al máximo con el speed governor (palanca de pitch)&lt;br /&gt;
* Reducir potencia con el acelerador&lt;br /&gt;
* Bajar tren de aterrizaje&lt;br /&gt;
* Desplegar gradualmente los flaps a partir de 110 KIAS&lt;br /&gt;
* Tocar tierra a 75/60 KIAS, dependiendo del peso del avión&lt;br /&gt;
&lt;br /&gt;
== Sistemas ==&lt;br /&gt;
[[File:Cessna337-avionics.png|thumb|250px|Detail of the avionics panel]]&lt;br /&gt;
&lt;br /&gt;
La Cessna 337 continúa en desarrollo, pero tiene algunos sistemas útiles. Los sistemas eléctricos, de succión y combustible funcionan, pero sin tener aún un sistema de fallos modelado. Los usuarios pueden ajustar tanto el combustible en cada estanque como el peso en cada uno de los asientos del avión. Casi todos los botones, conmutadores, perillas y palancas son funcionales y se encuentran adecuadamente animados, y todos los instrumentos están etiquetados para una correcta identificación.&lt;br /&gt;
&lt;br /&gt;
En cuanto a las perillas, use la rueda del mouse para ajustes mayores, y los botones izquierdo y central para un ajuste fino. Cuando esté seteando frecuencias de radio, la rueda del mouse ajustará números enteros, en tanto los botones ajustarán los decimales. Intente este mismo método para ajustar los demás instrumentos, interruptores de cowl flaps, controles de trim, magentos, etc.&lt;br /&gt;
&lt;br /&gt;
=== Aviónica ===&lt;br /&gt;
&lt;br /&gt;
Nuestra versión de la Skymaster está provista de un pack de aviónica Bendix/King, habilitados para una completa navegación IFR nocturna:&lt;br /&gt;
* 2 radios COMM/NAV KX-155, conectadas a un par de localizadores VOR KI-206&lt;br /&gt;
* Receptor DME KN-62A (en desarrollo, trabaja sólamente con NAV 1)&lt;br /&gt;
* Receptor ADF KR-87, conectado a un localizador ADF KI-227&lt;br /&gt;
* Panel de audio KMA-24 (sin utilidad en FlightGear)&lt;br /&gt;
* Transponder KT-76A (sin utilidad en FlightGear)&lt;br /&gt;
* Altímetro de radar KI-250, habilitado para marcar altura de decisión en aterrizajes con escasa visibilidad&lt;br /&gt;
&lt;br /&gt;
=== ELT ===&lt;br /&gt;
&lt;br /&gt;
El [[ELT]] (acrónimo de &amp;quot;Emergency Locator Transmitter&amp;quot;, o Transmisor de localización de emergencia), es un dispositivo que envía un mensaje automático en caso de accidente del avión. Este mensaje contiene información acerca del modelo del avión, dueño del mismo, y coordenadas aproximadas del avión accidentado, y está pensado para solicitar servicios SAR (Search and Rescue, también llamado &amp;quot;Servicio Aéreo de Rescate&amp;quot;). La Cessna Skymaster es el primer avión en FlightGear en ser equipado con un ELT funcional.&lt;br /&gt;
&lt;br /&gt;
== Links externos ==&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=12733 Cessna 337G official forum post]&lt;br /&gt;
* [http://www.youtube.com/watch?v=-ijJa0G5NgQ Video Cessna 337G MPG HD]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aviones]]&lt;br /&gt;
[[Category:Aviones civiles]]&lt;br /&gt;
&lt;br /&gt;
[[en:Cessna 337G Skymaster‎‎]]&lt;br /&gt;
[[fr:Cessna 337G Skymaster]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fr/Cessna_337G_Skymaster&amp;diff=60999</id>
		<title>Fr/Cessna 337G Skymaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fr/Cessna_337G_Skymaster&amp;diff=60999"/>
		<updated>2013-06-17T10:40:02Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +fgname&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image		= Cessna337_01.png&lt;br /&gt;
|name 		= Cessna 337G Skymaster&lt;br /&gt;
|type 		= Piston, avion civil&lt;br /&gt;
|fdm 		= JSBsim&lt;br /&gt;
|fgname         = Cessna337&lt;br /&gt;
|status-fdm	= 3&lt;br /&gt;
|status-systems	= 2&lt;br /&gt;
|status-cockpit	= 5&lt;br /&gt;
|status-model	= 5&lt;br /&gt;
|authors 	= Fernando Espinosa, Pavel Cueto&lt;br /&gt;
|download 	= http://www.vivefg.org/index.php?option=com_content&amp;amp;view=article&amp;amp;id=48:cessna-337-skymaster&amp;amp;catid=35:hangar&amp;amp;Itemid=40&lt;br /&gt;
}}&lt;br /&gt;
Le '''Cessna 337''' est un [[Fr/Avions|avion]] bi-moteur construit en configuration push-pull. Plutôt que de monter les moteurs sur les ailes, l'un est placé sur le nez et l'autre à l'arrière du fuselage en nacelle. Les dérives sont montées sur les poutres elles-mêmes rattachées aux ailes&lt;br /&gt;
&lt;br /&gt;
Le Skymaster possède un train d'atterrissage rétractable qui lui apporte un petit gain de vitesse supplémentaire.&lt;br /&gt;
&lt;br /&gt;
La combinaison d'un moteur tracteur et propulseur produit un son unique&lt;br /&gt;
&lt;br /&gt;
== Aide de l'avion ==&lt;br /&gt;
&lt;br /&gt;
=== Commandes de l'avion ===&lt;br /&gt;
&lt;br /&gt;
* '''d''' - Ouvrir/fermer la porte du cockpit&lt;br /&gt;
* '''c''' - Ouvrir/fermer les volets de capots avant&lt;br /&gt;
* '''C''' - Ouvrir/fermer les volets de capot arrière&lt;br /&gt;
* '''m/M''' - Réglez le mélange de carburant&lt;br /&gt;
* '''n/N''' - Pas de l'hélice&lt;br /&gt;
&lt;br /&gt;
=== Limites ===&lt;br /&gt;
&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NE&amp;lt;/sub&amp;gt;:''' 198 KIAS ''(Vitesse à ne jamais exéder)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NO&amp;lt;/sub&amp;gt;:''' 167 KIAS ''(vitesse maximum pour des opérations courantes)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;A&amp;lt;/sub&amp;gt;:''' 140 KIAS ''(vitesse de manœuvre)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;FE&amp;lt;/sub&amp;gt;:''' 109 KIAS ''(vitesse maximum avec volets complètement sortis)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LE&amp;lt;/sub&amp;gt;:''' 200 KIAS ''(Vitesse maximum avec train sorti)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LO&amp;lt;/sub&amp;gt;:''' 140 KIAS ''(Vitesse maximum pour rentrer/sortir le train d'atterrissage)''&lt;br /&gt;
* '''Vitesse de décrochage''', volets complètement sortis: 61 KIAS&lt;br /&gt;
* '''Vitesse de décrochage''' sans volets : 70 KIAS&lt;br /&gt;
* '''Mpoids maximum:''' 4630 lbs. ''(2100 kg)''&lt;br /&gt;
* '''Plafond pratique (deux moteurs):''' 18,000 ft&lt;br /&gt;
* '''Distance de décollage:''' 1,000 ft&lt;br /&gt;
* '''Distance d'atterrissage''' 700 ft&lt;br /&gt;
&lt;br /&gt;
== Procédures normales ==&lt;br /&gt;
[[File:Cessna337-cockpit.png|thumb|250px|Vue générale du cockpit du Skymaster]]&lt;br /&gt;
[[File:Cessna337-details.png|thumb|250px|Le modèle est très détaillé et l'utilisateur a le choix entre 5 livrées haute qualité]]&lt;br /&gt;
[[File:Cessna337-night.png|thumb|250px|Magnifique vue du cockpit du Symaster à minuit]]&lt;br /&gt;
&lt;br /&gt;
=== Démarrage ===&lt;br /&gt;
* Allumer la batterie et les générateurs avant et arrières&lt;br /&gt;
* Turn on  master avionics button (left wall panel)&lt;br /&gt;
* Turn on the avionics (NAV/COMM Radios, DME, ADF...)&lt;br /&gt;
* Allumer les pompes à carburant (non fonctionnel pour le moment)&lt;br /&gt;
* Allumer les lumières requises et le réchaufage des sondes pitot&lt;br /&gt;
* Ouvrir les volets de capot avant et arrière&lt;br /&gt;
* Mettre en marche les magneto arrières(molette de la souris), continuer à tourner le bouton pour démarrer (bouton de gauche)&lt;br /&gt;
* Mettre en marche les magneto avant, continuer à tourner le bouton pour démarrer&lt;br /&gt;
&lt;br /&gt;
=== Décollage ===&lt;br /&gt;
* Vérifier que les volets de capot avants et arrières soient ouvert pour éviter la surchauffe&lt;br /&gt;
* Vérifier la mixture  et le pas de l'hélice&lt;br /&gt;
* Retirer le frein de parc, plein gaz&lt;br /&gt;
* Rotation à 60 KIAS&lt;br /&gt;
* Rentrer le train&lt;br /&gt;
&lt;br /&gt;
=== Croisière ===&lt;br /&gt;
Le Cessna 337 Skymaster possède une hélice à vitesse constante, donc vous pouvez augmenter le pas de l'hélice pour obtenir plus de vitesse, mais avec une perte de régime du moteur et de puissance.&lt;br /&gt;
* Diminution des gaz à la puissance désirée&lt;br /&gt;
* Diminution des RPM avec la gouverne de vitesse (manette de pas de l'hélice)&lt;br /&gt;
* Régler le mélange en fonction de l'altitude de vol (pour 5000 pieds ou plus). Vérifiez l'EGT pour le meilleur mélange.&lt;br /&gt;
* Fermez les volets de capot&lt;br /&gt;
&lt;br /&gt;
=== Atterrissage ===&lt;br /&gt;
* Ouvrez les volets de capot&lt;br /&gt;
* Augmenter les RPM avec la gouverne de vitesse (manette de pas de l'hélice) au maximum&lt;br /&gt;
* Réduire la puissance avec la manette des gazs&lt;br /&gt;
* Sortir le train d'atterrissage&lt;br /&gt;
* Déployer les volets graduellement en dessous de 110 KIAS&lt;br /&gt;
* toucher à 75/60 KIAS, en fonction du chargement de l'avion&lt;br /&gt;
&lt;br /&gt;
== Systèmes ==&lt;br /&gt;
[[File:Cessna337-avionics.png|thumb|250px|Detail of the avionics panel]]&lt;br /&gt;
Le Cessna 337 est encore en développement, mais il présente plusieurs systèmes fonctionnels. Les systèmes électriques, la pompe à vide et le Système de carburant fonctionnent, mais aucun système de panne n'a été simulé pour le moment.  Les utilisateurs peuvent ajuster le poids de chaque passagers de l'avion et la quantité de fuel embarquée. Presque tous les boutons leviers et manettes sont fonctionnels et animés, et tous les instruments sont étiquetés pour une identification adéquate.&lt;br /&gt;
&lt;br /&gt;
About knobs, use scroll mouse for gross adjustments, and left-central buttons for fine tunning. When setting radio frequencies, the mouse scroll will adjust integral numbers, and buttons will tune decimals. Try that method with instruments, cowl flap switches, trim levers, magnetos, etc.&lt;br /&gt;
&lt;br /&gt;
=== Avionics ===&lt;br /&gt;
&lt;br /&gt;
Our Skymaster release is provided with a working Bendix/King avionics pack, capable to full IFR night navigation:&lt;br /&gt;
* 2 KX-155 COMM/NAV Radios, attached to a pair of KI-206 VOR locators&lt;br /&gt;
* KN-62A DME receiver (in development, attached to NAV1 only)&lt;br /&gt;
* KR-87 ADF receiver, attached to a KI-227 ADF locator&lt;br /&gt;
* KMA-24 Audio panel (not useful in FlightGear yet)&lt;br /&gt;
* KT-76A Transponder (not useful in FlightGear yet)&lt;br /&gt;
* KI-250 Radar altimeter, capable to mark decision height for low-visibility landings&lt;br /&gt;
&lt;br /&gt;
=== ELT ===&lt;br /&gt;
&lt;br /&gt;
The [[ELT]] (Emergency Locator Transmitter) is a device which send a message in case of aircraft crash. That message contains info about aircraft model, owner and approximate coordinates of the crashed plane, and it is made to request SAR (Search and Rescue) services. The Cessna Skymaster is the first plane equiped with a functional ELT on FlightGear; however, it's not very useful yet due a bug in the aircraft wich made it unable to be crashed. We hope it will be fixed soon.&lt;br /&gt;
&lt;br /&gt;
== Liens externes ==&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=12733 Cessna 337G official forum post]&lt;br /&gt;
* [http://www.youtube.com/watch?v=-ijJa0G5NgQ Video Cessna 337G MPG HD]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Civil utility aircraft]]&lt;br /&gt;
[[Category:Push-pull aircraft]]&lt;br /&gt;
[[Category:Twin boom aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[es:Cessna 337G Skymaster]]&lt;br /&gt;
[[en:Cessna 337G Skymaster]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Cessna_337G_Skymaster&amp;diff=60998</id>
		<title>Cessna 337G Skymaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Cessna_337G_Skymaster&amp;diff=60998"/>
		<updated>2013-06-17T10:12:17Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +fgname&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image		= Cessna337_01.png&lt;br /&gt;
|name 		= Cessna 337G Skymaster&lt;br /&gt;
|type 		= Piston, civilian aircraft&lt;br /&gt;
|fdm 		= JSBsim&lt;br /&gt;
|fgname         = Cessna337&lt;br /&gt;
|status-fdm	= 3&lt;br /&gt;
|status-systems	= 2&lt;br /&gt;
|status-cockpit	= 5&lt;br /&gt;
|status-model	= 5&lt;br /&gt;
|authors 	= Fernando Espinosa, Pavel Cueto&lt;br /&gt;
|download 	= http://www.vivefg.org/index.php?option=com_content&amp;amp;view=article&amp;amp;id=48:cessna-337-skymaster&amp;amp;catid=35:hangar&amp;amp;Itemid=40&lt;br /&gt;
}}&lt;br /&gt;
The '''Cessna 337''' is a twin-engine [[aircraft]] built in a push-pull configuration. Instead of the engines being mounted on the wings, one is mounted on the nose and the other at the rear of the pod-style fuselage. The stabilizers are mounted on booms that extend from the wings. The Skymaster has a retractable undercarriage that gives it that little bit of extra speed.&lt;br /&gt;
&lt;br /&gt;
The combination of a tractor and a pusher engine produces a unique sound.&lt;br /&gt;
&lt;br /&gt;
== Aircraft help ==&lt;br /&gt;
&lt;br /&gt;
=== Aircraft keys ===&lt;br /&gt;
&lt;br /&gt;
* '''d''' - Open/close cockpit door&lt;br /&gt;
* '''c''' - Open/close front cowl flaps&lt;br /&gt;
* '''C''' - Open/close rear cowl flaps&lt;br /&gt;
* '''m/M''' - Adjust fuel mixture&lt;br /&gt;
* '''n/N''' - adjust speed governor (propeller pitch)&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NE&amp;lt;/sub&amp;gt;:''' 198 KIAS ''(Never exceed speed)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;NO&amp;lt;/sub&amp;gt;:''' 167 KIAS ''(Max. speed for normal operations)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;A&amp;lt;/sub&amp;gt;:''' 140 KIAS ''(Design maneuvering speed)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;FE&amp;lt;/sub&amp;gt;:''' 109 KIAS ''(Max. full flap extended speed)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LE&amp;lt;/sub&amp;gt;:''' 200 KIAS ''(Max. landing gear extended speed)''&lt;br /&gt;
* '''V&amp;lt;sub&amp;gt;LO&amp;lt;/sub&amp;gt;:''' 140 KIAS ''(Max. landing gear extend/retract speed)''&lt;br /&gt;
* '''Stall''' speed, full flaps: 61 KIAS&lt;br /&gt;
* '''Stall''' speed, zero flaps: 70 KIAS&lt;br /&gt;
* '''Max. weight:''' 4630 lbs. ''(2100 kg)''&lt;br /&gt;
* '''Service ceiling (two engines):''' 18,000 ft&lt;br /&gt;
* '''Ground run for takeoff:''' 1,000 ft&lt;br /&gt;
* '''Ground roll for landing''' 700 ft&lt;br /&gt;
&lt;br /&gt;
== Normal procedures==&lt;br /&gt;
[[File:Cessna337-cockpit.png|thumb|250px|General view of the Skymaster cockpit]]&lt;br /&gt;
[[File:Cessna337-details.png|thumb|250px|The model is pretty detailed, and users can select between 5 HQ liveries]]&lt;br /&gt;
[[File:Cessna337-night.png|thumb|250px|Nice view of the Skymaster cockpit at night]]&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
* Turn ON battery and front and rear generators&lt;br /&gt;
* Turn ON master avionics button (left wall panel)&lt;br /&gt;
* Turn ON the avionics (NAV/COMM Radios, DME, ADF...)&lt;br /&gt;
* Turn ON fuel pumps (not implemented yet)&lt;br /&gt;
* Turn ON required lights and pitot heat&lt;br /&gt;
* Open front and rear cowl flaps&lt;br /&gt;
* Turn ON rear magnetos (mouse wheel), continue turning the knob for starter (left button)&lt;br /&gt;
* Turn ON front magnetos, continue turning the knob for starter&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
* Check open front &amp;amp; rear cowl flaps to avoid overheating&lt;br /&gt;
* Check rich mixture and high RPM speed governor (propeller pitch)&lt;br /&gt;
* Full trhottle, release brakes&lt;br /&gt;
* Rotate at 60 KIAS&lt;br /&gt;
* Retract gear&lt;br /&gt;
&lt;br /&gt;
=== Cruise ===&lt;br /&gt;
The Cessna 337 Skymaster has a constant-speed propeller; so, you can increase propeller pitch to get more airspeed, but with a loss of engine RPM and power.&lt;br /&gt;
* Decrease throttle to desired power&lt;br /&gt;
* Decrease RPM with speed governor (propeller pitch)&lt;br /&gt;
* Adjust mixture depending on flight altitude (for 5000ft or more). Check EGT for best mixture.&lt;br /&gt;
* Close cowl flaps&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
* Open cowl flaps&lt;br /&gt;
* Increase RPM with speed governor (propeller pitch) to maximum&lt;br /&gt;
* Reduce power with throttle&lt;br /&gt;
* Open landing gear&lt;br /&gt;
* Deploy flaps gradually under 110 KIAS&lt;br /&gt;
* Touchdown at 75/60 KIAS, depending on aircraft weight&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
[[File:Cessna337-avionics.png|thumb|250px|Detail of the avionics panel]]&lt;br /&gt;
&lt;br /&gt;
The Cessna 337 still in development, but it has some suitable systems. Electrical, vacuum and fuel system are working, but they have no failure system modelled yet. Users can adjust the weight of each seat on the plane and fuel amount. Almost all buttons, knobs and levers are functional and properly animated, and all instruments are labeled for a properly identification.&lt;br /&gt;
&lt;br /&gt;
About knobs, use scroll mouse for gross adjustments, and left-central buttons for fine tunning. When setting radio frequencies, the mouse scroll will adjust integral numbers, and buttons will tune decimals. Try that method with instruments, cowl flap switches, trim levers, magnetos, etc.&lt;br /&gt;
&lt;br /&gt;
=== Avionics ===&lt;br /&gt;
&lt;br /&gt;
Our Skymaster release is provided with a working Bendix/King avionics pack, capable to full IFR night navigation:&lt;br /&gt;
* 2 KX-155 COMM/NAV Radios, attached to a pair of KI-206 VOR locators&lt;br /&gt;
* KN-62A DME receiver (in development, attached to NAV1 only)&lt;br /&gt;
* KR-87 ADF receiver, attached to a KI-227 ADF locator&lt;br /&gt;
* KMA-24 Audio panel (not useful in FlightGear yet)&lt;br /&gt;
* KT-76A Transponder (not useful in FlightGear yet)&lt;br /&gt;
* KI-250 Radar altimeter, capable to mark decision height for low-visibility landings&lt;br /&gt;
&lt;br /&gt;
=== ELT ===&lt;br /&gt;
&lt;br /&gt;
The [[ELT]] (Emergency Locator Transmitter) is a device which send a message in case of aircraft crash. That message contains info about aircraft model, owner and approximate coordinates of the crashed plane, and it is made to request SAR (Search and Rescue) services. The Cessna Skymaster is the first plane equiped with a functional ELT on FlightGear.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=4&amp;amp;t=12733 Cessna 337G official forum post]&lt;br /&gt;
* [http://www.youtube.com/watch?v=-ijJa0G5NgQ Video Cessna 337G MPG HD]&lt;br /&gt;
&lt;br /&gt;
{{Cessna}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Civil utility aircraft]]&lt;br /&gt;
[[Category:Push-pull aircraft]]&lt;br /&gt;
[[Category:Twin boom aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[es:Cessna 337G Skymaster]]&lt;br /&gt;
[[fr:Cessna 337G Skymaster]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_high-level_architecture_support&amp;diff=60941</id>
		<title>FlightGear high-level architecture support</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_high-level_architecture_support&amp;diff=60941"/>
		<updated>2013-06-12T07:24:03Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* What is HLA/RTI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Non-stable}}&lt;br /&gt;
&lt;br /&gt;
{{infobox subsystem&lt;br /&gt;
|name = HLA Support&lt;br /&gt;
|started= 05/2009&lt;br /&gt;
|description = Implementing support for the High Level Architecture to modularize FlightGear&lt;br /&gt;
|status = Under active development (2009-2013)&lt;br /&gt;
|developers = Mathias Fröhlich, James Turner&lt;br /&gt;
|folders = &lt;br /&gt;
* [https://gitorious.org/openrti OpenRTI] &lt;br /&gt;
* [https://gitorious.org/fg/simgear/trees/next/simgear/hla HLA in SimGear]&lt;br /&gt;
* [https://gitorious.org/fg/flightgear/trees/next/src/Network/HLA HLA in FlightGear]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Objective =&lt;br /&gt;
Also see [[Developing with HLA]].&lt;br /&gt;
&lt;br /&gt;
Document the ongoing HLA effort, to help people better understand how this affects a number of related FlightGear efforts and projects (particularly related to [[Modularizing, parallelizing and distributing FlightGear|improved modularization, concurrency support]] and the [[Distributed Interactive Simulation|multiplayer]]/[[Decoupling the AI Traffic System|AI system]]). FlightGear related limitations have been extensively discussed over the years, for a comprehensive summary, please see [[Modularizing, parallelizing and distributing FlightGear]].&lt;br /&gt;
&lt;br /&gt;
Although the FlightGear design fairly modular it's provided as a single binary. Everyone who wants to create a new I/O module must patch the FlightGear sources and compile the FlightGear binary from scratch. This may discourage those who want to use FlightGear as a tool and extend it in some way. Moreover, it's not always possible to include all functions in a single binary. Some functions may be mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The plan is to use HLA/RTI as an aid to parallellize flightgear on a local machine. The basic advantage is that each federate is strictly programmed single threaded. All the thread syncronization is handled by the rti library and hidden in that thing. The trick is that each of these threads must be done in a way that you can just compile that alternatively in a single standalone binary and run the same component in a networked rti - the LinuxTag booth for example.&lt;br /&gt;
&lt;br /&gt;
Basically, better HLA support will make it possible for FlightGear to be split into &amp;quot;components&amp;quot; (each running in a dedicated process or in separate thread within the main FlightGear process), making better use of multi-core architectures (SMP), while decoupling the flight simulation from the &amp;quot;viewer&amp;quot; part (i.e. visualization), so that steady/reliable frame rates can be achieved (see [[FGViewer]]), but also to formalize the concept of master/slave instances and synchronizing state among multiple instances (think AI traffic/weather).&lt;br /&gt;
&lt;br /&gt;
{{cquote|I will provide a different renderer  sometime in the future where I aim to provide better isolation of this kind of renderer options so that people with very different aims can probably coexist better.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39180.html |title=Color-shifts for textures|author=Mathias Fröhlich |date= Sun, 27 Jan 2013 08:45:22 -0800}}&amp;lt;/ref&amp;gt;|Mathias Fröhlich}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|supporting the option of different viewer / rasteriser front-ends is by far the best solution here, since there are different requirements for different use-cases and target users. Plenty of people are interested in the kind of effects Thorsten's uber-shader and atmospheric model can provide, but plenty of others care more about a solid 60Hz (or even higher), and still others would prefer a solution that works with the fixed-funtion pipeline. And then there's Rembrandt as yet another rendering configuration. My plan in parallel with / after 2.12 is to work with Mathias' HLA code to make &lt;br /&gt;
this separation possible, unless of course he beats me to it :)&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39181.html |title=Color-shifts for textures|author=James Turner |date=Sun, 27 Jan 2013 09:35:43 -0800}}&amp;lt;/ref&amp;gt;|James Turner}}&lt;br /&gt;
&lt;br /&gt;
{{cquote|There's a larger issue here, that 'soon' (likely during the summer) I want to start restructuring the codebase into multiple processes, so we can support different rendering architectures (and use multiple CPUs) better. That's Mathias Fröhlich's HLA/RTI work, and indeed he has done the recent work on extending fgviewer to test changes to the current terrain system. &amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39693.html |title=Generating ground textures on the fly?|author=James Turner |date=Mon, 11 Mar 2013 15:24:07 -0700}}&amp;lt;/ref&amp;gt;|James Turner}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cquote|concerning the larger issue of different rendering pipelines / approaches, my opinion is, and remains, that the long-term solution is separate viewer codebases - while a plethora would be bad, we would already benefit from a 'fixed-function, no shaders' renderer codebase distinct from a Rembrandt renderer and modern, forward-rendering OpenGL 3.x pipeline. This needs the  viewer to be cleanly split out from the simulation backend, via HLA, which is exactly what Mathias (and soon, myself) are working towards, but slowly.&amp;lt;ref&amp;gt;{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39922.html |title=Atmospheric Light Scattering|author=James Turner |date=Thu, 25 Apr 2013 08:09:08 -0700}}&amp;lt;/ref&amp;gt;|James Turner}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Status 04/2013 = &lt;br /&gt;
Simgear already has some RTI abstraction library that should help to implement HLA federates. Both, SimGear and FlightGear need to be configured/rebuilt with -DENABLE_RTI (after first installing openRTI).&lt;br /&gt;
&lt;br /&gt;
Flightgear git already has an alternative multiplayer implementation in place that uses HLA. But that is only thought as a proof of concept. The next step is probably to provide a seperate hla federate that runs the [[Decoupling the AI Traffic System|AI traffic]] and feeds that into an rti federation (see the fgai section below).&lt;br /&gt;
&lt;br /&gt;
Also see:&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg32045.html&lt;br /&gt;
* http://www.mail-archive.com/search?q=fgai&amp;amp;l=flightgear-devel%40lists.sourceforge.net&lt;br /&gt;
* https://gitorious.org/fg/flightgear/commit/d79b2385b4f4a64a2460c32e6123ea399bfa83d6&lt;br /&gt;
* https://gitorious.org/fg/flightgear/trees/next/utils/fgai&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also see [[FlightGear CIGI Support (Common Image Generator Interface)]].&lt;br /&gt;
&lt;br /&gt;
= Background =&lt;br /&gt;
When you start up FlightGear on a 8-12-core machine, you'll find that most cores aren't really utilized at all. This is in stark contrast to X-Plane for example. There are many computations being run as part of the FG main loop, that don't stricly belong there, and which could obviously run outside the main loop, either in a separate thread or a dedicated process. &lt;br /&gt;
&lt;br /&gt;
We have been adding more and more threading to FG because of this, but we are also seeing more and more segfaults related to multithreaded code in FG. Just look at some of the recently reported bugs (issue tracker), many of them are directly related to concurrency issues and multiple threads doing things in a fashion which isn't threadsafe.&lt;br /&gt;
&lt;br /&gt;
Fixing this is something that requires explicit re-architecting, it cannot be just delegated to OSG assuming that it will just magically work. OSG parallelization is specifically related to rendering and following certain coding patterns and protocols, it will not directly help you otherwise. Even if you could run 99% of the rendering work asynchronously, that will not have any positive effect, because obviously it's our main loop that's becoming the showstopper here. &lt;br /&gt;
&lt;br /&gt;
The HLA approach is different and more promising in that a process-based parallelization effort actually forces people to think about the problem at hand. Also, using an existing industry standard (such as i.e. HLA or CIGI) is going to make FlightGear increasingly relevant and attractive to industry leaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The idea is to divide parts of the FlightGear architecture such that multiple simulations collaborate and can be run in different threads or even processes. Basically, you would not have a single monolithic FG application with a conventional main loop, but rather a handful of modules (FDM, AI, weather/environment, scripting) that get to communicate with each other by using a central managing component, called a &amp;quot;Real-Time Infrastructure&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Normally, a process-based modularization strategy would inevitably mean that modules need to be run as separate processes, but Mathias mentioned a clever scheme to directly run certain &amp;quot;component subsystems&amp;quot; in worker threads, which would then be a part of the main FG process, while still using HLA and a central RTI to handle the communications across all HLA federates.&lt;br /&gt;
&lt;br /&gt;
For professional users, it is extremely important to guarantee reliable frame rates, ideally separating the visualization from the underlying computation, so that separate computers can be used for different systems [http://flightgear.org/forums/viewtopic.php?f=18&amp;amp;t=15755&amp;amp;p=153295&amp;amp;hilit=hla+relevant#p153288].&lt;br /&gt;
&lt;br /&gt;
== OSG Threading vs. HLA ==&lt;br /&gt;
Distributed multi-process configurations are in fact exactly the way professional simulators work, too: They are distributed and communicate using sockets. Mathias' ongoing HLA work is going to make that increasingly feasible.&lt;br /&gt;
&lt;br /&gt;
OSG threading is neat and dandy, but obviously it is only directly useful for rendering related parallelization and related work. On the other hand, none of this comes for free. OSG's threading support really is impressive, but all those OSG threads must be kept busy. Properly. That's exactly the work that FlightGear is responsible for in its main loop.&lt;br /&gt;
&lt;br /&gt;
OSG's multithreading support doesn't just come &amp;quot;automagically&amp;quot;, just because FlightGear uses OSG. The multithreading support in OSG must be explicitly supported by following certain OSG coding patterns and coding protocols. Otherwise, you won't benefit at all.&lt;br /&gt;
&lt;br /&gt;
Obviously, OSG really is extremely powerful and also pretty good at parallelizing things, but you cannot necessarily see that when running FlightGear now, but there is other OSG-based software which is making really good use of this.&lt;br /&gt;
&lt;br /&gt;
Correct multithreading is incredibly hard to get right in any non-trivial application. &lt;br /&gt;
&lt;br /&gt;
Especially in complex systems like FlightGear. This holds even more true because FlightGear is implemented in C and C++, none of which has language-level support for concurrency and parallelism. &lt;br /&gt;
&lt;br /&gt;
Basically, there's no language-level support for multithreading in the C-family of languages. Everything needs to be built and emulated using library-functions and classes such as Boost (this is less so in Java). &lt;br /&gt;
&lt;br /&gt;
Still, coding a threaded design in C or C++ with more than 3-5 threads is incredibly tricky to get right (this will also be a problem once more threading will be used in Nasal code, because it also lacks language-level threading support). &lt;br /&gt;
&lt;br /&gt;
There are languages far better suited for multithreaded programming, such as Ada - because they have language-level primitives to create &amp;quot;tasks&amp;quot; and &amp;quot;protected types&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== What is HLA/RTI ==&lt;br /&gt;
&lt;br /&gt;
HLA/RTI is message distribution API used for distributed and paralell real time simulation systems. There are&lt;br /&gt;
a few API variants out there where the newest two ones are an IEEE standard known as rti1516 and rti1516e. This api is used in some open source simulation systems and in plenty simulation systems you can buy on the market. The api might look difficult at the first time, but it provides a carefully designed set of communication methods that avoid communication latencies - the worst problem in real time simulations - for a distributed simulation system.&lt;br /&gt;
&lt;br /&gt;
The API is standardized by an IEEE standard and used with commercial simulation systems as well, and depending on the RTI implementation, available with different language bindings like C++, java, ada. Additionally there are implementations hooking on to of those given ones for matlab, python, fortran and probably more. This should also extend the abilities to communicate with components using the tools and languages we cannot handle currently in any sensible way.&lt;br /&gt;
&lt;br /&gt;
== HLA vs. Shared Memory/IPC ==&lt;br /&gt;
The nice thing is that the ipc is hidden behind something that is also able to distribute this across multiple machines. A local network connect is mostly sufficient. But doing the same by an infniband connect is possible too. Experimenting with shared memory did not bring notable improovements over a system local network connect. At least not on linux...&lt;br /&gt;
&lt;br /&gt;
In any case I think this could be fast enough to do this stuff.&lt;br /&gt;
&lt;br /&gt;
Also this stuff is based on a standard that is probably enables us to be a little more connective in the end. At least this is a slight hope from me.&lt;br /&gt;
&lt;br /&gt;
While the interface is providing more than you need today, I think the major benefit is that it shields away a lot of synchronization stuff from you in a &lt;br /&gt;
way that you can still program your local component in a single threaded way. The coupling of components *can* be that tight so that you can get deterministic time slicing for some of the components. Say you want to simulate glider towing you can do that with each fdm running in its own process while still deterministically exchanging simulation results at a the fdm's rate and st time step boundaries.&lt;br /&gt;
The same goes for components within the aircraft which I consider a possible  use case for your kind of application.&lt;br /&gt;
In contrast to that, You can still run the viewers asynchronously to the simulatoin core providing hopefully 60 stable frames without being disturbed &lt;br /&gt;
by synchonization needs of specific components.&lt;br /&gt;
&lt;br /&gt;
So, you might have an Idea how to to that by ipc directly, and trust me I have considered this at some time. But what this standdard provides is really &lt;br /&gt;
driven by exactly those problems that need to be solved once you dig into such kind of implementation. So one of the benefits is that you gain a encapsulated communication library that does what you need. This library can be tested independently of such an application beast like flightgear. And this is IMO a huge benefit.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
the RTI c++ interface is defined in a way that you do not need to recompile anything. Everyting is done with pure virtual classes and factories to get them. So however this is implemented in the shared object/dll you should just need to get a 'standard' implementation dependent RTI header and compile with that. So you should in theory be able to change the RTI library of an already compiled binary. For the case that a particular RTI implementation does not follow this rule,  you need to compile flightgear explicitly for this particular library. &lt;br /&gt;
