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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Robicd</id>
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	<updated>2026-04-06T20:26:46Z</updated>
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		<id>https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=6204</id>
		<title>Troubleshooting problems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=6204"/>
		<updated>2008-07-20T16:04:29Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Corrupt Textures on ATi Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro =&lt;br /&gt;
Hi, you were probably referred to this page because you are having problems getting FlightGear to work for you. This page is dedicated to helping you address any issues you may face.&lt;br /&gt;
&lt;br /&gt;
You need to realize that, in order for other people to be able to help you sorting out any FlightGear related problems, you need to provide certain information about your platform and the nature of the problem you are encountering. This is due to the fact that we don't have access to your machine and thus cannot see what you are (or were) doing, so you need to be our eyes and ears. Also, it is important that you try not to mix up different symptoms that may not necessarily be related with each other.&lt;br /&gt;
&lt;br /&gt;
Even if some of the information we ask for is not always necessarily required in order to fix a particular issue, it can tremendously simplify and shorten the troubleshooting process, for example by allowing us to exclude certain problem sources. So, if at all possible please try to comply with our requests, if anything is unclear or you don't know how to obtain certain information please ask for clarification rather than ignoring a particular request.&lt;br /&gt;
&lt;br /&gt;
If you are facing issues while interacting with the community, please see: http://catb.org/~esr/faqs/smart-questions.html&lt;br /&gt;
&lt;br /&gt;
= Making proper issue reports =&lt;br /&gt;
'''In general, you should always try to provide the following information in your requests/reports:'''&lt;br /&gt;
&lt;br /&gt;
== OpenGL related ==&lt;br /&gt;
* Do you have a non NVIDIA/ATI graphics card (i.e. Intel)&lt;br /&gt;
* Are you currently able to run other OpenGL (non-DirectX) 3D-software with your current system configuration using hardware acceleration?&lt;br /&gt;
* Have you previously run other OpenGL software on your current system?&lt;br /&gt;
&lt;br /&gt;
On *nix systems:&lt;br /&gt;
* the output from running glxgears&lt;br /&gt;
* the output from running glxinfo&lt;br /&gt;
&lt;br /&gt;
== General Hardware Info ==&lt;br /&gt;
&lt;br /&gt;
* CPU&lt;br /&gt;
* RAM&lt;br /&gt;
* SOUND CARD&lt;br /&gt;
* GRAPHICS CARD&lt;br /&gt;
** Manufacturer&lt;br /&gt;
** Type/Model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Specs ==&lt;br /&gt;
&lt;br /&gt;
* OS (Version, Kernel, Servicepacks etc)&lt;br /&gt;
* any other software that may be running while FlightGear is running (i.e. antivirus tools)&lt;br /&gt;
* driver versions for relevant hardware (graphics, sound, input hardware)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Input Hardware ==&lt;br /&gt;
(This is only likely to be required if FlightGear itself seems to be working properly otherwise)&lt;br /&gt;
&lt;br /&gt;
* KEYBOARD (language/country encoding)&lt;br /&gt;
* MOUSE&lt;br /&gt;
* JOYSTICK&lt;br /&gt;
* YOKE&lt;br /&gt;
* PEDALS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FlightGear related Info ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Info ===&lt;br /&gt;
* version of FlightGear you are trying to get to work for you&lt;br /&gt;
* where you obtained it from (URL)&lt;br /&gt;
* in what format you obtained it (executables/binaries vs. source code)&lt;br /&gt;
* if you built it yourself, how you did do that (compiler,flags etc)&lt;br /&gt;
* how and where you installed FlightGear (file system location)&lt;br /&gt;
* how you are starting FlightGear (GUI frontend vs. shell/console)&lt;br /&gt;
* if you have previously only tried starting it via GUI frontend, the output of trying to run it from a console&lt;br /&gt;
* startup parameters you use, and information whether using the defaults (i.e. no arguments at all), works for you or not&lt;br /&gt;
* runtime settings you use&lt;br /&gt;
* any console messages (warnings and errors) you may see (preferably the complete redirected output from STDERR)&lt;br /&gt;
* whether the same machine/OS (unmodified) has previously been used to run FlightGear successfully, if so what version of FlightGear&lt;br /&gt;
* if FlightGear works properly using the default settings&lt;br /&gt;
&lt;br /&gt;
=== Sound Issues ===&lt;br /&gt;
* type, manufacturer, make/model of your sound card/system&lt;br /&gt;
* driver version&lt;br /&gt;
* whether you are able to use other sound applications (i.e.  media players such as winamp)&lt;br /&gt;
* settings in sound dialog (must be enabled and set to sufficient volume)&lt;br /&gt;
* under Linux:if you are able to use other OpenAL programs&lt;br /&gt;
* whether any other audio software might be running on your system &lt;br /&gt;
&lt;br /&gt;
=== In Flight Issues ===&lt;br /&gt;
If you experience any problems during flight, please save the active flight and make the saved file available for further investigation (i.e. in order to post it to a forum or send it to a [[mailing list]])&lt;br /&gt;
&lt;br /&gt;
'''If you are facing scenery-related problems (i.e. no scenery visible), please also try to provide the following information:'''&lt;br /&gt;
&lt;br /&gt;
* whether FlightGear's default airport KSFO (San Francisco) works for you or not&lt;br /&gt;
* whether you can see any scenery (i.e. runways) from the cockpit view&lt;br /&gt;
* whether you can see any scenery (i.e. runways) from non-cockpit views (i.e. outside view: using the v/V key to cycle through all views)&lt;br /&gt;
* what daytime settings you are using and whether changing this setting has any effect&lt;br /&gt;
* what environmental settings you are using (clouds, visibility)&lt;br /&gt;
* which tiles you downloaded, and from where-including the size of each file or its MD5 sum&lt;br /&gt;
* whether you are able to open the downloaded scenery tiles using an archiver such as WinZip, PowerZIP, IzArc - and if you get to see any warnings or errors&lt;br /&gt;
* which areas/airports specifically are causing trouble, and what you are (not) seeing (i.e. terrain/water?)&lt;br /&gt;
* how exactly you installed the scenery tiles, did you extract the scenery tiles properly?&lt;br /&gt;
* the location of your FlightGear base package (data) folder&lt;br /&gt;
* whether you made any modifications to your base package, if so: if using a fresh copy of the base package results in the same problem&lt;br /&gt;
* whether you customized any user-specific FlightGear settings, if so: whether deleting/renaming your fgfs home folder, still results in the same problem&lt;br /&gt;
* if you are using the FG_ROOT and FG_SCENERY variables, their contents&lt;br /&gt;
* the contents of the folder under $FG_ROOT/Terrain&lt;br /&gt;
* ICAO code and runway of airport, as well as your actual longitude/latitude retrieved from the property browser: /sim/position/longitude-deg &amp;amp; /sim/position/latitude-deg&lt;br /&gt;
* the value of /sim/rendering/draw-otw using the property browser (needs to be true)&lt;br /&gt;
* any screenshots depicting the problem&lt;br /&gt;
&lt;br /&gt;
=== Input Hardware related Issues ===&lt;br /&gt;
'''If you are facing problems related to your input hardware, please also try to provide the following information:'''&lt;br /&gt;
&lt;br /&gt;
* the nature of your problem&lt;br /&gt;
* whether the symptoms appear to be in any way specific to the aircraft you are using&lt;br /&gt;
* what input hardware you are trying to use with FlightGear&lt;br /&gt;
* whether the corresponding hardware works under the same OS with other applications&lt;br /&gt;
* how the input hardware is connected to your machine&lt;br /&gt;
* if there is any other input hardware connected to your machine&lt;br /&gt;
* if the symptoms disappear when you disconnect either single components of your input hardware or all of it together&lt;br /&gt;
&lt;br /&gt;
TODO: we need to evaluate the forum and mailing discussions of the last 2-3 months in order to determine which issues were the most frequently reported ones (i.e. FreeGLUT, RenderTexture,3D Clouds,non calibrated hardware etc), so that we can summarize these issues here, and possibly even directly provide solutions later on.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Segmentation Faults ==&lt;br /&gt;
If you experience segmentation faults while trying to start FlightGear, please try to provide additional information (using default settings &amp;amp; configuration) such as:&lt;br /&gt;
* full OSG debug info (by setting the environment variable OSG_NOTIFY_LEVEL=debug)&lt;br /&gt;
* full fgfs startup info using --log-level=bulk&lt;br /&gt;
* backtrace obtained via gdb&lt;br /&gt;
* system call trace obtained via strace&lt;br /&gt;
&lt;br /&gt;
This sort of info will help to determine whether the problem is actually caused by FlightGear (or one of its dependencies) or by local, system-specific issues.&lt;br /&gt;
&lt;br /&gt;
= Solutions =&lt;br /&gt;
&lt;br /&gt;
== Slow Framerate with OpenGL Card ==&lt;br /&gt;
&lt;br /&gt;
a)&lt;br /&gt;
If you have a card that fully supports OpenGL and FlightGear is still running slow, then there may be a somewhat esoteric fix to your problem.&lt;br /&gt;
&lt;br /&gt;
Change the color depth to match that of your OS's desktop!&lt;br /&gt;
&lt;br /&gt;
b) Identify if your graphic card use software OpenGL support&lt;br /&gt;
&lt;br /&gt;
When Flightgear was launched, it display a message like this in Flighgear launcher's console window:&lt;br /&gt;
(before you need to enable log in info mode,&lt;br /&gt;
Flighgear launcher (fgrun.exe) --&amp;gt;button &amp;quot;advanced&amp;quot; in the third window --&amp;gt;&lt;br /&gt;
tab &amp;quot;debuuging&amp;quot;, select info for &amp;quot;log level&amp;quot; --&amp;gt; click button OK )  &lt;br /&gt;
&lt;br /&gt;
Finished command line arguments&lt;br /&gt;
Initializing splash screen&lt;br /&gt;
GeForce4 MX 440 with AGP8X/AGP/SSE2/forceSW&lt;br /&gt;
Max texture size = 2048&lt;br /&gt;
Depth buffer bits = 16&lt;br /&gt;
Loading Airport Database ...&lt;br /&gt;
Data file version = 810 &lt;br /&gt;
&lt;br /&gt;
Warning! If you see anything like &amp;quot;ForceSW&amp;quot; or &amp;quot;Software Emulation&amp;quot;, it was a bad thing for you because you do not have HARDWARE OpenGL support, or your drivers are not configured properly. If you have SOFTWARE OpenGL support, your CPU work a lot to display the graphics.&lt;br /&gt;
Source : http://ocw.mit.edu/ans7870/6/6.370/contestants/software.htm#issues&lt;br /&gt;
&lt;br /&gt;
== Slow Framerate with Graphic Card with Nvidia chip ==&lt;br /&gt;
&lt;br /&gt;
a) First, Identify if your graphic card use software OpenGL support&lt;br /&gt;
&lt;br /&gt;
When Flightgear was launched, it display a message like this in Flighgear launcher's console window:&lt;br /&gt;
(before you need to enable log in info mode,&lt;br /&gt;
Flighgear launcher (fgrun.exe) --&amp;gt;button &amp;quot;advanced&amp;quot; in the third window --&amp;gt;&lt;br /&gt;
tab &amp;quot;debuuging&amp;quot;, select info for &amp;quot;log level&amp;quot; --&amp;gt; click button OK )  &lt;br /&gt;
&lt;br /&gt;
Finished command line arguments&lt;br /&gt;
Initializing splash screen&lt;br /&gt;
GeForce4 MX 440 with AGP8X/AGP/SSE2/forceSW&lt;br /&gt;
Max texture size = 2048&lt;br /&gt;
Depth buffer bits = 16&lt;br /&gt;
Loading Airport Database ...&lt;br /&gt;
Data file version = 810 &lt;br /&gt;
&lt;br /&gt;
Warning! If you see anything like &amp;quot;ForceSW&amp;quot; or &amp;quot;Software Emulation&amp;quot;, it was a bad thing for you because you do not have HARDWARE OpenGL support, or your drivers are not configured properly. If you have SOFTWARE OpenGL support, your CPU work a lot to display the graphics.&lt;br /&gt;
Source : http://ocw.mit.edu/ans7870/6/6.370/contestants/software.htm#issues&lt;br /&gt;
&lt;br /&gt;
b) Second, use this workaround for Windows 2000/XP to correct this problem.&lt;br /&gt;
&lt;br /&gt;
I have a nvidia Geforce 4 MX440-AGP 8x and this workaround correct the slow framerate with my graphic card.&lt;br /&gt;
The detailed problem analysis is here :&lt;br /&gt;
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg14993.html&lt;br /&gt;
This workaround is to downgrade your nvdia driver to 45.33 or 4.5.3.3.&lt;br /&gt;
You can find it here :&lt;br /&gt;
http://www.nvidia.com/object/pc_winxp-2k_45.33.html&lt;br /&gt;
This 45.33 driver supports over five generations of NVIDIA GPUs - from TNT to GeForce FX(Geforce Fx = Geforce5).&lt;br /&gt;
&lt;br /&gt;
Don't use driver upper than 45.33, because in the upper version, there is a software OpenGL support. It was not the GPU (nvidia chip) that work to support the software OpenGL features but your CPU. And with this configuration, your CPU is used at 98% by fgfs.exe or the flightgear binary.&lt;br /&gt;
&lt;br /&gt;
Note : I do tests with Graphic card with Nvidia Geforce 6200-AGP8X-256MB (NV44A2) and with 7.7.7.2 and 9.4.2.4 nvidia drivers on Windows 2000 SP4 (CPU : Celeron D 2,66Ghz, RAM : 512 MB).&lt;br /&gt;
I made tests with Flightgear 0.9.10 and 1.0.0, I have only 1 fps with these 2 drivers and 2 flighgear versions.&lt;br /&gt;
This card is not yet powerful for flightgear and there is no workaround for it.&lt;br /&gt;
&lt;br /&gt;
== Corrupt Textures on ATi Cards ==&lt;br /&gt;
&lt;br /&gt;
Several users have reported corrupted textures running FlightGear on ATi graphics cards.  The ATi drivers are the subject of intensive improvement, but can still be problematic for some users.  Try this:&lt;br /&gt;
&lt;br /&gt;
Start FG in the normal way.&lt;br /&gt;
Select 'View' drop-down menu (one from the left- you may not be able to read the labels!)&lt;br /&gt;
Select 'Rendering Options' (fourth choice)&lt;br /&gt;
Uncheck 'Use Point Sprites for Runway Lights' (fourth check-box)&lt;br /&gt;
&lt;br /&gt;
When you come to quit FG, do so by menu:  File...Exit, rather than closing the window to save this setting.&lt;br /&gt;
&lt;br /&gt;
If you can't read the Menu titles (because of corrupted graphics) you can manually edit autosave.xml file before even starting FlightGear. Close Flightgear, change the line &amp;lt;point-sprites type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/point-sprites&amp;gt; to &amp;lt;point-sprites type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/point-sprites&amp;gt;, and start FlighGear again. This is the same as changing the above mentioned option but does not require FlightGear running.&lt;br /&gt;
&lt;br /&gt;
Examples of corrupted graphics with an ATI card:&lt;br /&gt;
&lt;br /&gt;
[[Image:ATI_point-sprites_corrupted_1.jpg]] [[Image:ATI_point-sprites_corrupted_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
== USB Joystick Fails to Work ==&lt;br /&gt;
&lt;br /&gt;
FlightGear is designed to recognize automatically any USB joystick that it is aware of (has a configuration on file for it). Configuration for USB joysticks is located in the Inputs folder. For example:&lt;br /&gt;
&lt;br /&gt;
 Input/Saitek/X45.xml&lt;br /&gt;
&lt;br /&gt;
The name reported by the joystick through the hardware of your system must match the name specified in the configuration file. If the stick identifies itself as &lt;br /&gt;
&lt;br /&gt;
 Saitek Saitek X45 Flight Control Stick&lt;br /&gt;
&lt;br /&gt;
but the configuration file specifies&lt;br /&gt;
&lt;br /&gt;
 Saitek X45 USB Flight Stick&lt;br /&gt;
&lt;br /&gt;
Flight Gear will fail to recognize it.&lt;br /&gt;
&lt;br /&gt;
This happens with some frequency. It has been known for the same stick in a manufacturer's line to report different identifier strings. If you encounter a problem getting your usb stick to be recognized by FlightGear, it is helpful to first check to see&lt;br /&gt;
&lt;br /&gt;
* a configuration file matching the name of your stick exists&lt;br /&gt;
* the configuration joystick name matches the name the stick actually reports to your computer&lt;br /&gt;
&lt;br /&gt;
== Configuring CH Products Under Windows Vista==&lt;br /&gt;
&lt;br /&gt;
The CH Products Yoke and Pedals are among the most popular flight sim controls. &lt;br /&gt;
Flight Gear provides excellent configuration files for both the Yoke and Pedals manufactured by CH. Windows Vista recognizes and configures the USB versions of these products by default. However, it reports them as &amp;quot;Generic Controls.&amp;quot; This creates an issue when Flight Gear tries to assign the appropriate controller configuration. &lt;br /&gt;
&lt;br /&gt;
To overcome this you need to edit your Joystick.xml (Filghtgear\Data\Joystick.xml) file to manually assign a configuration file for Flight Gear to use. &lt;br /&gt;
&lt;br /&gt;
Eg: &lt;br /&gt;
&lt;br /&gt;