&lt;br /&gt;
The spatial indices implemented in the RTI regions will be a huge benefit, since you will only recieve the messages that are relevant near the region of your interest.&lt;br /&gt;
&lt;br /&gt;
Also the way an RTI provides time management and time stamped messages, is benefitial. This enables hard syncronized HLA federates, exchanging data at relatively high rates with the least possible communication latency.&lt;br /&gt;
&lt;br /&gt;
Regarding the ongoing threading discussion and the amount of cores an average cpu has today, an RTI will provide a way to implement components of the simulation in a single threaded way, living in its own process.&lt;br /&gt;
&lt;br /&gt;
This can be done while still having a deterministic and tight coupling with other federates simulating in the same federation. This kind of coupling is required for example for a good simulation of glider towing.&lt;br /&gt;
&lt;br /&gt;
The communications infrastructure based on RTI provides a huge potential to split the simulation into components that run on different cores or even machines but still being tight coupled.&lt;br /&gt;
&lt;br /&gt;
Major benefits would be to move some code, such as the [[Decoupling the AI Traffic System|AI code out of the main loop]] - may be even &lt;br /&gt;
into a seperate process/thread. Also runnig one instance of that [[Decoupling the AI Traffic System|AI traffic]] for installations like we used to have at the linux tag booth would be a major  advantage there.&lt;br /&gt;
&lt;br /&gt;
Anyway, I also consider an RTI a possible multiplayer replacement. Even if we would handle local RTI federations different than internet wide stuff. But yes, an RTI provides almost all we would need to get that right.&lt;br /&gt;
&lt;br /&gt;
What is to be commited is in this step is an alternative to the multiplayer protocol which does not cover really all what the multiplayer protocol can do today. But there is a proof of concept and some playground to start with.&lt;br /&gt;
The current implementation in flightgear is flexible enough to adapt to the needs of very different simulation systems. The default object model that you get is adapted to the needs of flightgear, but the implementation is&lt;br /&gt;
flexible enough to change the object model to the AviationSim object model for example at startup time.&lt;br /&gt;
&lt;br /&gt;
So, this should not only provide a way to distribute flightgears simulation systems across cpus or may be machines, this should also provide a way to increase connectivity of flightgear to other simulation systems.&lt;br /&gt;
&lt;br /&gt;
Also included is an RTI variant abstraction layer inside simgear to help with some common tasks that are often needed in an HLA/RTI implementation. One of the design goals of this layer was to provide a framework where&lt;br /&gt;
interaction with the RTI api consumes as little overhead as possible. &lt;br /&gt;
&lt;br /&gt;
In particular, this means that indies (fast mappings) are used wherever possible and allocations are minimized.&lt;br /&gt;
&lt;br /&gt;
Currently the only implemented RTI variant is the old nonstandard HLA-1.3 api, which was the only api I had available from an open source project at the time I began with that work. But it should be straight forward to extend that to  the two IEEE standard RTI variants.&lt;br /&gt;
&lt;br /&gt;
I personally think that there are still too much opportunities to break stuff. Well, with break I do not mean that it does not run or compile. With break I mean that people just put something together that works either for their private needs and they do not care further, or break in the sense that if you would know the bigger picture it would already be very clear that this cannot scale for the kind of  use that will most probably happen in the not so distant future. &lt;br /&gt;
I can really observe this in the scene and model area. I have really seen incredibly fast osg applications with stable framerates and nifty looking &lt;br /&gt;
models. But the way we use osg and put together models leaves osg and below  that the driver only little chance to be fast. Which leaves only little &lt;br /&gt;
headroom for sensible further development.&lt;br /&gt;
&lt;br /&gt;
Getting back to components: Latencies are a critical part of running in multiple threads/applications. This is not a particular problem of hla, this &lt;br /&gt;
is a generic problem when running real time applications in parallel. I know a lot of really smart people who can even understand complex environments very well, but have no clue about the problems introduced by round trips. Seen this, this is the reason why I started that hla stuff, since this provides a framework which supports and even encourages a programming model that is able to hide latencies as good as possible. Anyway, there is a chance that you even use this api in a way that really hurts in this corner. And this is actually the really bad thing I want to avoid: If you are the first component that does not get that right you might just notice little to nothing - especially if you are running on extrem fast hardware. But when the next kind of problem is introduced this really starts to hurt more and more. And most people do not have any chance to see what happens and why.&lt;br /&gt;
&lt;br /&gt;
= Use Cases =&lt;br /&gt;
&lt;br /&gt;
== Weather Simulation ==&lt;br /&gt;
We can have a completely independent weather module using the HLA stuff that runs in an own process/thread. So, at that time you might be able to do more sophisticated stuff. May be it will then be possible to do a full cfd for subparts of the scene. That might be a good thing for a glider scene where you might want to have a more detailed fluid behaviour ...&lt;br /&gt;
&lt;br /&gt;
A weather module running in a different process/thread/machine that computes positions for clouds that are consistenly displayed on each attached viewer. &lt;br /&gt;
That being a module that is exchangable. The simple version just interploates metars like today, but more sphisticated versions might do a local weather &lt;br /&gt;
simulation to get good results for thermals in some small area. The same goes for every component you can think of splitting out.&lt;br /&gt;
&lt;br /&gt;
== AI Traffic ==&lt;br /&gt;
A simple [[Decoupling the AI Traffic System|AI  model]] does just the trick what it does today. But more sophisticated modules might contain an own fdm so that these machines really live in the same fluid that the weather module provides data for.Note that the RTI API already provides a subsriber model that ensures that you don't feed data to participants that dont' need that.May ba a radar controller screen that can be attached there to see the machines in this word. But sure that radar screen is not interrested in flap animations for the aircraft ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For over a decade, we've been talking about moving the AI traffic subsystem out of the fgfs main loop, not just to free computing resources, but also to make it easier to synchronize AI traffic with multiple instances, i.e. using multiplayer or master/slave setups with possibly dozens of computers (see [[Decoupling the AI Traffic System]]) and the link at [http://wiki.flightgear.org/images/1/1e/New_FG_architecture.pdf]. This requirement has been also extensively discussed over at the fgms project, and in the [[Distributed Interactive Simulation]] article.&lt;br /&gt;
&lt;br /&gt;
The [https://gitorious.org/fg/flightgear/trees/next/utils/fgai fgai proof-of-concept], is just a brief sketch chat could be done in that corner. It already  contains most if what is needed in complex infrastructure. You can inject vehicles and you can now get ground queries. I am for a long time running here also a brief python script which does about  the same than [https://gitorious.org/fg/flightgear/trees/next/utils/fgai fgai]. While a scripting language is not fast enough to drive a lot of ai traffic, it is rather nice to do only a few such objects without much  worries.&lt;br /&gt;
&lt;br /&gt;
The basic idea to have an external component that drives ai traffic, or at least a thread that does the same is a good one I think. For the long term I do not care about the multiplayer protocol since it has severe limitations that would require a very similar solution that one the OpenRTI implementation does. For the short term, I am not sure if we are already at the point where I can just switch over. Therefore this bridge component bridging the mp protocol with hla. For the ADS-B traffic, packing this into a module that you can attach to your  simulation instead of an artificial traffic component is an nice addition. Having &lt;br /&gt;
&lt;br /&gt;
Whatever happens here, if you are really driving a lot of ai models it  requires a huge amount of thoughts to get that scalable. Updates to specific &lt;br /&gt;
models as well as specific parts of those need to be updated in an sparse and  intelligent way to make this somehow work. This includes the basic part of the  [https://gitorious.org/fg/flightgear/trees/next/utils/fgai fgai] implementation which aims to have steady and differentiable movements.  This is at this time not made use of so much, but the classes that I called  something like *Physics* in there are mostly there to make sure that all  components can see and even extrapolate the same steady movements than the  originating component does. There is also infrastructure there to play some  tricks with timing so that nobody needs to wait for ai traffic updates to  arrive  - they should just already be there.&lt;br /&gt;
&lt;br /&gt;
There is also a small gatweay application translating between the old  multiplayer and hla that might go into the utils directory past the next &lt;br /&gt;
release.&lt;br /&gt;
&lt;br /&gt;
== Standalone Viewers ==&lt;br /&gt;
Or take the viewers (also see [[FGViewer]]), if you just exchange data by a shared memory segment, you are limited to a single machine. So that's nice for the 3-chanel thing you have. But I know of installs with 9 chanels I have been visiting some few time ago. They run flightgear on that beast by the way. Or I know of installs that currently run 14 or 16 chanels within a single view. For that reason I thought: better have a technology that is also extensible for this kind of installs instead of programming everything on top of something limited machine local.&lt;br /&gt;
&lt;br /&gt;
== Standalone GUIs / Managers  ==&lt;br /&gt;
In thinking about it a bit and being reminded of the existing HLA interface that FlightGear has, I'm leaning toward proposing something built with Python and the PyQT4 GUI library.  Both components are cross-platform and there is a Python binding for the CERTI HLA library (PyHLA).&lt;br /&gt;
&lt;br /&gt;
The idea here is to create a stand-alone application that replaces all the  built-in GUI functionality and communicates with FlightGear via the HLA &lt;br /&gt;
interface.  When the manager application meets that goal, the existing GUI can be either removed completely or simply &amp;quot;unbound&amp;quot; at compile time so &lt;br /&gt;
it's not available.&lt;br /&gt;
&lt;br /&gt;
Such a gui manager application must be included somehow in the basic set of functionality that is still running in the threaded mode. You would just &lt;br /&gt;
control your simulation with that component. May be restart with a different aircraft by just shutting down the running federate and start up a new one &lt;br /&gt;
with a different fdm.&lt;br /&gt;
And as such, doing this core component in python is something I am not sure about.&lt;br /&gt;
&lt;br /&gt;
So, python in the area of *optional* rti components, is a great tool. If I remember well, you do have some bigger install at home that might benefit &lt;br /&gt;
from such components very much! And in fact this is one reasons I am pushing this direction.&lt;br /&gt;
&lt;br /&gt;
Python also has one major problem with threads. There is the big interpreter lock in python which makes python essentially single threaded. While this is &lt;br /&gt;
not a problem when such a component runs in its own process, python in core components that need to run in threaded mode is essentially a no go.&lt;br /&gt;
&lt;br /&gt;
== Instructor Station ==&lt;br /&gt;
The management application wouldn't be running any of the sub-systems, just &amp;quot;observing&amp;quot; them. One of the issues that caught me up short was the requirement to sift through the chosen aircrafts configuration and Nasal files in order to take into account all the little custom menu items and controls that would have to be replicated on the manager interface. That was pretty discouraging all by itself.&lt;br /&gt;
&lt;br /&gt;
My initial concept would essentially perform the same functions as the instructor console in a commercial FFS. You could tweak any parameter of the simulator from that point, including aircraft selection, position, configuration, etc. This app wouldn't be running on the same machine as the simulator &amp;amp; scene generator itself. (What would be neat is a three machine setup - one for the scene generator, one for the flight/systems model and one for the instructor/manager console.)&lt;br /&gt;
&lt;br /&gt;
== FDM Server ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.flightgear.org/flightgear_wiki/images/1/1e/New_FG_architecture.p We've toyed with the idea of an FDM server for a while], and there was even some work done on JSBSim towards making that happen. Recently, HDWysong has added the capability to use FlightGear as a visual front end for JSBSim as a separate, scripted application. It certainly would be a huge paradigm shift.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
The author of fgms would be pretty much interrested to implement fgms as part of a HLA infrastructur. What detained me from going that way is, that I found no free (as is free  beer) documentation on HLA specifications and the quite complex structure  (too complex for a one-man-show). Additionaly I'm not sure about license  issues involed. Are we allowed to publish all parts of (our) HLA  infrastructur under the GPL (which will kind of undermine cash-flow of documentation providers like the IEEE)? &lt;br /&gt;
&lt;br /&gt;
Regarding the multiplayer in FlightGear I see two options: 1) Either to implement a FlightGear proprietary protocol for multiplayer with a &lt;br /&gt;
gateway to HLA, or 2) to actually use native HLA as a multiplayer protocol.&lt;br /&gt;
&lt;br /&gt;
The solution 1) means a new protocol and a new server (updated fgms) needs to be implemented, but the implementation requires no IEEE standards and the &lt;br /&gt;
solution doesn't depend on a 3rd party framework.The solution 2) doesn't require any new protocol nor HLA gateway to be implemented (HLA RTI will be used instead of fgms), but introduces an additional dependency on a 3rd party software.&lt;br /&gt;
&lt;br /&gt;
I see no point in implementing our own protocol and an additional gateway, when we can directly use HLA. As long as we can implement and redistribute the federate code under GPL (or  compliant license) we can make flightgear act as a HLA federate and use an open-source RTI (instead of fgms).&lt;br /&gt;
&lt;br /&gt;
I also consider an RTI a possible multiplayer replacement. Even if we would handle local RTI federations different than internet wide stuff. But yes, an RTI provides almost all we would need to get that right.&lt;br /&gt;
&lt;br /&gt;
I have thought about the use cases and needs for communication that I can see. I came to the conclusion that the RTI abstracts away the communication stuff in a way that is highly matching exactly the needs of a distributed simulation. Where distributed is just the same if it's distributed across processes, threads or machines. That's the reason I did prepare the groundwork by starting that own project with OpenRTI. So this project is purely driven by distributing flightgear across more computation power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What will come in the shorter term is a standalone viewer (see [[FGViewer]] that can sit on any of the configured views. There are beginnings of that checked in but there is a  lot more in preparation.&lt;br /&gt;
&lt;br /&gt;
= OpenRTI =&lt;br /&gt;
Source: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg32973.html&lt;br /&gt;
&lt;br /&gt;
The RTI implementation from www.certi.org was used most of the time during development. &lt;br /&gt;
While this one works somehow, it is sometimes difficult to handle and relatively slow. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, this has been replaced almost entirely with [https://gitorious.org/openrti/openrti OpenRTI], a new RTI from https://gitorious.org/openrti/openrti that is way easier to set up and use and that provides way more features we might make use of with flightgear.&lt;br /&gt;
&lt;br /&gt;
OpenRTI provides one mode where you can just access a process local federation from multiple threads. There is no network configuration needed and you do not setup any server in this operation mode (sure it also provides the usual networking mode). So the plan is to use this mode as an aid to paralellize flightgear on a local machine. The basic advantage is that each federate is strictly programmed single threaded. All the thread syncronization is handled by the rti library and hidden in that thing. The trick is that each of these threads must be done in a way that you can just compile that alternatively in a single standalone binary and run the same component in a networked rti - the LinuxTag booth for example.&lt;br /&gt;
&lt;br /&gt;
= Testing =&lt;br /&gt;
What do you need:&lt;br /&gt;
* Latest simgear and flightgear as well as the data package.&lt;br /&gt;
* An RTI-1.3 implementation (such as [[OpenRTI]])&lt;br /&gt;
&lt;br /&gt;
libHLA is part of simgear (see simgear/hla). To build flightgear with &amp;quot;-D ENABLE_RTI=ON&amp;quot;, you'll first need to build simgear with &amp;quot;-D ENABLE_RTI=ON&amp;quot;. Before building SG and FG, you should build and install OpenRTI. &lt;br /&gt;
&lt;br /&gt;
So, the implementation in flightgear does not make any assumptions about some internal features of the RTI implementation, except the way the rti is configured to connect to its federation server. That means,&lt;br /&gt;
that you can use any RTI implementation you like, if you care for the apropriate connection setup. But for the default setup that we might choose, I intent to provide a configuration that makes use of some&lt;br /&gt;
properties of OpenRTI. So in theory, you should not need to know anything about that, until you make sophisticated use of these features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start flightgear with '''--hla=bi,&amp;lt;hz&amp;gt;,&amp;lt;federateType&amp;gt;,&amp;lt;federationName&amp;gt;,&amp;lt;profile&amp;gt;&amp;quot;,''' where &amp;lt;hz&amp;gt; is the communication frequency, &amp;lt;federateType&amp;gt; is the name of your federate - note that this must be unique with certi - and &amp;lt;federationName&amp;gt; is the federation you want to join. The &amp;lt;profile&amp;gt; argument defaults to the top level configuration file mp-aircraft.xml, which defines some flightgear adapted RTI/HLA federation definition. But there is already an alternate av-&lt;br /&gt;
aircraft.xml top level configuration file that should enable flightgear being used in an AviationSim federation that is the c++ hardcoded federation type of the other flightgear hla implementation out there.&lt;br /&gt;
&lt;br /&gt;
You still can use the the --hla= commands, but there is a shortcut --hla-local  which optimizes away a lot of successive ,,, in the command line that I &lt;br /&gt;
usually had. So, --hla-local=rti://localhost/FlightGear is a shortcut for a longer --hla= line.&lt;br /&gt;
&lt;br /&gt;
= Additional info =&lt;br /&gt;
Just search the archives (list/forum) for &amp;quot;HLA&amp;quot; or &amp;quot;RTI&amp;quot;: &lt;br /&gt;
&lt;br /&gt;
* http://www.mail-archive.com/search?q=hla&amp;amp;l=flightgear-devel%40lists.sourceforge.net&lt;br /&gt;
* http://flightgear.org/forums/search.php?st=0&amp;amp;sk=t&amp;amp;sd=d&amp;amp;sr=posts&amp;amp;keywords=hla&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39181.html&lt;br /&gt;
&lt;br /&gt;
= Related =&lt;br /&gt;
* http://wiki.flightgear.org/images/1/1e/New_FG_architecture.pdf&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16023.html&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37646.html&lt;br /&gt;
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37647.html&lt;br /&gt;
* http://virtualair.sourceforge.net/flightgear.html&lt;br /&gt;
* http://www.chromium.org/developers/design-documents/multi-process-architecture&lt;br /&gt;
* http://blog.chromium.org/2008/09/multi-process-architecture.html&lt;br /&gt;
* http://news.softpedia.com/news/Multi-Processes-in-Browsers-Chrome-Internet-Explorer-Firefox-and-WebKit-140535.shtml&lt;br /&gt;
* http://blog.mozilla.org/products/2011/07/15/goals-for-multi-process-firefox/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HLA]]&lt;br /&gt;
[[Category:Core development projects]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=59839</id>
		<title>List of developed airports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=59839"/>
		<updated>2013-05-02T09:42:05Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Airports */ +coords LFMA + LFOH + LFLR + LFES&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists developed airports which are included in FlightGear if two conditions are fulfilled. Airports are listed here if&lt;br /&gt;
* at least one building or [[Signs|taxi signs]] have been placed&lt;br /&gt;
* the respective objects are represented in the [[FlightGear Scenery Database]]. &lt;br /&gt;
Every improvement listed here can be downloaded using [[TerraSync]] and it will also be included in the next [[World Scenery]] release. &lt;br /&gt;
&lt;br /&gt;
If you are currently developing an airport, please feel free to add it to [[Airports under construction]]. For a list of currently ongoing scenery related projects, please check out [[Current Scenery Projects]].&lt;br /&gt;
&lt;br /&gt;
The ICAO codes link to the FlightGear mapserver, which - among other things - contains information about the current status of the [[FlightGear Scenery Database]]. On a map, you will see&lt;br /&gt;
* the current airport layout with runways, taxiways and aprons&lt;br /&gt;
* red dots: static objects in the scenery database made especially for this airport&lt;br /&gt;
* dark red dots: shared models in the scenery database placed at this airport&lt;br /&gt;
* green dots: [[Signs|taxi signs]] placed at the airport&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can sort the table by clicking one of the [[File:Sort none.gif]] symbols in the row headers.&lt;br /&gt;
&lt;br /&gt;
== Airports ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | ICAO !! style=&amp;quot;background:#efefef&amp;quot; | Name !! style=&amp;quot;background:#efefef&amp;quot; | Country !! style=&amp;quot;background:#efefef&amp;quot; | Continent !! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | Comment&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDC] || [[Dresden Airport]] || Germany || Europe || some models: tower, terminal, animated hangars etc.  ''Everything published via TerraSync''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=8.56293&amp;amp;lat=50.03795&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDF] || [[Frankfurt am Main Airport]] || Germany || Europe || Fully modeled with [[Signs]] and [[Interactive Traffic]] and unique scycrapers downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDH || [[Hamburg Airport]] || Germany || Europe || Fully modeled, plus unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.40379&amp;amp;lat=52.47502&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDI] ||[[Berlin Tempelhof Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDL || [[Düsseldorf International Airport|Düsseldorf Airport]] || Germany || Europe || Tower and terminal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.78609&amp;amp;lat=48.35378&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDM] || [[Munich Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=12.23603&amp;amp;lat=51.42262&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDP] || [[Leipzig/Halle Airport]] || Germany || Europe || Fully modeled with [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.28992&amp;amp;lat=52.55917&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDT] || [[Berlin Tegel Airport]] || Germany || Europe || Tower, terminals, [[Signs]] and unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFM || [[Mannheim City Airport]] || Germany || Europe || Basic models of tower, terminals and hangars&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=10.71706&amp;amp;lat=53.80496&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDHL] || [[Lübeck Blankensee Airport]] || Germany || Europe || Almost complete, home of the [[Piper PA34-200T Seneca II|Seneca]] used to model the FlightGear version. A modified tile is available at [http://www.t3r.de/fg/scenery/ Torsten's scenery site]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.16278&amp;amp;lat=50.76767&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDKB] || [[Bonn-Hangelar Airport]] || Germany || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDVE || [[Braunschweig Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EEKE || Kuressaare Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETN || Lennart Meri Tallinn Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETU || Tartu Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=25.04487&amp;amp;lat=60.25318&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHF] || Helsinki-Malmi Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=24.95253&amp;amp;lat=60.3206&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHK] || Helsinki-Vantaa Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=22.26281&amp;amp;lat=60.51412&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTFFFF EFTU] || Turku Airport || Finland || Europe || Tower and terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGFF || Cardiff Airport || United Kingdom || Europe || One building: British Airways Maintenance Facility&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGP || Liverpool John Lennon Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGW || London Luton Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGKA || Shoreham Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.19224&amp;amp;lat=51.14869&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGKK] || [[London Gatwick]] || United Kingdom || Europe || Complete and fully modeled to highest level of detail with day and night textures; AI parking and ground network&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.46095&amp;amp;lat=51.47139&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGLL] || London Heathrow Airport || United Kingdom || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGPH || Edinburgh Airport || United Kingdom || Europe || Tower, terminal, park deck, and some shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=1.28469&amp;amp;lat=52.67713&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EGSH] || Norwich Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EH01 || [[VU University Medical Center]] || Netherlands || Europe || Complete hospital building including on-roof heli platform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=4.75487&amp;amp;lat=52.31296&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EHAM] || [[Amsterdam Airport Schiphol]] || Netherlands || Europe || Fully modeled, bussiest AI airport currently&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHEH || Eindhoven Airport || Netherlands || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=5.51885&amp;amp;lat=52.45717&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EHLE] || [[Lelystad Airport]] || Netherlands || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHVK || [[Volkel Air Base]] || Netherlands || Europe || Shelters and detailed airport layout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EIDW || [[Dublin Airport]] || Ireland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.11017&amp;amp;lat=62.56037&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENAL] || Ålesund Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.10949&amp;amp;lat=61.83027&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENSD] || Sandane Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENVA || Trondheim Værnes Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESGP || Göteborg Airport || Sweden || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-106.60912&amp;amp;lat=35.04021&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KABQ] || Albuquerque Sunport Airport, NM || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-84.42809&amp;amp;lat=33.63672&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KATL] || [[Hartsfield - Jackson Atlanta International Airport]], GA || USA || America || Terminal modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KAUS || Austin-Bergstrom Airport, TX || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.66833&amp;amp;lat=39.17535&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KBWI] || Baltimore-Washington International, MD || USA || America || Terminal modeled with jetways, parking garage, support buildings and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.92254&amp;amp;lat=38.98062&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KCGS] || College Park Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDCA || Reagan National Airport, VA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-104.67318&amp;amp;lat=39.86166&amp;amp;zoom=13&amp;amp;layers=B000000TFFFFTFFFTTFFF KDEN] || [[Denver_International_Airport|Denver Airport, CO]] || USA || America || One terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDTW || Detroit Metropolitan Wayne County Airport, MI || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFHR || Friday Harbor Airport, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KIND || Indianapolis Airport, IN || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.07589&amp;amp;lat=32.31118&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KJAN] || Jackson-Evers Airport, MS || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KJFK || [[John F. Kennedy International Airport]], NY || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLAS || Las Vegas McCarran Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-118.40809&amp;amp;lat=33.9425&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLAX] || [[Los Angeles International Airport]], CA || USA|| America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLSV || [[Nellis Air Force Base]], NV || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-109.4667&amp;amp;lat=47.04924&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLWT] || Lewistown Municipal Airport, MT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMCI || Kansas City Airport, MO || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMTN || Martin State Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-117.69181&amp;amp;lat=35.68565&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KNID] || China Lake Naval Air Weapons Station, CA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.04918&amp;amp;lat=37.4162&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KNUQ] || Moffett Federal Airfield, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.22062&amp;amp;lat=37.7214&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOAK] || [[Oakland International Airport]], CA || USA || America || Realistic terminal, currently undergoing maintenance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KORD || Chicago [[O'Hare International Airport]], IL || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-88.55704&amp;amp;lat=43.98436&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOSH] || Wittman Regional Airport, Oshkosh, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-75.12398&amp;amp;lat=38.31045&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOXB] || Ocean City Municipal Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.59751&amp;amp;lat=45.58871&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KPDX] || Portland Airport, OR || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KPHX || Phoenix Sky Harbor Airport, AZ || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KRNO || Reno/Tahoe Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSEA || [[Seattle-Tacoma International Airport]], WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.3749&amp;amp;lat=37.61897&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KSFO] || [[San Francisco International Airport]], CA || USA || America || FlightGear's default airport, terminal buildings, airport lights and airport train.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSLC || Salt Lake City International Airport, UT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KVUO || Pearson Field Airport, Vancouver, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LDSP || Split Airport || Croatia || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEBB || Bilbao || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFEA || Belle-Ile || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFEQ || Quiberon || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-3.66479&amp;amp;lat=48.05247&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFES] || Guiscriff Scaër || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.35465&amp;amp;lat=49.04626&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFFE] || Enghien Moisselles Airfield || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=4.8264&amp;amp;lat=45.25226&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFLR] || Saint Rambert d'Albon Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFMA] || Aix - Les Milles Airfield || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=0.08816&amp;amp;lat=49.53404&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFOH] || Le Havre Octeville Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=5.36736&amp;amp;lat=43.50499&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPG] || Charles de Gaulle International Airport || France || Europe || Fully modeled, very detailed, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.60632&amp;amp;lat=48.89629&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPH] || Chelles Le Pin Airport || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPL || Lognes Emerainville Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPO || Paris-Orly Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPZ || St-Cyr-l’École Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.41785&amp;amp;lat=48.44413&amp;amp;zoom=12&amp;amp;layers=B00000000000FTFFTFFTFFFTFFFF LFRB] || Brest Bretagne Airport || France || Europe || Modeled airport with static models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFRL] || Lanvéoc Naval Air Base || France || Europe || Airport fitted with shared models (for helos and training)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFRJ] || [[Landivisiau Naval Air Base]] || France || Europe || Modeled airport with arresting cables and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFRQ || Quimper || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFRU || Morlaix || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFSB || Basel-Mulhouse || Switzerland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILN || Venegono Airport || Italy || Europe || Developed airport&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILQ || Massa Cinquale Airport || Italy || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILV || Valbrembo Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMC || Milano-Malpensa Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.70741&amp;amp;lat=45.66952&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIME] || [[Orio al Serio Airport]], Bergamo || Italy || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.27521&amp;amp;lat=45.44776&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIML] || [[LIML|Milano-Linate Airport]] || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.36789&amp;amp;lat=45.73857&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LIMW] || Aosta Airport || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.34397&amp;amp;lat=47.26023&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LOWI] || [[Innsbruck Airport]] || Austria || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LROP || Bucharest Otopeni || Romania || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGS || Sion Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSZB || Bern-Belp Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANC || Ted Stevens Anchorage International Airport || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=136.80541&amp;amp;lat=34.85841&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFFFFFTTFFF RJGG] || [[Chūbu Centrair International Airport]] || Japan || Asia || Detailed airport buildings, taxiway layout and customized terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=139.78114&amp;amp;lat=35.5533&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RJTT] || [[Tokyo Haneda International Airport]] || Japan || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=126.45051&amp;amp;lat=37.46909&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RKSI] || Seoul Incheon Airport || South Korea || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=121.01349&amp;amp;lat=14.51024&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RPLL] || Manila Aquino Airport || Philippines || Asia || Tower and three large terminals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAPA || V.C. Bird Intl Airport || Antigua and Barbuda || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TDPD || Melville Hall Airport || Dominica || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFF || Martinique Aimé Césaire International Airport || Martinique, France || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFG || Grand Case Airport || St. Maarten, Netherlands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TIST || Cyril E. King Airport || US Virgin Islands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TJSJ || Luis Muñoz Marín International Airport || Puerto Rico || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TKPK || Robert L. Bradshaw International Airport || St. Kitts || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCM || [[Princess Juliana International Airport]] || St. Maarten, Netherlands || America || Fully modeled, customized terrain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCS || Junacho E. Yrausquin Airport || Saba || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TQPF || Clayton J. Lloyd International Airport || Anguilla || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-49.17201&amp;amp;lat=-25.53101&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBCT] || Afonso Pena International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.65768&amp;amp;lat=-23.62558&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBSP] || Congonhas Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.46864&amp;amp;lat=-23.43351&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBGR] || Guarulhos International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-48.54304&amp;amp;lat=-27.6685&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBFL] || Hercílio Luiz International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIDP || Indira Gandhi International Airport || India || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=113.9183&amp;amp;lat=22.308&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF VHHH] || Hong Kong International Airport || Hong Kong || Asia || Terminals, control towers, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.13769&amp;amp;lat=43.83872&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 82C] || Mauston-New Lisbon Union Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-89.02545&amp;amp;lat=44.50485&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 68C] || Iola Central County Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggested}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:Airports]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=59838</id>
		<title>List of developed airports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=59838"/>
		<updated>2013-05-02T09:33:05Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Airports */ +LFMA (Aérodrome d'Aix - Les Milles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists developed airports which are included in FlightGear if two conditions are fulfilled. Airports are listed here if&lt;br /&gt;
* at least one building or [[Signs|taxi signs]] have been placed&lt;br /&gt;
* the respective objects are represented in the [[FlightGear Scenery Database]]. &lt;br /&gt;
Every improvement listed here can be downloaded using [[TerraSync]] and it will also be included in the next [[World Scenery]] release. &lt;br /&gt;
&lt;br /&gt;
If you are currently developing an airport, please feel free to add it to [[Airports under construction]]. For a list of currently ongoing scenery related projects, please check out [[Current Scenery Projects]].&lt;br /&gt;
&lt;br /&gt;
The ICAO codes link to the FlightGear mapserver, which - among other things - contains information about the current status of the [[FlightGear Scenery Database]]. On a map, you will see&lt;br /&gt;
* the current airport layout with runways, taxiways and aprons&lt;br /&gt;
* red dots: static objects in the scenery database made especially for this airport&lt;br /&gt;
* dark red dots: shared models in the scenery database placed at this airport&lt;br /&gt;
* green dots: [[Signs|taxi signs]] placed at the airport&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can sort the table by clicking one of the [[File:Sort none.gif]] symbols in the row headers.&lt;br /&gt;
&lt;br /&gt;
== Airports ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | ICAO !! style=&amp;quot;background:#efefef&amp;quot; | Name !! style=&amp;quot;background:#efefef&amp;quot; | Country !! style=&amp;quot;background:#efefef&amp;quot; | Continent !! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | Comment&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDC] || [[Dresden Airport]] || Germany || Europe || some models: tower, terminal, animated hangars etc.  ''Everything published via TerraSync''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=8.56293&amp;amp;lat=50.03795&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDF] || [[Frankfurt am Main Airport]] || Germany || Europe || Fully modeled with [[Signs]] and [[Interactive Traffic]] and unique scycrapers downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDH || [[Hamburg Airport]] || Germany || Europe || Fully modeled, plus unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.40379&amp;amp;lat=52.47502&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDI] ||[[Berlin Tempelhof Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDL || [[Düsseldorf International Airport|Düsseldorf Airport]] || Germany || Europe || Tower and terminal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.78609&amp;amp;lat=48.35378&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDM] || [[Munich Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=12.23603&amp;amp;lat=51.42262&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDP] || [[Leipzig/Halle Airport]] || Germany || Europe || Fully modeled with [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.28992&amp;amp;lat=52.55917&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDT] || [[Berlin Tegel Airport]] || Germany || Europe || Tower, terminals, [[Signs]] and unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFM || [[Mannheim City Airport]] || Germany || Europe || Basic models of tower, terminals and hangars&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=10.71706&amp;amp;lat=53.80496&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDHL] || [[Lübeck Blankensee Airport]] || Germany || Europe || Almost complete, home of the [[Piper PA34-200T Seneca II|Seneca]] used to model the FlightGear version. A modified tile is available at [http://www.t3r.de/fg/scenery/ Torsten's scenery site]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.16278&amp;amp;lat=50.76767&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDKB] || [[Bonn-Hangelar Airport]] || Germany || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDVE || [[Braunschweig Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EEKE || Kuressaare Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETN || Lennart Meri Tallinn Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETU || Tartu Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=25.04487&amp;amp;lat=60.25318&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHF] || Helsinki-Malmi Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=24.95253&amp;amp;lat=60.3206&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHK] || Helsinki-Vantaa Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=22.26281&amp;amp;lat=60.51412&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTFFFF EFTU] || Turku Airport || Finland || Europe || Tower and terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGFF || Cardiff Airport || United Kingdom || Europe || One building: British Airways Maintenance Facility&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGP || Liverpool John Lennon Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGW || London Luton Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGKA || Shoreham Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.19224&amp;amp;lat=51.14869&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGKK] || [[London Gatwick]] || United Kingdom || Europe || Complete and fully modeled to highest level of detail with day and night textures; AI parking and ground network&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.46095&amp;amp;lat=51.47139&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGLL] || London Heathrow Airport || United Kingdom || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGPH || Edinburgh Airport || United Kingdom || Europe || Tower, terminal, park deck, and some shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=1.28469&amp;amp;lat=52.67713&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EGSH] || Norwich Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EH01 || [[VU University Medical Center]] || Netherlands || Europe || Complete hospital building including on-roof heli platform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=4.75487&amp;amp;lat=52.31296&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EHAM] || [[Amsterdam Airport Schiphol]] || Netherlands || Europe || Fully modeled, bussiest AI airport currently&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHEH || Eindhoven Airport || Netherlands || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=5.51885&amp;amp;lat=52.45717&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EHLE] || [[Lelystad Airport]] || Netherlands || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHVK || [[Volkel Air Base]] || Netherlands || Europe || Shelters and detailed airport layout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EIDW || [[Dublin Airport]] || Ireland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.11017&amp;amp;lat=62.56037&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENAL] || Ålesund Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.10949&amp;amp;lat=61.83027&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENSD] || Sandane Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENVA || Trondheim Værnes Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESGP || Göteborg Airport || Sweden || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-106.60912&amp;amp;lat=35.04021&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KABQ] || Albuquerque Sunport Airport, NM || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-84.42809&amp;amp;lat=33.63672&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KATL] || [[Hartsfield - Jackson Atlanta International Airport]], GA || USA || America || Terminal modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KAUS || Austin-Bergstrom Airport, TX || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.66833&amp;amp;lat=39.17535&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KBWI] || Baltimore-Washington International, MD || USA || America || Terminal modeled with jetways, parking garage, support buildings and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.92254&amp;amp;lat=38.98062&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KCGS] || College Park Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDCA || Reagan National Airport, VA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-104.67318&amp;amp;lat=39.86166&amp;amp;zoom=13&amp;amp;layers=B000000TFFFFTFFFTTFFF KDEN] || [[Denver_International_Airport|Denver Airport, CO]] || USA || America || One terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDTW || Detroit Metropolitan Wayne County Airport, MI || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFHR || Friday Harbor Airport, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KIND || Indianapolis Airport, IN || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.07589&amp;amp;lat=32.31118&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KJAN] || Jackson-Evers Airport, MS || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KJFK || [[John F. Kennedy International Airport]], NY || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLAS || Las Vegas McCarran Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-118.40809&amp;amp;lat=33.9425&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLAX] || [[Los Angeles International Airport]], CA || USA|| America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLSV || [[Nellis Air Force Base]], NV || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-109.4667&amp;amp;lat=47.04924&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLWT] || Lewistown Municipal Airport, MT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMCI || Kansas City Airport, MO || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMTN || Martin State Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-117.69181&amp;amp;lat=35.68565&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KNID] || China Lake Naval Air Weapons Station, CA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.04918&amp;amp;lat=37.4162&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KNUQ] || Moffett Federal Airfield, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.22062&amp;amp;lat=37.7214&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOAK] || [[Oakland International Airport]], CA || USA || America || Realistic terminal, currently undergoing maintenance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KORD || Chicago [[O'Hare International Airport]], IL || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-88.55704&amp;amp;lat=43.98436&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOSH] || Wittman Regional Airport, Oshkosh, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-75.12398&amp;amp;lat=38.31045&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOXB] || Ocean City Municipal Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.59751&amp;amp;lat=45.58871&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KPDX] || Portland Airport, OR || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KPHX || Phoenix Sky Harbor Airport, AZ || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KRNO || Reno/Tahoe Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSEA || [[Seattle-Tacoma International Airport]], WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.3749&amp;amp;lat=37.61897&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KSFO] || [[San Francisco International Airport]], CA || USA || America || FlightGear's default airport, terminal buildings, airport lights and airport train.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSLC || Salt Lake City International Airport, UT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KVUO || Pearson Field Airport, Vancouver, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LDSP || Split Airport || Croatia || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEBB || Bilbao || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFEA || Belle-Ile || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFEQ || Quiberon || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFES || Guiscriff Scaër || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.35465&amp;amp;lat=49.04626&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFFE] || Enghien Moisselles Airfield || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFLR || Saint Rambert d'Albon Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFMA || Aérodrome d'Aix - Les Milles || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFOH || Le Havre Octeville Airport || France || Europe || Fully modeled, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.56241&amp;amp;lat=49.00972&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPG] || Charles de Gaulle International Airport || France || Europe || Fully modeled, very detailed, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.60632&amp;amp;lat=48.89629&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPH] || Chelles Le Pin Airport || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPL || Lognes Emerainville Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPO || Paris-Orly Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPZ || St-Cyr-l’École Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.41785&amp;amp;lat=48.44413&amp;amp;zoom=12&amp;amp;layers=B00000000000FTFFTFFTFFFTFFFF LFRB] || Brest Bretagne Airport || France || Europe || Modeled airport with static models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFRL] || Lanvéoc Naval Air Base || France || Europe || Airport fitted with shared models (for helos and training)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFRJ] || [[Landivisiau Naval Air Base]] || France || Europe || Modeled airport with arresting cables and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFRQ || Quimper || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFRU || Morlaix || France || Europe ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFSB || Basel-Mulhouse || Switzerland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILN || Venegono Airport || Italy || Europe || Developed airport&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILQ || Massa Cinquale Airport || Italy || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILV || Valbrembo Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMC || Milano-Malpensa Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.70741&amp;amp;lat=45.66952&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIME] || [[Orio al Serio Airport]], Bergamo || Italy || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.27521&amp;amp;lat=45.44776&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIML] || [[LIML|Milano-Linate Airport]] || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.36789&amp;amp;lat=45.73857&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LIMW] || Aosta Airport || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.34397&amp;amp;lat=47.26023&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LOWI] || [[Innsbruck Airport]] || Austria || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LROP || Bucharest Otopeni || Romania || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGS || Sion Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSZB || Bern-Belp Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANC || Ted Stevens Anchorage International Airport || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=136.80541&amp;amp;lat=34.85841&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFFFFFTTFFF RJGG] || [[Chūbu Centrair International Airport]] || Japan || Asia || Detailed airport buildings, taxiway layout and customized terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=139.78114&amp;amp;lat=35.5533&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RJTT] || [[Tokyo Haneda International Airport]] || Japan || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=126.45051&amp;amp;lat=37.46909&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RKSI] || Seoul Incheon Airport || South Korea || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=121.01349&amp;amp;lat=14.51024&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RPLL] || Manila Aquino Airport || Philippines || Asia || Tower and three large terminals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAPA || V.C. Bird Intl Airport || Antigua and Barbuda || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TDPD || Melville Hall Airport || Dominica || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFF || Martinique Aimé Césaire International Airport || Martinique, France || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFG || Grand Case Airport || St. Maarten, Netherlands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TIST || Cyril E. King Airport || US Virgin Islands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TJSJ || Luis Muñoz Marín International Airport || Puerto Rico || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TKPK || Robert L. Bradshaw International Airport || St. Kitts || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCM || [[Princess Juliana International Airport]] || St. Maarten, Netherlands || America || Fully modeled, customized terrain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCS || Junacho E. Yrausquin Airport || Saba || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TQPF || Clayton J. Lloyd International Airport || Anguilla || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-49.17201&amp;amp;lat=-25.53101&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBCT] || Afonso Pena International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.65768&amp;amp;lat=-23.62558&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBSP] || Congonhas Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.46864&amp;amp;lat=-23.43351&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBGR] || Guarulhos International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-48.54304&amp;amp;lat=-27.6685&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBFL] || Hercílio Luiz International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIDP || Indira Gandhi International Airport || India || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=113.9183&amp;amp;lat=22.308&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF VHHH] || Hong Kong International Airport || Hong Kong || Asia || Terminals, control towers, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.13769&amp;amp;lat=43.83872&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 82C] || Mauston-New Lisbon Union Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-89.02545&amp;amp;lat=44.50485&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 68C] || Iola Central County Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggested}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:Airports]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fr/FlightGear_Launch_Control&amp;diff=59625</id>
		<title>Fr/FlightGear Launch Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fr/FlightGear_Launch_Control&amp;diff=59625"/>
		<updated>2013-04-25T08:10:27Z</updated>

		<summary type="html">&lt;p&gt;Popolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                  = FlightGear Launch Control&lt;br /&gt;
| image                  = Fgrun-page2.jpg&lt;br /&gt;
| alt                    = The second (aircraft selection) page of FGRun.&lt;br /&gt;
| developedby            = Bernie Bright, Frederic Bouvier&lt;br /&gt;
| initialrelease         = 0.3.2 (24 octobre 2003)&lt;br /&gt;
| latestrelease          = 1.6.2 (2 septembre 2012)&lt;br /&gt;
| writtenin              = C++&lt;br /&gt;
| os                     = All 32-bit MS Windows (95/98/NT/2000/XP)&amp;lt;br /&amp;gt;All POSIX (Linux/BSD/UNIX-like)&lt;br /&gt;
| developmentstatus      = Actif (2002-)&lt;br /&gt;
| license                = [[GNU General Public License]]&lt;br /&gt;
| website                = http://sourceforge.net/projects/fgrun&lt;br /&gt;
}}&lt;br /&gt;
'''FlightGear Launch Control''' ('''FGRun''') est une interface graphique pour [[FlightGear]], distribué et mis au point séparément sur [http://sourceforge.net/projects/fgrun|SourceForge]. Toutefois, il a été inclus dans les binaires distribués officiellement pour FlightGear, même si elle n'est pas techniquement une partie du programme de FlightGear, comme plusieurs autres interfaces (voir aussi [[FlightGear related projects|projets connexes de FlightGear]]). FGRun permet de choisir des options plus facilement qu'avec la  [[Command Line Parameters|ligne de commande]].&lt;br /&gt;
&lt;br /&gt;
L'application comporte deux parties principales :&lt;br /&gt;
* Un assistant pour choisir les options communes&lt;br /&gt;
* Une section avancée où toutes les options sont disponibles pour les utilisateurs expérimentés.&lt;br /&gt;
&lt;br /&gt;
Les options choisies sont automatiquement enregistrées dans un fichier et sont réutilisées au prochain lancement de FGRun.&lt;br /&gt;
&lt;br /&gt;
Pour plus d'informations sur la compilation de ce logiciel consultez [[Building FlightGear Launch Control]].&lt;br /&gt;
&lt;br /&gt;
== L'assistant ==&lt;br /&gt;
L'assistant apparaît à l'utilisateur lorsque FGRun est lancé. La première fois, quand aucun chemin n'est  définies, la première page est affichée, sinon, il saute directement à la deuxième page, mais le premier onglet est toujours accessible en appuyant sur le bouton &amp;quot;Précédent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Barre de navigation ===&lt;br /&gt;
Le bas de l'assistant montre six boutons. De gauche à droite :&lt;br /&gt;
* '''Remise à Zéro''' : en cas de besoin, efface toutes les options et initialise les chemins comme définis lors de l'installation.&lt;br /&gt;
* '''Charger''' : charge des options préalablement sauvegardées.&lt;br /&gt;
* '''Sauver sous...''' : enregistre les options dans un fichier.&lt;br /&gt;
* '''Précédent''' : aller à la page précédente de l'assistant.&lt;br /&gt;
* '''Suivant''' : aller à la page suivante de l'assistant. Ce boutton est remplacé par un boutton '''Lancer''' sur la dernière page pour démarrer FlightGear.&lt;br /&gt;
* '''Quitter''' : termine l'assistant (et termine [[:fr:TerraSync|terrasync]] s'il a été lancé par fgrun).&lt;br /&gt;
&lt;br /&gt;
=== Première page - Les chemins ===&lt;br /&gt;
[[File:fgrun-page1.jpg|thumb]]&lt;br /&gt;
Dans la première page, les chemins nécessaires à FGRun sont rappelés et peuvent être définis. Si FGRun a été installé avec un paquet binaire, soit sous Windows ou Linux, ces chemins sont normalement initialisés par la procédure d'installation.&lt;br /&gt;
&lt;br /&gt;
La zone 'exécutable' est le chemin complet du programme FlightGear. On peut le choisir directement en utilisant la boîte de dialogue de sélection de fichier qui apparaît lorsqu'on pousse le bouton de dossier.&lt;br /&gt;
&lt;br /&gt;
Le répertoire '[[$FG ROOT|FG_ROOT]]' est le chemin complet vers l'installation d'origine de FlightGear (répertoire de données). Si ce chemin est mauvais, aucun [[Aircraft|avion]] ne sera affiché et FlightGear ne fonctionnera pas.&lt;br /&gt;
&lt;br /&gt;
La liste de répertoires '[[FG SCENERY]]' est la liste des répertoires contenant des [[scenery|décors]]. Ces dossiers ont généralement un sous répertoire 'Terrain', et facultativement un sous répertoire 'Objects'. On ajoute un nouveau chemin avec le bouton 'Ajouter ...'. La priorité parmi les répertoires sont gérés avec les flèches haut et bas.&lt;br /&gt;
&lt;br /&gt;
Le champ 'Fichier cache des aéroports' montre l'emplacement du fichier qui stocke les identifiants [[:Category:Airports|d'aéroports]] trouvés dans les décors. Il est plus rapide d'accéder à ce fichier que de scanner les répertoires paysages pour construire la liste des aéroports. Il est possible de supprimer ce fichier si les choses tournent mal. Cela va forcer un nouveau scan lorsque la troisième page sera affichée.&lt;br /&gt;
&lt;br /&gt;
: '''Astuce''' &lt;br /&gt;
:Si les choses tournent mal et FlightGear ne peut plus démarrer et que vous voulez recommencer à zéro avec une installation simplifiée, supprimer ou renommer le fichier nommé 'fgrun.prefs' situé dans le répertoire parent du fichier de cache d'aéroports. Vous devrez entrer de nouveaux chemins d'accès à la main, mais les options erronées que vous auriez pu saisir seront supprimés.&lt;br /&gt;
&lt;br /&gt;
=== Page deux - Choisir un aèronef ===&lt;br /&gt;
[[File:fgrun-page2.jpg|thumb]]&lt;br /&gt;
La deuxième page, le plus souvent la première page vue par les utilisateurs lors du démarrage de fgrun, est la page de sélection des avions. Il montre la liste des aéronefs présents dans &amp;lt;tt&amp;gt;[[$FG ROOT]]/Aircraft&amp;lt;/tt&amp;gt; et le modèle de l'avion sélectionné.&lt;br /&gt;
&lt;br /&gt;
=== Page trois - Choisi une position ===&lt;br /&gt;
[[File:fgrun-page3.jpg|thumb]]&lt;br /&gt;
La troisième page est la page de sélection de l'aéroport et de la piste. Il ne montre que le contenu du fichier de cache des aéroports (voir Page un), qui devrait être le reflet du contenu des dossiers des paysages. Si un nouveau paysage a été installé et n'apparaît pas, ou si un vieux décor a été supprimé et que son aéroport est encore là, cliquez sur le bouton &amp;quot;Rafraichîr&amp;quot; pour réanalyser les répertoires paysages. Le scan se produit au premier lancement de fgrun ou lorsque le cache Aéroport a été supprimé.&lt;br /&gt;
&lt;br /&gt;
La liste de l'aéroport ne semble pas apparaître (ou pire il disparaît) lorsque le bouton de rafraîchissement est pressé. Reconstruiser cette liste en copiant le fichier &amp;lt;tt&amp;gt;[[$FG ROOT]]/Aircraft/metar.dat.gz&amp;lt;/tt&amp;gt; sur le fichier airports de fgrun :&lt;br /&gt;
&lt;br /&gt;
 zcat /usr/share/FlightGear/Airports/metar.dat.gz &amp;gt; \${HOME}/.fltk/flightgear.org/fgrun/airports.txt&lt;br /&gt;
&lt;br /&gt;
=== Page quatre - Options et lancement ===&lt;br /&gt;
[[File:fgrun-page4.jpg|thumb]]&lt;br /&gt;
La dernière page affiche les options courantes qui ne nécessitent pas de passer à la section avancée.&lt;br /&gt;
&lt;br /&gt;
:'''Astuce'''&lt;br /&gt;
: Habituellement, de nouveaux utilisateurs de FlightGear devraient s'en tenir là et essayer une vol simple avant d'aller à la section avancée. De cette façon, il sera plus facile de diagnostiquer le problème si, par accident, FlightGear ne pourrait pas se lancer ou fonctionner correctement. Souvent, les problèmes viennent des options incohérentes choisies, et il n'y a pas de garde-fou contre cela. Si FG ne s'exécute quand même, il sera temps de regarder la configuration matérielle.&lt;br /&gt;
&lt;br /&gt;
La ligne de commande est utile aux personnes désireuses de diagnostiquer un problème.&lt;br /&gt;
&lt;br /&gt;
Le bouton 'Lancer' démarre FlightGear avec les options indiquées dans la boîte de ligne de commande&lt;br /&gt;
&lt;br /&gt;
== Options avancées ==&lt;br /&gt;
La boîte de dialogue des options avancées peut être ouvert en cliquant avec le bouton 'Avancé...' sur la dernière (quatrième) la page du lanceur.&lt;br /&gt;
&lt;br /&gt;
=== Général ===&lt;br /&gt;
[[File:fgrun-wiki-a01.jpg|thumb|Général]]&lt;br /&gt;
* '''FG_SCENERY :''' Liste des répertoires contenant les [[scenery|paysages]]&lt;br /&gt;
* '''Contrôle :''' Quel commande utilisez-vous (voir aussi [[Joystick]]) ?&lt;br /&gt;
* '''Aéroport :''' Votre aéroport de départ.&lt;br /&gt;
* '''Piste :''' Piste de départ sur l'aéroport de départ.&lt;br /&gt;
* '''Aéronef :''' Votre [[aircraft|avion]].&lt;br /&gt;
* '''Langue :''' La langue utilisée par FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Caractéristiques ===&lt;br /&gt;
[[File:fgrun-wiki-a02.jpg|thumb|Caractéristiques]]&lt;br /&gt;
* '''Mode de jeu :''' Pour se mettre en plein écran.&lt;br /&gt;
* '''Objets aléatoires :''' active les éléments de [[scenery|décors]] aléatoires.&lt;br /&gt;