If you have the Yoke as MS-Windows Controller 0 and Pedals as Controller 1 then you include the following lines: &lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   &amp;lt;js n=&amp;quot;0&amp;quot; include=&amp;quot;Input/Joysticks/CH/pro-yoke-usb.xml&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;js n=&amp;quot;1&amp;quot; include=&amp;quot;Input/Joysticks/CH/pro-pedals-usb.xml&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Possible pitfalls when modifying base package files =&lt;br /&gt;
&lt;br /&gt;
At some point, most users will probably want to modify FlightGear in some way or another. &lt;br /&gt;
Many interesting modifications can be done by editing base package resources, such as for example aircraft files, instrumentation files, GUI files, Nasal scripts etc.&lt;br /&gt;
&lt;br /&gt;
However, once you do modify the base package, it is important to keep track of your changes and to make sure that files are modified properly.&lt;br /&gt;
Here are some things to watch out for:&lt;br /&gt;
* When referencing file names or paths, always make sure that files and paths actually do exist&lt;br /&gt;
* When referencing file names or paths, make sure that they're used properly i.e. watch out for whitespaces, separators and case:&lt;br /&gt;
** On most modern operating systems, filenames and paths are indeed '''case sensitive''', so make sure to watch out for this, as well&lt;br /&gt;
* Also, most modern multi-user operating systems feature support for file permissions, so that files and paths need to have the proper permissions set in order to be accessible&lt;br /&gt;
* Once you start editing XML files, you will want to ensure that your edits are valid and don't corrupt the XML syntax, that is make sure that tags are properly closed - if you are not sure whether your edits were properly done or not, you may want to use a so called &amp;quot;xml validator&amp;quot;, there are numerous free/open source tools available to help you validating XML documents, under *nix you could for example simply use &amp;quot;xmllint&amp;quot;. Invalid XML files cannot be used by FlightGear anymore (there are also various web-based validator available, where you can simply paste contents or upload files to be checked).&lt;br /&gt;
* Also, while the majority of FlightGear XML files follows the basic PropertyList format, the various individual FlightGear components support different functionality and features, so tags and attributes that may be available and usable in one type of files such as i.e. GUI files are usually not necessarily also available in files for different subsystems/components, as features are so far being individually implemented for each single component rather than globally. So, even if a certain syntax or feature is supported in a different part of FlightGear, it may simply not yet be available in other ones.&lt;br /&gt;
Please note that it is easily possible to corrupt your base package simply by modifying files in the wrong way, so that FlightGear may no longer work without getting a fresh base package, thus you may want to keep your modifications separate from the rest of the base package. Or at least consider using a Source Code Management system such as for example svn or git.&lt;br /&gt;
&lt;br /&gt;
If you do encounter problems getting your modifications to work for you, you may want to run FlightGear with an increased log/warning level, so that you get to see more completely which parts of FlightGear could be successfully completed and which ones failed, this can be achieved by using the --log-level=bulk parameter&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=6203</id>
		<title>Troubleshooting problems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=6203"/>
		<updated>2008-07-20T16:04:16Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Corrupt Textures on ATi Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro =&lt;br /&gt;
Hi, you were probably referred to this page because you are having problems getting FlightGear to work for you. This page is dedicated to helping you address any issues you may face.&lt;br /&gt;
&lt;br /&gt;
You need to realize that, in order for other people to be able to help you sorting out any FlightGear related problems, you need to provide certain information about your platform and the nature of the problem you are encountering. This is due to the fact that we don't have access to your machine and thus cannot see what you are (or were) doing, so you need to be our eyes and ears. Also, it is important that you try not to mix up different symptoms that may not necessarily be related with each other.&lt;br /&gt;
&lt;br /&gt;
Even if some of the information we ask for is not always necessarily required in order to fix a particular issue, it can tremendously simplify and shorten the troubleshooting process, for example by allowing us to exclude certain problem sources. So, if at all possible please try to comply with our requests, if anything is unclear or you don't know how to obtain certain information please ask for clarification rather than ignoring a particular request.&lt;br /&gt;
&lt;br /&gt;
If you are facing issues while interacting with the community, please see: http://catb.org/~esr/faqs/smart-questions.html&lt;br /&gt;
&lt;br /&gt;
= Making proper issue reports =&lt;br /&gt;
'''In general, you should always try to provide the following information in your requests/reports:'''&lt;br /&gt;
&lt;br /&gt;
== OpenGL related ==&lt;br /&gt;
* Do you have a non NVIDIA/ATI graphics card (i.e. Intel)&lt;br /&gt;
* Are you currently able to run other OpenGL (non-DirectX) 3D-software with your current system configuration using hardware acceleration?&lt;br /&gt;
* Have you previously run other OpenGL software on your current system?&lt;br /&gt;
&lt;br /&gt;
On *nix systems:&lt;br /&gt;
* the output from running glxgears&lt;br /&gt;
* the output from running glxinfo&lt;br /&gt;
&lt;br /&gt;
== General Hardware Info ==&lt;br /&gt;
&lt;br /&gt;
* CPU&lt;br /&gt;
* RAM&lt;br /&gt;
* SOUND CARD&lt;br /&gt;
* GRAPHICS CARD&lt;br /&gt;
** Manufacturer&lt;br /&gt;
** Type/Model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Specs ==&lt;br /&gt;
&lt;br /&gt;
* OS (Version, Kernel, Servicepacks etc)&lt;br /&gt;
* any other software that may be running while FlightGear is running (i.e. antivirus tools)&lt;br /&gt;
* driver versions for relevant hardware (graphics, sound, input hardware)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Input Hardware ==&lt;br /&gt;
(This is only likely to be required if FlightGear itself seems to be working properly otherwise)&lt;br /&gt;
&lt;br /&gt;
* KEYBOARD (language/country encoding)&lt;br /&gt;
* MOUSE&lt;br /&gt;
* JOYSTICK&lt;br /&gt;
* YOKE&lt;br /&gt;
* PEDALS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FlightGear related Info ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Info ===&lt;br /&gt;
* version of FlightGear you are trying to get to work for you&lt;br /&gt;
* where you obtained it from (URL)&lt;br /&gt;
* in what format you obtained it (executables/binaries vs. source code)&lt;br /&gt;
* if you built it yourself, how you did do that (compiler,flags etc)&lt;br /&gt;
* how and where you installed FlightGear (file system location)&lt;br /&gt;
* how you are starting FlightGear (GUI frontend vs. shell/console)&lt;br /&gt;
* if you have previously only tried starting it via GUI frontend, the output of trying to run it from a console&lt;br /&gt;
* startup parameters you use, and information whether using the defaults (i.e. no arguments at all), works for you or not&lt;br /&gt;
* runtime settings you use&lt;br /&gt;
* any console messages (warnings and errors) you may see (preferably the complete redirected output from STDERR)&lt;br /&gt;
* whether the same machine/OS (unmodified) has previously been used to run FlightGear successfully, if so what version of FlightGear&lt;br /&gt;
* if FlightGear works properly using the default settings&lt;br /&gt;
&lt;br /&gt;
=== Sound Issues ===&lt;br /&gt;
* type, manufacturer, make/model of your sound card/system&lt;br /&gt;
* driver version&lt;br /&gt;
* whether you are able to use other sound applications (i.e.  media players such as winamp)&lt;br /&gt;
* settings in sound dialog (must be enabled and set to sufficient volume)&lt;br /&gt;
* under Linux:if you are able to use other OpenAL programs&lt;br /&gt;
* whether any other audio software might be running on your system &lt;br /&gt;
&lt;br /&gt;
=== In Flight Issues ===&lt;br /&gt;
If you experience any problems during flight, please save the active flight and make the saved file available for further investigation (i.e. in order to post it to a forum or send it to a [[mailing list]])&lt;br /&gt;
&lt;br /&gt;
'''If you are facing scenery-related problems (i.e. no scenery visible), please also try to provide the following information:'''&lt;br /&gt;
&lt;br /&gt;
* whether FlightGear's default airport KSFO (San Francisco) works for you or not&lt;br /&gt;
* whether you can see any scenery (i.e. runways) from the cockpit view&lt;br /&gt;
* whether you can see any scenery (i.e. runways) from non-cockpit views (i.e. outside view: using the v/V key to cycle through all views)&lt;br /&gt;
* what daytime settings you are using and whether changing this setting has any effect&lt;br /&gt;
* what environmental settings you are using (clouds, visibility)&lt;br /&gt;
* which tiles you downloaded, and from where-including the size of each file or its MD5 sum&lt;br /&gt;
* whether you are able to open the downloaded scenery tiles using an archiver such as WinZip, PowerZIP, IzArc - and if you get to see any warnings or errors&lt;br /&gt;
* which areas/airports specifically are causing trouble, and what you are (not) seeing (i.e. terrain/water?)&lt;br /&gt;
* how exactly you installed the scenery tiles, did you extract the scenery tiles properly?&lt;br /&gt;
* the location of your FlightGear base package (data) folder&lt;br /&gt;
* whether you made any modifications to your base package, if so: if using a fresh copy of the base package results in the same problem&lt;br /&gt;
* whether you customized any user-specific FlightGear settings, if so: whether deleting/renaming your fgfs home folder, still results in the same problem&lt;br /&gt;
* if you are using the FG_ROOT and FG_SCENERY variables, their contents&lt;br /&gt;
* the contents of the folder under $FG_ROOT/Terrain&lt;br /&gt;
* ICAO code and runway of airport, as well as your actual longitude/latitude retrieved from the property browser: /sim/position/longitude-deg &amp;amp; /sim/position/latitude-deg&lt;br /&gt;
* the value of /sim/rendering/draw-otw using the property browser (needs to be true)&lt;br /&gt;
* any screenshots depicting the problem&lt;br /&gt;
&lt;br /&gt;
=== Input Hardware related Issues ===&lt;br /&gt;
'''If you are facing problems related to your input hardware, please also try to provide the following information:'''&lt;br /&gt;
&lt;br /&gt;
* the nature of your problem&lt;br /&gt;
* whether the symptoms appear to be in any way specific to the aircraft you are using&lt;br /&gt;
* what input hardware you are trying to use with FlightGear&lt;br /&gt;
* whether the corresponding hardware works under the same OS with other applications&lt;br /&gt;
* how the input hardware is connected to your machine&lt;br /&gt;
* if there is any other input hardware connected to your machine&lt;br /&gt;
* if the symptoms disappear when you disconnect either single components of your input hardware or all of it together&lt;br /&gt;
&lt;br /&gt;
TODO: we need to evaluate the forum and mailing discussions of the last 2-3 months in order to determine which issues were the most frequently reported ones (i.e. FreeGLUT, RenderTexture,3D Clouds,non calibrated hardware etc), so that we can summarize these issues here, and possibly even directly provide solutions later on.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Segmentation Faults ==&lt;br /&gt;
If you experience segmentation faults while trying to start FlightGear, please try to provide additional information (using default settings &amp;amp; configuration) such as:&lt;br /&gt;
* full OSG debug info (by setting the environment variable OSG_NOTIFY_LEVEL=debug)&lt;br /&gt;
* full fgfs startup info using --log-level=bulk&lt;br /&gt;
* backtrace obtained via gdb&lt;br /&gt;
* system call trace obtained via strace&lt;br /&gt;
&lt;br /&gt;
This sort of info will help to determine whether the problem is actually caused by FlightGear (or one of its dependencies) or by local, system-specific issues.&lt;br /&gt;
&lt;br /&gt;
= Solutions =&lt;br /&gt;
&lt;br /&gt;
== Slow Framerate with OpenGL Card ==&lt;br /&gt;
&lt;br /&gt;
a)&lt;br /&gt;
If you have a card that fully supports OpenGL and FlightGear is still running slow, then there may be a somewhat esoteric fix to your problem.&lt;br /&gt;
&lt;br /&gt;
Change the color depth to match that of your OS's desktop!&lt;br /&gt;
&lt;br /&gt;
b) Identify if your graphic card use software OpenGL support&lt;br /&gt;
&lt;br /&gt;
When Flightgear was launched, it display a message like this in Flighgear launcher's console window:&lt;br /&gt;
(before you need to enable log in info mode,&lt;br /&gt;
Flighgear launcher (fgrun.exe) --&amp;gt;button &amp;quot;advanced&amp;quot; in the third window --&amp;gt;&lt;br /&gt;
tab &amp;quot;debuuging&amp;quot;, select info for &amp;quot;log level&amp;quot; --&amp;gt; click button OK )  &lt;br /&gt;
&lt;br /&gt;
Finished command line arguments&lt;br /&gt;
Initializing splash screen&lt;br /&gt;
GeForce4 MX 440 with AGP8X/AGP/SSE2/forceSW&lt;br /&gt;
Max texture size = 2048&lt;br /&gt;
Depth buffer bits = 16&lt;br /&gt;
Loading Airport Database ...&lt;br /&gt;
Data file version = 810 &lt;br /&gt;
&lt;br /&gt;
Warning! If you see anything like &amp;quot;ForceSW&amp;quot; or &amp;quot;Software Emulation&amp;quot;, it was a bad thing for you because you do not have HARDWARE OpenGL support, or your drivers are not configured properly. If you have SOFTWARE OpenGL support, your CPU work a lot to display the graphics.&lt;br /&gt;
Source : http://ocw.mit.edu/ans7870/6/6.370/contestants/software.htm#issues&lt;br /&gt;
&lt;br /&gt;
== Slow Framerate with Graphic Card with Nvidia chip ==&lt;br /&gt;
&lt;br /&gt;
a) First, Identify if your graphic card use software OpenGL support&lt;br /&gt;
&lt;br /&gt;
When Flightgear was launched, it display a message like this in Flighgear launcher's console window:&lt;br /&gt;
(before you need to enable log in info mode,&lt;br /&gt;
Flighgear launcher (fgrun.exe) --&amp;gt;button &amp;quot;advanced&amp;quot; in the third window --&amp;gt;&lt;br /&gt;
tab &amp;quot;debuuging&amp;quot;, select info for &amp;quot;log level&amp;quot; --&amp;gt; click button OK )  &lt;br /&gt;
&lt;br /&gt;
Finished command line arguments&lt;br /&gt;
Initializing splash screen&lt;br /&gt;
GeForce4 MX 440 with AGP8X/AGP/SSE2/forceSW&lt;br /&gt;
Max texture size = 2048&lt;br /&gt;
Depth buffer bits = 16&lt;br /&gt;
Loading Airport Database ...&lt;br /&gt;
Data file version = 810 &lt;br /&gt;
&lt;br /&gt;
Warning! If you see anything like &amp;quot;ForceSW&amp;quot; or &amp;quot;Software Emulation&amp;quot;, it was a bad thing for you because you do not have HARDWARE OpenGL support, or your drivers are not configured properly. If you have SOFTWARE OpenGL support, your CPU work a lot to display the graphics.&lt;br /&gt;
Source : http://ocw.mit.edu/ans7870/6/6.370/contestants/software.htm#issues&lt;br /&gt;
&lt;br /&gt;
b) Second, use this workaround for Windows 2000/XP to correct this problem.&lt;br /&gt;
&lt;br /&gt;
I have a nvidia Geforce 4 MX440-AGP 8x and this workaround correct the slow framerate with my graphic card.&lt;br /&gt;
The detailed problem analysis is here :&lt;br /&gt;
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg14993.html&lt;br /&gt;
This workaround is to downgrade your nvdia driver to 45.33 or 4.5.3.3.&lt;br /&gt;
You can find it here :&lt;br /&gt;
http://www.nvidia.com/object/pc_winxp-2k_45.33.html&lt;br /&gt;
This 45.33 driver supports over five generations of NVIDIA GPUs - from TNT to GeForce FX(Geforce Fx = Geforce5).&lt;br /&gt;
&lt;br /&gt;
Don't use driver upper than 45.33, because in the upper version, there is a software OpenGL support. It was not the GPU (nvidia chip) that work to support the software OpenGL features but your CPU. And with this configuration, your CPU is used at 98% by fgfs.exe or the flightgear binary.&lt;br /&gt;
&lt;br /&gt;
Note : I do tests with Graphic card with Nvidia Geforce 6200-AGP8X-256MB (NV44A2) and with 7.7.7.2 and 9.4.2.4 nvidia drivers on Windows 2000 SP4 (CPU : Celeron D 2,66Ghz, RAM : 512 MB).&lt;br /&gt;
I made tests with Flightgear 0.9.10 and 1.0.0, I have only 1 fps with these 2 drivers and 2 flighgear versions.&lt;br /&gt;
This card is not yet powerful for flightgear and there is no workaround for it.&lt;br /&gt;
&lt;br /&gt;
== Corrupt Textures on ATi Cards ==&lt;br /&gt;
&lt;br /&gt;
Several users have reported corrupted textures running FlightGear on ATi graphics cards.  The ATi drivers are the subject of intensive improvement, but can still be problematic for some users.  Try this:&lt;br /&gt;