* '''Son :''' Active les effets sonores comme le bruit des moteurs.&lt;br /&gt;
* '''Affichage Tête Haute :''' active l'affichage tête haute [[HUD]].&lt;br /&gt;
* '''Trafic d'IA :''' Active le [[AI traffic|trafic d'IA]].&lt;br /&gt;
&lt;br /&gt;
=== Modèle de vol ===&lt;br /&gt;
[[File:fgrun-wiki-a03.jpg|thumb|Modèle de vol]]&lt;br /&gt;
&lt;br /&gt;
=== Pause ===&lt;br /&gt;
[[File:fgrun-wiki-a04.jpg|thumb|Pause]]&lt;br /&gt;
* '''Pause :''' Lance le simulateur en mode pause.&lt;br /&gt;
&lt;br /&gt;
=== Position initiale ===&lt;br /&gt;
[[File:fgrun-wiki-a05.jpg|thumb|Position initiale]]&lt;br /&gt;
* '''Longitude :''' Quelle est votre longitude ?&lt;br /&gt;
* '''Latitude :''' Quelle est votre latitude ?&lt;br /&gt;
* '''Altitude :''' Quelle est votre altitude ?&lt;br /&gt;
* '''Cap :''' La direction de l'appareil (degrés magnétiques).&lt;br /&gt;
* '''Vitesse :''' La vitesse de l'appareil en [http://fr.wikipedia.org/wiki/N%C5%93ud_(unit%C3%A9)]noeuds.&lt;br /&gt;
&lt;br /&gt;
=== Rendu graphique ===&lt;br /&gt;
[[File:fgrun-wiki-a06.jpg|thumb|Rendu graphique]]&lt;br /&gt;
* '''Nuages :''' Y at-il des nuages dans l'air ?&lt;br /&gt;
* '''Nuages 3D :''' Les nuages sont-ils dessinés en 3D ?&lt;br /&gt;
* '''Plein écran :''' Voulez-vous jouer en plein écran ?&lt;br /&gt;
* '''Fil de fer :''' Voulez vos un rendu en fil de fer pour les [[scenery|décors]] et votre [[aircraft|avion]] ?&lt;br /&gt;
* '''Visibilité :''' La distance visible en mètres ou miles.&lt;br /&gt;
* '''Bpp :''' Le nombre de bits par pixel pour afficher les couleurs.&lt;br /&gt;
* '''Angle de vue :''' L'ouverture angulaire de la caméra en degrés.&lt;br /&gt;
* '''Fichier des matières :''' Le fichier XML des matériaux à utiliser (materials.xml par défaut, peut être modifié par materials-dds.xml pour utiliser les textures DDS).&lt;br /&gt;
&lt;br /&gt;
=== Heure ===&lt;br /&gt;
[[File:fgrun-wiki-a07.jpg|thumb|Heure]]&lt;br /&gt;
* '''Heure locale :''' Synchronisize l'heure de simulation avec l'heure locale. &lt;br /&gt;
* '''Heure réelle :''' Quelle heure est-il ? &lt;br /&gt;
&lt;br /&gt;
=== Réseau ===&lt;br /&gt;
[[File:fgrun-wiki-a08.jpg|thumb|Réseau]]&lt;br /&gt;
* '''Indicatif :''' Votre indicatif (callsign) sur le réseau. Il est utilisé pour reconnaître les autres pilotes et pour le suivi de vos vols.&lt;br /&gt;
&lt;br /&gt;
'''voir :''' [[:fr:Howto:_Multijoueur|Multiplayer Howto]]&lt;br /&gt;
&lt;br /&gt;
=== Entrée/Sortie ===&lt;br /&gt;
[[File:fgrun-wiki-a09.jpg|thumb|Entrée/Sortie]]&lt;br /&gt;
&lt;br /&gt;
=== Avionique ===&lt;br /&gt;
[[File:fgrun-wiki-a10.jpg|thumb|Avionique]]&lt;br /&gt;
&lt;br /&gt;
=== Propriétés ===&lt;br /&gt;
[[File:fgrun-wiki-a11.jpg|thumb|Propriétés]]&lt;br /&gt;
Ici vous pouvez modifier ou ajouter de nouvelles [[Property|propriétés]]. C'est comme ajouter &amp;lt;tt&amp;gt;--prop:...&amp;lt;/tt&amp;gt; sur [[Command Line Parameters|la ligne de commande]].&lt;br /&gt;
&lt;br /&gt;
=== Deboguage ===&lt;br /&gt;
[[File:fgrun-wiki-a12.jpg|thumb|Deboguage]]&lt;br /&gt;
* '''Niveau de messages :''' De 'alerte' ou ne s'affiche que les erreurs graves à 'tout-venant' qui va tracer toute l'activité de Flightgear (et qui va ralentir l'exécution du programme).&lt;br /&gt;
* '''Tracer les propriétés lues :'''&lt;br /&gt;
* '''Tracer les propriétés écrites :'''&lt;br /&gt;
=== Environnement ===&lt;br /&gt;
[[File:fgrun-wiki-a13.jpg|thumb|Environnement]]&lt;br /&gt;
&lt;br /&gt;
=== Météo ===&lt;br /&gt;
[[File:fgrun-wiki-a14.jpg|thumb|Météo]]&lt;br /&gt;
* '''Direction du vent :''' Direction du vent.&lt;br /&gt;
* '''Cap :''' Direction de laquelle vient le vent.&lt;br /&gt;
* '''Vitesse :''' Vitesse du vent en noeuds (kts).&lt;br /&gt;
* '''Météo réelle :''' Utilise les information de météo réelle [[METAR#METAR|METAR]].&lt;br /&gt;
&lt;br /&gt;
=== Nuages ===&lt;br /&gt;
[[File:fgrun-wiki-a15.jpg|thumb|Nuages]]&lt;br /&gt;
* '''Altitude :''' A quelle hauteur (en pieds) se trouvent les nuages ?&lt;br /&gt;
* '''Epaisseur :''' Quelle est l'epaisseur (en pieds) de la couche de nuages ?&lt;br /&gt;
&lt;br /&gt;
== Contenu connexe ==&lt;br /&gt;
* [[FGo!]], un lanceur avec une interface graphique simple pour FlightGear écrit en Python&lt;br /&gt;
* [[JFlightWizard]], une autre interface graphique&lt;br /&gt;
* [[FlightGear related projects]] différents projets relatifs à FlightGear&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Launch Control]]&lt;br /&gt;
[[en:FlightGear Launch Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:GPL software]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fr/FlightGear_Launch_Control&amp;diff=59624</id>
		<title>Fr/FlightGear Launch Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fr/FlightGear_Launch_Control&amp;diff=59624"/>
		<updated>2013-04-25T08:08:15Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Contenu connexe */ +lien FlightGear related projects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                  = FlightGear Launch Control&lt;br /&gt;
| image                  = Fgrun-page2.jpg&lt;br /&gt;
| alt                    = The second (aircraft selection) page of FGRun.&lt;br /&gt;
| developedby            = Bernie Bright, Frederic Bouvier&lt;br /&gt;
| initialrelease         = 0.3.2 (October 24, 2003)&lt;br /&gt;
| latestrelease          = 1.5.2 (February 6, 2010)&lt;br /&gt;
| writtenin              = C++&lt;br /&gt;
| os                     = All 32-bit MS Windows (95/98/NT/2000/XP)&amp;lt;br /&amp;gt;All POSIX (Linux/BSD/UNIX-like)&lt;br /&gt;
| developmentstatus      = Active (2002-)&lt;br /&gt;
| license                = [[GNU General Public License]]&lt;br /&gt;
| website                = http://sourceforge.net/projects/fgrun&lt;br /&gt;
}}&lt;br /&gt;
'''FlightGear Launch Control''' ('''FGRun''') est une interface graphique pour [[FlightGear]], distribué et mis au point séparément sur [http://sourceforge.net/projects/fgrun|SourceForge]. Toutefois, il a été inclus dans les binaires distribués officiellement pour FlightGear, même si elle n'est pas techniquement une partie du programme de FlightGear, comme plusieurs autres interfaces (voir aussi [[FlightGear related projects|projets connexes de FlightGear]]). FGRun permet de choisir des options plus facilement qu'avec la  [[Command Line Parameters|ligne de commande]].&lt;br /&gt;
&lt;br /&gt;
L'application comporte deux parties principales :&lt;br /&gt;
* Un assistant pour choisir les options communes&lt;br /&gt;
* Une section avancée où toutes les options sont disponibles pour les utilisateurs expérimentés.&lt;br /&gt;
&lt;br /&gt;
Les options choisies sont automatiquement enregistrées dans un fichier et sont réutilisées au prochain lancement de FGRun.&lt;br /&gt;
&lt;br /&gt;
Pour plus d'informations sur la compilation de ce logiciel consultez [[Building FlightGear Launch Control]].&lt;br /&gt;
&lt;br /&gt;
== L'assistant ==&lt;br /&gt;
L'assistant apparaît à l'utilisateur lorsque FGRun est lancé. La première fois, quand aucun chemin n'est  définies, la première page est affichée, sinon, il saute directement à la deuxième page, mais le premier onglet est toujours accessible en appuyant sur le bouton &amp;quot;Précédent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Barre de navigation ===&lt;br /&gt;
Le bas de l'assistant montre six boutons. De gauche à droite :&lt;br /&gt;
* '''Remise à Zéro''' : en cas de besoin, efface toutes les options et initialise les chemins comme définis lors de l'installation.&lt;br /&gt;
* '''Charger''' : charge des options préalablement sauvegardées.&lt;br /&gt;
* '''Sauver sous...''' : enregistre les options dans un fichier.&lt;br /&gt;
* '''Précédent''' : aller à la page précédente de l'assistant.&lt;br /&gt;
* '''Suivant''' : aller à la page suivante de l'assistant. Ce boutton est remplacé par un boutton '''Lancer''' sur la dernière page pour démarrer FlightGear.&lt;br /&gt;
* '''Quitter''' : termine l'assistant (et termine [[:fr:TerraSync|terrasync]] s'il a été lancé par fgrun).&lt;br /&gt;
&lt;br /&gt;
=== Première page - Les chemins ===&lt;br /&gt;
[[File:fgrun-page1.jpg|thumb]]&lt;br /&gt;
Dans la première page, les chemins nécessaires à FGRun sont rappelés et peuvent être définis. Si FGRun a été installé avec un paquet binaire, soit sous Windows ou Linux, ces chemins sont normalement initialisés par la procédure d'installation.&lt;br /&gt;
&lt;br /&gt;
La zone 'exécutable' est le chemin complet du programme FlightGear. On peut le choisir directement en utilisant la boîte de dialogue de sélection de fichier qui apparaît lorsqu'on pousse le bouton de dossier.&lt;br /&gt;
&lt;br /&gt;
Le répertoire '[[$FG ROOT|FG_ROOT]]' est le chemin complet vers l'installation d'origine de FlightGear (répertoire de données). Si ce chemin est mauvais, aucun [[Aircraft|avion]] ne sera affiché et FlightGear ne fonctionnera pas.&lt;br /&gt;
&lt;br /&gt;
La liste de répertoires '[[FG SCENERY]]' est la liste des répertoires contenant des [[scenery|décors]]. Ces dossiers ont généralement un sous répertoire 'Terrain', et facultativement un sous répertoire 'Objects'. On ajoute un nouveau chemin avec le bouton 'Ajouter ...'. La priorité parmi les répertoires sont gérés avec les flèches haut et bas.&lt;br /&gt;
&lt;br /&gt;
Le champ 'Fichier cache des aéroports' montre l'emplacement du fichier qui stocke les identifiants [[:Category:Airports|d'aéroports]] trouvés dans les décors. Il est plus rapide d'accéder à ce fichier que de scanner les répertoires paysages pour construire la liste des aéroports. Il est possible de supprimer ce fichier si les choses tournent mal. Cela va forcer un nouveau scan lorsque la troisième page sera affichée.&lt;br /&gt;
&lt;br /&gt;
: '''Astuce''' &lt;br /&gt;
:Si les choses tournent mal et FlightGear ne peut plus démarrer et que vous voulez recommencer à zéro avec une installation simplifiée, supprimer ou renommer le fichier nommé 'fgrun.prefs' situé dans le répertoire parent du fichier de cache d'aéroports. Vous devrez entrer de nouveaux chemins d'accès à la main, mais les options erronées que vous auriez pu saisir seront supprimés.&lt;br /&gt;
&lt;br /&gt;
=== Page deux - Choisir un aèronef ===&lt;br /&gt;
[[File:fgrun-page2.jpg|thumb]]&lt;br /&gt;
La deuxième page, le plus souvent la première page vue par les utilisateurs lors du démarrage de fgrun, est la page de sélection des avions. Il montre la liste des aéronefs présents dans &amp;lt;tt&amp;gt;[[$FG ROOT]]/Aircraft&amp;lt;/tt&amp;gt; et le modèle de l'avion sélectionné.&lt;br /&gt;
&lt;br /&gt;
=== Page trois - Choisi une position ===&lt;br /&gt;
[[File:fgrun-page3.jpg|thumb]]&lt;br /&gt;
La troisième page est la page de sélection de l'aéroport et de la piste. Il ne montre que le contenu du fichier de cache des aéroports (voir Page un), qui devrait être le reflet du contenu des dossiers des paysages. Si un nouveau paysage a été installé et n'apparaît pas, ou si un vieux décor a été supprimé et que son aéroport est encore là, cliquez sur le bouton &amp;quot;Rafraichîr&amp;quot; pour réanalyser les répertoires paysages. Le scan se produit au premier lancement de fgrun ou lorsque le cache Aéroport a été supprimé.&lt;br /&gt;
&lt;br /&gt;
La liste de l'aéroport ne semble pas apparaître (ou pire il disparaît) lorsque le bouton de rafraîchissement est pressé. Reconstruiser cette liste en copiant le fichier &amp;lt;tt&amp;gt;[[$FG ROOT]]/Aircraft/metar.dat.gz&amp;lt;/tt&amp;gt; sur le fichier airports de fgrun :&lt;br /&gt;
&lt;br /&gt;
 zcat /usr/share/FlightGear/Airports/metar.dat.gz &amp;gt; \${HOME}/.fltk/flightgear.org/fgrun/airports.txt&lt;br /&gt;
&lt;br /&gt;
=== Page quatre - Options et lancement ===&lt;br /&gt;
[[File:fgrun-page4.jpg|thumb]]&lt;br /&gt;
La dernière page affiche les options courantes qui ne nécessitent pas de passer à la section avancée.&lt;br /&gt;
&lt;br /&gt;
:'''Astuce'''&lt;br /&gt;
: Habituellement, de nouveaux utilisateurs de FlightGear devraient s'en tenir là et essayer une vol simple avant d'aller à la section avancée. De cette façon, il sera plus facile de diagnostiquer le problème si, par accident, FlightGear ne pourrait pas se lancer ou fonctionner correctement. Souvent, les problèmes viennent des options incohérentes choisies, et il n'y a pas de garde-fou contre cela. Si FG ne s'exécute quand même, il sera temps de regarder la configuration matérielle.&lt;br /&gt;
&lt;br /&gt;
La ligne de commande est utile aux personnes désireuses de diagnostiquer un problème.&lt;br /&gt;
&lt;br /&gt;
Le bouton 'Lancer' démarre FlightGear avec les options indiquées dans la boîte de ligne de commande&lt;br /&gt;
&lt;br /&gt;
== Options avancées ==&lt;br /&gt;
La boîte de dialogue des options avancées peut être ouvert en cliquant avec le bouton 'Avancé...' sur la dernière (quatrième) la page du lanceur.&lt;br /&gt;
&lt;br /&gt;
=== Général ===&lt;br /&gt;
[[File:fgrun-wiki-a01.jpg|thumb|Général]]&lt;br /&gt;
* '''FG_SCENERY :''' Liste des répertoires contenant les [[scenery|paysages]]&lt;br /&gt;
* '''Contrôle :''' Quel commande utilisez-vous (voir aussi [[Joystick]]) ?&lt;br /&gt;
* '''Aéroport :''' Votre aéroport de départ.&lt;br /&gt;
* '''Piste :''' Piste de départ sur l'aéroport de départ.&lt;br /&gt;
* '''Aéronef :''' Votre [[aircraft|avion]].&lt;br /&gt;
* '''Langue :''' La langue utilisée par FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Caractéristiques ===&lt;br /&gt;
[[File:fgrun-wiki-a02.jpg|thumb|Caractéristiques]]&lt;br /&gt;
* '''Mode de jeu :''' Pour se mettre en plein écran.&lt;br /&gt;
* '''Objets aléatoires :''' active les éléments de [[scenery|décors]] aléatoires.&lt;br /&gt;
* '''Son :''' Active les effets sonores comme le bruit des moteurs.&lt;br /&gt;
* '''Affichage Tête Haute :''' active l'affichage tête haute [[HUD]].&lt;br /&gt;
* '''Trafic d'IA :''' Active le [[AI traffic|trafic d'IA]].&lt;br /&gt;
&lt;br /&gt;
=== Modèle de vol ===&lt;br /&gt;
[[File:fgrun-wiki-a03.jpg|thumb|Modèle de vol]]&lt;br /&gt;
&lt;br /&gt;
=== Pause ===&lt;br /&gt;
[[File:fgrun-wiki-a04.jpg|thumb|Pause]]&lt;br /&gt;
* '''Pause :''' Lance le simulateur en mode pause.&lt;br /&gt;
&lt;br /&gt;
=== Position initiale ===&lt;br /&gt;
[[File:fgrun-wiki-a05.jpg|thumb|Position initiale]]&lt;br /&gt;
* '''Longitude :''' Quelle est votre longitude ?&lt;br /&gt;
* '''Latitude :''' Quelle est votre latitude ?&lt;br /&gt;
* '''Altitude :''' Quelle est votre altitude ?&lt;br /&gt;
* '''Cap :''' La direction de l'appareil (degrés magnétiques).&lt;br /&gt;
* '''Vitesse :''' La vitesse de l'appareil en [http://fr.wikipedia.org/wiki/N%C5%93ud_(unit%C3%A9)]noeuds.&lt;br /&gt;
&lt;br /&gt;
=== Rendu graphique ===&lt;br /&gt;
[[File:fgrun-wiki-a06.jpg|thumb|Rendu graphique]]&lt;br /&gt;
* '''Nuages :''' Y at-il des nuages dans l'air ?&lt;br /&gt;
* '''Nuages 3D :''' Les nuages sont-ils dessinés en 3D ?&lt;br /&gt;
* '''Plein écran :''' Voulez-vous jouer en plein écran ?&lt;br /&gt;
* '''Fil de fer :''' Voulez vos un rendu en fil de fer pour les [[scenery|décors]] et votre [[aircraft|avion]] ?&lt;br /&gt;
* '''Visibilité :''' La distance visible en mètres ou miles.&lt;br /&gt;
* '''Bpp :''' Le nombre de bits par pixel pour afficher les couleurs.&lt;br /&gt;
* '''Angle de vue :''' L'ouverture angulaire de la caméra en degrés.&lt;br /&gt;
* '''Fichier des matières :''' Le fichier XML des matériaux à utiliser (materials.xml par défaut, peut être modifié par materials-dds.xml pour utiliser les textures DDS).&lt;br /&gt;
&lt;br /&gt;
=== Heure ===&lt;br /&gt;
[[File:fgrun-wiki-a07.jpg|thumb|Heure]]&lt;br /&gt;
* '''Heure locale :''' Synchronisize l'heure de simulation avec l'heure locale. &lt;br /&gt;
* '''Heure réelle :''' Quelle heure est-il ? &lt;br /&gt;
&lt;br /&gt;
=== Réseau ===&lt;br /&gt;
[[File:fgrun-wiki-a08.jpg|thumb|Réseau]]&lt;br /&gt;
* '''Indicatif :''' Votre indicatif (callsign) sur le réseau. Il est utilisé pour reconnaître les autres pilotes et pour le suivi de vos vols.&lt;br /&gt;
&lt;br /&gt;
'''voir :''' [[:fr:Howto:_Multijoueur|Multiplayer Howto]]&lt;br /&gt;
&lt;br /&gt;
=== Entrée/Sortie ===&lt;br /&gt;
[[File:fgrun-wiki-a09.jpg|thumb|Entrée/Sortie]]&lt;br /&gt;
&lt;br /&gt;
=== Avionique ===&lt;br /&gt;
[[File:fgrun-wiki-a10.jpg|thumb|Avionique]]&lt;br /&gt;
&lt;br /&gt;
=== Propriétés ===&lt;br /&gt;
[[File:fgrun-wiki-a11.jpg|thumb|Propriétés]]&lt;br /&gt;
Ici vous pouvez modifier ou ajouter de nouvelles [[Property|propriétés]]. C'est comme ajouter &amp;lt;tt&amp;gt;--prop:...&amp;lt;/tt&amp;gt; sur [[Command Line Parameters|la ligne de commande]].&lt;br /&gt;
&lt;br /&gt;
=== Deboguage ===&lt;br /&gt;
[[File:fgrun-wiki-a12.jpg|thumb|Deboguage]]&lt;br /&gt;
* '''Niveau de messages :''' De 'alerte' ou ne s'affiche que les erreurs graves à 'tout-venant' qui va tracer toute l'activité de Flightgear (et qui va ralentir l'exécution du programme).&lt;br /&gt;
* '''Tracer les propriétés lues :'''&lt;br /&gt;
* '''Tracer les propriétés écrites :'''&lt;br /&gt;
=== Environnement ===&lt;br /&gt;
[[File:fgrun-wiki-a13.jpg|thumb|Environnement]]&lt;br /&gt;
&lt;br /&gt;
=== Météo ===&lt;br /&gt;
[[File:fgrun-wiki-a14.jpg|thumb|Météo]]&lt;br /&gt;
* '''Direction du vent :''' Direction du vent.&lt;br /&gt;
* '''Cap :''' Direction de laquelle vient le vent.&lt;br /&gt;
* '''Vitesse :''' Vitesse du vent en noeuds (kts).&lt;br /&gt;
* '''Météo réelle :''' Utilise les information de météo réelle [[METAR#METAR|METAR]].&lt;br /&gt;
&lt;br /&gt;
=== Nuages ===&lt;br /&gt;
[[File:fgrun-wiki-a15.jpg|thumb|Nuages]]&lt;br /&gt;
* '''Altitude :''' A quelle hauteur (en pieds) se trouvent les nuages ?&lt;br /&gt;
* '''Epaisseur :''' Quelle est l'epaisseur (en pieds) de la couche de nuages ?&lt;br /&gt;
&lt;br /&gt;
== Contenu connexe ==&lt;br /&gt;
* [[FGo!]], un lanceur avec une interface graphique simple pour FlightGear écrit en Python&lt;br /&gt;
* [[JFlightWizard]], une autre interface graphique&lt;br /&gt;
* [[FlightGear related projects]] différents projets relatifs à FlightGear&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Launch Control]]&lt;br /&gt;
[[en:FlightGear Launch Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:GPL software]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=59612</id>
		<title>List of developed airports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=List_of_developed_airports&amp;diff=59612"/>
		<updated>2013-04-22T15:40:57Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Airports */ +Hong Kong International Airpot (VHHH)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists developed airports which are included in FlightGear if two conditions are fulfilled. Airports are listed here if&lt;br /&gt;
* at least one building or [[Signs|taxi signs]] have been placed&lt;br /&gt;
* the respective objects are represented in the [[FlightGear Scenery Database]]. &lt;br /&gt;
Every improvement listed here can be downloaded using [[TerraSync]] and it will also be included in the next [[World Scenery]] release. &lt;br /&gt;
&lt;br /&gt;
If you are currently developing an airport, please feel free to add it to [[Airports under construction]]. For a list of currently ongoing scenery related projects, please check out [[Current Scenery Projects]].&lt;br /&gt;
&lt;br /&gt;
The ICAO codes link to the FlightGear mapserver, which - among other things - contains information about the current status of the [[FlightGear Scenery Database]]. On a map, you will see&lt;br /&gt;
* the current airport layout with runways, taxiways and aprons&lt;br /&gt;
* red dots: static objects in the scenery database made especially for this airport&lt;br /&gt;
* dark red dots: shared models in the scenery database placed at this airport&lt;br /&gt;
* green dots: [[Signs|taxi signs]] placed at the airport&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can sort the table by clicking one of the [[File:Sort none.gif]] symbols in the row headers.&lt;br /&gt;
&lt;br /&gt;
== Airports ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; | ICAO !! style=&amp;quot;background:#efefef&amp;quot; | Name !! style=&amp;quot;background:#efefef&amp;quot; | Country !! style=&amp;quot;background:#efefef&amp;quot; | Continent !! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | Comment&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.76716&amp;amp;lat=51.13277&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDC] || [[Dresden Airport]] || Germany || Europe || some models: tower, terminal, animated hangars etc.  ''Everything published via TerraSync''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=8.56293&amp;amp;lat=50.03795&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDF] || [[Frankfurt am Main Airport]] || Germany || Europe || Fully modeled with [[Signs]] and [[Interactive Traffic]] and unique scycrapers downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDH || [[Hamburg Airport]] || Germany || Europe || Fully modeled, plus unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.40379&amp;amp;lat=52.47502&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDI] ||[[Berlin Tempelhof Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDDL || [[Düsseldorf International Airport|Düsseldorf Airport]] || Germany || Europe || Tower and terminal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.78609&amp;amp;lat=48.35378&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDM] || [[Munich Airport]] || Germany || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=12.23603&amp;amp;lat=51.42262&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDP] || [[Leipzig/Halle Airport]] || Germany || Europe || Fully modeled with [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=13.28992&amp;amp;lat=52.55917&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDDT] || [[Berlin Tegel Airport]] || Germany || Europe || Tower, terminals, [[Signs]] and unique buildings downtown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDFM || [[Mannheim City Airport]] || Germany || Europe || Basic models of tower, terminals and hangars&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=10.71706&amp;amp;lat=53.80496&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDHL] || [[Lübeck Blankensee Airport]] || Germany || Europe || Almost complete, home of the [[Piper PA34-200T Seneca II|Seneca]] used to model the FlightGear version. A modified tile is available at [http://www.t3r.de/fg/scenery/ Torsten's scenery site]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.16278&amp;amp;lat=50.76767&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EDKB] || [[Bonn-Hangelar Airport]] || Germany || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDVE || [[Braunschweig Airport]] || Germany || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EEKE || Kuressaare Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETN || Lennart Meri Tallinn Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EETU || Tartu Airport || Estonia || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=25.04487&amp;amp;lat=60.25318&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHF] || Helsinki-Malmi Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=24.95253&amp;amp;lat=60.3206&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EFHK] || Helsinki-Vantaa Airport || Finland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=22.26281&amp;amp;lat=60.51412&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTFFFF EFTU] || Turku Airport || Finland || Europe || Tower and terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGFF || Cardiff Airport || United Kingdom || Europe || One building: British Airways Maintenance Facility&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGP || Liverpool John Lennon Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGGW || London Luton Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGKA || Shoreham Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.19224&amp;amp;lat=51.14869&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGKK] || [[London Gatwick]] || United Kingdom || Europe || Complete and fully modeled to highest level of detail with day and night textures; AI parking and ground network&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-0.46095&amp;amp;lat=51.47139&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EGLL] || London Heathrow Airport || United Kingdom || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGPH || Edinburgh Airport || United Kingdom || Europe || Tower, terminal, park deck, and some shared models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=1.28469&amp;amp;lat=52.67713&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EGSH] || Norwich Airport || United Kingdom || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EH01 || [[VU University Medical Center]] || Netherlands || Europe || Complete hospital building including on-roof heli platform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=4.75487&amp;amp;lat=52.31296&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF EHAM] || [[Amsterdam Airport Schiphol]] || Netherlands || Europe || Fully modeled, bussiest AI airport currently&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHEH || Eindhoven Airport || Netherlands || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=5.51885&amp;amp;lat=52.45717&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF EHLE] || [[Lelystad Airport]] || Netherlands || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EHVK || [[Volkel Air Base]] || Netherlands || Europe || Shelters and detailed airport layout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EIDW || [[Dublin Airport]] || Ireland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.11017&amp;amp;lat=62.56037&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENAL] || Ålesund Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=6.10949&amp;amp;lat=61.83027&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF ENSD] || Sandane Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENVA || Trondheim Værnes Airport || Norway || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESGP || Göteborg Airport || Sweden || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-106.60912&amp;amp;lat=35.04021&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KABQ] || Albuquerque Sunport Airport, NM || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-84.42809&amp;amp;lat=33.63672&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KATL] || [[Hartsfield - Jackson Atlanta International Airport]], GA || USA || America || Terminal modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KAUS || Austin-Bergstrom Airport, TX || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.66833&amp;amp;lat=39.17535&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KBWI] || Baltimore-Washington International, MD || USA || America || Terminal modeled with jetways, parking garage, support buildings and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-76.92254&amp;amp;lat=38.98062&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KCGS] || College Park Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDCA || Reagan National Airport, VA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-104.67318&amp;amp;lat=39.86166&amp;amp;zoom=13&amp;amp;layers=B000000TFFFFTFFFTTFFF KDEN] || [[Denver_International_Airport|Denver Airport, CO]] || USA || America || One terminal modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KDTW || Detroit Metropolitan Wayne County Airport, MI || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KFHR || Friday Harbor Airport, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KIND || Indianapolis Airport, IN || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.07589&amp;amp;lat=32.31118&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KJAN] || Jackson-Evers Airport, MS || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KJFK || [[John F. Kennedy International Airport]], NY || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLAS || Las Vegas McCarran Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-118.40809&amp;amp;lat=33.9425&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLAX] || [[Los Angeles International Airport]], CA || USA|| America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KLSV || [[Nellis Air Force Base]], NV || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-109.4667&amp;amp;lat=47.04924&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KLWT] || Lewistown Municipal Airport, MT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMCI || Kansas City Airport, MO || USA || America || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KMTN || Martin State Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-117.69181&amp;amp;lat=35.68565&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KNID] || China Lake Naval Air Weapons Station, CA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.04918&amp;amp;lat=37.4162&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF KNUQ] || Moffett Federal Airfield, CA || USA || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.22062&amp;amp;lat=37.7214&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOAK] || [[Oakland International Airport]], CA || USA || America || Realistic terminal, currently undergoing maintenance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KORD || Chicago [[O'Hare International Airport]], IL || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-88.55704&amp;amp;lat=43.98436&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOSH] || Wittman Regional Airport, Oshkosh, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-75.12398&amp;amp;lat=38.31045&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KOXB] || Ocean City Municipal Airport, MD || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.59751&amp;amp;lat=45.58871&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KPDX] || Portland Airport, OR || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KPHX || Phoenix Sky Harbor Airport, AZ || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KRNO || Reno/Tahoe Airport, NV || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSEA || [[Seattle-Tacoma International Airport]], WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-122.3749&amp;amp;lat=37.61897&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF KSFO] || [[San Francisco International Airport]], CA || USA || America || FlightGear's default airport, terminal buildings, airport lights and airport train.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KSLC || Salt Lake City International Airport, UT || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KVUO || Pearson Field Airport, Vancouver, WA || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LDSP || Split Airport || Croatia || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEBB || Bilbao || Spain || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.35465&amp;amp;lat=49.04626&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LFFE] || Enghien Moisselles Airfield || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.56241&amp;amp;lat=49.00972&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPG] || Charles de Gaulle International Airport || France || Europe || Fully modeled, very detailed, high resolution textures &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=2.60632&amp;amp;lat=48.89629&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFPH] || Chelles Le Pin Airport || France || Europe || Fully modeled, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPL || Lognes Emerainville Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPO || Paris-Orly Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFPZ || St-Cyr-l’École Airport || France || Europe || Fully modeled, very detailed, high resolution textures&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-4.15167&amp;amp;lat=48.53014&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LFRJ] || [[Landivisiau Naval Air Base]] || France || Europe || Modeled airport with arresting cables and [[Signs]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LFSB || Basel-Mulhouse || Switzerland || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILN || Venegono Airport || Italy || Europe || Developed airport&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILQ || Massa Cinquale Airport || Italy || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LILV || Valbrembo Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMC || Milano-Malpensa Airport || Italy  || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.70741&amp;amp;lat=45.66952&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIME] || [[Orio al Serio Airport]], Bergamo || Italy || Europe || Fully modelled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=9.27521&amp;amp;lat=45.44776&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF LIML] || [[LIML|Milano-Linate Airport]] || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=7.36789&amp;amp;lat=45.73857&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LIMW] || Aosta Airport || Italy || Europe || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=11.34397&amp;amp;lat=47.26023&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF LOWI] || [[Innsbruck Airport]] || Austria || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LROP || Bucharest Otopeni || Romania || Europe || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSGS || Sion Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LSZB || Bern-Belp Airport || Switzerland || Europe || Basic development only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANC || Ted Stevens Anchorage International Airport || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=136.80541&amp;amp;lat=34.85841&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFFFFFTTFFF RJGG] || [[Chūbu Centrair International Airport]] || Japan || Asia || Detailed airport buildings, taxiway layout and customized terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=139.78114&amp;amp;lat=35.5533&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RJTT] || [[Tokyo Haneda International Airport]] || Japan || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=126.45051&amp;amp;lat=37.46909&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RKSI] || Seoul Incheon Airport || South Korea || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=121.01349&amp;amp;lat=14.51024&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF RPLL] || Manila Aquino Airport || Philippines || Asia || Tower and three large terminals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAPA || V.C. Bird Intl Airport || Antigua and Barbuda || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TDPD || Melville Hall Airport || Dominica || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFF || Martinique Aimé Césaire International Airport || Martinique, France || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TFFG || Grand Case Airport || St. Maarten, Netherlands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TIST || Cyril E. King Airport || US Virgin Islands || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TJSJ || Luis Muñoz Marín International Airport || Puerto Rico || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TKPK || Robert L. Bradshaw International Airport || St. Kitts || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCM || [[Princess Juliana International Airport]] || St. Maarten, Netherlands || America || Fully modeled, customized terrain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TNCS || Junacho E. Yrausquin Airport || Saba || America || Fully modeled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TQPF || Clayton J. Lloyd International Airport || Anguilla || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-49.17201&amp;amp;lat=-25.53101&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBCT] || Afonso Pena International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.65768&amp;amp;lat=-23.62558&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBSP] || Congonhas Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-46.46864&amp;amp;lat=-23.43351&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBGR] || Guarulhos International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-48.54304&amp;amp;lat=-27.6685&amp;amp;zoom=15&amp;amp;layers=B0000000TFFFTFFFTFFFFFFF SBFL] || Hercílio Luiz International Airport || Brazil || South America || 3D Fully modeled - Download [http://www.grupofgbr.com.br/aeroportos#!__aeroportos Site Group FGBR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIDP || Indira Gandhi International Airport || India || Asia || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=113.9183&amp;amp;lat=22.308&amp;amp;zoom=14&amp;amp;layers=B000000TFFFFTFFFTTFFF VHHH] || Hong Kong International Airport || Hong Kong || Asia || Terminals, control towers, some other buildings &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-90.13769&amp;amp;lat=43.83872&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 82C] || Mauston-New Lisbon Union Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [http://mapserver.flightgear.org/map/?lon=-89.02545&amp;amp;lat=44.50485&amp;amp;zoom=15&amp;amp;layers=B000000TFFFFTFFFTTFFF 68C] || Iola Central County Airport, WI || USA || America || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggested}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:Airports]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Improve_framerates&amp;diff=59319</id>
		<title>Howto:Improve framerates</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Improve_framerates&amp;diff=59319"/>
		<updated>2013-04-01T16:10:06Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Texture compression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anything below about 15 frames per second (fps) is close to unusable, or at least, will not be enjoyable. In fact, you'll probably want to aim for 25-35 fps minimum, and a maximum frame spacing (latency) of ~50 ms.&lt;br /&gt;
&lt;br /&gt;
Additionally, the more the framerate decreases, the more other features of the simulation will suffer. The current [[FlightGear]] software architecture is such that long rendering times (slow framerates) may prevent other parts of the flight simulator, such as the autopilot, from having sufficient CPU time to respond correctly in the context of the simulation.&lt;br /&gt;
&lt;br /&gt;
FlightGear's framerate is influenced by various factors, including:&lt;br /&gt;
&lt;br /&gt;
* [[scenery]] complexity (terrain, clouds, trees, particles, random 3D objects, multiplayer/AI traffic, animated jetways)&lt;br /&gt;
* [[cockpit]] complexity (2D vs. 3D)&lt;br /&gt;
* environmental options (eg. visibility, precipitation)&lt;br /&gt;
* [[FDM]] update interval&lt;br /&gt;
* AI scenarios&lt;br /&gt;
* [[aircraft]] speed (scenery paging)&lt;br /&gt;
* rendering options&lt;br /&gt;
* debugging level&lt;br /&gt;
&lt;br /&gt;
You can disable most features that often adversely affect framerate. Here is a collection of settings that you may change to improve your framerate. Please note that some of these will only take effect if they're specified at startup and cannot be changed after the simulation has started.&lt;br /&gt;
&lt;br /&gt;
If you are seeing FlightGear crashing, please see [[Howto:Debugging FlightGear Crashes]] (also take a look at this if you find that enabling certain features slows down the simulator considerably).&lt;br /&gt;
If you are experiencing system lockups, please see [[System Crashes]].&lt;br /&gt;
&lt;br /&gt;
== Analyzing lag properly (frame spacing and worst case latency) ==&lt;br /&gt;
&lt;br /&gt;
In FlightGear =&amp;gt; 2.60, use the menu option Debug =&amp;gt; Monitor System Performance to analyze stutters.&lt;br /&gt;
&lt;br /&gt;
In a perfect world, min/max/mean values should be almost identical for every subsystem - and standard deviation should be almost 0. Larger differences / high standard deviations result in a sloppy simulation and stuttering movements, though they'll hardly influence the frames-per-second value at all.&lt;br /&gt;
&lt;br /&gt;
Also, imagine a system producing 100 frames in 0.5 seconds, then blocking completely for another 0.5 seconds. The fps display would still show &amp;quot;100fps&amp;quot;, which seems great. But the 0.5 second stutter cause the visual performance to be terrible. That's why I prefer to display &amp;quot;(worst-case) frame spacing&amp;quot; instead of fps (View =&amp;gt; Display Options =&amp;gt; Show frame spacing). The frame spacing for the previous example would show &amp;quot;500ms&amp;quot;, while a system producing 100 frames with perfectly even spacing would show &amp;quot;10ms&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
So, frame spacing is a much better property to judge visual quality than just watching fps.&lt;br /&gt;
&lt;br /&gt;
For more info, please see [[Howto: Use the system monitor]].&lt;br /&gt;
&lt;br /&gt;
== Hints for users ==&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
As of FlightGear 2.0.0, a growing number of [[shaders]] is being implemented into FlightGear. While these do make your flights visually appealing, they tend to have quite an impact on most computers. Luckily you can easily disable shaders in the &amp;lt;tt&amp;gt;View &amp;gt; Rendering Options&amp;lt;/tt&amp;gt; dialog. As of FlightGear 2.6.0 an advanced shader options dialog is available, in which you can adjust every single shader's setting. To disable the shaders on startup, run FlightGear with:&lt;br /&gt;
 --prop:/sim/rendering/shaders/quality-level=0&lt;br /&gt;
Leave out the &amp;lt;code&amp;gt;--prop:&amp;lt;/code&amp;gt; prefix when adding the command via &amp;lt;tt&amp;gt;Advanced &amp;gt; Properties&amp;lt;/tt&amp;gt; on the last page of FGRun.&lt;br /&gt;
&lt;br /&gt;
It requires some testing to find out what settings are best for your computer, but it's defenitely worth spending some time on!&lt;br /&gt;
&lt;br /&gt;
Starting with FG &amp;gt;= 2.10, FlightGear releases will default to shader quality level 0 for these reasons.&lt;br /&gt;
&lt;br /&gt;
=== Other windows/programs ===&lt;br /&gt;
Don't run FlightGear while also running another application, except if you need it. The two programs are competing for the CPU's proccessing power. As a basic rule, try to minimize the amount of programs open, so FlightGear can have the biggest portion of the CPU Times. Graphics-intensive programs also drain the GPU/graphics card, so you may be able to add a few frames.&lt;br /&gt;
&lt;br /&gt;
=== AI traffic ===&lt;br /&gt;
[[Interactive Traffic|AI-traffic]] is computer controlled traffic, which includes traffic over the [[Howto: Multiplayer|MP network]]. By turning off this function you're not able to see other aircraft.&lt;br /&gt;
&lt;br /&gt;
Most stuttering, or lag, in FlightGear is caused by AI traffic. Especially heavy models need quite some time to load, eg the [[Grumman F-14 Tomcat|F-14]] or the [[Rockwell B-1B Lancer|B-1B]]. Every time a new aircraft enters your local area, your computer has to load the model for that particular aircraft. The time required to read the data from the drive creates a stutter, or lag, which can range from a minor annoyance to a crash. The busier the place you fly, the more lag you'll get; eg flying around KSFO will generate more lag than a flight near EGLL, since there is more traffic near KSFO.&lt;br /&gt;
&lt;br /&gt;
Turning off just the computer-generated aircraft (leaving the MP traffic visible), can be done by adding a command to your commandline:&lt;br /&gt;
 --prop:/sim/traffic-manager/enabled=0&lt;br /&gt;
Or via [[FGRun]] through Advanced &amp;gt; Properties, add a new property with &amp;lt;tt&amp;gt;/sim/traffic-manager/enabled=0&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Operating system specific ===&lt;br /&gt;
Many newer Linux distributions, like openSUSE 11.2, come with KDE4 as a desktop environment. While it allows some fancy desktop effects, it is known to consume enough computing power from the CPU and the graphics card to slow FlightGear down by 10 frames per second or even more. Choosing another window manager from the login screen, like xfce results in higher FlightGear performance. Setting &amp;quot;Compositing&amp;quot; to &amp;quot;off&amp;quot; in KDE4 might also help.&lt;br /&gt;
&lt;br /&gt;
=== Debugging/log level ===&lt;br /&gt;
The more FlightGear has to write out to the log, the more framerates will be sacrificed. On normal usage, one is best of with the highest log level, which is ''alert''. In FGRun this can be set via &amp;lt;tt&amp;gt;Advanced &amp;gt; Debugging&amp;lt;/tt&amp;gt;, on a commandline you'll use &amp;lt;tt&amp;gt;--log-level=alert&amp;lt;/tt&amp;gt; (or simply remove an existing --log-level command, as alert is the default).&lt;br /&gt;
&lt;br /&gt;
=== Optimus Technology ===&lt;br /&gt;
Most notebooks that run Windows 7 have the so called [http://www.nvidia.com/object/optimus_technology.html Optimus Technology] (NVidia) or Hybrid Graphics technology (ATI) onboard. This is meant to increase battery life, by automatically switching of the powerfull graphics card when it's not needed. However, FlightGear needs it all the time, even if Optimus says it doesn't! This miscommunication results in low framerates (because your computer will run Flightgear on the weak onboard processor) and often FlightGear will quit with the following error:&lt;br /&gt;
 Unknown exception in the main loop. Aborting... &lt;br /&gt;
 Possible cause: Not enough space&lt;br /&gt;
&lt;br /&gt;
==== nVidia ====&lt;br /&gt;
To make use of the powerful graphics card, perform the following steps:&lt;br /&gt;
# Go to the NVidia control panel. Probably located in the Windows Control Panel.&lt;br /&gt;
# Open the 3D Settings tab. Now there's two options you can take:&lt;br /&gt;
#* On the &amp;quot;General settings tab&amp;quot;, set &amp;quot;Prefered graphics processor&amp;quot; to NVidia. The NVidia card will now be used for all software. This can decrease battery life significantly.&lt;br /&gt;
#* On the &amp;quot;Programm settings&amp;quot; tab, locate &amp;lt;tt&amp;gt;fgfs.exe&amp;lt;/tt&amp;gt; (eg. &amp;lt;tt&amp;gt;C:/Program Files/FlightGear/bin/win32/fgfs.exe&amp;lt;/tt&amp;gt;) and assign the NVidia card to it. From now on the NVidia card will be used for FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== Texture compression ===&lt;br /&gt;
It is possible that texture compression is not handled correctly by the graphic card or the driver, causing stuttering (usually when turning left/right or when loading new tiles).&lt;br /&gt;
Compression can be disabled by adding &lt;br /&gt;
 --prop:/sim/rendering/texture-compression=off&lt;br /&gt;
on the command line (or in FGRUN options). This is for nVidia and ATI cards [1]. And usefull for Intel integrated chips with MesaGL, that suffer from bugs with texture compression and fgfs.&lt;br /&gt;
&lt;br /&gt;
== Hints for developers ==&lt;br /&gt;
=== 3D models ===&lt;br /&gt;
Contrary to what many people believe, the impact of high vertex-count models on framerate is fairly minimal. In addition, for graphics hardware built after 2004 and intended for games (example: Nvidia GeForce 6 series), textures are close to, or completely, free. Today (in 2010), the major graphics bottleneck is between the CPU and the GPU. The goal in optimizing models is to store as much as possible on the GPU and reduce the number of rendering commands sent to the GPU. For graphic artists, the key things to remember are:&lt;br /&gt;
&lt;br /&gt;
* Reduce the number of different textures used on a model to a minimum. It's better to use a few (or one!) big textures than many little ones.&lt;br /&gt;
* Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead.&lt;br /&gt;
* Within your modeling tool, try work with large meshes instead of groups of small meshes - but please don't mistake this as a request for grouping multiple, distinct buildings into a single AC3D file. I know that this can result in a very unpleasant workflow; we are working on optimizations in FlightGear that will combine mesh parts automatically.&lt;br /&gt;
* Textures containing alpha cause various problems. In order to be rendered correctly, translucent geometry must be sorted by distance on the CPU. Furthermore, geometry is sorted on a course level (basically by mesh), so you may see various artifacts. If you have some transparent parts of a model, you should violate the first rule above and assign those parts to their own texture.&lt;br /&gt;
* Don't assign an RGBA texture to a model that is completely opaque!&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Settings for slower graphics cards]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_15286 Optimizing file size, performance and streaming of 3D content]&lt;br /&gt;
&lt;br /&gt;
[1] http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg56181.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Framerates Improve]]&lt;br /&gt;
[[Category:Performance_tuning]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Ryan_NYP&amp;diff=58466</id>
		<title>Ryan NYP</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Ryan_NYP&amp;diff=58466"/>
		<updated>2013-03-04T22:34:54Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +fgname&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image     = Ryan-SoSL.jpg&lt;br /&gt;
|name      = ''Spirit of St Louis''&amp;lt;br /&amp;gt;Ryan NYP&lt;br /&gt;
|type      = Long-range aircraft &lt;br /&gt;
|livery    = &lt;br /&gt;
|fdm       = YASim&lt;br /&gt;
|status    = Alpha&lt;br /&gt;
|authors   = Emmanuel Baranger (3D), Pierre Geoffroy (FDM), Laurent Hayvel (texture)&lt;br /&gt;
|fgname    = ryan-sosl	&lt;br /&gt;
|download  = http://www.flightgear.org/Downloads/aircraft-2.0.0/#Ryan-SoSL&lt;br /&gt;
}}&lt;br /&gt;
The '''Spirit of St. Louis''' is the custom-built single engine, single seat monoplane that was flown solo by Charles Lindbergh on May 20–21, 1927, on the first non-stop flight from New York to Paris.&lt;br /&gt;
&lt;br /&gt;
The SoSL is currently on display at the [[National Air and Space Museum]].&lt;br /&gt;
&lt;br /&gt;
[[Category:High wing aircraft]]&lt;br /&gt;
[[Category:Propeller aircraft]]&lt;br /&gt;
[[Category:Single-engine aircraft]]&lt;br /&gt;
[[Category:Special-purpose aircraft]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Ogel&amp;diff=58465</id>
		<title>Ogel</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Ogel&amp;diff=58465"/>
		<updated>2013-03-04T21:50:20Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +fgname&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{aero-stub}}&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image = Ogel.jpg&lt;br /&gt;
|name = Ogel&lt;br /&gt;
|type = fantasy&lt;br /&gt;
|livery = yes&lt;br /&gt;
|fdm = JSBSim&lt;br /&gt;
|status-fdm	= 5&lt;br /&gt;
|status-systems	= 5&lt;br /&gt;
|status-cockpit	= 5&lt;br /&gt;
|status-model	= 5&lt;br /&gt;
|authors =Torsten Dreyer&lt;br /&gt;
|fgname = ogel&lt;br /&gt;
|download =&lt;br /&gt;
}}&lt;br /&gt;
ogeL experimental aircraft. &lt;br /&gt;
Make your kids happy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional aircraft]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=British_Aerospace_Sea_Harrier&amp;diff=58464</id>
		<title>British Aerospace Sea Harrier</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=British_Aerospace_Sea_Harrier&amp;diff=58464"/>
		<updated>2013-03-04T21:48:13Z</updated>

		<summary type="html">&lt;p&gt;Popolon: +fgname&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox Aircraft&lt;br /&gt;
|image =Harrier.jpg&lt;br /&gt;
|name =Sea Harrier FA2&lt;br /&gt;
|type =V/STOL Fighter Jet&lt;br /&gt;
|fdm =Yasim&lt;br /&gt;
|status=released&lt;br /&gt;
|authors =Andy Ross, Steve Havlir&lt;br /&gt;
|fgname = harrier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
3d Cockpit To Do List:&lt;br /&gt;
* Add more instruments to panel&lt;br /&gt;
* Add seat&lt;br /&gt;
&lt;br /&gt;
Features that would be nice, but I do not have time to do:&lt;br /&gt;
* working weapons&lt;br /&gt;
&lt;br /&gt;
[[Category:Attack aircraft]]&lt;br /&gt;
[[Category:Carrier-based aircraft]]&lt;br /&gt;
[[Category:Experimental aircraft]]&lt;br /&gt;
[[Category:Fighter aircraft]]&lt;br /&gt;
[[Category:VTOL aircraft]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Fr/Changelog_2.10&amp;diff=58163</id>
		<title>Fr/Changelog 2.10</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Fr/Changelog_2.10&amp;diff=58163"/>
		<updated>2013-02-22T13:43:50Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Principales avancées dans cette version */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Liste des changements de FlightGear 2.10==&lt;br /&gt;
&lt;br /&gt;
L'équipe de développement de FlightGear est heureuse de vous annoncer la sortie de la version 2.10 de FlightGear, le simulateur de vol libre et gratuit.  Cette nouvelle version comprend de nouvelles fonctionnalités passionnantes, des améliorations et des corrections d'anomalies. Les principales améliorations de cette version comprennent une plus grande facilité d'utilisation, un meilleur rendu du terrain et un système de rendu 2D complètement exploitable à partir de scripts.&lt;br /&gt;
&lt;br /&gt;
Créé en 1997, FlightGear est développé par un groupe mondial de volontaires, qui se rejoignent autour d'une même ambition : celle de créer le simulateur de vol le plus réaliste possible, gratuit et libre d'utilisation, de modification et de distribution. FlightGear est utilisé dans le monde entier par des amateurs de simulation de vol, par la recherche universitaire et lors d'expositions interactives dans les musées.&lt;br /&gt;
&lt;br /&gt;
FlightGear propose plus de 400 aéronefs, une base de données des scènes mondiale, un environnement multijoueurs, une modélisation détaillée du ciel, un système de modélisation des aéronefs ouvert et flexible, des options de réseau variées, une prise en charge des configurations multi-écrans, un langage de script puissant et une architecture ouverte. Mieux encore, étant libre, le simulateur appartient à la communauté et chacun est encouragé à contribuer.&lt;br /&gt;
&lt;br /&gt;
Téléchargez FlightGear v2.10 gratuitement à l'adresse [http://www.flightgear.org FlightGear.org]&lt;br /&gt;
&lt;br /&gt;
FlightGear - Volez librement ! &lt;br /&gt;
&lt;br /&gt;
=== Principales avancées dans cette version ===&lt;br /&gt;
&lt;br /&gt;
'''Modularité avancée'''&lt;br /&gt;
&lt;br /&gt;
Les améliorations de l'architecture introduits dans cette version signifient que les sous-systèmes comme le gestionnaire de trafic peuvent être arrêtés et redémarrés dynamiquement au sein d'une session de simulation. Dans les version futures, il est attendu que de plus en plus de sous-systèmes prendront en charge cette fonction, rendant FG plus évolutif et flexible pour des simulateurs distribués entre plusieurs machines.&lt;br /&gt;
&lt;br /&gt;
'''Diffusion de la lumière atmosphérique'''&lt;br /&gt;
&lt;br /&gt;
[[File:Light_scattering_dec12_05.jpg|thumb|400px|Au-dessus des Alpes en F-14b au crépuscule]]&lt;br /&gt;
&lt;br /&gt;
La diffusion de la lumière atmosphérique ([[Atmospheric light scattering]]) est un cadre de rendu alternatif, mettant en oeuvre un brouillard dépendant de l'environnement exceptionnellement réaliste et des calculs d'illumination pour les nuages et le terrain. La simulation inclue les modèles d'illumination suivants :&lt;br /&gt;
* Rayleigh, Mie et diffusion multiple et diffuse de la lumière dans l'atmosphère, sur la brume et les nuages, pour une illumination atmosphérique plus réaliste.&lt;br /&gt;
* Simulation de la brume de sol volumétrique, qui varie en épaisseur horizontalement et verticalement..&lt;br /&gt;
* Courbes de lumière diffuse et ambiante réaliste pour les conditions de l'aube et du crépuscule, rendant les vols crépusculaires plus réalistes.&lt;br /&gt;
* Amélioration du vol VFR de nuit grâce à un modèle d'illumination lié à la lumière de la Lune.&lt;br /&gt;
&lt;br /&gt;
Utilisé en combinaison avec la météo avancée, il fonctionne comme une simulation intégrée de l'environnement, au sein de laquelle les éléments individuels s'influencent mutuellement. Par exemple :&lt;br /&gt;
* les nuages et les vents sont influencés par la distribution de l'élévation du terrain&lt;br /&gt;
* les vents prédominants, les courbures du terrain et la stabilité des couches basses de l'atmosphère déterminent la forme des nuages visibles&lt;br /&gt;
* les couches nuageuses et la brume influencent la couleur et l'intensité des réflexions de la lumière&lt;br /&gt;
* les vents influencent les motifs des vagues sur l'eau&lt;br /&gt;
* la lumière au lever et au coucher du soleil dépendent de l'altitude et de la position, permettant l'apparition de phénomènes comme le reflet des Alpes ou des nuages fortement illuminés à haute altitude alors que le sol est sombre.&lt;br /&gt;
&lt;br /&gt;
Pour les cartes graphiques les plus puissantes, le cadre de rendu comprend une texturation procédurale du terrain, ce qui apporte les fonctionnalités suivantes :&lt;br /&gt;
* Texturation du terrain dépendant de la pente du terrain, de manière à ce que les scènes donnent un meilleur rendu, avec moins d'artéfacts liées au tuilage.&lt;br /&gt;
* Effets haute-résolution pour les textures en vue près du sol avec une résolution offrant jusqu'à 10 cm de détail et un effet de bosses pour les vols à basse altitude et une meilleure résolution de la profondeur.&lt;br /&gt;
* Les effets dus à l'environnement, comme l'humidité du terrain (y compris les flaques), la présence de poussières, de mousses et et neige. Le tout ajustable par l'utilisateur et respectant la pente du terrain lorsque cela est nécessaire.&lt;br /&gt;
&lt;br /&gt;
''' Performances améliorées, occupation réduite de la mémoire'''&lt;br /&gt;
&lt;br /&gt;
Le temps de démarrage et l'occupation de la mémoire ont été réduits grâce à l'implémentation d'un cache des données de navigation. Des réductions complémentaires de la mémoires ont été obtenues par une amélioration des bâtiments aléatoires. Le nombre d'images par secondes a été amélioré lors de l'utilisation des nuages 3D, particulièrement dans des conditions couvertes.&lt;br /&gt;
&lt;br /&gt;
''' Facilité d'utilisation '''&lt;br /&gt;
[[File:Joystick Configuration Dialog.jpg|thumb|400px|Interface de configuration du joystick]]&lt;br /&gt;
&lt;br /&gt;
Améliorer la facilité d'utilisation de FlightGear a été au centre des intérêts de plusieurs développeurs pour cette version. Les changements incluent :&lt;br /&gt;
* Un nouvel outil permettant la configuration du joystick directement depuis le simulateur, facilitant la configuration des joysticks pour les nouveaux utilisateurs comme ils le souhaitent et leur permettant de voler rapidement !&lt;br /&gt;
* La console Nasal a été améliorée pour permettre le copier/coller et faciliter le développement des scripts Nasal.&lt;br /&gt;
* La boîte de dialogue « A propos de » inclue dorénavant des informations système complémentaires, et la possibilité de copier l'information vers le bloc notes, facilitant et accélérant le diagnostic à distance des problèmes des utilisateurs.&lt;br /&gt;
* L'option de choix des aéroports affiche dorénavant une vue en hauteur de l'aéroport choisi. Ainsi, les utilisateurs peuvent prévisualiser leur futur emplacement, et cela facilite le choix de la bonne piste ou de la bonne position de parking.&lt;br /&gt;
* Les check-lists ont été introduites pour un certain nombre d'aéronefs.&lt;br /&gt;
* Un navigateur de documentation inclus dans le simulateur est dorénavant inclus, de manière à ce que les utilisateurs puissent visualiser de manière plus simple toute la documentation disponible dans le paquetage de base.&lt;br /&gt;
* Les interfaces utilisateur de configuration de la météo on été fusionnées et rationalisées en une seule interface météo, facilitant le choix d'un vol VFR par beau temps, ou une approche CAT III plus compliquée.&lt;br /&gt;
* Le suivi du vol peut dorénavant être affiché dans la carte présente dans le simulateur.&lt;br /&gt;
* Il est maintenant possible de sauvegarder les rejeux du vol dans un enregistreur de vol, l'éditer de manière externe pour ajouter un commentaire, et le rejouer comme un tutoriel, avec la possibilité pour l'utilisateur d'en prendre le contrôle à n'importe quelle phase.&lt;br /&gt;
* Le dialogue de configuration multijoueurs inclue dorénavant une liste générée dynamiquement de serveur multijoueurs actifs, facilitant l'accès à l'environnement multijoueurs mondial de FlightGear.&lt;br /&gt;
&lt;br /&gt;
''' Internationalisation '''&lt;br /&gt;
FlightGear continue à profiter de contributions de par le monde.&lt;br /&gt;
* Le manuel FlightGear est dorénavant inclus en anglais et en français.&lt;br /&gt;
* Les messages système au démarrage sont disponibles en huit langues, tout comme les menus de premier niveau du simulateur.&lt;br /&gt;
&lt;br /&gt;
''' Planification des vols et gestionnaires de routes '''&lt;br /&gt;
&lt;br /&gt;
* Le gestionnaire de routes a dorénavant une meilleure prise en charge des procédures Navigraph.&lt;br /&gt;
* Les procédures SIDs et STARs générées automatiquement sont disponibles pour les aéroports pour lesquels les véritables procédures ne sont pas disponibles. Cela génère des approches directes plausibles et des points de cheminements réalistes basés sur la route d'approche.&lt;br /&gt;
* La fonction d'extension Nasal « Plan de vol » a été améliorée, permettant la récupération d'une représentation du plan de vol stocké dans le gestionnaire de routes. Il est maintenant possible d'afficher directement une image SVG pour chaque point de cheminement et de les connecter en utilisant des chemins OpenVG.&lt;br /&gt;
&lt;br /&gt;
'''Système Canvas'''&lt;br /&gt;
&lt;br /&gt;
[[File:Airport-selection-dialog.png|thumb|400px|Dialogue de sélection de l'aéroport, en utilisant Canvas pour rendre le diagramme de l'aéroport]]&lt;br /&gt;
&lt;br /&gt;
Le système « Canvas » est le système de rendu 2D complètement scriptable de FlightGear, ce qui permet aux utilisateurs de créer facilement de nouveaux instruments, des collimateurs tête-haute et même des fenêtre de dialogue et des interfaces personnalisées en utilisant le langage intégré de FlightGear, le [[Nasal]] (qui ressemble beaucoup au JavaScript). Canvas peut également être utilisé pour la création d'affichages de cockpits « tout écran » comme les afficheurs de navigation et les autres MFD. Aucune de ces actions ne nécessite de reconstruire FlightGear à partir du code source ou d'écrire du code  C++.&lt;br /&gt;
&lt;br /&gt;
Les améliorations de Canvas dans cette version comprennent :&lt;br /&gt;
* une mise à jour du rendu mis à jour pour améliorer la performance dans des situations où une texture n'a pas besoin d'être redessinée ;&lt;br /&gt;
* la création de fenêtres d'interface, qui comprend des menus « popup » et des barres de menus ;&lt;br /&gt;
* fonction copier/coller native via deux fonctions d'extension [[Nasal]] ;&lt;br /&gt;
* des canevas intégrés, où un canevas peut comprendre des images créées par d'autres textures de canevas ;&lt;br /&gt;
* empilement de fenêtres ;&lt;br /&gt;
* images raster (les images vectorisées étaient déjà prises en charge)&lt;br /&gt;
* une gestion des évènements d'interface graphique améliorée en utilisant osgGA&lt;br /&gt;
* un nouveau système de gestion des évènements basée sur DOM&lt;br /&gt;
&lt;br /&gt;
'''Rembrandt'''&lt;br /&gt;
[[File:Fgfs-rembrandt-old-timer.jpg|thumb|400px|Le style vieux film de Rembrandt]]&lt;br /&gt;
&lt;br /&gt;
* Le [[Project Rembrandt|système de rendu Rembrandt]] a été étendu avec plusieurs filtres de post-traitement :&lt;br /&gt;
** une vision de nuit comprenant un grainage d'amplification et un champ de vision restreint&lt;br /&gt;
** un effet cinéma comprenant :&lt;br /&gt;
*** le vignettage&lt;br /&gt;
*** le décalage de couleurs, le sépia étant la valeur par défaut&lt;br /&gt;
*** la distorsion radiale (distorsion en « pelote à épingles » et « tonneau », avec compensation d'échelle)&lt;br /&gt;
*** L'aberration chromatique latérale (purple fringing)&lt;br /&gt;
*** Simulation de film ancien&lt;br /&gt;
* Des aéronefs additionnels ont été mis à jour pour prendre en charge les effets Rembrandt.&lt;br /&gt;
&lt;br /&gt;
'''Améliorations liées au système d'intelligence artificielle'''&lt;br /&gt;
* Les décollages et atterrissages des aéronefs IA sont maintenant plus réalistes.&lt;br /&gt;
* Les ravitailleurs peuvent maintenant être localisés en utilisant le marqueur de cible du collimateur tête haute.&lt;br /&gt;
&lt;br /&gt;
''' Textures régionales '''&lt;br /&gt;
&lt;br /&gt;
En se basant sur le travail réalisé en 2.8.0, les zones suivantes ont maintenant des ensembles de textures particularisées aux régions pour un terrain plus réaliste.&lt;br /&gt;
* Caraïbes&lt;br /&gt;
* Europe occidentale&lt;br /&gt;
* Islande&lt;br /&gt;
* Amérique du sud tropicale&lt;br /&gt;
&lt;br /&gt;
'''Mise en avant d'aéronefs nouveaux ou améliorés'''&lt;br /&gt;
&lt;br /&gt;
* Le Boeing 777 a un cockpit amélioré, comprenant un PFD et un affichage de navigation.&lt;br /&gt;
* Le Dassault Mirage 2000-5 a reçu diverses améliorations au niveau des instruments, du HUD et de l'armement.&lt;br /&gt;
* Le Douglas A-4F Skyhawk a vu son FDM et son cockpit amélioré, comprenant un ordinateur de navigation et de suivi de terrain.&lt;br /&gt;
* Le Hawker Hurricane a un cockpit et un FDM amélioré.&lt;br /&gt;
* Le Mudry Cap 10B, un grand classique français d'acrobatie aérienne à deux sièges a été ajouté par l'équipe PAF.&lt;br /&gt;
&lt;br /&gt;
'''Autres'''&lt;br /&gt;
&lt;br /&gt;
* De nouveaux joysticks et des pédaliers sont prises en charge par défaut.&lt;br /&gt;
&lt;br /&gt;
'''Correction d'anomalies'''&lt;br /&gt;
&lt;br /&gt;
* Voir [http://code.google.com/p/flightgear-bugs/issues/list?can=1&amp;amp;q=Milestone%3D2.10.0 notre outil de suivi d'anomalies] pour une liste exhaustive, bien qu'incomplète, de toutes les anomalies corrigées dans cette version.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Manual_Compilation_on_Ubuntu_Linux&amp;diff=54680</id>
		<title>Manual Compilation on Ubuntu Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Manual_Compilation_on_Ubuntu_Linux&amp;diff=54680"/>
		<updated>2012-10-06T23:28:48Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Obtaining and Building the Sources */  configure =&amp;gt; cmake for simgear/flightgear +libglut.so problem on 64 bits platforms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&lt;br /&gt;
'''''This is work in progress. Please do not follow this instructions yet and do not link to this page from more general instructions (see right below).'''''&lt;br /&gt;
&lt;br /&gt;
I actually try out the instructions I write on fresh installs of all four relevant system. This takes some time.&lt;br /&gt;
Expect this page to be &amp;quot;released&amp;quot; within 2 or 3 weeks, that is by mid february 2010. I will then also link to it from other &lt;br /&gt;
relevant pages.&lt;br /&gt;
&lt;br /&gt;
{{Main article|Building_FlightGear_-_Linux}} &lt;br /&gt;
&lt;br /&gt;
This section describes how to build the current developer (git) version of FlightGear on an Ubuntu Linux System.&lt;br /&gt;
&lt;br /&gt;
If you are not an Ubuntu user you will find more generic instructions on building Flightgear on Linux in [[Building FlightGear - Linux]].&lt;br /&gt;
&lt;br /&gt;
As an Ubuntu user I also suggest you consider using the automated build script as described in [[Scripted Compilation on Linux Debian/Ubuntu]] before you start following this instructions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
'''Ubuntu binary packages'''&lt;br /&gt;
&lt;br /&gt;
Ubuntu offers binary packages of FlightGear that can be installed from the Software Center in your main application menu. Unfortunatelly, these packages contain a rather obsolete&lt;br /&gt;
version of Flightgear. This instuctions describe how to obtain and compile the current developer version of FlightGear. Please remember that using the developer version has both advantages and disadvantages. While great new features are often present in this version months before they are incorporated into the next official release, some things might also occasionally be broken in the developer version. It might even happen every now and then that the sources you obtain from git might not compile at all and you will have to try again a couple of days later. If you are experiencing problems compiling or using the developer version please keep that in mind.&lt;br /&gt;
&lt;br /&gt;
These instructions are tested on both the current release (10.10) and the last LTS release (10.4) of Ubuntu, both in their 64 bit and 32 bit incarnations. If you are still using an older version I suggest you consider [https://help.ubuntu.com/community/UpgradeNotes upgrading your system].&lt;br /&gt;
&lt;br /&gt;
To be able to follow these Instructions you should have opened a Terminal before and you should have some very basic knowledge of the Linux ''command line''. It you know how to navigate between directories&lt;br /&gt;