&lt;br /&gt;
Start FG in the normal way.&lt;br /&gt;
Select 'View' drop-down menu (one from the left- you may not be able to read the labels!)&lt;br /&gt;
Select 'Rendering Options' (fourth choice)&lt;br /&gt;
Uncheck 'Use Point Sprites for Runway Lights' (fourth check-box)&lt;br /&gt;
&lt;br /&gt;
When you come to quit FG, do so by menu:  File...Exit, rather than closing the window to save this setting.&lt;br /&gt;
&lt;br /&gt;
If you can't read the Menu titles (because of corrupted graphics) you can manually edit autosave.xml file before even starting FlightGear. Close Flightgear, change the line &amp;lt;point-sprites type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/point-sprites&amp;gt; to &amp;lt;point-sprites type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/point-sprites&amp;gt;, and start FlighGear again. This is the same as changing the above mentioned option but does not require FlightGear running.&lt;br /&gt;
&lt;br /&gt;
Examples of corrupted graphics with an ATI card:&lt;br /&gt;
[[Image:ATI_point-sprites_corrupted_1.jpg]] [[Image:ATI_point-sprites_corrupted_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
== USB Joystick Fails to Work ==&lt;br /&gt;
&lt;br /&gt;
FlightGear is designed to recognize automatically any USB joystick that it is aware of (has a configuration on file for it). Configuration for USB joysticks is located in the Inputs folder. For example:&lt;br /&gt;
&lt;br /&gt;
 Input/Saitek/X45.xml&lt;br /&gt;
&lt;br /&gt;
The name reported by the joystick through the hardware of your system must match the name specified in the configuration file. If the stick identifies itself as &lt;br /&gt;
&lt;br /&gt;
 Saitek Saitek X45 Flight Control Stick&lt;br /&gt;
&lt;br /&gt;
but the configuration file specifies&lt;br /&gt;
&lt;br /&gt;
 Saitek X45 USB Flight Stick&lt;br /&gt;
&lt;br /&gt;
Flight Gear will fail to recognize it.&lt;br /&gt;
&lt;br /&gt;
This happens with some frequency. It has been known for the same stick in a manufacturer's line to report different identifier strings. If you encounter a problem getting your usb stick to be recognized by FlightGear, it is helpful to first check to see&lt;br /&gt;
&lt;br /&gt;
* a configuration file matching the name of your stick exists&lt;br /&gt;
* the configuration joystick name matches the name the stick actually reports to your computer&lt;br /&gt;
&lt;br /&gt;
== Configuring CH Products Under Windows Vista==&lt;br /&gt;
&lt;br /&gt;
The CH Products Yoke and Pedals are among the most popular flight sim controls. &lt;br /&gt;
Flight Gear provides excellent configuration files for both the Yoke and Pedals manufactured by CH. Windows Vista recognizes and configures the USB versions of these products by default. However, it reports them as &amp;quot;Generic Controls.&amp;quot; This creates an issue when Flight Gear tries to assign the appropriate controller configuration. &lt;br /&gt;
&lt;br /&gt;
To overcome this you need to edit your Joystick.xml (Filghtgear\Data\Joystick.xml) file to manually assign a configuration file for Flight Gear to use. &lt;br /&gt;
&lt;br /&gt;
Eg: &lt;br /&gt;
&lt;br /&gt;
If you have the Yoke as MS-Windows Controller 0 and Pedals as Controller 1 then you include the following lines: &lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   &amp;lt;js n=&amp;quot;0&amp;quot; include=&amp;quot;Input/Joysticks/CH/pro-yoke-usb.xml&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;js n=&amp;quot;1&amp;quot; include=&amp;quot;Input/Joysticks/CH/pro-pedals-usb.xml&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Possible pitfalls when modifying base package files =&lt;br /&gt;
&lt;br /&gt;
At some point, most users will probably want to modify FlightGear in some way or another. &lt;br /&gt;
Many interesting modifications can be done by editing base package resources, such as for example aircraft files, instrumentation files, GUI files, Nasal scripts etc.&lt;br /&gt;
&lt;br /&gt;
However, once you do modify the base package, it is important to keep track of your changes and to make sure that files are modified properly.&lt;br /&gt;
Here are some things to watch out for:&lt;br /&gt;
* When referencing file names or paths, always make sure that files and paths actually do exist&lt;br /&gt;
* When referencing file names or paths, make sure that they're used properly i.e. watch out for whitespaces, separators and case:&lt;br /&gt;
** On most modern operating systems, filenames and paths are indeed '''case sensitive''', so make sure to watch out for this, as well&lt;br /&gt;
* Also, most modern multi-user operating systems feature support for file permissions, so that files and paths need to have the proper permissions set in order to be accessible&lt;br /&gt;
* Once you start editing XML files, you will want to ensure that your edits are valid and don't corrupt the XML syntax, that is make sure that tags are properly closed - if you are not sure whether your edits were properly done or not, you may want to use a so called &amp;quot;xml validator&amp;quot;, there are numerous free/open source tools available to help you validating XML documents, under *nix you could for example simply use &amp;quot;xmllint&amp;quot;. Invalid XML files cannot be used by FlightGear anymore (there are also various web-based validator available, where you can simply paste contents or upload files to be checked).&lt;br /&gt;
* Also, while the majority of FlightGear XML files follows the basic PropertyList format, the various individual FlightGear components support different functionality and features, so tags and attributes that may be available and usable in one type of files such as i.e. GUI files are usually not necessarily also available in files for different subsystems/components, as features are so far being individually implemented for each single component rather than globally. So, even if a certain syntax or feature is supported in a different part of FlightGear, it may simply not yet be available in other ones.&lt;br /&gt;
Please note that it is easily possible to corrupt your base package simply by modifying files in the wrong way, so that FlightGear may no longer work without getting a fresh base package, thus you may want to keep your modifications separate from the rest of the base package. Or at least consider using a Source Code Management system such as for example svn or git.&lt;br /&gt;
&lt;br /&gt;
If you do encounter problems getting your modifications to work for you, you may want to run FlightGear with an increased log/warning level, so that you get to see more completely which parts of FlightGear could be successfully completed and which ones failed, this can be achieved by using the --log-level=bulk parameter&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=6202</id>
		<title>Troubleshooting problems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=6202"/>
		<updated>2008-07-20T15:59:16Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Corrupt Textures on ATi Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro =&lt;br /&gt;
Hi, you were probably referred to this page because you are having problems getting FlightGear to work for you. This page is dedicated to helping you address any issues you may face.&lt;br /&gt;
&lt;br /&gt;
You need to realize that, in order for other people to be able to help you sorting out any FlightGear related problems, you need to provide certain information about your platform and the nature of the problem you are encountering. This is due to the fact that we don't have access to your machine and thus cannot see what you are (or were) doing, so you need to be our eyes and ears. Also, it is important that you try not to mix up different symptoms that may not necessarily be related with each other.&lt;br /&gt;
&lt;br /&gt;
Even if some of the information we ask for is not always necessarily required in order to fix a particular issue, it can tremendously simplify and shorten the troubleshooting process, for example by allowing us to exclude certain problem sources. So, if at all possible please try to comply with our requests, if anything is unclear or you don't know how to obtain certain information please ask for clarification rather than ignoring a particular request.&lt;br /&gt;
&lt;br /&gt;
If you are facing issues while interacting with the community, please see: http://catb.org/~esr/faqs/smart-questions.html&lt;br /&gt;
&lt;br /&gt;
= Making proper issue reports =&lt;br /&gt;
'''In general, you should always try to provide the following information in your requests/reports:'''&lt;br /&gt;
&lt;br /&gt;
== OpenGL related ==&lt;br /&gt;
* Do you have a non NVIDIA/ATI graphics card (i.e. Intel)&lt;br /&gt;
* Are you currently able to run other OpenGL (non-DirectX) 3D-software with your current system configuration using hardware acceleration?&lt;br /&gt;
* Have you previously run other OpenGL software on your current system?&lt;br /&gt;
&lt;br /&gt;
On *nix systems:&lt;br /&gt;
* the output from running glxgears&lt;br /&gt;
* the output from running glxinfo&lt;br /&gt;
&lt;br /&gt;
== General Hardware Info ==&lt;br /&gt;
&lt;br /&gt;
* CPU&lt;br /&gt;
* RAM&lt;br /&gt;
* SOUND CARD&lt;br /&gt;
* GRAPHICS CARD&lt;br /&gt;
** Manufacturer&lt;br /&gt;
** Type/Model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Specs ==&lt;br /&gt;
&lt;br /&gt;
* OS (Version, Kernel, Servicepacks etc)&lt;br /&gt;
* any other software that may be running while FlightGear is running (i.e. antivirus tools)&lt;br /&gt;
* driver versions for relevant hardware (graphics, sound, input hardware)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Input Hardware ==&lt;br /&gt;
(This is only likely to be required if FlightGear itself seems to be working properly otherwise)&lt;br /&gt;
&lt;br /&gt;
* KEYBOARD (language/country encoding)&lt;br /&gt;
* MOUSE&lt;br /&gt;
* JOYSTICK&lt;br /&gt;
* YOKE&lt;br /&gt;
* PEDALS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FlightGear related Info ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Info ===&lt;br /&gt;
* version of FlightGear you are trying to get to work for you&lt;br /&gt;
* where you obtained it from (URL)&lt;br /&gt;
* in what format you obtained it (executables/binaries vs. source code)&lt;br /&gt;
* if you built it yourself, how you did do that (compiler,flags etc)&lt;br /&gt;
* how and where you installed FlightGear (file system location)&lt;br /&gt;
* how you are starting FlightGear (GUI frontend vs. shell/console)&lt;br /&gt;
* if you have previously only tried starting it via GUI frontend, the output of trying to run it from a console&lt;br /&gt;
* startup parameters you use, and information whether using the defaults (i.e. no arguments at all), works for you or not&lt;br /&gt;
* runtime settings you use&lt;br /&gt;
* any console messages (warnings and errors) you may see (preferably the complete redirected output from STDERR)&lt;br /&gt;
* whether the same machine/OS (unmodified) has previously been used to run FlightGear successfully, if so what version of FlightGear&lt;br /&gt;
* if FlightGear works properly using the default settings&lt;br /&gt;
&lt;br /&gt;
=== Sound Issues ===&lt;br /&gt;
* type, manufacturer, make/model of your sound card/system&lt;br /&gt;
* driver version&lt;br /&gt;
* whether you are able to use other sound applications (i.e.  media players such as winamp)&lt;br /&gt;
* settings in sound dialog (must be enabled and set to sufficient volume)&lt;br /&gt;
* under Linux:if you are able to use other OpenAL programs&lt;br /&gt;
* whether any other audio software might be running on your system &lt;br /&gt;
&lt;br /&gt;
=== In Flight Issues ===&lt;br /&gt;
If you experience any problems during flight, please save the active flight and make the saved file available for further investigation (i.e. in order to post it to a forum or send it to a [[mailing list]])&lt;br /&gt;
&lt;br /&gt;
'''If you are facing scenery-related problems (i.e. no scenery visible), please also try to provide the following information:'''&lt;br /&gt;
&lt;br /&gt;
* whether FlightGear's default airport KSFO (San Francisco) works for you or not&lt;br /&gt;
* whether you can see any scenery (i.e. runways) from the cockpit view&lt;br /&gt;
* whether you can see any scenery (i.e. runways) from non-cockpit views (i.e. outside view: using the v/V key to cycle through all views)&lt;br /&gt;
* what daytime settings you are using and whether changing this setting has any effect&lt;br /&gt;
* what environmental settings you are using (clouds, visibility)&lt;br /&gt;
* which tiles you downloaded, and from where-including the size of each file or its MD5 sum&lt;br /&gt;
* whether you are able to open the downloaded scenery tiles using an archiver such as WinZip, PowerZIP, IzArc - and if you get to see any warnings or errors&lt;br /&gt;
* which areas/airports specifically are causing trouble, and what you are (not) seeing (i.e. terrain/water?)&lt;br /&gt;
* how exactly you installed the scenery tiles, did you extract the scenery tiles properly?&lt;br /&gt;
* the location of your FlightGear base package (data) folder&lt;br /&gt;
* whether you made any modifications to your base package, if so: if using a fresh copy of the base package results in the same problem&lt;br /&gt;
* whether you customized any user-specific FlightGear settings, if so: whether deleting/renaming your fgfs home folder, still results in the same problem&lt;br /&gt;
* if you are using the FG_ROOT and FG_SCENERY variables, their contents&lt;br /&gt;
* the contents of the folder under $FG_ROOT/Terrain&lt;br /&gt;
* ICAO code and runway of airport, as well as your actual longitude/latitude retrieved from the property browser: /sim/position/longitude-deg &amp;amp; /sim/position/latitude-deg&lt;br /&gt;
* the value of /sim/rendering/draw-otw using the property browser (needs to be true)&lt;br /&gt;
* any screenshots depicting the problem&lt;br /&gt;
&lt;br /&gt;
=== Input Hardware related Issues ===&lt;br /&gt;
'''If you are facing problems related to your input hardware, please also try to provide the following information:'''&lt;br /&gt;
&lt;br /&gt;
* the nature of your problem&lt;br /&gt;
* whether the symptoms appear to be in any way specific to the aircraft you are using&lt;br /&gt;
* what input hardware you are trying to use with FlightGear&lt;br /&gt;
* whether the corresponding hardware works under the same OS with other applications&lt;br /&gt;
* how the input hardware is connected to your machine&lt;br /&gt;
* if there is any other input hardware connected to your machine&lt;br /&gt;
* if the symptoms disappear when you disconnect either single components of your input hardware or all of it together&lt;br /&gt;
&lt;br /&gt;
TODO: we need to evaluate the forum and mailing discussions of the last 2-3 months in order to determine which issues were the most frequently reported ones (i.e. FreeGLUT, RenderTexture,3D Clouds,non calibrated hardware etc), so that we can summarize these issues here, and possibly even directly provide solutions later on.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Segmentation Faults ==&lt;br /&gt;
If you experience segmentation faults while trying to start FlightGear, please try to provide additional information (using default settings &amp;amp; configuration) such as:&lt;br /&gt;
* full OSG debug info (by setting the environment variable OSG_NOTIFY_LEVEL=debug)&lt;br /&gt;
* full fgfs startup info using --log-level=bulk&lt;br /&gt;
* backtrace obtained via gdb&lt;br /&gt;
* system call trace obtained via strace&lt;br /&gt;
&lt;br /&gt;
This sort of info will help to determine whether the problem is actually caused by FlightGear (or one of its dependencies) or by local, system-specific issues.&lt;br /&gt;
&lt;br /&gt;
= Solutions =&lt;br /&gt;
&lt;br /&gt;
== Slow Framerate with OpenGL Card ==&lt;br /&gt;
&lt;br /&gt;
a)&lt;br /&gt;
If you have a card that fully supports OpenGL and FlightGear is still running slow, then there may be a somewhat esoteric fix to your problem.&lt;br /&gt;
&lt;br /&gt;
Change the color depth to match that of your OS's desktop!&lt;br /&gt;
&lt;br /&gt;
b) Identify if your graphic card use software OpenGL support&lt;br /&gt;
&lt;br /&gt;
When Flightgear was launched, it display a message like this in Flighgear launcher's console window:&lt;br /&gt;
(before you need to enable log in info mode,&lt;br /&gt;
Flighgear launcher (fgrun.exe) --&amp;gt;button &amp;quot;advanced&amp;quot; in the third window --&amp;gt;&lt;br /&gt;
tab &amp;quot;debuuging&amp;quot;, select info for &amp;quot;log level&amp;quot; --&amp;gt; click button OK )  &lt;br /&gt;
&lt;br /&gt;
Finished command line arguments&lt;br /&gt;
Initializing splash screen&lt;br /&gt;
GeForce4 MX 440 with AGP8X/AGP/SSE2/forceSW&lt;br /&gt;
Max texture size = 2048&lt;br /&gt;
Depth buffer bits = 16&lt;br /&gt;
Loading Airport Database ...&lt;br /&gt;
Data file version = 810 &lt;br /&gt;
&lt;br /&gt;