and how to create a new subdirectory this should be enough.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
''' Removal of Ubuntu package '''&lt;br /&gt;
&lt;br /&gt;
In case you have installed the binary FlightGear packages provided by Ubuntu I suggest you remove them before moving on to your own compilation.&lt;br /&gt;
While it is theoretically no problem to have several versions of flightgear installed at different locations on your system if you know what you're doing, this often causes strange problems for beginners.&lt;br /&gt;
You can remove the Ubuntu packages using the Software Center, but I suggest to get you into the right mood for later you start using the command line now and enter:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  sudo apt-get remove flightgear simgear openscenegraph &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' Installing the dependencies '''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  sudo apt-get update&lt;br /&gt;
  sudo apt-get install git-core cvs build-essential cmake automake libboost-dev&lt;br /&gt;
  sudo apt-get install libfreetype6-dev libpng-dev libjpeg-dev libtiff-dev libgif-dev libopenal-dev&lt;br /&gt;
  sudo apt-get install libxml2-dev libcurl4-openssl-dev libx11-dev libgl1-mesa-dev&lt;br /&gt;
  sudo apt-get install libalut-dev libplib-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obtaining and Building the Sources ==&lt;br /&gt;
&lt;br /&gt;
''' Creating a build directory '''&lt;br /&gt;
&lt;br /&gt;
I suggest you create some folder off your home where you download the sources of FlightGear and its dependencies to.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  mkdir build&lt;br /&gt;
  cd build&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' Checking out the sources '''&lt;br /&gt;
&lt;br /&gt;
Now obtain the sources of simgear and flightgear. You can skip over the first line, since we will use&lt;br /&gt;
openscenegraph from the ubuntu repository. The line is kept here for reference.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  git clone git://gitorious.org/openscenegraph/osg.git&lt;br /&gt;
  git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
  git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The atlas sources are not hosted with git. The developers use cvs instead. &lt;br /&gt;
The cvs login command will ask you for a password. Just press enter (empty password) to go on.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  cvs -d:pserver:anonymous@atlas.cvs.sourceforge.net:/cvsroot/atlas login&lt;br /&gt;
  cvs -z3 -d:pserver:anonymous@atlas.cvs.sourceforge.net:/cvsroot/atlas co Atlas&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are not suffering from lack of harddisk space you do not have to remove the source folders after you are&lt;br /&gt;
done installing everything. If you keep the source folders you can save a lot of time and bandwidth next time you&lt;br /&gt;
want to update your installation of FlightGear. To upgrade the state of the source directories to the most recent,&lt;br /&gt;
enter each of the 3 git source folders and type &amp;quot;git pull&amp;quot;. Only changes since the last time you cloned or upgraded&lt;br /&gt;
will be fetched from the server. For the atlas entering &amp;quot;cvs co&amp;quot; from within the source directory will &lt;br /&gt;
accompish the same.&lt;br /&gt;
&lt;br /&gt;
''' Creating a directory for the installed components '''&lt;br /&gt;
&lt;br /&gt;
You can install FlightGear and all the dependencies that you have compiled yourself into a common subfolder of /opt.&lt;br /&gt;
This makes it easier to remove everything flightgear related later by just deleting that single folder. If you&lt;br /&gt;
want to do this, create that directory now:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  sudo -p mkdir /opt/flightgear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' Building OpenSceneGraph '''&lt;br /&gt;
&lt;br /&gt;
As of February 2011 simgear can not be built against the latest git version of openscenegraph. You should&lt;br /&gt;
use ubuntu's version of openscenegraph instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  sudo apt-get install libopenscenegraph-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now skip ahead over the OSG build instructions to building the other packages :)&lt;br /&gt;
&lt;br /&gt;
The build process of OSG is somewhat different from all the other packages. You should not build OSG in the source&lt;br /&gt;
directory that you obtained but you should make a separate build directory right next to the sources:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  mkdir osg_build&lt;br /&gt;
  cd osg_build&lt;br /&gt;
  cmake -D CMAKE_BUILD_TYPE=&amp;quot;Release&amp;quot; -D CMAKE_CXX_FLAGS=&amp;quot;-O3 -march=native&amp;quot; CMAKE_C_FLAGS=&amp;quot;-O3 -march=native&amp;quot; \&lt;br /&gt;
 	-D CMAKE_INSTALL_PREFIX:PATH=&amp;quot;/usr&amp;quot; ../osg&lt;br /&gt;
  make -j2&lt;br /&gt;
  sudo make install&lt;br /&gt;
  cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''-j2''''' option tells make to use two independend threads for compilation, &lt;br /&gt;
thus speeding up the build process on multi-core systems. If you have a quad-core CPU,&lt;br /&gt;
you might want to use '''''-j4''''' instead, to utilize all four cores.&lt;br /&gt;
&lt;br /&gt;
''' Building the other packages '''&lt;br /&gt;
&lt;br /&gt;
For the other three packages the build process is basically the standard build&lt;br /&gt;
process of most any unix software when building from a developer tree.&lt;br /&gt;
&lt;br /&gt;
The '''''-j2''''' option that is given to make below tells it to use two independend threads &lt;br /&gt;
for compilation, thus speeding up the build process on multi-core systems. If you have a &lt;br /&gt;
quad-core CPU, you might want to use '''''-j4''''' instead, to utilize all four cores.&lt;br /&gt;
&lt;br /&gt;
Build simgear, flightgear and atlas in this order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  cd simgear&lt;br /&gt;
  sudo cmake -D CMAKE_INSTALL_PREFIX=/usr .&lt;br /&gt;
  make -j2&lt;br /&gt;
  sudo make install&lt;br /&gt;
  cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  cd flightgear&lt;br /&gt;
  sudo cmake -D CMAKE_INSTALL_PREFIX=/usr .&lt;br /&gt;
  make -j2&lt;br /&gt;
  sudo make install&lt;br /&gt;
  cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On 64 bits OS you could have compilation problems with libglut.so at make time, in this case type in the flightgear source dir :&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/libglut.so/x86_64-linux-gnu\/libglut.so/' utils/fgpanel/CMakeFiles/fgpanel.dir/build.make&lt;br /&gt;
&lt;br /&gt;
and restart&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 make -j2&lt;br /&gt;
  sudo make install&lt;br /&gt;
  cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should works fine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  cd atlas&lt;br /&gt;
  ./autogen.sh&lt;br /&gt;
  ./configure --prefix=/opt/flightgear&lt;br /&gt;
  make -j2&lt;br /&gt;
  sudo make install&lt;br /&gt;
  cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the end you might want to create symlinks (&amp;quot;shortcuts&amp;quot;) of the installed executables&lt;br /&gt;
to /usr/bin for easier terminal work :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  sudo ln -s /opt/flightgear/bin/* /usr/bin/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obtaining the Data Folder ==&lt;br /&gt;
&lt;br /&gt;
I suggest you put the FlightGear data folder to /usr/share/flightgear, since this is the place where FlightGear looks for it by default with no $FG_ROOT environment variable set.&lt;br /&gt;
&lt;br /&gt;
'''Obtaining fgdata for the first time'''&lt;br /&gt;
&lt;br /&gt;
If you want to obtain the data folder for the first time you have to clone the current state of the git repository to your local computer. Open a new terminal and enter&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  cd /usr/share&lt;br /&gt;
  sudo git clone git://mapserver.flightgear.org/fgdata/ flightgear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Please be patient, this can take a '''''long''''' time.&lt;br /&gt;
&lt;br /&gt;
'''Updating your local copy of fgdata that you obtained earlier'''&lt;br /&gt;
&lt;br /&gt;
If you already have a local copy of the data directory that you got from the git repository in the way described above (this will not work with data directories downloaded any other way), you shoud not&lt;br /&gt;
download the whole 4 or 5 GB again! This costs you a lot of time and the FlightGear server a lot of bandwidth! Instead you simply upgrade your local copy. To do this, open a new terminal and enter&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  cd /usr/share/flightgear&lt;br /&gt;
  sudo git pull&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Depending on how much changed on the server since you last obtained or updated your local copy this can be finished really quickly or it could take quite some time.&lt;br /&gt;
&lt;br /&gt;
Be aware that, without some additional precautions, the update might fail if you changed any file in your local copy of the data folder since your last upgrade. If you are not helping to develop FlightGear you should therefor not edit any configuration files in you data folder. Make personal copies of any file you want to edit in your home folder and edit these instead.&lt;br /&gt;
&lt;br /&gt;
== Moving on ... ==&lt;br /&gt;
&lt;br /&gt;
Flightgear is now installed on your system. You can test it by running&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  fgfs&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't like working from a terminal you should try one of the available gui's for launching flightgear.&lt;br /&gt;
I think the most common is [[fgrun]], but personally I prefer [[FGo!]].&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Illuminate_faces&amp;diff=53943</id>
		<title>Howto:Illuminate faces</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Illuminate_faces&amp;diff=53943"/>
		<updated>2012-09-09T11:04:10Z</updated>

		<summary type="html">&lt;p&gt;Popolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WARNING: This method will give weird results in Rembrandt rendering, use [[Howto:Lightmap]] instead. This is airplane oriented but will work with building too. You should use model-combined.eff, documentation is in FGDATA/Docs/model-combined.eff/'''&lt;br /&gt;
&lt;br /&gt;
Imagine you see a skyline with a countless amount of lights. Somewhere in front of you there's a stretched row of lights. That's the runway you will land on. That's how you will experience a flight in the dark of the night. In reality. But in [[FlightGear]] there aren't much illuminated buildings. So here's a [[:Category:Howto|howto]] that teaches you how to make lights and illuminated buildings. Enjoy!&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
To make something of your building, airport, plane or what else illuminate we need an .xml file. In that .xml file we will place some stuff. Every animation (lighting is an animation) starts with the &amp;lt;animation&amp;gt; tag. Followed by the type of animation. For illumination we use the material-type.&lt;br /&gt;
Now comes a very important part: the objects. Here we need to place the objects that should react on the animation. If we have a building with a antenne on top of it and we only want the antenna to illuminate we need to make that a separate object. So every part that you want to be illuminated should be separated. You could do that in Blender, SketchUp or any other software you're using. Last part is the emission part. The emission will tell FlightGear in what color the object should be illuminated. By combining the three primary colors (red, green and blue) you can create any color you want. If we did everything as described above with a red light we will get something like:&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;Light1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Light2&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender users ===&lt;br /&gt;
==== White lights ====&lt;br /&gt;
[[File:Blender-emit-property.jpg|thumb|right|Blender emit property location]]&lt;br /&gt;
[[Blender]] users may create illuminated faces directly from blender itself. But what makes a face to be illuminated in Flightgear ? Well, Flightgear can not take full advantage of all the properties a blender surface can take (fgfs is not a full featured rendering program nor wants to be), there is anyway a method to make faces in blender emit light by their own. First of all we have to remember that whatever program we are using to model an object if we want to use it in Flightgear we have to export it in AC3D format. Materials in AC3D format have line like this one:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MATERIAL &amp;quot;MaterialName&amp;quot; rgb 1 0 0 amb 0.5 0.5 0.5 emis 0 0 0 spec 1 0.9999 0.9999 shi 32 trans 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Look at the 3 numbers after the emis word (0 0 0). this tells that this material does not emit any light by itself. This is the common row we get when exporting an object in AC3D format from blender. If we wish to illuminate it we can take advantage of the '''Emit''' material property under the ''Shaders'' panel. If we want a slight emission we can give a value like 0.4 to it. We will get a surface that will emit white light:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MATERIAL &amp;quot;MaterialName&amp;quot; rgb 1 0 0 amb 0.5 0.5 0.5 emis 0.4 0.4 0.4 spec 1 0.9999 0.9999 shi 32 trans 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the blender emit property we can obtain always illuminated surfaces without using any xml configuration file. Just remember that this surface will always emit light in every moment of the day. Also see [[AC files: Basic changes to textures and colors]].&lt;br /&gt;
&lt;br /&gt;
==== Colored lights ====&lt;br /&gt;
Colored lights can be obtained from blender using a trick of the ac3d default exporter script. We will not use the emit property anymore, but we will use the ''mirror color'' of a material as emission color. So after having set the material mirror color to the considered value we have to teach the exporter to use it and convert it to an emis property. This is done by setting the property '''MIRCOL_AS_EMIS''' to '''True''' under the Blender registry. The Blender registry is a folder generally located in $HOME/.blender/bpydata/config . Here you will probably find an ac3d_export.cfg file. Edit it and change the row:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'MIRCOL_AS_EMIS': False,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
to&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'MIRCOL_AS_EMIS': True,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now every time you will export to AC3D format all the materials will get the emis property the same value as their mirror color.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Attention !'' Generally blender creates new material setting mirror property to white color (1 1 1), before exporting you have to set all the non illuminating surfaces material mirror color to black (0 0 0) otherwise all the object will be like a big white thing in your scene.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Warning !'' The import from an ac3d file does not take in consideration of the MIRCOL_AS_EMIS set to True. Blender will make a media of the values and set it to the emis property (Instead of the mirror color). Fortunately this will be fixed with upcoming Blender version 2.49. Meanwhile blender 2.48 users can use [http://brisa.homelinux.net/fgfs/ac3d_import.py update version of the importer] script that fix the import problem and setting:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'EMIS_AS_MIRCOL': False,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
to&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'EMIS_AS_MIRCOL': True,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
in the ac3d_import.cfg config file.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
The light we made above is always illuminated. Below I placed some variations that make the light only illuminate at dark or in changing colors. &lt;br /&gt;
&lt;br /&gt;
=== Illuminate during dark ===&lt;br /&gt;
If you want a face to illuminate during dark we use the sun angle property (/sim/time/sun-angle-rad). The value is expressed in radians from the zenith, so a common value where our face should start illuminate is pi/2, or 1.57, right on the horizon. But you could change the value if you want to illuminate earlier or later. Depends on your needs.&lt;br /&gt;
&lt;br /&gt;
'''To turn lights on if the sky is dark:'''&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;Light&amp;lt;/object-name&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;/sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;1.57&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;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''And to turn the lights off during day: This bit is not needed anymore since FG version 1.9.1. The light is switched off automatically when the above condition is no longer true.'''&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;		&lt;br /&gt;
   &amp;lt;less-than-equals&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;value&amp;gt;1.57&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/less-than-equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changing illumination color ===&lt;br /&gt;
Sometimes there are lights that change colours every now and then. It's not very hard to implement this in FlightGear. There are multiple ways to do this, but we will use the /sim/time/utc/ property. The example below changes color from red, green to blue every. We specified that the color should be red at every time behind 0 second. So if the time is 15:20:05 the color will be red. But at 22:01:21 color will be changed to green. Using this you could even make the lighting color be different every second of the day. Another possibility is a light that illuminates only between two specified times like from 21:00:00 till 6:30:00.&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&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;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&amp;lt;/property&amp;gt;				&lt;br /&gt;
    &amp;lt;value&amp;gt;20&amp;lt;/value&amp;gt;	&lt;br /&gt;
   &amp;lt;/equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&amp;lt;/property&amp;gt;				&lt;br /&gt;
    &amp;lt;value&amp;gt;40&amp;lt;/value&amp;gt;	&lt;br /&gt;
   &amp;lt;/equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changing texture if illuminated ===&lt;br /&gt;
To change the texture of an illuminated face we add one single row to the file.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This does not work with versions between GIT/2.2.0 snapshot releases and 1.0.0!'''&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;Light&amp;lt;/object-name&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;/sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;1.57&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;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;Light_lit.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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;		&lt;br /&gt;
   &amp;lt;less-than-equals&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;value&amp;gt;1.57&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/less-than-equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;Light.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Switch to another part of texture if illuminated ===&lt;br /&gt;
For v1.9 or later, the way to change textures is the textranslate animation, which lets you &amp;quot;slide&amp;quot; across a texture map. This animation is applied to a single image which has the daytime and nighttime textures placed next to each other.&lt;br /&gt;
&lt;br /&gt;
The width in pixels of texture map (if it is being moved sideways) should be an integral power of two (eg. 2&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt;=1, 2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;=2, 2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;=4, 2&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;=8, 2&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;=16 and so on). For this example, this texture map has two sides that are each 256 pixels wide. The '''left side''' is for day-time textures, the '''right side''' is for night-time textures. Each night-time texture is positioned exactly 256 pixels to the right of the day-time texture. Here is an example taken from the shared model [http://scenemodels.flightgear.org/modeledit.php?id=1570 German village house - grey roof]:&lt;br /&gt;
[[File:Germanvillagehouse1_day.png|thumb|day-time textures]] &lt;br /&gt;
[[File:Germanvillagehouse1_night.png|thumb|night-time textures]]&lt;br /&gt;
&lt;br /&gt;
[[File:Germanvillagehouse1.png]]&lt;br /&gt;
&lt;br /&gt;
When you have made that texture map, you apply the day-time textures as default textures to the model in your favourite modeling software (e.g. [[Blender]] or [[SketchUp]]).&lt;br /&gt;
&lt;br /&gt;
Finally you have to add two bits of code to the XML file: &lt;br /&gt;
# Code that tells FG to move the texture to the left during night-time&lt;br /&gt;
# Code that illuminates the model during night-time&lt;br /&gt;
&lt;br /&gt;
The following code tells FlightGear to translate the texture halfway across horizontally at nightfall (setting &amp;lt;tt&amp;gt;y&amp;lt;/tt&amp;gt; instead would translate it vertically):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;textranslate&amp;lt;/type&amp;gt; &lt;br /&gt;
    &amp;lt;object-name&amp;gt;germanvillagehouse1&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;step&amp;gt; 1.57 &amp;lt;/step&amp;gt;&lt;br /&gt;
    &amp;lt;factor&amp;gt;0.318471338&amp;lt;/factor&amp;gt;&lt;br /&gt;
    &amp;lt;axis&amp;gt; &lt;br /&gt;
      &amp;lt;x&amp;gt; -1 &amp;lt;/x&amp;gt; &lt;br /&gt;
      &amp;lt;y&amp;gt;  0 &amp;lt;/y&amp;gt; &lt;br /&gt;
    &amp;lt;/axis&amp;gt; &lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3d object (the house) which &amp;quot;wears&amp;quot; the texture is called &amp;lt;tt&amp;gt;germanvillagehouse1&amp;lt;/tt&amp;gt; here. This name refers to the name given to the respective object in the AC file. For more information on object names, see [[AC files: Understanding and changing .ac code#Identifying an object|AC files: identifying an object]].&lt;br /&gt;
&lt;br /&gt;
In order to illuminate the object during dark, add the block of code introduced above: [[Howto: Illuminate faces#Illuminate during dark|Illuminate during dark]]. Finally you will have two blocks of code: One that moves the texture at dusk and one that illuminates the object at dusk. Make sure both of them use the right object name. The light will be switched off and the texture will be switched back to day-time texture when the sun rises above an angle of 1.57. Two essential tags here are &amp;lt;step&amp;gt; and &amp;lt;factor&amp;gt;. &lt;br /&gt;
* '''&amp;lt;step&amp;gt;''' indicates that the texture should be translated in a single step only when the value passes 1.57 or a multiple thereof; without it the texture would be translated continuously. &lt;br /&gt;
* '''&amp;lt;factor&amp;gt;''' is equal to 0.5/1.57, which normalizes the sun angle in radians to a value between 0 and 1 for translating the texture.&lt;br /&gt;
&lt;br /&gt;
=== Flashing light ===&lt;br /&gt;
To make a flashing light we need to create two objects. One containing the (emitted) light and one containing the light as it would be shown when disabled/turned off. Then we add the following code to our .xml file:&lt;br /&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;LightsOn&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;LightsOff&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;&lt;br /&gt;
   &amp;lt;random&amp;gt;&lt;br /&gt;
    &amp;lt;min&amp;gt;2.9&amp;lt;/min&amp;gt;&lt;br /&gt;
    &amp;lt;max&amp;gt;3.1&amp;lt;/max&amp;gt;&lt;br /&gt;
   &amp;lt;/random&amp;gt;&lt;br /&gt;
  &amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
  &amp;lt;branch-duration-sec&amp;gt;&lt;br /&gt;
   &amp;lt;random&amp;gt;&lt;br /&gt;
    &amp;lt;min&amp;gt;1.9&amp;lt;/min&amp;gt;&lt;br /&gt;
    &amp;lt;max&amp;gt;2.1&amp;lt;/max&amp;gt;&lt;br /&gt;
   &amp;lt;/random&amp;gt;&lt;br /&gt;
  &amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can set the values (time in seconds that a certain object is shown) to your needs. The upper ones are for the LightsOn object, the lower ones for the LightsOff object.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Howto: Lightmap|Lightmap effect]], allows for easy and nice looking lighting, without switching textures.&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Illuminate faces]]&lt;br /&gt;
[[Category:Scenery enhancement|Illuminate faces]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52937</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52937"/>
		<updated>2012-08-15T11:07:45Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
* [[XML]] XML format of the Models, basics 3d models are in AC3D files format (.ac) and fgfs XML define their behavior, this page describe general XML format syntax and common usage and one example to insert NASAL script code inside.&lt;br /&gt;
* [[FlightGear_Newsletter_August_2012#Scenery_corner]] web forms and tools to import/modify/delete models in the official scenery database.&lt;br /&gt;
&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Normals and Transparency Tutorial]]: Tutorial about how to use Blender 2.4x, to create model with transparency and normals information compatible with Flightgear AC3D and exporting them.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces ('''Warning: Old method, would give weird result with Rembrandt renderer''')&lt;br /&gt;
* [[Howto:Lightmap]]: The new way to have illuminating faces ([[Es/Howto: Lightmap|full spanish translation]])&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
* [[Modeling - FAQ]]: ('''stub''') really few question should be filled and perhaps be used as references on other articles ?&lt;br /&gt;
* [[Modeling Resources]]: Lot of external ressources about modeling 3d objects and animate them, '''some redunduncies with [[Aircraft information resources]], probably to dispatch'''&lt;br /&gt;
* [[Modeling_-_Getting_Started]]: Nice general starting page with categories and link to other important informations about modeling for Flightgear.&lt;br /&gt;
&lt;br /&gt;
===== Aircrafts =====&lt;br /&gt;
(see also : [[:Category:Aircraft enhancement]] and [[Portal:Developer/Aircraft]]&lt;br /&gt;
* [[Howto:3D Aircraft Models]]: Create aircraft model.&lt;br /&gt;
* [[Aircraft information resources]]: Lot of usefull links about aircrafts information resources.&lt;br /&gt;
* [[Howto:Animate gear scissors]]: Animate gear scissors, include nasal example script and xml definition.&lt;br /&gt;
* [[3D Model Rotates Around Nose]]: Simple explanation of the mistake to define nose as centroid and how to place it the right way.&lt;br /&gt;
* [[Creating instruments for FG]]: Create panel instruments for an airplane, no 3d modeling part, only about XML definition of the instrument to get it usable in flightgear.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
* [[Livery over MP]]: Add a livery dialog in the flightgear menu ([[Es/Livery_over_MP|Full spanish translation]]).&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
** [[Modeling - SketchUp]]: Redirect to [[SketchUp to AC3D exporter]]. The source of this page contains some information about modeling with Sketchup but is commented as deprecated and Blender is considered a more appropriate and compatible tool. &lt;br /&gt;
* [[GMax2AC]]: Script for converting GMax models to AC3D format used in Flightgear.&lt;br /&gt;
* [[Model import and export]]: General import/export page, with some external models (Blender and GMax) '''Marked as need cleanup'''&lt;br /&gt;
&lt;br /&gt;
===== Modelers =====&lt;br /&gt;
* [[Blender]]: Interesting links to internal pages and externals tutorials about using Blender to enhance Flightger.&lt;br /&gt;
* [[Wings 3D]]: Few explanation lines some external docs and tutorials links&lt;br /&gt;
** [[Modeling - Wings 3D]] : tutorial about modeling with Wings 3d.&lt;br /&gt;
* [[K-3D]]: Only one line with a link to the project itself.&lt;br /&gt;
* [[Pretty Poly 3D Modeller]]: Only one line with two links to the project itself&lt;br /&gt;
* [[AC3D]]: Proprietary modler with limited trial version. Only one line with link to the site.&lt;br /&gt;
&lt;br /&gt;
===== Modeling palette=====&lt;br /&gt;
* To populate :&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52841</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52841"/>
		<updated>2012-08-10T20:38:53Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Models */ add more articles description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
* [[XML]] XML format of the Models, basics 3d models are in AC3D files format (.ac) and fgfs XML define their behavior, this page describe general XML format syntax and common usage and one example to insert NASAL script code inside.&lt;br /&gt;
 &lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Normals and Transparency Tutorial]]: Tutorial about how to use Blender 2.4x, to create model with transparency and normals information compatible with Flightgear AC3D and exporting them.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces ('''Warning: Old method, would give weird result with Rembrandt renderer''')&lt;br /&gt;
* [[Howto:Lightmap]]: The new way to have illuminating faces ([[Es/Howto: Lightmap|full spanish translation]])&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
* [[Modeling - FAQ]]: ('''stub''') really few question should be filled and perhaps be used as references on other articles ?&lt;br /&gt;
* [[Modeling Resources]]: Lot of external ressources about modeling 3d objects and animate them, '''some redunduncies with [[Aircraft information resources]], probably to dispatch'''&lt;br /&gt;
* [[Modeling_-_Getting_Started]]: Nice general starting page with categories and link to other important informations about modeling for Flightgear.&lt;br /&gt;
&lt;br /&gt;
===== Aircrafts =====&lt;br /&gt;
(see also : [[:Category:Aircraft enhancement]] and [[Portal:Developer/Aircraft]]&lt;br /&gt;
* [[Howto:3D Aircraft Models]]: Create aircraft model.&lt;br /&gt;
* [[Aircraft information resources]]: Lot of usefull links about aircrafts information resources.&lt;br /&gt;
* [[Howto:Animate gear scissors]]: Animate gear scissors, include nasal example script and xml definition.&lt;br /&gt;
* [[3D Model Rotates Around Nose]]: Simple explanation of the mistake to define nose as centroid and how to place it the right way.&lt;br /&gt;
* [[Creating instruments for FG]]: Create panel instruments for an airplane, no 3d modeling part, only about XML definition of the instrument to get it usable in flightgear.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
* [[Livery over MP]]: Add a livery dialog in the flightgear menu ([[Es/Livery_over_MP|Full spanish translation]]).&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
** [[Modeling - SketchUp]]: Redirect to [[SketchUp to AC3D exporter]]. The source of this page contains some information about modeling with Sketchup but is commented as deprecated and Blender is considered a more appropriate and compatible tool. &lt;br /&gt;
* [[GMax2AC]]: Script for converting GMax models to AC3D format used in Flightgear.&lt;br /&gt;
* [[Model import and export]]: General import/export page, with some external models (Blender and GMax) '''Marked as need cleanup'''&lt;br /&gt;
&lt;br /&gt;
===== Modelers =====&lt;br /&gt;
* [[Blender]]: Interesting links to internal pages and externals tutorials about using Blender to enhance Flightger.&lt;br /&gt;
* [[Wings 3D]]: Few explanation lines some external docs and tutorials links&lt;br /&gt;
** [[Modeling - Wings 3D]] : tutorial about modeling with Wings 3d.&lt;br /&gt;
* [[K-3D]]: Only one line with a link to the project itself.&lt;br /&gt;
* [[Pretty Poly 3D Modeller]]: Only one line with two links to the project itself&lt;br /&gt;
* [[AC3D]]: Proprietary modler with limited trial version. Only one line with link to the site.&lt;br /&gt;
&lt;br /&gt;
===== Modeling palette=====&lt;br /&gt;
* To populate :&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_information_resources&amp;diff=52840</id>
		<title>Aircraft information resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_information_resources&amp;diff=52840"/>
		<updated>2012-08-10T20:05:59Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Gas Turbine Data */ add 3d palette, as this article is defined inside...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that as of 04/2009, the section about &amp;quot;Avionics Documents&amp;quot; has been moved to a new page that is to be found at [[Avionics Development Resources]].&lt;br /&gt;
Also the section on aircraft operating manuals/handbooks has now been moved to a new dedicated page: [[Aircraft Manuals]].&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
Useful for all aircraft:&lt;br /&gt;
* [http://www.goodyearaviation.com/img/pdf/definitions.pdf Tire name size classification]&lt;br /&gt;
&lt;br /&gt;
== Aircraft Resources ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [http://www.airlinercafe.com/list.php?c=walkarounds Airlinercafe] Detailed and high resolution pictures of major components on airliners. ('''Recommended''')&lt;br /&gt;
* [http://www.aftd.com/Library.html Aeroflight Tech Data Aeronautical Library]&lt;br /&gt;
* [http://www.bh.com/companions/034074152X/appendices/default.htm Civil Jet Aircraft Design]&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/ Dimension data for various aircraft]&lt;br /&gt;
* [http://www.meriweather.com/ Meriweather's flightdeck simulations &amp;amp; photo/video gallery]&lt;br /&gt;
* [http://www.myairplane.com/databases/airspec/ Specifications for various aircraft]&lt;br /&gt;