Warning! If you see anything like &amp;quot;ForceSW&amp;quot; or &amp;quot;Software Emulation&amp;quot;, it was a bad thing for you because you do not have HARDWARE OpenGL support, or your drivers are not configured properly. If you have SOFTWARE OpenGL support, your CPU work a lot to display the graphics.&lt;br /&gt;
Source : http://ocw.mit.edu/ans7870/6/6.370/contestants/software.htm#issues&lt;br /&gt;
&lt;br /&gt;
== Slow Framerate with Graphic Card with Nvidia chip ==&lt;br /&gt;
&lt;br /&gt;
a) First, Identify if your graphic card use software OpenGL support&lt;br /&gt;
&lt;br /&gt;
When Flightgear was launched, it display a message like this in Flighgear launcher's console window:&lt;br /&gt;
(before you need to enable log in info mode,&lt;br /&gt;
Flighgear launcher (fgrun.exe) --&amp;gt;button &amp;quot;advanced&amp;quot; in the third window --&amp;gt;&lt;br /&gt;
tab &amp;quot;debuuging&amp;quot;, select info for &amp;quot;log level&amp;quot; --&amp;gt; click button OK )  &lt;br /&gt;
&lt;br /&gt;
Finished command line arguments&lt;br /&gt;
Initializing splash screen&lt;br /&gt;
GeForce4 MX 440 with AGP8X/AGP/SSE2/forceSW&lt;br /&gt;
Max texture size = 2048&lt;br /&gt;
Depth buffer bits = 16&lt;br /&gt;
Loading Airport Database ...&lt;br /&gt;
Data file version = 810 &lt;br /&gt;
&lt;br /&gt;
Warning! If you see anything like &amp;quot;ForceSW&amp;quot; or &amp;quot;Software Emulation&amp;quot;, it was a bad thing for you because you do not have HARDWARE OpenGL support, or your drivers are not configured properly. If you have SOFTWARE OpenGL support, your CPU work a lot to display the graphics.&lt;br /&gt;
Source : http://ocw.mit.edu/ans7870/6/6.370/contestants/software.htm#issues&lt;br /&gt;
&lt;br /&gt;
b) Second, use this workaround for Windows 2000/XP to correct this problem.&lt;br /&gt;
&lt;br /&gt;
I have a nvidia Geforce 4 MX440-AGP 8x and this workaround correct the slow framerate with my graphic card.&lt;br /&gt;
The detailed problem analysis is here :&lt;br /&gt;
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg14993.html&lt;br /&gt;
This workaround is to downgrade your nvdia driver to 45.33 or 4.5.3.3.&lt;br /&gt;
You can find it here :&lt;br /&gt;
http://www.nvidia.com/object/pc_winxp-2k_45.33.html&lt;br /&gt;
This 45.33 driver supports over five generations of NVIDIA GPUs - from TNT to GeForce FX(Geforce Fx = Geforce5).&lt;br /&gt;
&lt;br /&gt;
Don't use driver upper than 45.33, because in the upper version, there is a software OpenGL support. It was not the GPU (nvidia chip) that work to support the software OpenGL features but your CPU. And with this configuration, your CPU is used at 98% by fgfs.exe or the flightgear binary.&lt;br /&gt;
&lt;br /&gt;
Note : I do tests with Graphic card with Nvidia Geforce 6200-AGP8X-256MB (NV44A2) and with 7.7.7.2 and 9.4.2.4 nvidia drivers on Windows 2000 SP4 (CPU : Celeron D 2,66Ghz, RAM : 512 MB).&lt;br /&gt;
I made tests with Flightgear 0.9.10 and 1.0.0, I have only 1 fps with these 2 drivers and 2 flighgear versions.&lt;br /&gt;
This card is not yet powerful for flightgear and there is no workaround for it.&lt;br /&gt;
&lt;br /&gt;
== Corrupt Textures on ATi Cards ==&lt;br /&gt;
&lt;br /&gt;
Several users have reported corrupted textures running FlightGear on ATi graphics cards.  The ATi drivers are the subject of intensive improvement, but can still be problematic for some users.  Try this:&lt;br /&gt;
&lt;br /&gt;
Start FG in the normal way.&lt;br /&gt;
Select 'View' drop-down menu (one from the left- you may not be able to read the labels!)&lt;br /&gt;
Select 'Rendering Options' (fourth choice)&lt;br /&gt;
Uncheck 'Use Point Sprites for Runway Lights' (fourth check-box)&lt;br /&gt;
&lt;br /&gt;
When you come to quit FG, do so by menu:  File...Exit, rather than closing the window to save this setting.&lt;br /&gt;
&lt;br /&gt;
If you can't read the Menu titles (because of corrupted graphics) you can manually edit autosave.xml file before even starting FlightGear. Close Flightgear, change the line &amp;lt;point-sprites type=&amp;quot;bool&amp;quot;&amp;gt;true&amp;lt;/point-sprites&amp;gt; to &amp;lt;point-sprites type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/point-sprites&amp;gt;, and start FlighGear again. This is the same as changing the above mentioned option but does not require FlightGear running.&lt;br /&gt;
&lt;br /&gt;
[[Image:ATI_point-sprites_corrupted_1.jpg]] [[Image:ATI_point-sprites_corrupted_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
== USB Joystick Fails to Work ==&lt;br /&gt;
&lt;br /&gt;
FlightGear is designed to recognize automatically any USB joystick that it is aware of (has a configuration on file for it). Configuration for USB joysticks is located in the Inputs folder. For example:&lt;br /&gt;
&lt;br /&gt;
 Input/Saitek/X45.xml&lt;br /&gt;
&lt;br /&gt;
The name reported by the joystick through the hardware of your system must match the name specified in the configuration file. If the stick identifies itself as &lt;br /&gt;
&lt;br /&gt;
 Saitek Saitek X45 Flight Control Stick&lt;br /&gt;
&lt;br /&gt;
but the configuration file specifies&lt;br /&gt;
&lt;br /&gt;
 Saitek X45 USB Flight Stick&lt;br /&gt;
&lt;br /&gt;
Flight Gear will fail to recognize it.&lt;br /&gt;
&lt;br /&gt;
This happens with some frequency. It has been known for the same stick in a manufacturer's line to report different identifier strings. If you encounter a problem getting your usb stick to be recognized by FlightGear, it is helpful to first check to see&lt;br /&gt;
&lt;br /&gt;
* a configuration file matching the name of your stick exists&lt;br /&gt;
* the configuration joystick name matches the name the stick actually reports to your computer&lt;br /&gt;
&lt;br /&gt;
== Configuring CH Products Under Windows Vista==&lt;br /&gt;
&lt;br /&gt;
The CH Products Yoke and Pedals are among the most popular flight sim controls. &lt;br /&gt;
Flight Gear provides excellent configuration files for both the Yoke and Pedals manufactured by CH. Windows Vista recognizes and configures the USB versions of these products by default. However, it reports them as &amp;quot;Generic Controls.&amp;quot; This creates an issue when Flight Gear tries to assign the appropriate controller configuration. &lt;br /&gt;
&lt;br /&gt;
To overcome this you need to edit your Joystick.xml (Filghtgear\Data\Joystick.xml) file to manually assign a configuration file for Flight Gear to use. &lt;br /&gt;
&lt;br /&gt;
Eg: &lt;br /&gt;
&lt;br /&gt;
If you have the Yoke as MS-Windows Controller 0 and Pedals as Controller 1 then you include the following lines: &lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   &amp;lt;js n=&amp;quot;0&amp;quot; include=&amp;quot;Input/Joysticks/CH/pro-yoke-usb.xml&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;js n=&amp;quot;1&amp;quot; include=&amp;quot;Input/Joysticks/CH/pro-pedals-usb.xml&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Possible pitfalls when modifying base package files =&lt;br /&gt;
&lt;br /&gt;
At some point, most users will probably want to modify FlightGear in some way or another. &lt;br /&gt;
Many interesting modifications can be done by editing base package resources, such as for example aircraft files, instrumentation files, GUI files, Nasal scripts etc.&lt;br /&gt;
&lt;br /&gt;
However, once you do modify the base package, it is important to keep track of your changes and to make sure that files are modified properly.&lt;br /&gt;
Here are some things to watch out for:&lt;br /&gt;
* When referencing file names or paths, always make sure that files and paths actually do exist&lt;br /&gt;
* When referencing file names or paths, make sure that they're used properly i.e. watch out for whitespaces, separators and case:&lt;br /&gt;
** On most modern operating systems, filenames and paths are indeed '''case sensitive''', so make sure to watch out for this, as well&lt;br /&gt;
* Also, most modern multi-user operating systems feature support for file permissions, so that files and paths need to have the proper permissions set in order to be accessible&lt;br /&gt;
* Once you start editing XML files, you will want to ensure that your edits are valid and don't corrupt the XML syntax, that is make sure that tags are properly closed - if you are not sure whether your edits were properly done or not, you may want to use a so called &amp;quot;xml validator&amp;quot;, there are numerous free/open source tools available to help you validating XML documents, under *nix you could for example simply use &amp;quot;xmllint&amp;quot;. Invalid XML files cannot be used by FlightGear anymore (there are also various web-based validator available, where you can simply paste contents or upload files to be checked).&lt;br /&gt;
* Also, while the majority of FlightGear XML files follows the basic PropertyList format, the various individual FlightGear components support different functionality and features, so tags and attributes that may be available and usable in one type of files such as i.e. GUI files are usually not necessarily also available in files for different subsystems/components, as features are so far being individually implemented for each single component rather than globally. So, even if a certain syntax or feature is supported in a different part of FlightGear, it may simply not yet be available in other ones.&lt;br /&gt;
Please note that it is easily possible to corrupt your base package simply by modifying files in the wrong way, so that FlightGear may no longer work without getting a fresh base package, thus you may want to keep your modifications separate from the rest of the base package. Or at least consider using a Source Code Management system such as for example svn or git.&lt;br /&gt;
&lt;br /&gt;
If you do encounter problems getting your modifications to work for you, you may want to run FlightGear with an increased log/warning level, so that you get to see more completely which parts of FlightGear could be successfully completed and which ones failed, this can be achieved by using the --log-level=bulk parameter&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:ATI_point-sprites_corrupted_2.jpg&amp;diff=6201</id>
		<title>File:ATI point-sprites corrupted 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:ATI_point-sprites_corrupted_2.jpg&amp;diff=6201"/>
		<updated>2008-07-20T15:58:30Z</updated>

		<summary type="html">&lt;p&gt;Robicd: ATI point-sprites corrupted screen 02&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ATI point-sprites corrupted screen 02&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:ATI_point-sprites_corrupted_1.jpg&amp;diff=6200</id>
		<title>File:ATI point-sprites corrupted 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:ATI_point-sprites_corrupted_1.jpg&amp;diff=6200"/>
		<updated>2008-07-20T15:57:57Z</updated>

		<summary type="html">&lt;p&gt;Robicd: ATI point-sprites corrupted screen 01&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ATI point-sprites corrupted screen 01&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A300&amp;diff=3163</id>
		<title>Airbus A300</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A300&amp;diff=3163"/>
		<updated>2006-11-20T18:13:38Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This includes the following variants: A300B2, A300B2-200, A300B2-300, A300B4-100, A300B4-200, A300C, A300-600, A300-600F, A300-600ST&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|image =[[Image:a300.png|320px]]&lt;br /&gt;
|name =Airbus A300&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =JSBsim&lt;br /&gt;
|status =Alpha&lt;br /&gt;
|authors =Frédéric Bouvier, Ampere K. Hardraade, Steve Havlir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* Only the external model of A300B2 is completed.&lt;br /&gt;
* Mapping and texturing is needed.&lt;br /&gt;
* Modifications to the external model are needed to produce the rest of the variants.&lt;br /&gt;
* More animations are needed.&lt;br /&gt;
&lt;br /&gt;
Inside:&lt;br /&gt;
* Requesting volunteers to create a 3D cockpit.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[http://www.airbus.com/en/aircraftfamilies/a300a310/ Airbus A300/A310 Family Official Homepage]&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=3162</id>
		<title>Airbus A380</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A380&amp;diff=3162"/>
		<updated>2006-11-20T18:12:21Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This includes the following models: A380-800, A380-800F&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|name =Airbus A380&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =None&lt;br /&gt;
|status =Under development&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Volunteers with knowledge of object-orientated-programming and Nasal-scripting are needed to script the AFDX system.  Those who are interested in helping should contact Ampere on the developers' mailing list.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* Under development.&lt;br /&gt;
&lt;br /&gt;
Inside:&lt;br /&gt;
&lt;br /&gt;
* Under development.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[http://www.condoreng.com/support/downloads/tutorials/AFDXTutorial.pdf AFDX Tutorial]&lt;br /&gt;
&lt;br /&gt;
[http://www.arinc.com/aeec/general_session/gs_reports/2002/presentations/18_adn/adn_summary.pdf ARINC 664 presentation]&lt;br /&gt;
&lt;br /&gt;
[http://www.airbus.com/en/aircraftfamilies/a380/ Airbus A380 Family Official Homepage]&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
[[Airbus_A380_Operations_Manual]]&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Airbus_A320_family&amp;diff=3161</id>
		<title>Airbus A320 family</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Airbus_A320_family&amp;diff=3161"/>
		<updated>2006-11-20T18:10:40Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current, only the following models in the A320 family are included: A320-100, A320-200&lt;br /&gt;
&lt;br /&gt;
Alias:&lt;br /&gt;
* A320                         Original A320 model by Frédéric Bouvier&lt;br /&gt;
* A320-111                     Airbus A320-100 with CFM56-5A1 engines&lt;br /&gt;
* A320-131                     Airbus A320-100 with IAE V2500 engines&lt;br /&gt;
&lt;br /&gt;
{{infobox Aircraft&lt;br /&gt;
|name =Airbus A320&lt;br /&gt;
|type =Airliner&lt;br /&gt;
|fdm =JSBsim&lt;br /&gt;
|status =Alpha&lt;br /&gt;
|authors =Alexis Bory, Frédéric Bouvier, David Culp, Ampere K. Hardraade, Steve Havlir, Julien Pierru&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside: &lt;br /&gt;
* A better belly fairing is needed.&lt;br /&gt;
* The exterior needs to be mapped and textured.&lt;br /&gt;
&lt;br /&gt;
Inside:&lt;br /&gt;
* A temporary 3D cockpit is available, but a more realistic version is needed.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/data/Aircraft/A320-family.tar.gz?view=tar Download the latest version of the A320-family]&lt;br /&gt;
* [http://www.airbus.com/en/aircraftfamilies/a320/ Airbus A320 Family Official Homepage]&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
* [[Aircraft]]&lt;br /&gt;
* [[Aircraft Todo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft]]&lt;br /&gt;
[[Category:Airliners]]&lt;br /&gt;
[[Category:Civilian aircraft]]&lt;br /&gt;
[[Category:Aircraft TODO]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2628</id>
		<title>User:Robicd</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2628"/>
		<updated>2006-07-01T10:00:08Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roberto Inzerillo AKA Tabu&amp;lt;br/&amp;gt;&lt;br /&gt;
[mailto:Robicd_at_gmx_dot_net Robicd_at_gmx_dot_net]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mostly interested in 3D modelling.&lt;br /&gt;
&lt;br /&gt;
[[Image:Robicd_Awatar.jpg]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2627</id>
		<title>User:Robicd</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2627"/>
		<updated>2006-07-01T09:56:45Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roberto Inzerillo&amp;lt;br/&amp;gt;&lt;br /&gt;
''Robicd at gmx dot net''&amp;lt;br/&amp;gt;&lt;br /&gt;
AKA Tabu&lt;br /&gt;
&lt;br /&gt;
Mostly interested in 3D modelling.&lt;br /&gt;
&lt;br /&gt;
[[Image:Robicd_Awatar.jpg]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2626</id>
		<title>User:Robicd</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2626"/>
		<updated>2006-07-01T09:56:29Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Robicd at gmx dot net''&amp;lt;br/&amp;gt;&lt;br /&gt;
Roberto Inzerillo&amp;lt;br/&amp;gt;&lt;br /&gt;
AKA Tabu&lt;br /&gt;
&lt;br /&gt;
Mostly interested in 3D modelling.&lt;br /&gt;
&lt;br /&gt;
[[Image:Robicd_Awatar.jpg]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2625</id>
		<title>User:Robicd</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2625"/>
		<updated>2006-07-01T09:56:13Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Robicd at gmx dot net''&lt;br /&gt;
Roberto Inzerillo&amp;lt;br/&amp;gt;&lt;br /&gt;
AKA Tabu&lt;br /&gt;
&lt;br /&gt;
Mostly interested in 3D modelling.&lt;br /&gt;
&lt;br /&gt;
[[Image:Robicd_Awatar.jpg]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2624</id>