* [http://www.smartcockpit.com/ Smart Cockpit]&lt;br /&gt;
* http://www2.nlr.nl/public/hosted-sites/hybridge/documents/R5.6%20061_HSCC2005.pdf&lt;br /&gt;
* [http://www.flightlevel400.com/manuals.html Numerous Manuals and other Data ] ('''Recommended ''')&lt;br /&gt;
* [http://simviation.com/designresources.htm Simviation- lots of 3-views]&lt;br /&gt;
=== Diagrams and 3-views ===&lt;br /&gt;
''See also:[[Modeling Resources]]''&lt;br /&gt;
* http://www.umt.fme.vutbr.cz/~ruja/modely/podklady.htm Lots of 3 views of early to mid 20th century aricraft.&lt;br /&gt;
* http://www.seawings.co.uk/reference.htm Diagrams and other data on seaplanes&lt;br /&gt;
* http://www.history.navy.mil/branches/org4-4.htm Navy aircraft&lt;br /&gt;
* http://www.aircraftdesign.com/acpix.html Lots of 3-views on prototype and experimental &lt;br /&gt;
* http://www.aviastar.org/index.html only helicopters&lt;br /&gt;
&lt;br /&gt;
=== Airbus ===&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable1.xls Dimension data for all Airbus aircraft]&lt;br /&gt;
* '''A300'''&lt;br /&gt;
** [http://www.aftd.com/TCDS_PDFS/A35EU_19.pdf A300 Type certificate]&lt;br /&gt;
* '''A320'''&lt;br /&gt;
**&lt;br /&gt;
** http://www.airbusdriver.net&lt;br /&gt;
** http://www.e-flight.com/a320.htm&lt;br /&gt;
** http://meriweather.com/320/fd-320.html&lt;br /&gt;
* '''A330'''&lt;br /&gt;
** [http://www.aftd.com/TCDS_PDFS/A46NM_9.pdf A330 Type certificate]&lt;br /&gt;
** [http://www.ntsb.gov/events/2001/AA587/exhibits/306430.pdf Partial wind tunnel data]&lt;br /&gt;
* '''A340'''&lt;br /&gt;
** [http://www.aftd.com/TCDS_PDFS/A43NM_3.pdf A340 Type certificate]&lt;br /&gt;
** http://www.a340.net/&lt;br /&gt;
** http://www.planningchart.de/340_loc1.gif&lt;br /&gt;
** http://www.planningchart.de/340_loc2.gif&lt;br /&gt;
** http://meriweather.com/340/340-fd.html&lt;br /&gt;
* '''A380'''&lt;br /&gt;
** http://www.gillesvidal.com/blogpano/cockpit1.htm&lt;br /&gt;
&lt;br /&gt;
=== Boeing ===&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable2.xls Dimension data for all variants of Boeing 707, 717, 727, and 737]&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable3.xls Dimension data for all variants of Boeing 747, 757, and 767]&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable4.xls Dimension data for all variants of Boeing 777]&lt;br /&gt;
* '''737'''&lt;br /&gt;
** http://www.737cockpit.com/&lt;br /&gt;
** http://www.737ng.co.uk/technical.htm 737's cockpit measurments&lt;br /&gt;
** http://www.b737.org.uk/&lt;br /&gt;
** http://www.boeing.com/commercial/737family/&lt;br /&gt;
** http://www.smartcockpit.com/&lt;br /&gt;
* '''747'''&lt;br /&gt;
** http://www.geocities.com/CapeCanaveral/Launchpad/1916/index.htm&lt;br /&gt;
** http://meriweather.com/747/fd-747.html&lt;br /&gt;
** [http://video.google.com/videoplay?docid=5141036042437868499 747-400 Flight Deck/EFIS Intro] (video)&lt;br /&gt;
* '''757'''&lt;br /&gt;
** http://www.757.org.uk&lt;br /&gt;
** http://www.artietheairplane.com/redbox.htm&lt;br /&gt;
* '''767'''&lt;br /&gt;
** http://www.757.org.uk/767/index.html&lt;br /&gt;
** http://meriweather.com/767/767-fd.html&lt;br /&gt;
* '''777'''&lt;br /&gt;
** http://www.planesimulation.com/777a.htm&lt;br /&gt;
** http://meriweather.com/777/fd-777.html&lt;br /&gt;
&lt;br /&gt;
=== Cessna ===&lt;br /&gt;
* '''C152'''&lt;br /&gt;
&lt;br /&gt;
** [http://www.ginecoweb.com/Piloto%20Privado/Cessna152Manual.pdf Cessna C152 Manual]&lt;br /&gt;
** [http://www.fmfa.org/docs/c152_checklist.pdf Checklist]&lt;br /&gt;
** [http://www.fmfa.org/docs/c152_emergency.pdf Emergency Checklist]&lt;br /&gt;
** [http://www.fmfa.org/docs/c152_complete.pdf Combined Checklist]&lt;br /&gt;
&lt;br /&gt;
** [http://www.texins.org/flyingclub/reference/ApolloGX_QuickReference.pdf 1976 C150 Quick Reference]&lt;br /&gt;
** [http://www.texins.org/flyingclub/reference/ApolloGX_UserManual.pdf 1976 C150 User Manual]&lt;br /&gt;
* '''C172'''&lt;br /&gt;
* [http://www.servantairministries.org/multimedia/C172M_POH_N5141R.pdf C712M Pilot Operating Handbook]&lt;br /&gt;
* [http://www.pacificcoastflyers.org/files/POH/C172N_POH.pdf C172N Pilot Operating Handbook]&lt;br /&gt;
&lt;br /&gt;
** http://www.fortmeadeflyingactivity.org/docs/c172p180_n9871fm_combined_procedures_checklist.pdf&lt;br /&gt;
** http://www.sierra.aero/Files/172%20RG%20POH%20FULL.pdf&lt;br /&gt;
** [http://www.fmfa.org/docs/c172p180_poh_addendum.pdf C172p180 POH Addendum]&lt;br /&gt;
** [http://www.fmfa.org/docs/c172p180_n9871fm_standard_procedures_checklist.pdf Standard Procedures Checklist]&lt;br /&gt;
** [http://www.fmfa.org/docs/c172p180_n9871fm_emergency_procedures_checklist.pdf Emergency Procedures Checklist]&lt;br /&gt;
** [http://www.fmfa.org/docs/c172p180_n9871fm_combined_procedures_checklist.pdf Combined Checklist]&lt;br /&gt;
&lt;br /&gt;
* '''T-41C (military training version of c172)'''&lt;br /&gt;
** [http://www.fmfa.org/docs/t41c_poh.pdf Aircraft Manual]&lt;br /&gt;
** [http://www.fmfa.org/docs/t41c_checklist.pdf Aircraft Checklist]&lt;br /&gt;
** [http://www.fmfa.org/docs/t41c_usaf_checklist.pdf USAF Checklist]&lt;br /&gt;
** [http://www.fmfa.org/docs/t41c_emergency.pdf Emergency Procedures]&lt;br /&gt;
** [http://www.fmfa.org/docs/t41c_complete.pdf Combined Checklist]&lt;br /&gt;
&lt;br /&gt;
=== Cirrus ===&lt;br /&gt;
* '''Cirrus SR 20'''&lt;br /&gt;
** http://www.centerlineflight.com/Cirrus%20SR20%20Departure%20Checklist.pdf&lt;br /&gt;
** http://www.centerlineflight.com/Cirrus%20SR20%20Takeoff-Cruise%20Checklist.pdf&lt;br /&gt;
** http://www.avidyne.com/techpubs2/brochures/AV814_Envision_Cirrus_v01.pdf&lt;br /&gt;
** http://servicecenters.cirrusdesign.com/TechPubs/pdf/POH/SR20-003/pdf/13999-003InfoManual.pdf&lt;br /&gt;
** http://www.dominicganz.de/dominic/aviation/checklist_cirrus_sr20.pdf&lt;br /&gt;
** http://www.ginecoweb.com/Piloto%20Privado/Cessna152Manual.pdf&lt;br /&gt;
** http://servicecenters.cirrusdesign.com/TechPubs/pdf/POH/International/OnlineBR21400-001.pdf&lt;br /&gt;
&lt;br /&gt;
=== Diamond ===&lt;br /&gt;
''' DA20 Katana '''&lt;br /&gt;
** http://www.diamondaircraft.com/library/16/10/DA20-A1-AFM-inc-Rev17.pdf&lt;br /&gt;
&lt;br /&gt;
=== Fokker ===&lt;br /&gt;
** http://www.fokkerpilot.net/&lt;br /&gt;
&lt;br /&gt;
=== Dornier ===&lt;br /&gt;
* [http://www.awi-bremerhaven.de/Logistics/Aircraft/nuhabu96.pdf Dornier DO 228]&lt;br /&gt;
&lt;br /&gt;
=== Grob ===&lt;br /&gt;
* http://freechecklists.net/Resources/Grob/G-115/&lt;br /&gt;
&lt;br /&gt;
=== Lockheed Martin ===&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable6.xls Dimension data for L1011 (last column)]&lt;br /&gt;
&lt;br /&gt;
=== Iyushin ===&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable6.xls Dimension data for all variants of Il-62, Il-86, and Il-96]&lt;br /&gt;
&lt;br /&gt;
=== McDonnell Douglas ===&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable5.xls Dimension data for all variants of DC8, DC9, MD-81, MD-82, MD-83, and MD-87]&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable6.xls Dimension data for all variants of MD-90, DC-10, MD-11, and MD-12]&lt;br /&gt;
&lt;br /&gt;
=== Mil ===&lt;br /&gt;
* Fantastic detail on most aspects of the Mi-2 and Mi-8 including detailed cockpit photos, system diagrams and descriptions from a former pilot (in German). Also excellent sections full of diagrams on aerodynamic theory for both fixed and rotary wing. http://nva-flieger.de/&lt;br /&gt;
&lt;br /&gt;
=== Piper ===&lt;br /&gt;
* '''Piper Archer'''&lt;br /&gt;
** http://home.stny.rr.com/bkw/ace/PA-28-181-POH.pdf&lt;br /&gt;
* '''Piper Arrow'''&lt;br /&gt;
** [http://www.fmfa.org/docs/pa28r_checklist.pdf pa28r Checklist]&lt;br /&gt;
** [http://www.fmfa.org/docs/pa28r_emergency.pdf Emergency Procedures]&lt;br /&gt;
** [http://www.fmfa.org/docs/pa28r_complete.pdf Combined Checklist]&lt;br /&gt;
&lt;br /&gt;
=== Tupolev ===&lt;br /&gt;
* [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Aircraft%20data/atable7.xls Dimension data for all variants of Tu-134, Tu-154, Tu-200, Tu-204, and Tu-334]&lt;br /&gt;
&lt;br /&gt;
== Gas Turbine Data ==&lt;br /&gt;
* '''General'''&lt;br /&gt;
** [http://www.aircraftenginedesign.com/custom.html1.html Gas Turbine Engine Data]&lt;br /&gt;
** [http://www.jet-engine.net/civtfspec.html Civilian Turbojet/Turbofan Specifications]&lt;br /&gt;
** [http://www.jet-engine.net/miltfspec.html Military Turbojet/Turbofan Specifications]&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/ More gas turbine data]&lt;br /&gt;
** [http://www.caa.co.uk/default.aspx?catid=702&amp;amp;pagetype=68 Aircraft Engine Emissions] (also includes more useful data, like fuel consumption)&lt;br /&gt;
&lt;br /&gt;
* '''CFM'''&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/btable1.xls Gas turbine data for CFM56-3C1, CFM56-5A1, CFM56-5A2, and CFM56-7B20]&lt;br /&gt;
&lt;br /&gt;
* '''International Aero Engines'''&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/btable3.xls Gas turbine data for the following engines by General Electric: CF34-3A, CF34-3B, CF6-80A2, CF6-80C2-A5, CF6-80C2-B1F, CF6-80C2-B2, CF6-80E1A2, and GE90-85B]&lt;br /&gt;
&lt;br /&gt;
* '''International Aero Engines'''&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/btable1.xls Gas turbine data for IAEV2500, IAEV2522, IAEV2533, and IAE2525]&lt;br /&gt;
&lt;br /&gt;
* '''Pratt &amp;amp; Whitney'''&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/btable2.xls Gas turbine data for JT8D-219, PW2037, PW4052, PW4056, PW4152, PW4168, and PW4084]&lt;br /&gt;
&lt;br /&gt;
* '''Rolls Royce'''&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/btable4.xls Gas turbine data for the following engines by Rolls Royce: RB-183-555-15P, RB-211-524H, RB-211-E4/E4-B, SPEY 511-8, TRENT 772, TRENT 892, TAY 611, and TAY 651]&lt;br /&gt;
&lt;br /&gt;
* '''Miscellaneous Engine Manufacturers'''&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/btable5.xls Gas turbine data for ALLIEDSIG LF507, ALLIEDSIG LF502R-5, ALLISON AE3007, CFE CFE738, P&amp;amp;W CANADA JT15D, and P&amp;amp;W CANADA PW305B]&lt;br /&gt;
** [http://www.soton.ac.uk/~jps7/Aircraft%20Design%20Resources/Lloyd%20Jenkinson%20data/Gas%20turbine%20data/btable6.xls Gas turbine data for BMW:RR BR710, BMW:RR B715-55, WILL:RR FJ44, JASC AVIA D-30KU II, JASC AVIA PS-90A, ZMKB D-18T, and ZMKB D-436T1]&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Resources]]&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:Resource]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=52826</id>
		<title>Howto:Lightmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=52826"/>
		<updated>2012-08-10T07:30:10Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* FlightGear 2.6.0 and onwards */&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;
&lt;br /&gt;
=== FlightGear 2.6.0 and onwards ===&lt;br /&gt;
See [[FlightGear Newsletter December 2011#Shaders]].&lt;br /&gt;
&lt;br /&gt;
'''Effect/lightmap''' in the .xml must be replaced by '''Effect/model-combined-deferred''' (or '''Effect/Building''' for buildings), see $FGDATA/Docs/model-combined.eff/ for some explanations&lt;br /&gt;
&lt;br /&gt;
=== FlightGear 2.4.0 ===&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;
* 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;
[[es:Howto:_Lightmap]]&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>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=52825</id>
		<title>Howto:Lightmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=52825"/>
		<updated>2012-08-10T07:26:52Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* FlightGear 2.6.0 and onwards */&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;
&lt;br /&gt;
=== FlightGear 2.6.0 and onwards ===&lt;br /&gt;
See [[FlightGear Newsletter December 2011#Shaders]].&lt;br /&gt;
&lt;br /&gt;
Effect/lightmap in the .xml must be replaced by Effect/model-combined-deferred or Effect/Building (for buildings), see $FGDATA/Docs/model-combined.eff/ for some explanations&lt;br /&gt;
&lt;br /&gt;
=== FlightGear 2.4.0 ===&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;
* 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;
[[es:Howto:_Lightmap]]&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>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=52824</id>
		<title>Howto:Lightmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Lightmap&amp;diff=52824"/>
		<updated>2012-08-10T07:26:28Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* FlightGear 2.6.0 and onwards */&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;
&lt;br /&gt;
=== FlightGear 2.6.0 and onwards ===&lt;br /&gt;
See [[FlightGear Newsletter December 2011#Shaders]]&lt;br /&gt;
Effect/lightmap in the .xml must be replaced by Effect/model-combined-deferred or Effect/Building (for buildings), see $FGDATA/Docs/model-combined.eff/ for some explanations&lt;br /&gt;
&lt;br /&gt;
=== FlightGear 2.4.0 ===&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;
* 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;
[[es:Howto:_Lightmap]]&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>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52823</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52823"/>
		<updated>2012-08-10T07:05:44Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Creating or enhancing models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Normals and Transparency Tutorial]]: Tutorial about how to use Blender 2.4x, to create model with transparency and normals information compatible with Flightgear AC3D and exporting them.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces ('''Warning: Old method, would give weird result with Rembrandt renderer''')&lt;br /&gt;
* [[Howto:Lightmap]]: The new way to have illuminating faces ([[Es/Howto: Lightmap|full spanish translation]])&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
* [[Modeling - FAQ]]: ('''stub''') really few question should be filled and perhaps be used as references on other articles ?&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
* [[GMax2AC]]: Script for converting GMax models to AC3D format used in Flightgear.&lt;br /&gt;
&lt;br /&gt;
===== Modelers =====&lt;br /&gt;
* [[Blender]]: Interesting links to internal pages and externals tutorials about using Blender to enhance Flightger.&lt;br /&gt;
* [[Wings 3D]]: Few explanation lines some external docs and tutorials links&lt;br /&gt;
* [[K-3D]]: Only one line with a link to the project itself.&lt;br /&gt;
* [[Pretty Poly 3D Modeller]]: Only one line with two links to the project itself&lt;br /&gt;
* [[AC3D]]: Proprietary modler with limited trial version. Only one line with link to the site.&lt;br /&gt;
&lt;br /&gt;
===== Modeling palette=====&lt;br /&gt;
* To populate :&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Illuminate_faces&amp;diff=52820</id>
		<title>Howto:Illuminate faces</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Illuminate_faces&amp;diff=52820"/>
		<updated>2012-08-09T22:52:14Z</updated>

		<summary type="html">&lt;p&gt;Popolon: add warning + link to Howto:Lightmap, the new method.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WARNING: This method will give weird results in Rembrandt rendering, use [[Howto:Lightmap]] instead. This is airplane oriented but will work with building too'''.&lt;br /&gt;
&lt;br /&gt;
Imagine you see a skyline with a countless amount of lights. Somewhere in front of you there's a stretched row of lights. That's the runway you will land on. That's how you will experience a flight in the dark of the night. In reality. But in [[FlightGear]] there aren't much illuminated buildings. So here's a [[:Category:Howto|howto]] that teaches you how to make lights and illuminated buildings. Enjoy!&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
To make something of your building, airport, plane or what else illuminate we need an .xml file. In that .xml file we will place some stuff. Every animation (lighting is an animation) starts with the &amp;lt;animation&amp;gt; tag. Followed by the type of animation. For illumination we use the material-type.&lt;br /&gt;
Now comes a very important part: the objects. Here we need to place the objects that should react on the animation. If we have a building with a antenne on top of it and we only want the antenna to illuminate we need to make that a separate object. So every part that you want to be illuminated should be separated. You could do that in Blender, SketchUp or any other software you're using. Last part is the emission part. The emission will tell FlightGear in what color the object should be illuminated. By combining the three primary colors (red, green and blue) you can create any color you want. If we did everything as described above with a red light we will get something like:&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;Light1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Light2&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender users ===&lt;br /&gt;
==== White lights ====&lt;br /&gt;
[[File:Blender-emit-property.jpg|thumb|right|Blender emit property location]]&lt;br /&gt;
[[Blender]] users may create illuminated faces directly from blender itself. But what makes a face to be illuminated in Flightgear ? Well, Flightgear can not take full advantage of all the properties a blender surface can take (fgfs is not a full featured rendering program nor wants to be), there is anyway a method to make faces in blender emit light by their own. First of all we have to remember that whatever program we are using to model an object if we want to use it in Flightgear we have to export it in AC3D format. Materials in AC3D format have line like this one:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MATERIAL &amp;quot;MaterialName&amp;quot; rgb 1 0 0 amb 0.5 0.5 0.5 emis 0 0 0 spec 1 0.9999 0.9999 shi 32 trans 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Look at the 3 numbers after the emis word (0 0 0). this tells that this material does not emit any light by itself. This is the common row we get when exporting an object in AC3D format from blender. If we wish to illuminate it we can take advantage of the '''Emit''' material property under the ''Shaders'' panel. If we want a slight emission we can give a value like 0.4 to it. We will get a surface that will emit white light:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MATERIAL &amp;quot;MaterialName&amp;quot; rgb 1 0 0 amb 0.5 0.5 0.5 emis 0.4 0.4 0.4 spec 1 0.9999 0.9999 shi 32 trans 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the blender emit property we can obtain always illuminated surfaces without using any xml configuration file. Just remember that this surface will always emit light in every moment of the day. Also see [[AC files: Basic changes to textures and colors]].&lt;br /&gt;
&lt;br /&gt;
==== Colored lights ====&lt;br /&gt;
Colored lights can be obtained from blender using a trick of the ac3d default exporter script. We will not use the emit property anymore, but we will use the ''mirror color'' of a material as emission color. So after having set the material mirror color to the considered value we have to teach the exporter to use it and convert it to an emis property. This is done by setting the property '''MIRCOL_AS_EMIS''' to '''True''' under the Blender registry. The Blender registry is a folder generally located in $HOME/.blender/bpydata/config . Here you will probably find an ac3d_export.cfg file. Edit it and change the row:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'MIRCOL_AS_EMIS': False,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
to&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'MIRCOL_AS_EMIS': True,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now every time you will export to AC3D format all the materials will get the emis property the same value as their mirror color.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Attention !'' Generally blender creates new material setting mirror property to white color (1 1 1), before exporting you have to set all the non illuminating surfaces material mirror color to black (0 0 0) otherwise all the object will be like a big white thing in your scene.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Warning !'' The import from an ac3d file does not take in consideration of the MIRCOL_AS_EMIS set to True. Blender will make a media of the values and set it to the emis property (Instead of the mirror color). Fortunately this will be fixed with upcoming Blender version 2.49. Meanwhile blender 2.48 users can use [http://brisa.homelinux.net/fgfs/ac3d_import.py update version of the importer] script that fix the import problem and setting:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'EMIS_AS_MIRCOL': False,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
to&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'EMIS_AS_MIRCOL': True,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
in the ac3d_import.cfg config file.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
The light we made above is always illuminated. Below I placed some variations that make the light only illuminate at dark or in changing colors. &lt;br /&gt;
&lt;br /&gt;
=== Illuminate during dark ===&lt;br /&gt;
If you want a face to illuminate during dark we use the sun angle property (/sim/time/sun-angle-rad). The value is expressed in radians from the zenith, so a common value where our face should start illuminate is pi/2, or 1.57, right on the horizon. But you could change the value if you want to illuminate earlier or later. Depends on your needs.&lt;br /&gt;
&lt;br /&gt;
'''To turn lights on if the sky is dark:'''&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;Light&amp;lt;/object-name&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;/sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;1.57&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;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''And to turn the lights off during day: This bit is not needed anymore since FG version 1.9.1. The light is switched off automatically when the above condition is no longer true.'''&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;		&lt;br /&gt;
   &amp;lt;less-than-equals&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;value&amp;gt;1.57&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/less-than-equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changing illumination color ===&lt;br /&gt;
Sometimes there are lights that change colours every now and then. It's not very hard to implement this in FlightGear. There are multiple ways to do this, but we will use the /sim/time/utc/ property. The example below changes color from red, green to blue every. We specified that the color should be red at every time behind 0 second. So if the time is 15:20:05 the color will be red. But at 22:01:21 color will be changed to green. Using this you could even make the lighting color be different every second of the day. Another possibility is a light that illuminates only between two specified times like from 21:00:00 till 6:30:00.&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&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;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&amp;lt;/property&amp;gt;				&lt;br /&gt;
    &amp;lt;value&amp;gt;20&amp;lt;/value&amp;gt;	&lt;br /&gt;
   &amp;lt;/equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&amp;lt;/property&amp;gt;				&lt;br /&gt;
    &amp;lt;value&amp;gt;40&amp;lt;/value&amp;gt;	&lt;br /&gt;
   &amp;lt;/equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changing texture if illuminated ===&lt;br /&gt;
To change the texture of an illuminated face we add one single row to the file.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This does not work with versions between GIT/2.2.0 snapshot releases and 1.0.0!'''&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;Light&amp;lt;/object-name&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;/sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;1.57&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;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;Light_lit.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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;		&lt;br /&gt;
   &amp;lt;less-than-equals&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;value&amp;gt;1.57&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/less-than-equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;Light.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Switch to another part of texture if illuminated ===&lt;br /&gt;
For v1.9 or later, the way to change textures is the textranslate animation, which lets you &amp;quot;slide&amp;quot; across a texture map. This animation is applied to a single image which has the daytime and nighttime textures placed next to each other.&lt;br /&gt;
&lt;br /&gt;
The width in pixels of texture map (if it is being moved sideways) should be an integral power of two (eg. 2&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt;=1, 2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;=2, 2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;=4, 2&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;=8, 2&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;=16 and so on). For this example, this texture map has two sides that are each 256 pixels wide. The '''left side''' is for day-time textures, the '''right side''' is for night-time textures. Each night-time texture is positioned exactly 256 pixels to the right of the day-time texture. Here is an example taken from the shared model [http://scenemodels.flightgear.org/modeledit.php?id=1570 German village house - grey roof]:&lt;br /&gt;
[[File:Germanvillagehouse1_day.png|thumb|day-time textures]] &lt;br /&gt;
[[File:Germanvillagehouse1_night.png|thumb|night-time textures]]&lt;br /&gt;
&lt;br /&gt;
[[File:Germanvillagehouse1.png]]&lt;br /&gt;
&lt;br /&gt;
When you have made that texture map, you apply the day-time textures as default textures to the model in your favourite modeling software (e.g. [[Blender]] or [[SketchUp]]).&lt;br /&gt;
&lt;br /&gt;
Finally you have to add two bits of code to the XML file: &lt;br /&gt;
# Code that tells FG to move the texture to the left during night-time&lt;br /&gt;
# Code that illuminates the model during night-time&lt;br /&gt;
&lt;br /&gt;
The following code tells FlightGear to translate the texture halfway across horizontally at nightfall (setting &amp;lt;tt&amp;gt;y&amp;lt;/tt&amp;gt; instead would translate it vertically):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;textranslate&amp;lt;/type&amp;gt; &lt;br /&gt;
    &amp;lt;object-name&amp;gt;germanvillagehouse1&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;step&amp;gt; 1.57 &amp;lt;/step&amp;gt;&lt;br /&gt;
    &amp;lt;factor&amp;gt;0.318471338&amp;lt;/factor&amp;gt;&lt;br /&gt;
    &amp;lt;axis&amp;gt; &lt;br /&gt;
      &amp;lt;x&amp;gt; -1 &amp;lt;/x&amp;gt; &lt;br /&gt;
      &amp;lt;y&amp;gt;  0 &amp;lt;/y&amp;gt; &lt;br /&gt;
    &amp;lt;/axis&amp;gt; &lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3d object (the house) which &amp;quot;wears&amp;quot; the texture is called &amp;lt;tt&amp;gt;germanvillagehouse1&amp;lt;/tt&amp;gt; here. This name refers to the name given to the respective object in the AC file. For more information on object names, see [[AC files: Understanding and changing .ac code#Identifying an object|AC files: identifying an object]].&lt;br /&gt;
&lt;br /&gt;
In order to illuminate the object during dark, add the block of code introduced above: [[Howto: Illuminate faces#Illuminate during dark|Illuminate during dark]]. Finally you will have two blocks of code: One that moves the texture at dusk and one that illuminates the object at dusk. Make sure both of them use the right object name. The light will be switched off and the texture will be switched back to day-time texture when the sun rises above an angle of 1.57. Two essential tags here are &amp;lt;step&amp;gt; and &amp;lt;factor&amp;gt;. &lt;br /&gt;
* '''&amp;lt;step&amp;gt;''' indicates that the texture should be translated in a single step only when the value passes 1.57 or a multiple thereof; without it the texture would be translated continuously. &lt;br /&gt;
* '''&amp;lt;factor&amp;gt;''' is equal to 0.5/1.57, which normalizes the sun angle in radians to a value between 0 and 1 for translating the texture.&lt;br /&gt;
&lt;br /&gt;
=== Flashing light ===&lt;br /&gt;
To make a flashing light we need to create two objects. One containing the (emitted) light and one containing the light as it would be shown when disabled/turned off. Then we add the following code to our .xml file:&lt;br /&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;LightsOn&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;LightsOff&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;&lt;br /&gt;
   &amp;lt;random&amp;gt;&lt;br /&gt;
    &amp;lt;min&amp;gt;2.9&amp;lt;/min&amp;gt;&lt;br /&gt;
    &amp;lt;max&amp;gt;3.1&amp;lt;/max&amp;gt;&lt;br /&gt;
   &amp;lt;/random&amp;gt;&lt;br /&gt;
  &amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
  &amp;lt;branch-duration-sec&amp;gt;&lt;br /&gt;
   &amp;lt;random&amp;gt;&lt;br /&gt;
    &amp;lt;min&amp;gt;1.9&amp;lt;/min&amp;gt;&lt;br /&gt;
    &amp;lt;max&amp;gt;2.1&amp;lt;/max&amp;gt;&lt;br /&gt;
   &amp;lt;/random&amp;gt;&lt;br /&gt;
  &amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can set the values (time in seconds that a certain object is shown) to your needs. The upper ones are for the LightsOn object, the lower ones for the LightsOff object.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Howto: Lightmap|Lightmap effect]], allows for easy and nice looking lighting, without switching textures.&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Illuminate faces]]&lt;br /&gt;
[[Category:Scenery enhancement|Illuminate faces]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52819</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52819"/>
		<updated>2012-08-09T22:50:23Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Creating or enhancing models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces ('''Warning: Old method, would give weird result with Rembrandt renderer''')&lt;br /&gt;
* [[Howto:Lightmap]]: The new way to have illuminating faces.&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52818</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52818"/>
		<updated>2012-08-09T22:41:07Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Creating or enhancing models */ Warning, about deprecated method for Howto:Illuminate faces =&amp;gt; could give weird results with Rembrandt renderer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces ('''Warning: Old method, would give weird result with Rembrandt renderer''')&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Illuminate_faces&amp;diff=52817</id>
		<title>Howto:Illuminate faces</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Illuminate_faces&amp;diff=52817"/>
		<updated>2012-08-09T22:38:19Z</updated>

		<summary type="html">&lt;p&gt;Popolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WARNING: This method will give weird results in Rembrandt rendering'''&lt;br /&gt;
&lt;br /&gt;
Imagine you see a skyline with a countless amount of lights. Somewhere in front of you there's a stretched row of lights. That's the runway you will land on. That's how you will experience a flight in the dark of the night. In reality. But in [[FlightGear]] there aren't much illuminated buildings. So here's a [[:Category:Howto|howto]] that teaches you how to make lights and illuminated buildings. Enjoy!&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
To make something of your building, airport, plane or what else illuminate we need an .xml file. In that .xml file we will place some stuff. Every animation (lighting is an animation) starts with the &amp;lt;animation&amp;gt; tag. Followed by the type of animation. For illumination we use the material-type.&lt;br /&gt;
Now comes a very important part: the objects. Here we need to place the objects that should react on the animation. If we have a building with a antenne on top of it and we only want the antenna to illuminate we need to make that a separate object. So every part that you want to be illuminated should be separated. You could do that in Blender, SketchUp or any other software you're using. Last part is the emission part. The emission will tell FlightGear in what color the object should be illuminated. By combining the three primary colors (red, green and blue) you can create any color you want. If we did everything as described above with a red light we will get something like:&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;Light1&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;Light2&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blender users ===&lt;br /&gt;
==== White lights ====&lt;br /&gt;
[[File:Blender-emit-property.jpg|thumb|right|Blender emit property location]]&lt;br /&gt;
[[Blender]] users may create illuminated faces directly from blender itself. But what makes a face to be illuminated in Flightgear ? Well, Flightgear can not take full advantage of all the properties a blender surface can take (fgfs is not a full featured rendering program nor wants to be), there is anyway a method to make faces in blender emit light by their own. First of all we have to remember that whatever program we are using to model an object if we want to use it in Flightgear we have to export it in AC3D format. Materials in AC3D format have line like this one:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MATERIAL &amp;quot;MaterialName&amp;quot; rgb 1 0 0 amb 0.5 0.5 0.5 emis 0 0 0 spec 1 0.9999 0.9999 shi 32 trans 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Look at the 3 numbers after the emis word (0 0 0). this tells that this material does not emit any light by itself. This is the common row we get when exporting an object in AC3D format from blender. If we wish to illuminate it we can take advantage of the '''Emit''' material property under the ''Shaders'' panel. If we want a slight emission we can give a value like 0.4 to it. We will get a surface that will emit white light:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MATERIAL &amp;quot;MaterialName&amp;quot; rgb 1 0 0 amb 0.5 0.5 0.5 emis 0.4 0.4 0.4 spec 1 0.9999 0.9999 shi 32 trans 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the blender emit property we can obtain always illuminated surfaces without using any xml configuration file. Just remember that this surface will always emit light in every moment of the day. Also see [[AC files: Basic changes to textures and colors]].&lt;br /&gt;