		<title>User:Robicd</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2624"/>
		<updated>2006-07-01T09:53:30Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Robicd at gmx dot net''&lt;br /&gt;
Roberto Inzerillo&lt;br /&gt;
AKA Tabu&lt;br /&gt;
&lt;br /&gt;
Mostly interested in 3D modelling.&lt;br /&gt;
&lt;br /&gt;
[[Image:Robicd_Awatar.jpg]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Real_Life_Experience&amp;diff=2620</id>
		<title>Real Life Experience</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Real_Life_Experience&amp;diff=2620"/>
		<updated>2006-06-29T07:04:56Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Martin Spott - Maiden Flight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of stories of FlightGear pilots doing it for real.  Feel free to add your own experience.&lt;br /&gt;
&lt;br /&gt;
== Ralf Gerlich - First flight lesson ==&lt;br /&gt;
(Jun. 03 2006)&lt;br /&gt;
&lt;br /&gt;
following the tradition of reporting on the progress of the respective&lt;br /&gt;
pilot's license on flightgear-devel, today it's my turn as today I had&lt;br /&gt;
my very first flight lesson for the Sport Pilot's License for very light&lt;br /&gt;
aircraft (Ultraleicht, i.e. MTOW 472.5kg).&lt;br /&gt;
&lt;br /&gt;
No, that doesn't mean I'm flying trikes. Essentially these planes are&lt;br /&gt;
like your everyday light aircraft (Piper PA28, C172, whatever), just a&lt;br /&gt;
lot lighter ;-)&lt;br /&gt;
&lt;br /&gt;
And as we were talking about the value of FlightGear, it has proven to&lt;br /&gt;
have its very own value for me, even monetary speaking. Thanks to&lt;br /&gt;
&amp;quot;training&amp;quot; on physically accurate FlightGear I was able to skip all that&lt;br /&gt;
typical first-lesson stuff (flying curves, climb, descend, holding&lt;br /&gt;
course and altitude, etc.) and go directly to traffic circuits and&lt;br /&gt;
landing practice. Which essentially means that I'll possibly be able to&lt;br /&gt;
actually do something sensible with the &amp;quot;expensive&amp;quot; instructor lessons&lt;br /&gt;
and train for the really important stuff ;-)&lt;br /&gt;
&lt;br /&gt;
== Matthew Law - Another FGFS PPL ==&lt;br /&gt;
&lt;br /&gt;
(Nov 13 2004)&lt;br /&gt;
&lt;br /&gt;
After 18 months and 49 hours flying I finally passed my PPL skills test &lt;br /&gt;
today.&lt;br /&gt;
&lt;br /&gt;
I can quite confidently say that I would never have tried flying at all &lt;br /&gt;
if it wasn't for the adventures of David M and a few other people on &lt;br /&gt;
these lists.&lt;br /&gt;
&lt;br /&gt;
I'd also like to say a big thank you to everyone who has contributed to &lt;br /&gt;
FGFS.  It has without a doubt saved me lots of lessons and allowed me to &lt;br /&gt;
run through some things I found difficult until I nailed them.  IMHO &lt;br /&gt;
FGFS is the best 'fly it like it is' simulator around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Martin Spott - Maiden Flight ==&lt;br /&gt;
&lt;br /&gt;
(Martin Spott,  Wed Jul 16 09:03:57 2003)&lt;br /&gt;
&lt;br /&gt;
Inspired by others on this list I had my first flight with controls in my hands on a C172. This was the first flight I ever had on such a small plane.&lt;br /&gt;
&lt;br /&gt;
I once sat in a BN2 as a passanger but I must admit that sitting in a 10 seater, even though it was a great excitement sitting behind the co's seat (no co present on this flight), watching everything that's going on, was far not that much a great experience as the flight yesterday.&lt;br /&gt;
&lt;br /&gt;
The Instructor took of from EDLN runway 13 and handed the controls over to me after reaching 1500 feet. I had about 10 minutes time to head south and get the feeling how to fly at a constant altitude - I didn't really 'manage' it but it worked quite well for the first time (&amp;quot;watch the horizon&amp;quot; !).&lt;br /&gt;
&lt;br /&gt;
After reaching the 'playground' over an open mining of brown coal we had time for a little 'programme'. Standard turn right (I overshot by about 15 seconds), standard turn left, another standard turn (much better than the first one). The next excercises were shown by the instructor before I had the chance to do them myself - I had to handle carb heating and throttle, the instructor dealt with the mixture.&lt;br /&gt;
&lt;br /&gt;
So I had a few narrow curves with 60 degree bank (how would you call this in English ?) and two stall recoveries (&amp;quot;hey, you lost only 100 feet !&amp;quot;). _This_ was really a pretty nice experience after all. During our programme a pair of Tornados came by way below us, VFR at about 150 feet.&lt;br /&gt;
&lt;br /&gt;
After 25 minutes I headed for the airport the instructor took over for approach. EDLN is an airfield with (small) airline traffic, so you have to follow certain procedures that are quite new to me. But I think I'll be able to learn that stuff.&lt;br /&gt;
&lt;br /&gt;
Hey guys (and gals), do that yourself, it is really worth it ! And don't forget to watch out, especially remember the position of the horizon anytime,&lt;br /&gt;
&lt;br /&gt;
Martin.&lt;br /&gt;
&lt;br /&gt;
--  Unix _IS_ user friendly - it's just selective about who its friends are !&lt;br /&gt;
&lt;br /&gt;
== Matt Fienberg - First Solo ==&lt;br /&gt;
&lt;br /&gt;
Please excuse the off-topic post...  But I'm too proud to hold back.&lt;br /&gt;
Completed my first solo flight as PIC tonight at 13.9 hours.&lt;br /&gt;
&lt;br /&gt;
Before dropping off the instructor at the parking area, I did seven&lt;br /&gt;
touch and goes dual.  I was supposed to do three, but I needed a little&lt;br /&gt;
more confidence in my landings...  After five, I was confident enough,&lt;br /&gt;
and just kept radio-ing in without announcing full stop...  Oh, well,&lt;br /&gt;
one more time around.....   And yet one more....&lt;br /&gt;
&lt;br /&gt;
The last touch and go prior to solo was a little interesting on the&lt;br /&gt;
take-off....   As I'm approaching rotation speed (~55 KIAS on a C152) I&lt;br /&gt;
notice there's something in front of me making it's way across runway 29&lt;br /&gt;
from right to left, about 5 feet from the centerline.  I think I got us&lt;br /&gt;
in the air about 20 feet prior to a turkey dinner.  ;)&lt;br /&gt;
&lt;br /&gt;
So, I dropped off the instructor, taxi-ed back to hold short of taxiway&lt;br /&gt;
Bravo, and called Worcester ground (KORH) with a somewhat awkward,&lt;br /&gt;
I-forget-what-I'm-supposed-to-say-and-in-what-order call.  There was no&lt;br /&gt;
other traffic in the pattern except for a 172 who just taxied out ahead&lt;br /&gt;
of me.  Hopefully they were tuned to tower, and not ground, but I doubt&lt;br /&gt;
it...  I'm sure the student and instructor in the 172 got a chuckle....&lt;br /&gt;
Anyway, I got my clearance to taxi, held short of 29-er, and called to&lt;br /&gt;
tower for take of for left closed traffic.  Got all the words in cleanly&lt;br /&gt;
this time...  Cleared for takeoff, and lights, camera, action, as my&lt;br /&gt;
instructor says.  (Landing light, transponder to ALT, and slowly open up&lt;br /&gt;
the throttle to full.)  Next thing I know, I'm at about 55 KIAS, and I'm&lt;br /&gt;
airborne.  And nobody nagging me to hold 67 KIAS!  (Best rate of&lt;br /&gt;
climb.)  I kept looking over at the empty seat, as my grin grew from ear&lt;br /&gt;
to ear!  This is '''GREAT'''!&lt;br /&gt;
&lt;br /&gt;
Winds were 230@8 which is not a big deal, but I did fall victim to it&lt;br /&gt;
'''every''' time.  (With and without the instructor.)  Every turn from&lt;br /&gt;
downwind to base ended past the point where I needed to start the turn&lt;br /&gt;
to final.  Every turn to final overshot, and I needed to correct quite a&lt;br /&gt;
bit.&lt;br /&gt;
&lt;br /&gt;
First landing was pretty uneventful, aside from the pilot giving a&lt;br /&gt;
&amp;quot;wahoo!&amp;quot; that could probably be heard from miles away.  Upwind wheel&lt;br /&gt;
first, then downwind, then nose.  Pretty smooth.  Probably my best&lt;br /&gt;
landing yet.  (Who needs that extra baggage in the right seat?)&lt;br /&gt;
&lt;br /&gt;
Second landing....  well, I made it work.  I got extended on downwind,&lt;br /&gt;
since the radio was tied up by an incoming Bonanza.  I've been in this&lt;br /&gt;
position before, but it still makes me nervous...  Had I been more&lt;br /&gt;
confident, I'd have slowed my flight to not extend downwind too far&lt;br /&gt;
outside the normal pattern.  By the time the Bonanza conversation with&lt;br /&gt;
ATC was done, tower contacted me, and said I was cleared number 2,&lt;br /&gt;
behind the Bonanza.  &amp;quot;Report traffic in sight.&amp;quot;  Well, I knew where it&lt;br /&gt;
had to be.  Straight in approach to runway 29er.  Could not find it for&lt;br /&gt;
the life of me.  Finally I find him almost abeam me, and about 200 feet&lt;br /&gt;
below on long final.  After radio-ing that I had traffic in sight, I&lt;br /&gt;
thought that the tower was going to joke that he was already on the&lt;br /&gt;
ground...  The Bonanza pilot was probably waving his arms at me for 30&lt;br /&gt;
seconds...  In any case, with him past me, and clearance from the tower,&lt;br /&gt;
I made my turn, and tried to adjust for the long extended downwind.  I&lt;br /&gt;
kept power in at about 2000 RPM to hold altitude until the picture&lt;br /&gt;
looked right to be on final.  Next thing I know, I'm descending at about&lt;br /&gt;
85-90 KIAS, and I'm *high*.  I pulled power out completely, and did my&lt;br /&gt;
best to slowly pitch up to slow myself, such that I could get the first&lt;br /&gt;
stage of flaps in.  Long story short, I went from too high to too low,&lt;br /&gt;
and pushed power back in.  Moderate side-slip got me lined up pretty&lt;br /&gt;
well, and pulled power once again when I knew I'd made the threshold.&lt;br /&gt;
Thud-ed the landing...   Not too bad, I guess.  (Yes, I've had worse,&lt;br /&gt;
and I'm sure, will again...)&lt;br /&gt;
&lt;br /&gt;
Third time around was uneventful, except that I misjudged the flare a&lt;br /&gt;
bit.  I was unpowered at that point, and flared with too much speed.&lt;br /&gt;
Ballooned up a bit, then had too little speed to really flare properly&lt;br /&gt;
the second time around.  I should have added power to get it under&lt;br /&gt;
control, and re-approach at 65 KIAS again.  But I didn't, and tried to&lt;br /&gt;
glide it back down.  Thud.  Okay, bring back the right seat baggage...&lt;br /&gt;
I apparently need some more work.&lt;br /&gt;
&lt;br /&gt;
My instructor was just glowing when I got back.  I think he was more&lt;br /&gt;
excited than I was.  He made some comment about seeing his kid taking&lt;br /&gt;
his first steps.  I now call him &amp;quot;Dad.&amp;quot;  He was very impressed with my&lt;br /&gt;
progress, and we both attribute much of it to Flight Gear.  It's&lt;br /&gt;
certainly paying off.  He's now thinking about getting Flight Gear in the&lt;br /&gt;
office, partly to play with, and partly to teach/demonstrate.  They've&lt;br /&gt;
got a real old machine there, and I'm sure the graphics card isn't up to&lt;br /&gt;
par, but I think he may see the benefit in upgrading...  Does anybody&lt;br /&gt;
know if there's a way to generate an mpeg of a flight?  I'd love to show&lt;br /&gt;
him the graphics.  I mentioned that in flying in Flightgear, I thought&lt;br /&gt;
to myself, what's that?  There's no water south of the tower.  Well,&lt;br /&gt;
sure enough, as I'm turning downwind today, I notice that that water&lt;br /&gt;
really is there...   I mentioned it, and he was floored.  And following&lt;br /&gt;
the powerlines out to the Qaban reservior to Orange (KORE), too.  He was&lt;br /&gt;
really getting excited about it.  One of the guys there took a look at&lt;br /&gt;
flightgear after hearing me at a prior lesson, and I think they were put&lt;br /&gt;
off by the installation procedure...  Maybe I'll have to do it for&lt;br /&gt;
him....&lt;br /&gt;
&lt;br /&gt;
In any case, I'm so glad I got started, and I can't wait to get up in&lt;br /&gt;
the air again.  Flightgear is fun, but there's just no substitute for&lt;br /&gt;
the real thing.  So all you guys flying the simulator---  get your seat&lt;br /&gt;
in a 152 seat, and put Flightgear to real use!  Trust me, you'll all&lt;br /&gt;
love it.  (No, I won't finance it....  ;)&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
Matt Fienberg&lt;br /&gt;
PIC 0.6.....   Hmmm...  not so impressive....yet.  ;)&lt;br /&gt;
&lt;br /&gt;
== David Megginson - Instrument Flight Test : Passed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by  (David Megginson, Thu Jul 24 19:11:43 2003)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I passed my instrument flight test this morning -- thank you all for the positive karma you sent my way. We did the test in the real thing, hard-core IFR with a 400 ft ceiling and rain. My visual contact with the ground during the entire test was probably less than two minutes. A narrative follows for people who like that kind of thing (everyone else can stop reading now).&lt;br /&gt;
&lt;br /&gt;
The ground work went fine, but I wasn't worried about it. After startup and clearance copying, we taxied to 04, and I double-checked the ceiling with ground before switching to tower (when the DFTE asked earlier, I told him that 400 ft would be my personal limit). At that point the DFTE took the foggles from me, said that I obviously wouldn't be needing them, and put them away for the rest of the flight.&lt;br /&gt;
&lt;br /&gt;
We took off, and in a few moments, the world vanished into white all around us. We were cleared up to 6000, then direct to the Ottawa VOR to start a simulated cross-country to North Bay. At the VOR, I turned onto V316, intercepted it promptly, and was stabilized on course and groundspeed by 2 DME (not bad, since we were 1 mile above the VOR to start with). I then hauled out my E6B, calculated a revised ETA and fuel burn based on my current DME groundspeed, and then just sat back and relaxed the rest of the way out to 9 DME.&lt;br /&gt;
&lt;br /&gt;
Ottawa Terminal then cleared us back to the VOR for a hold north on the 360 radial. I flew back the 270 radial (90 TO), then turned sharply to intercept my inbound radial outbound with reverse sensing for a parallel entry (I like doing it that way, so that I get DME groundspeed readouts to plan the rest of the hold). We did a couple of laps in the hold, then I asked terminal for a couple of vectored approaches (no full procedures in hard-core IFR, since I'd mess up their very busy airspace). They vectored me around for a while, then set me up to intercept the NDB 07 (at which point the examiner failed my DME, just to keep me honest on the stopwatch work). The approach went fairly well -- I did bust MDA by 20 ft, but caught it and recovered in less than a second, and the DFTE didn't mention it in the debrief. My compass precessed a few degrees during the descent, so I ended up a bit away from the runway when we got a glimpse of the ground straight down through the mist just before going missed, but there's nothing to do about that.&lt;br /&gt;
&lt;br /&gt;
Tower handed me back to terminal, who vectored me south to bring me around for the ILS 07 to a full stop. I asked for a bit of time to prepare, but they had a boatload of arrivals about to hit (all airliners), so I agreed to go straight to the approach and just asked not to be vectored too close into the NDB on final. They brought me around for an intercept 8 miles out and then asked for maximum approach speed, so I opened the throttle, pushed the nose down, and shot on in at 110 kias. The needles stayed nicely centred all the way, but I did feel my first unease in IMC when I thought of how fast I was flying and how close to the (invisible) ground I was as I got closer to DH. The runway came into view less than a mile back, just as I was calling out advisory visibility, and 50 feet above DH the DFTE said &amp;quot;OK, you're visual, go ahead and land&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Fortunately, 07 is an 8000 ft runway, since I was at 110 kias and 250 ft almost over the threshold and the runway was wet and slick. I brought up the nose and dropped flaps, but I didn't want to do any serious braking on the wet surface, so I let the plane roll on past the intersection with 14/32, ending two or three miles on the far side of the airport from our destination on the North Field. We had a long taxi back, but the DFTE didn't say anything about whether I'd passed or failed, and the 20 ft MDA bust started to loom larger in my mind. When I came inside (wet) for the debrief, he chewed me out for not putting on carb heat every 15 minutes or so in IMC (not part of the test, fortunately), then filled out the examination form in front of me from memory. The NDB approach was one of the last items, and it was only when I saw him give me a 3/5 for that that I was fairly certain I'd passed. He then shook my hand, told me that I was a good, safe, competent IFR pilot, and endorsed my license.&lt;br /&gt;