&lt;br /&gt;
==== Colored lights ====&lt;br /&gt;
Colored lights can be obtained from blender using a trick of the ac3d default exporter script. We will not use the emit property anymore, but we will use the ''mirror color'' of a material as emission color. So after having set the material mirror color to the considered value we have to teach the exporter to use it and convert it to an emis property. This is done by setting the property '''MIRCOL_AS_EMIS''' to '''True''' under the Blender registry. The Blender registry is a folder generally located in $HOME/.blender/bpydata/config . Here you will probably find an ac3d_export.cfg file. Edit it and change the row:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'MIRCOL_AS_EMIS': False,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
to&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'MIRCOL_AS_EMIS': True,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now every time you will export to AC3D format all the materials will get the emis property the same value as their mirror color.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Attention !'' Generally blender creates new material setting mirror property to white color (1 1 1), before exporting you have to set all the non illuminating surfaces material mirror color to black (0 0 0) otherwise all the object will be like a big white thing in your scene.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Warning !'' The import from an ac3d file does not take in consideration of the MIRCOL_AS_EMIS set to True. Blender will make a media of the values and set it to the emis property (Instead of the mirror color). Fortunately this will be fixed with upcoming Blender version 2.49. Meanwhile blender 2.48 users can use [http://brisa.homelinux.net/fgfs/ac3d_import.py update version of the importer] script that fix the import problem and setting:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'EMIS_AS_MIRCOL': False,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
to&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
'EMIS_AS_MIRCOL': True,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
in the ac3d_import.cfg config file.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
The light we made above is always illuminated. Below I placed some variations that make the light only illuminate at dark or in changing colors. &lt;br /&gt;
&lt;br /&gt;
=== Illuminate during dark ===&lt;br /&gt;
If you want a face to illuminate during dark we use the sun angle property (/sim/time/sun-angle-rad). The value is expressed in radians from the zenith, so a common value where our face should start illuminate is pi/2, or 1.57, right on the horizon. But you could change the value if you want to illuminate earlier or later. Depends on your needs.&lt;br /&gt;
&lt;br /&gt;
'''To turn lights on if the sky is dark:'''&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;Light&amp;lt;/object-name&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;/sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;1.57&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;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''And to turn the lights off during day: This bit is not needed anymore since FG version 1.9.1. The light is switched off automatically when the above condition is no longer true.'''&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;		&lt;br /&gt;
   &amp;lt;less-than-equals&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;value&amp;gt;1.57&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/less-than-equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changing illumination color ===&lt;br /&gt;
Sometimes there are lights that change colours every now and then. It's not very hard to implement this in FlightGear. There are multiple ways to do this, but we will use the /sim/time/utc/ property. The example below changes color from red, green to blue every. We specified that the color should be red at every time behind 0 second. So if the time is 15:20:05 the color will be red. But at 22:01:21 color will be changed to green. Using this you could even make the lighting color be different every second of the day. Another possibility is a light that illuminates only between two specified times like from 21:00:00 till 6:30:00.&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&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;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&amp;lt;/property&amp;gt;				&lt;br /&gt;
    &amp;lt;value&amp;gt;20&amp;lt;/value&amp;gt;	&lt;br /&gt;
   &amp;lt;/equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;0&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;	&lt;br /&gt;
   &amp;lt;equals&amp;gt;		&lt;br /&gt;
    &amp;lt;property&amp;gt;/sim/time/utc/second&amp;lt;/property&amp;gt;				&lt;br /&gt;
    &amp;lt;value&amp;gt;40&amp;lt;/value&amp;gt;	&lt;br /&gt;
   &amp;lt;/equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;&lt;br /&gt;
   &amp;lt;red&amp;gt;0&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;0&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;	&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changing texture if illuminated ===&lt;br /&gt;
To change the texture of an illuminated face we add one single row to the file.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This does not work with versions between GIT/2.2.0 snapshot releases and 1.0.0!'''&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;Light&amp;lt;/object-name&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;/sim/time/sun-angle-rad&amp;lt;/property&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;1.57&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;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;Light_lit.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;Light&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;condition&amp;gt;		&lt;br /&gt;
   &amp;lt;less-than-equals&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;value&amp;gt;1.57&amp;lt;/value&amp;gt;&lt;br /&gt;
   &amp;lt;/less-than-equals&amp;gt;&lt;br /&gt;
  &amp;lt;/condition&amp;gt;&lt;br /&gt;
  &amp;lt;emission&amp;gt;	&lt;br /&gt;
   &amp;lt;red&amp;gt;1&amp;lt;/red&amp;gt;	&lt;br /&gt;
   &amp;lt;green&amp;gt;1&amp;lt;/green&amp;gt;	&lt;br /&gt;
   &amp;lt;blue&amp;gt;1&amp;lt;/blue&amp;gt;&lt;br /&gt;
  &amp;lt;/emission&amp;gt;&lt;br /&gt;
  &amp;lt;texture&amp;gt;Light.png&amp;lt;/texture&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Switch to another part of texture if illuminated ===&lt;br /&gt;
For v1.9 or later, the way to change textures is the textranslate animation, which lets you &amp;quot;slide&amp;quot; across a texture map. This animation is applied to a single image which has the daytime and nighttime textures placed next to each other.&lt;br /&gt;
&lt;br /&gt;
The width in pixels of texture map (if it is being moved sideways) should be an integral power of two (eg. 2&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt;=1, 2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;=2, 2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;=4, 2&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;=8, 2&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;=16 and so on). For this example, this texture map has two sides that are each 256 pixels wide. The '''left side''' is for day-time textures, the '''right side''' is for night-time textures. Each night-time texture is positioned exactly 256 pixels to the right of the day-time texture. Here is an example taken from the shared model [http://scenemodels.flightgear.org/modeledit.php?id=1570 German village house - grey roof]:&lt;br /&gt;
[[File:Germanvillagehouse1_day.png|thumb|day-time textures]] &lt;br /&gt;
[[File:Germanvillagehouse1_night.png|thumb|night-time textures]]&lt;br /&gt;
&lt;br /&gt;
[[File:Germanvillagehouse1.png]]&lt;br /&gt;
&lt;br /&gt;
When you have made that texture map, you apply the day-time textures as default textures to the model in your favourite modeling software (e.g. [[Blender]] or [[SketchUp]]).&lt;br /&gt;
&lt;br /&gt;
Finally you have to add two bits of code to the XML file: &lt;br /&gt;
# Code that tells FG to move the texture to the left during night-time&lt;br /&gt;
# Code that illuminates the model during night-time&lt;br /&gt;
&lt;br /&gt;
The following code tells FlightGear to translate the texture halfway across horizontally at nightfall (setting &amp;lt;tt&amp;gt;y&amp;lt;/tt&amp;gt; instead would translate it vertically):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;textranslate&amp;lt;/type&amp;gt; &lt;br /&gt;
    &amp;lt;object-name&amp;gt;germanvillagehouse1&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;step&amp;gt; 1.57 &amp;lt;/step&amp;gt;&lt;br /&gt;
    &amp;lt;factor&amp;gt;0.318471338&amp;lt;/factor&amp;gt;&lt;br /&gt;
    &amp;lt;axis&amp;gt; &lt;br /&gt;
      &amp;lt;x&amp;gt; -1 &amp;lt;/x&amp;gt; &lt;br /&gt;
      &amp;lt;y&amp;gt;  0 &amp;lt;/y&amp;gt; &lt;br /&gt;
    &amp;lt;/axis&amp;gt; &lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3d object (the house) which &amp;quot;wears&amp;quot; the texture is called &amp;lt;tt&amp;gt;germanvillagehouse1&amp;lt;/tt&amp;gt; here. This name refers to the name given to the respective object in the AC file. For more information on object names, see [[AC files: Understanding and changing .ac code#Identifying an object|AC files: identifying an object]].&lt;br /&gt;
&lt;br /&gt;
In order to illuminate the object during dark, add the block of code introduced above: [[Howto: Illuminate faces#Illuminate during dark|Illuminate during dark]]. Finally you will have two blocks of code: One that moves the texture at dusk and one that illuminates the object at dusk. Make sure both of them use the right object name. The light will be switched off and the texture will be switched back to day-time texture when the sun rises above an angle of 1.57. Two essential tags here are &amp;lt;step&amp;gt; and &amp;lt;factor&amp;gt;. &lt;br /&gt;
* '''&amp;lt;step&amp;gt;''' indicates that the texture should be translated in a single step only when the value passes 1.57 or a multiple thereof; without it the texture would be translated continuously. &lt;br /&gt;
* '''&amp;lt;factor&amp;gt;''' is equal to 0.5/1.57, which normalizes the sun angle in radians to a value between 0 and 1 for translating the texture.&lt;br /&gt;
&lt;br /&gt;
=== Flashing light ===&lt;br /&gt;
To make a flashing light we need to create two objects. One containing the (emitted) light and one containing the light as it would be shown when disabled/turned off. Then we add the following code to our .xml file:&lt;br /&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;LightsOn&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;LightsOff&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;&lt;br /&gt;
   &amp;lt;random&amp;gt;&lt;br /&gt;
    &amp;lt;min&amp;gt;2.9&amp;lt;/min&amp;gt;&lt;br /&gt;
    &amp;lt;max&amp;gt;3.1&amp;lt;/max&amp;gt;&lt;br /&gt;
   &amp;lt;/random&amp;gt;&lt;br /&gt;
  &amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
  &amp;lt;branch-duration-sec&amp;gt;&lt;br /&gt;
   &amp;lt;random&amp;gt;&lt;br /&gt;
    &amp;lt;min&amp;gt;1.9&amp;lt;/min&amp;gt;&lt;br /&gt;
    &amp;lt;max&amp;gt;2.1&amp;lt;/max&amp;gt;&lt;br /&gt;
   &amp;lt;/random&amp;gt;&lt;br /&gt;
  &amp;lt;/branch-duration-sec&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can set the values (time in seconds that a certain object is shown) to your needs. The upper ones are for the LightsOn object, the lower ones for the LightsOff object.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Howto: Lightmap|Lightmap effect]], allows for easy and nice looking lighting, without switching textures.&lt;br /&gt;
&lt;br /&gt;
[[Category:Howto|Illuminate faces]]&lt;br /&gt;
[[Category:Scenery enhancement|Illuminate faces]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52816</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52816"/>
		<updated>2012-08-09T22:35:36Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* = Technical concepts and experimental generation tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
==== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces.&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52815</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52815"/>
		<updated>2012-08-09T22:35:16Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Models = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
===== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces.&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52814</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52814"/>
		<updated>2012-08-09T22:35:00Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Stubs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
===== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
==== Stubs ====&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ====&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces.&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52813</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52813"/>
		<updated>2012-08-09T22:32:48Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Description of the content of the articles by categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pages in this category still are at the bottom of the page'''&lt;br /&gt;
&lt;br /&gt;
== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
===== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
=== Stubs ===&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ====&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces.&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52812</id>
		<title>Category:Scenery enhancement</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Category:Scenery_enhancement&amp;diff=52812"/>
		<updated>2012-08-09T22:31:52Z</updated>

		<summary type="html">&lt;p&gt;Popolon: describe brievly each article of this category in the goal of reorganize or at least to have a common page describing existing docs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description of the content of the articles by categories ==&lt;br /&gt;
This part is probably temporary, to help reorganize documents about scenery enhancement. If you add Feel free to add the description of your page.&lt;br /&gt;
&lt;br /&gt;
=== General scenery ===&lt;br /&gt;
* [[Next Generation Scenery]]: Brainstorm page about possible feature/enhancements in scenery (terrain, textures, LOD of the objects, etc...) and links to mailing list discussions and related projects &amp;amp; efforts.&lt;br /&gt;
* [[Tile Index Scheme]]: How work the scenery tile system and calculate the tile index.&lt;br /&gt;
* [[World Custom Scenery Project]]: ('''october, 16 2008 stub''') Tools used for the World Custom Scenery Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
* [[BTG file format]]: Description of the file format used in flightgear to describe terrains.&lt;br /&gt;
* [[CORINE to materials mapping]]: Table of relations between [[Coordination of Information on the Environment|Corine database]] and textures used in Flightgear.&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates.&lt;br /&gt;
* [[Experimental terrain generation with GRASS]] '''(WIP)''': About current (summer 2012) experiments using GRASS (Geographic Information System) for terrain generation.&lt;br /&gt;
* [[Geographic Coordinate Systems]]: Explaination of the WGS84 Ellipsoid systems used in Flightgear to compute coordinates.&lt;br /&gt;
* [[Howto:Create_custom_terrain]]: Create a custom shapefile to add custom scenery to FlightGear.&lt;br /&gt;
* [[Using TerraGear]]: How to use Terragear. ([[Fr/Utiliser TerraGear|french full translation]])&lt;br /&gt;
* [[TerraGear CORINE]]: How to use France Corine database, SRTM v4 datas and OSM to improve European terrain ([[Fr/TerraGear CORINE|french full translation]])&lt;br /&gt;
&lt;br /&gt;
==== Terrain building tools ====&lt;br /&gt;
* [[Terragear]]: Building/installing Terragear ([[Es/TerraGear[spanish 3 lines translation]])&lt;br /&gt;
* [[TerraGear_Documentation]]: Description of Terragear toolchain, tool by tool.&lt;br /&gt;
* [[TerraGear_GUI]]: GUI to use Terragear toolchain. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
===== Technical concepts and experimental generation tools ====&lt;br /&gt;
* [[TerraGear support for transition polygons]]: Explanation of the new technique used for landclasses transitions in Terragear (for developers).&lt;br /&gt;
* [[TerraGear texmapped line data]]: About newconstruct, allowing to automatically mapping textures folliwing the line of roads, rivers and railways.&lt;br /&gt;
&lt;br /&gt;
==== Terrain databases ====&lt;br /&gt;
* [[Coordination of Information on the Environment]] France Corine datavase, one of the sources of the flightgear terrain&lt;br /&gt;
* [[OpenStreetMap]], Can be used as source of terrain and some kind of scenery objects.&lt;br /&gt;
&lt;br /&gt;
=== Airport ===&lt;br /&gt;
* [[About_Scenery/Airports]]: This article gives an introduction to the $FG_SCENERY/Airports folder.&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''lot of details about general object placement'')).&lt;br /&gt;
* [[Howto:Test your airport layout: quick and easy]]: Testing the airport&lt;br /&gt;
* [[Blender and BTG]]: Creating airports terrains BTG files with Blender.&lt;br /&gt;
* [[Howto:Animated jetways]]: Adding jetways (path connecting airplane to airport terminal gates) into airports, add informations requirement to aircraft models for using them.&lt;br /&gt;
&lt;br /&gt;
==== Airport signs ====&lt;br /&gt;
* [[Blender Ground Signs Tutorial]]: Creating airport signs and adding them on the airport using Blender.&lt;br /&gt;
* [[Signs]]: Description of common airport signs and stg file signs syntax for adding them.&lt;br /&gt;
&lt;br /&gt;
==== Heliport/helipad ====&lt;br /&gt;
* [[Howto:Make a helipad]] : Creating an helipad object, the apt.dat to define it as heliport, testing and distributing it.&lt;br /&gt;
* [[FlightGear User Created Helipad List]]: Raw list of helipads created by users (ICAO code and coordinates).&lt;br /&gt;
&lt;br /&gt;
==== Airport design tools ====&lt;br /&gt;
* [[WorldEditor]]: State of the art X-plane apt.dat 850 format and better airport creation tool.&lt;br /&gt;
* [[TaxiDraw]]: Free taxiway editor for FlightGear and previously x-plane ('''Deprecated, use WorldEditor now''')&lt;br /&gt;
* [[AirportEditor]]: Java-based AI ground network editor for FlightGear&lt;br /&gt;
* [[FGSignMaker]]: is a (X)HTML/JavaScript-based (a.k.a. web-based) tool to generate taxiway sign&lt;br /&gt;
&lt;br /&gt;
=== Stubs ===&lt;br /&gt;
This articles are stubs, not modified since long time and should probaby be dispatched, if there are really interesting informations ? :&lt;br /&gt;
* [[Howto:Airport modeling]]: Stub (30 november 2010, marked as merget to [[Howto: Make an airport]] in april 2012) giving some simple tips about aiport modeling. Is it usefull ? Could be dispatched in relevent pages or replaced by a main page with existing articles as subsection''')&lt;br /&gt;
* [[Howto:Step-by-step_Scenery]]: Stub (january 29, 2012), some tips about creation, should &lt;br /&gt;
* [[Howto:Make an airport]]: '''little page with link to some relevant pages and good structure, could be a used as base for main guideline ?'''&lt;br /&gt;
&lt;br /&gt;
=== Models ====&lt;br /&gt;
==== Creating or enhancing models ====&lt;br /&gt;
* [[Howto:Decrease_the_number_of_faces]]: Decrease the number of faces of the model to avoid slowdown Flightgear with non-visible details.&lt;br /&gt;
* [[Howto:Illuminate faces]]: How to make building or objects visible by night by illuminating their faces.&lt;br /&gt;
* [[Howto:Animate models]]: Add animation to a model using model description .xml files&lt;br /&gt;
* [[Howto:Nasal in scenery object XML files]]: Embed [[Nasal_scripting_language]] in object .xml description for interaction and animation.&lt;br /&gt;
&lt;br /&gt;
===== Textures =====&lt;br /&gt;
* [[AC files: Basic changes to textures and colors]] How to change colors and textures of a model by editing model ac file.&lt;br /&gt;
* [[Howto:Texture a building]]: Texturing the differents elements of a building using UV maps with Blender and Gimp.&lt;br /&gt;
* [[Textures &amp;amp; Texture Maps in SketchUp]]: How to embed your own textures into a SketchUp (SU) model&lt;br /&gt;
&lt;br /&gt;
===== Importing =====&lt;br /&gt;
* [[SketchUp to AC3D exporter]]: Tool converting objects from SketchUp (used in Google Earth) to AC3D. Installation and usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Populating scenery models ====&lt;br /&gt;
* [[Howto:Calculate elevations]]: Know the elevation of the ground at given coordinates (for placing an object).&lt;br /&gt;
* [[FlightGear Scenery Database]]: Overview of the FG Scenery database, statistiques and link to [http://scenemodels.flightgear.org/contribute.php guidelines] and [http://scenemodels.flightgear.org/submission/ online submission forms].&lt;br /&gt;
* [[Howto:Add shared models manually]]: Full process of adding existing shared model in scenery&lt;br /&gt;
* [[Howto:Convert objects from X-Plane]]: Convert ''X-Plane scenery objects'' and MS ® ''Flight Simulator scenery objects'' to FlightGear AC3D models format and STG models position files.&lt;br /&gt;
* [[Howto:Get a number of elevation offsets for a number of objects]]: Get (relative to ground) eleveation offset to reuse them when terrain change.&lt;br /&gt;
* [[OpenStreetMap_buildings]]: Building can be highly detailed in OSM, link to OSM buildings documentation and how-to (including existing tools) to convert them to flightgear scenery.&lt;br /&gt;
[[Howto:Place_3D_objects_with_the_UFO]]: Using the UFO flightgear airplane to interactivly place existing models in scenery ([[Fr/Placer des objets 3D avec UFO|french full translation]])&lt;br /&gt;
* [[Howto:Add details to your airport]]: Placing objects in airport (same than in other place), but with more airport specific signs placements (''The goal was airport builiding, but there is lot of details about general object placement and can be used to understand how to place models elsewhere'')).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Scenery]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear&amp;diff=52461</id>
		<title>TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear&amp;diff=52461"/>
		<updated>2012-08-01T22:59:51Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Dependencies */ add links to several libs sites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;''Not to be confused with [[TerraSync]], a tool to download scenery on-the-fly.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TerraGear The Hague wireframe.png|thumb|270px|A wireframe view of detailed [[CORINE]] and [[OSM]] scenery, generated by TerraGear.]]&lt;br /&gt;
'''TerraGear''' is a collection of open-source tools and rendering libraries which can transform publically available GIS data in 3D representations (i.e. 3D models or 3D maps) of the earth for use in real time rendering projects. TerraGear can import 3D data sets such as DEM terrain grids, 2D polygon data sets such as coastlines, city outlines, lake outlines, and 2D raster data sets such as the 1 km NAOO land use/land cover data. It also has tools for generating realistic [[airport]]s, runways, and lighting based on available FAA data. &lt;br /&gt;
&lt;br /&gt;
TerraGear is the primary tool used to generate the [[scenery]] for the [[FlightGear]] project. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For a variety of reasons you might want to build terrain yourself, rather than downloading it from the available scenery on FlightGear. For instance, if you use [[TaxiDraw]] to create or modify an airport layout, you might wish to see how that modified airport would look in the Scenery before deciding you're happy with the results. And normally, to see and use the airport in the scenery, it's necessary to submit the modifications to the FlighGear scenery staff and then wait untill the next update of the scenery of that area is available via [[TerraSync]] or in the [http://www.flightgear.org/Downloads/scenery.html official FlightGear Scenery] build. If you can build terrain yourself, you can start using it right away.&lt;br /&gt;
&lt;br /&gt;
Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher resultion vector data (vmap1, Tiger) to get better roads/rivers. For all these reasons learning how to use TerraGear is a good idea. &lt;br /&gt;
&lt;br /&gt;
== Getting TerraGear ==&lt;br /&gt;
=== Pre-compiled builds ===&lt;br /&gt;
* [http://flightgear.simpits.org:8080/job/TerraGear-Win-Cmake/lastSuccessfulBuild/artifact/*zip*/archive.zip Latest Windows build], built by the [[FlightGear Build Server]].&lt;br /&gt;
* [ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32 Windows builds] (old)&lt;br /&gt;
&lt;br /&gt;
=== Source ===&lt;br /&gt;
The source is hold in a [[git]] repository at Gitorious.&lt;br /&gt;
 git clone git://git.gitorious.org/fg/terragear-cs.git&lt;br /&gt;
&lt;br /&gt;
== Compilation ==&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
* TerraGear&lt;br /&gt;
** [[SimGear]] - '''Not''' simgear-cs!&lt;br /&gt;
*** SimGear can be compiled without OSG support thus eliminating many deps, like OSG. Use &amp;quot;-DSIMGEAR_HEADLESS=YES&amp;quot; for a minimal build.&lt;br /&gt;
** libnewmat - at least version newmat11 (which is beta at the time of writing) &amp;lt;BR&amp;gt;See [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.newmat;h=95570b6b279d3d00bd7664cd4f00d6c4802aed1b;hb=HEAD README.newmat] for info on how to obtain and install it.&lt;br /&gt;
** gpc - See [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.gpc;h=226e185b1ce1d1578006b48bb426e35848cce93b;hb=HEAD README.gpc] for info on how to obtain and install it.&lt;br /&gt;
** [http://pocoproject.org/ POCO] - For multicore support&lt;br /&gt;
** [http://www.gdal.org/ libgdal]&lt;br /&gt;
** [http://trac.osgeo.org/proj/ libproj]&lt;br /&gt;
** [http://ogdi.sourceforge.net/ libogdi]&lt;br /&gt;
** [http://epsilon-project.sourceforge.net/ libepsilon] - for ogr-decode&lt;br /&gt;
** libexpat&lt;br /&gt;
** Feel free to add more required libs here!&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Please, have a look at [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README;h=7dae654283ca0b1447aeb3aa398287219f4b57df;hb=HEAD README] and/or [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.cygwin;h=d0436ec0371dd9fa255a8a560a388818432600d6;hb=HEAD README.cygwin] of the terragear-cs sources.&lt;br /&gt;
 ./autogen.sh&lt;br /&gt;
 ./configure [options] &lt;br /&gt;
 sed s/-O2// -i src/Lib/TriangleJRS/Makefile&lt;br /&gt;
 make install&lt;br /&gt;
&amp;lt;tt&amp;gt;./configure&amp;lt;/tt&amp;gt; options:&lt;br /&gt;
 --prefix=/path/to/install-dir&lt;br /&gt;
 I am missing reliable data here. Please, revise/complete the list if you have more info!&lt;br /&gt;
 --with-gdal=/path/to/gdal-config&lt;br /&gt;
 --with-gpc=/path/to/libgenpolyclip.a&lt;br /&gt;
 --with-newmat=/path/to/libnewmat.a&lt;br /&gt;
 --with-plib=/path/to/libplib*.a&lt;br /&gt;
 --with-simgear=/path/to/libsg*.a&lt;br /&gt;
 --with-osg=/path/to/OSGinstallation&lt;br /&gt;
&lt;br /&gt;
=== Platform specific ===&lt;br /&gt;
* Debian: [[Building FlightGear - Debian#TerraGear]]&lt;br /&gt;
* Gentoo: &amp;lt;tt&amp;gt;emerge -av terragear-cs&amp;lt;/tt&amp;gt; &amp;lt;BR&amp;gt;See [[Building Flightgear - Gentoo]].&lt;br /&gt;
* Ubuntu: [[Building terragear-cs in Ubuntu_64]]&lt;br /&gt;
&lt;br /&gt;
== GUI Tool ==&lt;br /&gt;
A [[TerraGear GUI]] is available for those that would like to use TerraGear without knowing/using the command line options.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Using Terragear]]&lt;br /&gt;
* [[TerraGear CORINE]]&lt;br /&gt;
* [[TerraGear Documentation]]&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
{{Building}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;br /&gt;
&lt;br /&gt;
[[es:TerraGear]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear&amp;diff=52459</id>
		<title>TerraGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear&amp;diff=52459"/>
		<updated>2012-08-01T22:51:11Z</updated>

		<summary type="html">&lt;p&gt;Popolon: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;''Not to be confused with [[TerraSync]], a tool to download scenery on-the-fly.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TerraGear The Hague wireframe.png|thumb|270px|A wireframe view of detailed [[CORINE]] and [[OSM]] scenery, generated by TerraGear.]]&lt;br /&gt;
'''TerraGear''' is a collection of open-source tools and rendering libraries which can transform publically available GIS data in 3D representations (i.e. 3D models or 3D maps) of the earth for use in real time rendering projects. TerraGear can import 3D data sets such as DEM terrain grids, 2D polygon data sets such as coastlines, city outlines, lake outlines, and 2D raster data sets such as the 1 km NAOO land use/land cover data. It also has tools for generating realistic [[airport]]s, runways, and lighting based on available FAA data. &lt;br /&gt;
&lt;br /&gt;
TerraGear is the primary tool used to generate the [[scenery]] for the [[FlightGear]] project. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For a variety of reasons you might want to build terrain yourself, rather than downloading it from the available scenery on FlightGear. For instance, if you use [[TaxiDraw]] to create or modify an airport layout, you might wish to see how that modified airport would look in the Scenery before deciding you're happy with the results. And normally, to see and use the airport in the scenery, it's necessary to submit the modifications to the FlighGear scenery staff and then wait untill the next update of the scenery of that area is available via [[TerraSync]] or in the [http://www.flightgear.org/Downloads/scenery.html official FlightGear Scenery] build. If you can build terrain yourself, you can start using it right away.&lt;br /&gt;
&lt;br /&gt;
Maybe the official scenery is too detailed for your slow machine, and you'd like to build terrain using a digital elevation model (DEM) with poorer resolution, to decrease the number of polygons and thus improve your framerates. Or maybe you've got a fantastically fast machine, and you want to build your own terrain using higher resultion vector data (vmap1, Tiger) to get better roads/rivers. For all these reasons learning how to use TerraGear is a good idea. &lt;br /&gt;
&lt;br /&gt;
== Getting TerraGear ==&lt;br /&gt;
=== Pre-compiled builds ===&lt;br /&gt;
* [http://flightgear.simpits.org:8080/job/TerraGear-Win-Cmake/lastSuccessfulBuild/artifact/*zip*/archive.zip Latest Windows build], built by the [[FlightGear Build Server]].&lt;br /&gt;
* [ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32 Windows builds] (old)&lt;br /&gt;
&lt;br /&gt;
=== Source ===&lt;br /&gt;
The source is hold in a [[git]] repository at Gitorious.&lt;br /&gt;
 git clone git://git.gitorious.org/fg/terragear-cs.git&lt;br /&gt;
&lt;br /&gt;
== Compilation ==&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
* TerraGear&lt;br /&gt;
** [[SimGear]] - '''Not''' simgear-cs!&lt;br /&gt;
*** SimGear can be compiled without OSG support thus eliminating many deps, like OSG. Use &amp;quot;-DSIMGEAR_HEADLESS=YES&amp;quot; for a minimal build.&lt;br /&gt;
** libnewmat - at least version newmat11 (which is beta at the time of writing) &amp;lt;BR&amp;gt;See [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.newmat;h=95570b6b279d3d00bd7664cd4f00d6c4802aed1b;hb=HEAD README.newmat] for info on how to obtain and install it.&lt;br /&gt;
** gpc - See [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.gpc;h=226e185b1ce1d1578006b48bb426e35848cce93b;hb=HEAD README.gpc] for info on how to obtain and install it.&lt;br /&gt;
** POCO - For multicore support&lt;br /&gt;
** libgdal&lt;br /&gt;
** libproj&lt;br /&gt;
** libogdi&lt;br /&gt;
** libepsilon - for ogr-decode&lt;br /&gt;
** libexpat&lt;br /&gt;
** Feel free to add more required libs here!&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Please, have a look at [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README;h=7dae654283ca0b1447aeb3aa398287219f4b57df;hb=HEAD README] and/or [http://mapserver.flightgear.org/git/?p=terragear-cs;a=blob;f=README.cygwin;h=d0436ec0371dd9fa255a8a560a388818432600d6;hb=HEAD README.cygwin] of the terragear-cs sources.&lt;br /&gt;
 ./autogen.sh&lt;br /&gt;
 ./configure [options] &lt;br /&gt;
 sed s/-O2// -i src/Lib/TriangleJRS/Makefile&lt;br /&gt;
 make install&lt;br /&gt;
&amp;lt;tt&amp;gt;./configure&amp;lt;/tt&amp;gt; options:&lt;br /&gt;
 --prefix=/path/to/install-dir&lt;br /&gt;
 I am missing reliable data here. Please, revise/complete the list if you have more info!&lt;br /&gt;
 --with-gdal=/path/to/gdal-config&lt;br /&gt;
 --with-gpc=/path/to/libgenpolyclip.a&lt;br /&gt;
 --with-newmat=/path/to/libnewmat.a&lt;br /&gt;
 --with-plib=/path/to/libplib*.a&lt;br /&gt;
 --with-simgear=/path/to/libsg*.a&lt;br /&gt;
 --with-osg=/path/to/OSGinstallation&lt;br /&gt;
&lt;br /&gt;
=== Platform specific ===&lt;br /&gt;
* Debian: [[Building FlightGear - Debian#TerraGear]]&lt;br /&gt;
* Gentoo: &amp;lt;tt&amp;gt;emerge -av terragear-cs&amp;lt;/tt&amp;gt; &amp;lt;BR&amp;gt;See [[Building Flightgear - Gentoo]].&lt;br /&gt;
* Ubuntu: [[Building terragear-cs in Ubuntu_64]]&lt;br /&gt;
&lt;br /&gt;
== GUI Tool ==&lt;br /&gt;
A [[TerraGear GUI]] is available for those that would like to use TerraGear without knowing/using the command line options.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Using Terragear]]&lt;br /&gt;
* [[TerraGear CORINE]]&lt;br /&gt;
* [[TerraGear Documentation]]&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
{{Building}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;br /&gt;
&lt;br /&gt;
[[es:TerraGear]]&lt;/div&gt;</summary>
		<author><name>Popolon</name></author>
	</entry>
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