&lt;br /&gt;
Well, that's it for now. We have to retake the IFR flight test every two years in Canada, so I'll be back up in Summer 2005.&lt;br /&gt;
&lt;br /&gt;
All the best,&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
-- &amp;lt;br&amp;gt;&lt;br /&gt;
David Megginson, david at megginson . com, &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.megginson.com/&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2615</id>
		<title>Howto:Modeling Ground Signs with Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2615"/>
		<updated>2006-06-26T22:35:37Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Adding some realism to the texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Flightgear: ground markings at the airport with Blender and XML ===&lt;br /&gt;
&lt;br /&gt;
''2006-06-22''&lt;br /&gt;
&lt;br /&gt;
''Roberto Inzerillo robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
''Blender v.2.40''&lt;br /&gt;
&lt;br /&gt;
''Tutorial Files (right click: Save Link As)''&lt;br /&gt;
* [[Media:catii-iii.ac|catii-iii.ac]]&lt;br /&gt;
* [[Media:catii-iii.blend|catii-iii.blend]]&lt;br /&gt;
* [[Media:catii-iii.xml|catii-iii.xml]]&lt;br /&gt;
* [[Media:catii-iii.rgb|catii-iii.rgb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There comes a time when you want to add a few details to an airport in order to improve realism to your flight experience. Every flight start (and ends) at the ground, on the airfield. You generally wont spend too much time there, you will immediately start at the beginning of a runway and be on air in a few seconds. But there are people who like learning how to move on the ground too, and learn how to maneuver their aircraft inside the airport. Well, in this case, having good ground signs/markings on the ground is mandatory, because most of the guiding has to be found there.&lt;br /&gt;
&lt;br /&gt;
Every pilot should know what ground signs to pay attention to during every phase of the maneuvering, prior to reach the runway start. There are paintings on the ground, taxi signs on the side of each runway/taxiway, you have to care about tower radio communications and so on. Here you will learn how to build custom ground markings, the one that are painted on the ground and tell you usefull informations about what you can and cannot do during your ground maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Holding position markings for CAT II/III operations ===&lt;br /&gt;
&lt;br /&gt;
This lesson will teach you how to create a basic ground marking, the one that informs the pilot he has to hold during CAT II/III operations to ensure proper aircraft separation. There are generally a few taxiway signs too, which helps locating those areas also. CAT II/III separation is not that big issue within Flightgear, there's still no automatic ground traffic management, and aircraft crashing is not very expensive; but this is a real ground marking, and we will concentrate on the modelling phase, not on the functional aspects of that sign.&lt;br /&gt;
&lt;br /&gt;
There is no way Flightgear could position those ground markings in an automatic way. There is no database telling where they are and how do they look like. Each airport customizes ground markings position/orientation in order to get maximum efficiency and to help pilots getting correct informations without filling the ground with too much of them. Rationalizing communication effectiveness is vital to an airport. Therefore you will create and position them manually.&lt;br /&gt;
&lt;br /&gt;
When looking from the air, those CAT II/III markings look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_6961c87a.jpg]]&lt;br /&gt;
&lt;br /&gt;
They are generally put in the middle of the runway, following the taxiway yellow line, just before the CAT II/III operations area. Here the pilot has to stop and wait for directives coming from the ATC.&lt;br /&gt;
&lt;br /&gt;
It's a simple red square with a big white CAT II/III writing, it's a lot stretched so that when looking from the aircraft, taxing over there, it looks quite proportional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modelling the marking with Blender ===&lt;br /&gt;
&lt;br /&gt;
That's very easy, it's a simple textured rectangle. First thing you need is the correct measurements and a nice texture to put on it. I will create this example with the same measures used at EDDF Frankfurt airport. The rectangle is 8m wide and 7m high.&lt;br /&gt;
&lt;br /&gt;
I will not explain how to paint the texture because it's trivial, just make use of your preferred painting software, I used The Gimp for this one, save the file as a .rgb format, and make shure its size (pixel resolution, not bytes) is a multiple of 8, otherwise Flightgear will not load it. Here you see a JPG version of the texture as an example, download catii-iii.rgb to get the RGB version you need for texturing, it has 512x512 pixel resolution. You can use smaller ones (ex. 128X128) if you think this resolution is too high.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m11bd5b93.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modelling the rectangle with Blender is trivial.&lt;br /&gt;
&lt;br /&gt;
Open Blender; from the main menu choose Add -&amp;gt; Mesh -&amp;gt; Plane&lt;br /&gt;
&lt;br /&gt;
This add a 2units width square plane.&lt;br /&gt;
&lt;br /&gt;
Our ground painting is 8m x 7m rectangle, we have to change the square dimensions.&lt;br /&gt;
&lt;br /&gt;
Enter Object mode. Object -&amp;gt; Transform Properties&lt;br /&gt;
&lt;br /&gt;
The Transform Properties window appears. Set “Size X : 4” and “Size Y: 3.5”.&lt;br /&gt;
&lt;br /&gt;
Notice here that the object name is “Plane” (OB: Plane), we will use this information later.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m352e2670.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you come to the texturing phase. Split the top window in two, and select UV/Image Editor for the right panel:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_39a834a0.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the 3D View window, select UV Face Select mode, the rectangle face should be still selected, if not, select it by right clicking on the rectangle. Now, while the mouse is in the 3D View window, make shure it's a top view (Numpad 7), hit the U key, and select “From window”.&lt;br /&gt;
&lt;br /&gt;
Now it's time to load the texture file. Inside the right panel, choose Image -&amp;gt; Open ... select the file catii-iii.rgb and hit Open Image.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m41735d75.jpg]]&lt;br /&gt;
&lt;br /&gt;
We have to move the rectangle UV vertices in order to make the texture cover the entire rectangle geometry. We will now work in the UV/Image Editor window. Make shure “UVs -&amp;gt; Snap to Pixel” is set, that will make our life easier. Hit the B key, click and drag the mouse around the left down corner in order to select it. We are not working on the 3d model, we are working on the Uvs, that's why the rectangle in the left window maintains its geometry. Once the vertex is selected, hit the G key (Grab mode) and drag the vertex to the bottom left.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m3011a2ff.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to zoom in a little bit in order to position it precisely, use the CTRL-MMB (MMB = Middle Mouse Button) to zoom in and out, use the SHIFT+MMB to drag the view around. Hit G again, and move the UV vertex in the right position. While doing this, you can select the Textured Draw Mode and interactively see what's happening.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3b879144.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can select and deselect all UV vertices hitting the A key.&lt;br /&gt;
&lt;br /&gt;
Now hit the A key to deselect the UV vertex; zoom out, hit B, by clicking and dragging select a new UV vertex, hit G and move it with the mouse to the correct position. Then do the same with the remaining two vertices. You will end up with the texture perfectly matching the geometry border:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3283723d.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can go back to Object Mode, make shure the object is selected and export it as AC3D formatted file.&lt;br /&gt;
&lt;br /&gt;
File -&amp;gt; Export -&amp;gt; AC3D (.ac) ... enter a filename and hit “Export AC3D”.&lt;br /&gt;
&lt;br /&gt;
The 3d model is ready and you can place it into your airport scenery right now. Make use of Flightgear Scenery Designer, the UFO object placing capability or whatever method you prefer.&lt;br /&gt;
&lt;br /&gt;
Result being:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_5db04368.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m1758ae9f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will go further and add a few details using an XML file which will describe peculiar attributes of such an object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Customizing object's attributes into Flightgear using XML ===&lt;br /&gt;
&lt;br /&gt;
We have three little details here that can be annoying.&lt;br /&gt;
&lt;br /&gt;
1) If you activate Shadow into Flightgear and fly very close (let's say 10meters) to those CAT II/III markings, you will notice that they cast a shadow underneath, especially if the plane has been positioned more then 20cm above the ground. This is not good at all because that should represent a painting on the ground (that could not cast any shadow, there should be no free space between the painting and ground) and a useless shadow consumes GPU power too, which is not desired.&lt;br /&gt;
&lt;br /&gt;
2) If you maneuver an aircraft on the ground, right above the marking, you will notice that the aircraft hits it with the wheels, and jumps a little, just like it encountered an obstacle on the ground. That is not good again, the painting should not oppose any resistance to any ground movement.&lt;br /&gt;
&lt;br /&gt;
3) If you fly high above the airport area you will not really see those little red rectangles, they are too small to be noticed from a height. Nonetheless, Flightgear will still render those little objects on the ground and consume GPU power without really giving any advantage to the simulation experience. That should be avoided, we need to make Flightgear render those markings only when the aircraft is near enough to make them visible to the pilot.&lt;br /&gt;
&lt;br /&gt;
We will eliminate those three cons creating a XML file that covers the issues. Please refer to Flightgear docs in order to get more informations about the usage of the XML markup language used.&lt;br /&gt;
&lt;br /&gt;
You can use any text editor you prefer, fill a new empty text file with the following content and save it as catii-iii.xml in the same directory with catii-iii.ac and catii-iii.rgb.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;noshadow&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&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;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;enable-hot type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/enable-hot&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
   &amp;lt;max-property&amp;gt;/sim/rendering/static-lod/detailed&amp;lt;/max-property&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt; statement means that all this refers to the 3d object file named catii-iii.ac.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every animation transformation here applies to the the object called “Plane” inside the catii-iii.ac file (which is our marking rectangle). We could have more then one object inside the .ac file and decide which should cast a shadow and which not. Our example is very simple though, but still this statement has to be included.&lt;br /&gt;
&lt;br /&gt;
1) The first “animation” transformation tells Flightgear not to apply any shadow to it.&lt;br /&gt;
&lt;br /&gt;
2) The second “animation” tells Flightgear not to consider the object “Plane” as an obstacle, so any vehicle will not hit it.&lt;br /&gt;
&lt;br /&gt;
3) The third “animation” tells Flightgear to render the object “Plane” only if the distance between it and the viewer is more then 0 meters and less then the value stored in Flightgear tree with the name /sim/rendering/static-lod/detailed. This value is a number that can be user customized; the default value is 1500m. When the object is more then 1500 meters distant, Flightgear will not render it; at such a distance you barely see a 8m x 7m square painting on the ground.&lt;br /&gt;
&lt;br /&gt;
Now, insert the 3d object into your scenery but do not use the .ac file, make use of the .xml file instead; it will call the corresponding .ac file when needed. The following snapshot includes the yellow ILS critical area boundary stripes and the taxiway A ground marking which I made using the same technique, the only difference being those have partially transparent texture file.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ground_marking_full_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding some realism to the texture ===&lt;br /&gt;
&lt;br /&gt;
Aircraft and ground vehicles do move above those markings, that makes them dirty after a short while. I like adding a touch of realism to the textures I use into my Flightgear models. Adding some dirt to the ground marking is pretty easy. I'll show you how to modify the texture with The Gimp, you can use similar techniques with every common graphic editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open up Gimp and load the file catii-iii.rgb&lt;br /&gt;
&lt;br /&gt;
Create a new layer by SHIFT clicking on the left button of the Layers Dialog Box:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_21146099.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the image window, go to: Filters -&amp;gt; Render -&amp;gt; Clouds -&amp;gt; Plasma ...&lt;br /&gt;
&lt;br /&gt;
You can customize the Clouds rendering settings in order to get a nicely random cloud rendering. Now, you just use what I suggest in the picture and hit OK. It does not matter if it looks colored now, we will convert to greyscale and use the light values only to add some noise to the underlaying layer.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_1dad0e33.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will get this in your image window.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m30fea806.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Erase the saturation with: Layer -&amp;gt; Colors -&amp;gt; Desaturate&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_7db38b6e.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to the Layers dialog box, change the clouds layer mode to Multiply and the Opacity to 40.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_54e9cda0.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also tend not to use huge texture files, that's why I rescale it to smaller resolution; keep in mind that we need it to be a multiple of 8; in this case I decided a 256x128pixel resolution would look good enough. In the image window: Image -&amp;gt; Scale Image ...&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_23b912fa.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlock the resolution proportion constrains by clicking on the little chains at the right of the Image Size resolution boxe (the chain opens up in two pieces), then set Width:256, Height:128 and hit Scale.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m19c5fb92.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the image is ready to be saved with RGB format as usual, and can replace the old one. The result in Flightgear looks more realistic then the previous one, that bit of dirt smooths out the visual break caused by the perfectly clean texture used before. It integrates better with the surrounding taxiway texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_a5eaae.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope you will enjoy this little lesson. Consider this as an example, because there are a lot more things to do with the XML animations provided by Simgear to Flightgear.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2614</id>
		<title>Howto:Modeling Ground Signs with Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2614"/>
		<updated>2006-06-26T22:34:45Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Adding some realism to the texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Flightgear: ground markings at the airport with Blender and XML ===&lt;br /&gt;
&lt;br /&gt;
''2006-06-22''&lt;br /&gt;
&lt;br /&gt;
''Roberto Inzerillo robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
''Blender v.2.40''&lt;br /&gt;
&lt;br /&gt;
''Tutorial Files (right click: Save Link As)''&lt;br /&gt;
* [[Media:catii-iii.ac|catii-iii.ac]]&lt;br /&gt;
* [[Media:catii-iii.blend|catii-iii.blend]]&lt;br /&gt;
* [[Media:catii-iii.xml|catii-iii.xml]]&lt;br /&gt;
* [[Media:catii-iii.rgb|catii-iii.rgb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There comes a time when you want to add a few details to an airport in order to improve realism to your flight experience. Every flight start (and ends) at the ground, on the airfield. You generally wont spend too much time there, you will immediately start at the beginning of a runway and be on air in a few seconds. But there are people who like learning how to move on the ground too, and learn how to maneuver their aircraft inside the airport. Well, in this case, having good ground signs/markings on the ground is mandatory, because most of the guiding has to be found there.&lt;br /&gt;
&lt;br /&gt;
Every pilot should know what ground signs to pay attention to during every phase of the maneuvering, prior to reach the runway start. There are paintings on the ground, taxi signs on the side of each runway/taxiway, you have to care about tower radio communications and so on. Here you will learn how to build custom ground markings, the one that are painted on the ground and tell you usefull informations about what you can and cannot do during your ground maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Holding position markings for CAT II/III operations ===&lt;br /&gt;
&lt;br /&gt;
This lesson will teach you how to create a basic ground marking, the one that informs the pilot he has to hold during CAT II/III operations to ensure proper aircraft separation. There are generally a few taxiway signs too, which helps locating those areas also. CAT II/III separation is not that big issue within Flightgear, there's still no automatic ground traffic management, and aircraft crashing is not very expensive; but this is a real ground marking, and we will concentrate on the modelling phase, not on the functional aspects of that sign.&lt;br /&gt;
&lt;br /&gt;
There is no way Flightgear could position those ground markings in an automatic way. There is no database telling where they are and how do they look like. Each airport customizes ground markings position/orientation in order to get maximum efficiency and to help pilots getting correct informations without filling the ground with too much of them. Rationalizing communication effectiveness is vital to an airport. Therefore you will create and position them manually.&lt;br /&gt;
&lt;br /&gt;
When looking from the air, those CAT II/III markings look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_6961c87a.jpg]]&lt;br /&gt;
&lt;br /&gt;
They are generally put in the middle of the runway, following the taxiway yellow line, just before the CAT II/III operations area. Here the pilot has to stop and wait for directives coming from the ATC.&lt;br /&gt;
&lt;br /&gt;
It's a simple red square with a big white CAT II/III writing, it's a lot stretched so that when looking from the aircraft, taxing over there, it looks quite proportional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modelling the marking with Blender ===&lt;br /&gt;
&lt;br /&gt;
That's very easy, it's a simple textured rectangle. First thing you need is the correct measurements and a nice texture to put on it. I will create this example with the same measures used at EDDF Frankfurt airport. The rectangle is 8m wide and 7m high.&lt;br /&gt;
&lt;br /&gt;
I will not explain how to paint the texture because it's trivial, just make use of your preferred painting software, I used The Gimp for this one, save the file as a .rgb format, and make shure its size (pixel resolution, not bytes) is a multiple of 8, otherwise Flightgear will not load it. Here you see a JPG version of the texture as an example, download catii-iii.rgb to get the RGB version you need for texturing, it has 512x512 pixel resolution. You can use smaller ones (ex. 128X128) if you think this resolution is too high.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m11bd5b93.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modelling the rectangle with Blender is trivial.&lt;br /&gt;
&lt;br /&gt;
Open Blender; from the main menu choose Add -&amp;gt; Mesh -&amp;gt; Plane&lt;br /&gt;
&lt;br /&gt;
This add a 2units width square plane.&lt;br /&gt;
&lt;br /&gt;
Our ground painting is 8m x 7m rectangle, we have to change the square dimensions.&lt;br /&gt;
&lt;br /&gt;
Enter Object mode. Object -&amp;gt; Transform Properties&lt;br /&gt;
&lt;br /&gt;
The Transform Properties window appears. Set “Size X : 4” and “Size Y: 3.5”.&lt;br /&gt;
&lt;br /&gt;
Notice here that the object name is “Plane” (OB: Plane), we will use this information later.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m352e2670.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you come to the texturing phase. Split the top window in two, and select UV/Image Editor for the right panel:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_39a834a0.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the 3D View window, select UV Face Select mode, the rectangle face should be still selected, if not, select it by right clicking on the rectangle. Now, while the mouse is in the 3D View window, make shure it's a top view (Numpad 7), hit the U key, and select “From window”.&lt;br /&gt;
&lt;br /&gt;
Now it's time to load the texture file. Inside the right panel, choose Image -&amp;gt; Open ... select the file catii-iii.rgb and hit Open Image.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m41735d75.jpg]]&lt;br /&gt;
&lt;br /&gt;
We have to move the rectangle UV vertices in order to make the texture cover the entire rectangle geometry. We will now work in the UV/Image Editor window. Make shure “UVs -&amp;gt; Snap to Pixel” is set, that will make our life easier. Hit the B key, click and drag the mouse around the left down corner in order to select it. We are not working on the 3d model, we are working on the Uvs, that's why the rectangle in the left window maintains its geometry. Once the vertex is selected, hit the G key (Grab mode) and drag the vertex to the bottom left.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m3011a2ff.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to zoom in a little bit in order to position it precisely, use the CTRL-MMB (MMB = Middle Mouse Button) to zoom in and out, use the SHIFT+MMB to drag the view around. Hit G again, and move the UV vertex in the right position. While doing this, you can select the Textured Draw Mode and interactively see what's happening.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3b879144.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can select and deselect all UV vertices hitting the A key.&lt;br /&gt;
&lt;br /&gt;
Now hit the A key to deselect the UV vertex; zoom out, hit B, by clicking and dragging select a new UV vertex, hit G and move it with the mouse to the correct position. Then do the same with the remaining two vertices. You will end up with the texture perfectly matching the geometry border:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3283723d.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can go back to Object Mode, make shure the object is selected and export it as AC3D formatted file.&lt;br /&gt;
&lt;br /&gt;
File -&amp;gt; Export -&amp;gt; AC3D (.ac) ... enter a filename and hit “Export AC3D”.&lt;br /&gt;
&lt;br /&gt;
The 3d model is ready and you can place it into your airport scenery right now. Make use of Flightgear Scenery Designer, the UFO object placing capability or whatever method you prefer.&lt;br /&gt;
&lt;br /&gt;
Result being:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_5db04368.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m1758ae9f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will go further and add a few details using an XML file which will describe peculiar attributes of such an object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Customizing object's attributes into Flightgear using XML ===&lt;br /&gt;
&lt;br /&gt;
We have three little details here that can be annoying.&lt;br /&gt;
&lt;br /&gt;
1) If you activate Shadow into Flightgear and fly very close (let's say 10meters) to those CAT II/III markings, you will notice that they cast a shadow underneath, especially if the plane has been positioned more then 20cm above the ground. This is not good at all because that should represent a painting on the ground (that could not cast any shadow, there should be no free space between the painting and ground) and a useless shadow consumes GPU power too, which is not desired.&lt;br /&gt;
&lt;br /&gt;
2) If you maneuver an aircraft on the ground, right above the marking, you will notice that the aircraft hits it with the wheels, and jumps a little, just like it encountered an obstacle on the ground. That is not good again, the painting should not oppose any resistance to any ground movement.&lt;br /&gt;
&lt;br /&gt;
3) If you fly high above the airport area you will not really see those little red rectangles, they are too small to be noticed from a height. Nonetheless, Flightgear will still render those little objects on the ground and consume GPU power without really giving any advantage to the simulation experience. That should be avoided, we need to make Flightgear render those markings only when the aircraft is near enough to make them visible to the pilot.&lt;br /&gt;
&lt;br /&gt;
We will eliminate those three cons creating a XML file that covers the issues. Please refer to Flightgear docs in order to get more informations about the usage of the XML markup language used.&lt;br /&gt;
&lt;br /&gt;
You can use any text editor you prefer, fill a new empty text file with the following content and save it as catii-iii.xml in the same directory with catii-iii.ac and catii-iii.rgb.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;noshadow&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&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;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;enable-hot type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/enable-hot&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
   &amp;lt;max-property&amp;gt;/sim/rendering/static-lod/detailed&amp;lt;/max-property&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt; statement means that all this refers to the 3d object file named catii-iii.ac.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every animation transformation here applies to the the object called “Plane” inside the catii-iii.ac file (which is our marking rectangle). We could have more then one object inside the .ac file and decide which should cast a shadow and which not. Our example is very simple though, but still this statement has to be included.&lt;br /&gt;
&lt;br /&gt;
1) The first “animation” transformation tells Flightgear not to apply any shadow to it.&lt;br /&gt;
&lt;br /&gt;
2) The second “animation” tells Flightgear not to consider the object “Plane” as an obstacle, so any vehicle will not hit it.&lt;br /&gt;
&lt;br /&gt;
3) The third “animation” tells Flightgear to render the object “Plane” only if the distance between it and the viewer is more then 0 meters and less then the value stored in Flightgear tree with the name /sim/rendering/static-lod/detailed. This value is a number that can be user customized; the default value is 1500m. When the object is more then 1500 meters distant, Flightgear will not render it; at such a distance you barely see a 8m x 7m square painting on the ground.&lt;br /&gt;
&lt;br /&gt;
Now, insert the 3d object into your scenery but do not use the .ac file, make use of the .xml file instead; it will call the corresponding .ac file when needed. The following snapshot includes the yellow ILS critical area boundary stripes and the taxiway A ground marking which I made using the same technique, the only difference being those have partially transparent texture file.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ground_marking_full_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding some realism to the texture ===&lt;br /&gt;
&lt;br /&gt;
Aircraft and ground vehicles do move above those markings, that makes them dirty after a short while. I like adding a touch of realism to the textures I use into my Flightgear models. Adding some dirt to the ground marking is pretty easy. I'll show you how to modify the texture with The Gimp, you can use similar techniques with every common graphic editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open up Gimp and load the file catii-iii.rgb&lt;br /&gt;
&lt;br /&gt;
Create a new layer by SHIFT clicking on the left button of the Layers Dialog Box:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_21146099.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the image window, go to: Filters -&amp;gt; Render -&amp;gt; Clouds -&amp;gt; Plasma ...&lt;br /&gt;
&lt;br /&gt;
You can customize the Clouds rendering settings in order to get a nicely random cloud rendering. Now, you just use what I suggest in the picture and hit OK. It does not matter if it looks colored now, we will convert to greyscale and use the light values only to add some noise to the underlaying layer.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_1dad0e33.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will get this in your image window.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m30fea806.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Erase the saturation with: Layer -&amp;gt; Colors -&amp;gt; Desaturate&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_7db38b6e.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to the Layers dialog box, change the clouds layer mode to Multiply and the Opacity to 40.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_54e9cda0.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also tend not to use huge texture files, that's why I rescale it to smaller resolution; keep in mind that we need it to be a multiple of 8; in this case I decided a 256x128pixel resolution will look good enough. In the image window: Image -&amp;gt; Scale Image ...&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_23b912fa.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlock the resolution proportion constrains by clicking on the little chains at the right of the Image Size resolution boxe (the chain opens up in two pieces), then set Width:256, Height:128 and hit Scale.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m19c5fb92.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the image is ready to be saved with RGB format as usual, and can replace the old one. The result in Flightgear looks more realistic then the previous one, that bit of dirt smooths out the visual break caused by the perfectly clean texture used before. It integrates better with the surrounding taxiway texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_a5eaae.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope you will enjoy this little lesson. Consider this as an example, because there are a lot more things to do with the XML animations provided by Simgear to Flightgear.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2613</id>
		<title>Howto:Modeling Ground Signs with Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2613"/>
		<updated>2006-06-26T22:32:52Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Adding some realism to the texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Flightgear: ground markings at the airport with Blender and XML ===&lt;br /&gt;
&lt;br /&gt;
''2006-06-22''&lt;br /&gt;
&lt;br /&gt;
''Roberto Inzerillo robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
''Blender v.2.40''&lt;br /&gt;
&lt;br /&gt;
''Tutorial Files (right click: Save Link As)''&lt;br /&gt;
* [[Media:catii-iii.ac|catii-iii.ac]]&lt;br /&gt;
* [[Media:catii-iii.blend|catii-iii.blend]]&lt;br /&gt;
* [[Media:catii-iii.xml|catii-iii.xml]]&lt;br /&gt;
* [[Media:catii-iii.rgb|catii-iii.rgb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There comes a time when you want to add a few details to an airport in order to improve realism to your flight experience. Every flight start (and ends) at the ground, on the airfield. You generally wont spend too much time there, you will immediately start at the beginning of a runway and be on air in a few seconds. But there are people who like learning how to move on the ground too, and learn how to maneuver their aircraft inside the airport. Well, in this case, having good ground signs/markings on the ground is mandatory, because most of the guiding has to be found there.&lt;br /&gt;
&lt;br /&gt;
Every pilot should know what ground signs to pay attention to during every phase of the maneuvering, prior to reach the runway start. There are paintings on the ground, taxi signs on the side of each runway/taxiway, you have to care about tower radio communications and so on. Here you will learn how to build custom ground markings, the one that are painted on the ground and tell you usefull informations about what you can and cannot do during your ground maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Holding position markings for CAT II/III operations ===&lt;br /&gt;
&lt;br /&gt;
This lesson will teach you how to create a basic ground marking, the one that informs the pilot he has to hold during CAT II/III operations to ensure proper aircraft separation. There are generally a few taxiway signs too, which helps locating those areas also. CAT II/III separation is not that big issue within Flightgear, there's still no automatic ground traffic management, and aircraft crashing is not very expensive; but this is a real ground marking, and we will concentrate on the modelling phase, not on the functional aspects of that sign.&lt;br /&gt;
&lt;br /&gt;
There is no way Flightgear could position those ground markings in an automatic way. There is no database telling where they are and how do they look like. Each airport customizes ground markings position/orientation in order to get maximum efficiency and to help pilots getting correct informations without filling the ground with too much of them. Rationalizing communication effectiveness is vital to an airport. Therefore you will create and position them manually.&lt;br /&gt;
&lt;br /&gt;
When looking from the air, those CAT II/III markings look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_6961c87a.jpg]]&lt;br /&gt;
&lt;br /&gt;
They are generally put in the middle of the runway, following the taxiway yellow line, just before the CAT II/III operations area. Here the pilot has to stop and wait for directives coming from the ATC.&lt;br /&gt;
&lt;br /&gt;
It's a simple red square with a big white CAT II/III writing, it's a lot stretched so that when looking from the aircraft, taxing over there, it looks quite proportional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modelling the marking with Blender ===&lt;br /&gt;
&lt;br /&gt;
That's very easy, it's a simple textured rectangle. First thing you need is the correct measurements and a nice texture to put on it. I will create this example with the same measures used at EDDF Frankfurt airport. The rectangle is 8m wide and 7m high.&lt;br /&gt;
&lt;br /&gt;
I will not explain how to paint the texture because it's trivial, just make use of your preferred painting software, I used The Gimp for this one, save the file as a .rgb format, and make shure its size (pixel resolution, not bytes) is a multiple of 8, otherwise Flightgear will not load it. Here you see a JPG version of the texture as an example, download catii-iii.rgb to get the RGB version you need for texturing, it has 512x512 pixel resolution. You can use smaller ones (ex. 128X128) if you think this resolution is too high.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m11bd5b93.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modelling the rectangle with Blender is trivial.&lt;br /&gt;
&lt;br /&gt;
Open Blender; from the main menu choose Add -&amp;gt; Mesh -&amp;gt; Plane&lt;br /&gt;
&lt;br /&gt;
This add a 2units width square plane.&lt;br /&gt;
&lt;br /&gt;
Our ground painting is 8m x 7m rectangle, we have to change the square dimensions.&lt;br /&gt;
&lt;br /&gt;
Enter Object mode. Object -&amp;gt; Transform Properties&lt;br /&gt;
&lt;br /&gt;
The Transform Properties window appears. Set “Size X : 4” and “Size Y: 3.5”.&lt;br /&gt;
&lt;br /&gt;
Notice here that the object name is “Plane” (OB: Plane), we will use this information later.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m352e2670.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you come to the texturing phase. Split the top window in two, and select UV/Image Editor for the right panel:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_39a834a0.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the 3D View window, select UV Face Select mode, the rectangle face should be still selected, if not, select it by right clicking on the rectangle. Now, while the mouse is in the 3D View window, make shure it's a top view (Numpad 7), hit the U key, and select “From window”.&lt;br /&gt;
&lt;br /&gt;
Now it's time to load the texture file. Inside the right panel, choose Image -&amp;gt; Open ... select the file catii-iii.rgb and hit Open Image.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m41735d75.jpg]]&lt;br /&gt;
&lt;br /&gt;
We have to move the rectangle UV vertices in order to make the texture cover the entire rectangle geometry. We will now work in the UV/Image Editor window. Make shure “UVs -&amp;gt; Snap to Pixel” is set, that will make our life easier. Hit the B key, click and drag the mouse around the left down corner in order to select it. We are not working on the 3d model, we are working on the Uvs, that's why the rectangle in the left window maintains its geometry. Once the vertex is selected, hit the G key (Grab mode) and drag the vertex to the bottom left.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m3011a2ff.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to zoom in a little bit in order to position it precisely, use the CTRL-MMB (MMB = Middle Mouse Button) to zoom in and out, use the SHIFT+MMB to drag the view around. Hit G again, and move the UV vertex in the right position. While doing this, you can select the Textured Draw Mode and interactively see what's happening.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3b879144.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can select and deselect all UV vertices hitting the A key.&lt;br /&gt;
&lt;br /&gt;
Now hit the A key to deselect the UV vertex; zoom out, hit B, by clicking and dragging select a new UV vertex, hit G and move it with the mouse to the correct position. Then do the same with the remaining two vertices. You will end up with the texture perfectly matching the geometry border:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3283723d.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can go back to Object Mode, make shure the object is selected and export it as AC3D formatted file.&lt;br /&gt;
&lt;br /&gt;
File -&amp;gt; Export -&amp;gt; AC3D (.ac) ... enter a filename and hit “Export AC3D”.&lt;br /&gt;
&lt;br /&gt;
The 3d model is ready and you can place it into your airport scenery right now. Make use of Flightgear Scenery Designer, the UFO object placing capability or whatever method you prefer.&lt;br /&gt;
&lt;br /&gt;
Result being:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_5db04368.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m1758ae9f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will go further and add a few details using an XML file which will describe peculiar attributes of such an object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Customizing object's attributes into Flightgear using XML ===&lt;br /&gt;
&lt;br /&gt;
We have three little details here that can be annoying.&lt;br /&gt;
&lt;br /&gt;
1) If you activate Shadow into Flightgear and fly very close (let's say 10meters) to those CAT II/III markings, you will notice that they cast a shadow underneath, especially if the plane has been positioned more then 20cm above the ground. This is not good at all because that should represent a painting on the ground (that could not cast any shadow, there should be no free space between the painting and ground) and a useless shadow consumes GPU power too, which is not desired.&lt;br /&gt;
&lt;br /&gt;
2) If you maneuver an aircraft on the ground, right above the marking, you will notice that the aircraft hits it with the wheels, and jumps a little, just like it encountered an obstacle on the ground. That is not good again, the painting should not oppose any resistance to any ground movement.&lt;br /&gt;
&lt;br /&gt;
3) If you fly high above the airport area you will not really see those little red rectangles, they are too small to be noticed from a height. Nonetheless, Flightgear will still render those little objects on the ground and consume GPU power without really giving any advantage to the simulation experience. That should be avoided, we need to make Flightgear render those markings only when the aircraft is near enough to make them visible to the pilot.&lt;br /&gt;
&lt;br /&gt;
We will eliminate those three cons creating a XML file that covers the issues. Please refer to Flightgear docs in order to get more informations about the usage of the XML markup language used.&lt;br /&gt;
&lt;br /&gt;
You can use any text editor you prefer, fill a new empty text file with the following content and save it as catii-iii.xml in the same directory with catii-iii.ac and catii-iii.rgb.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;noshadow&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&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;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;enable-hot type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/enable-hot&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
   &amp;lt;max-property&amp;gt;/sim/rendering/static-lod/detailed&amp;lt;/max-property&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt; statement means that all this refers to the 3d object file named catii-iii.ac.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every animation transformation here applies to the the object called “Plane” inside the catii-iii.ac file (which is our marking rectangle). We could have more then one object inside the .ac file and decide which should cast a shadow and which not. Our example is very simple though, but still this statement has to be included.&lt;br /&gt;
&lt;br /&gt;
1) The first “animation” transformation tells Flightgear not to apply any shadow to it.&lt;br /&gt;
&lt;br /&gt;
2) The second “animation” tells Flightgear not to consider the object “Plane” as an obstacle, so any vehicle will not hit it.&lt;br /&gt;
&lt;br /&gt;
3) The third “animation” tells Flightgear to render the object “Plane” only if the distance between it and the viewer is more then 0 meters and less then the value stored in Flightgear tree with the name /sim/rendering/static-lod/detailed. This value is a number that can be user customized; the default value is 1500m. When the object is more then 1500 meters distant, Flightgear will not render it; at such a distance you barely see a 8m x 7m square painting on the ground.&lt;br /&gt;
&lt;br /&gt;
Now, insert the 3d object into your scenery but do not use the .ac file, make use of the .xml file instead; it will call the corresponding .ac file when needed. The following snapshot includes the yellow ILS critical area boundary stripes and the taxiway A ground marking which I made using the same technique, the only difference being those have partially transparent texture file.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ground_marking_full_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding some realism to the texture ===&lt;br /&gt;
&lt;br /&gt;
Aircraft and ground vehicles do move above those markings, that makes them dirty after a short while. I like adding a touch of realism to the textures I use into my Flightgear models. Adding some dirt to the ground marking is pretty easy. I'll show you how to modify the texture with The Gimp, you can use similar techniques with every common graphic editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open up Gimp and load the file catii-iii.rgb&lt;br /&gt;
&lt;br /&gt;
Create a new layer by SHIFT clicking on the left button of the Layers Dialog Box:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_21146099.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the image window, go to: Filters -&amp;gt; Render -&amp;gt; Clouds -&amp;gt; Plasma ...&lt;br /&gt;
&lt;br /&gt;
You can customize the Clouds rendering settings in order to get a nicely random cloud rendering. Now, you just use what I suggest in the picture and hit OK. It does not matter if it looks colored now, we will convert to greyscale and use the light values only to add some noise to the underlaying layer.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_1dad0e33.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will get this in your image window.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m30fea806.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Erase the saturation with: Layer -&amp;gt; Colors -&amp;gt; Desaturate&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_7db38b6e.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to the Layers dialog box, change the clouds layer mode to Multiply and the Opacity to 40.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_54e9cda0.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also tend not to use huge texture files, that's why I rescale it to smaller resolution; keep in mind that we need it to be a multiple of 8; in this case I decided a 256x128pixel resolution will look good enough. In the image window: Image -&amp;gt; Scale Image ...&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_23b912fa.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlock the resolution proportion constrain by clicking on the little chains at the right of the Image Size resolution boxes (the chain opens up in two pieces), then set Width:256, Height:128 and hit Scale.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_m19c5fb92.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the image is ready to be saved with RGB format as usual, and can replace the old one. The result in Flightgear looks more realistic then the previous one, that bit of dirt smooths out the visual break caused by the perfectly clean texture used before. It integrates better with the surrounding taxiway texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_addon_html_a5eaae.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope you will enjoy this little lesson. Consider this as an example, because there are a lot more things to do with the XML animations provided by Simgear to Flightgear.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2590</id>
		<title>Howto:Modeling Ground Signs with Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Modeling_Ground_Signs_with_Blender&amp;diff=2590"/>
		<updated>2006-06-26T15:56:07Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Customizing object's attributes into Flightgear using XML */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Flightgear: ground markings at the airport with Blender and XML ===&lt;br /&gt;
&lt;br /&gt;
''2006-06-22''&lt;br /&gt;
&lt;br /&gt;
''Roberto Inzerillo robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
''Blender v.2.40''&lt;br /&gt;
&lt;br /&gt;
''Tutorial Files (right click: Save Link As)''&lt;br /&gt;
* [[Media:catii-iii.ac|catii-iii.ac]]&lt;br /&gt;
* [[Media:catii-iii.blend|catii-iii.blend]]&lt;br /&gt;
* [[Media:catii-iii.xml|catii-iii.xml]]&lt;br /&gt;
* [[Media:catii-iii.rgb|catii-iii.rgb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There comes a time when you want to add a few details to an airport in order to improve realism to your flight experience. Every flight start (and ends) at the ground, on the airfield. You generally wont spend too much time there, you will immediately start at the beginning of a runway and be on air in a few seconds. But there are people who like learning how to move on the ground too, and learn how to maneuver their aircraft inside the airport. Well, in this case, having good ground signs/markings on the ground is mandatory, because most of the guiding has to be found there.&lt;br /&gt;
&lt;br /&gt;
Every pilot should know what ground signs to pay attention to during every phase of the maneuvering, prior to reach the runway start. There are paintings on the ground, taxi signs on the side of each runway/taxiway, you have to care about tower radio communications and so on. Here you will learn how to build custom ground markings, the one that are painted on the ground and tell you usefull informations about what you can and cannot do during your ground maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Holding position markings for CAT II/III operations ===&lt;br /&gt;
&lt;br /&gt;
This lesson will teach you how to create a basic ground marking, the one that informs the pilot he has to hold during CAT II/III operations to ensure proper aircraft separation. There are generally a few taxiway signs too, which helps locating those areas also. CAT II/III separation is not that big issue within Flightgear, there's still no automatic ground traffic management, and aircraft crashing is not very expensive; but this is a real ground marking, and we will concentrate on the modelling phase, not on the functional aspects of that sign.&lt;br /&gt;
&lt;br /&gt;
There is no way Flightgear could position those ground markings in an automatic way. There is no database telling where they are and how do they look like. Each airport customizes ground markings position/orientation in order to get maximum efficiency and to help pilots getting correct informations without filling the ground with too much of them. Rationalizing communication effectiveness is vital to an airport. Therefore you will create and position them manually.&lt;br /&gt;
&lt;br /&gt;
When looking from the air, those CAT II/III markings look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_6961c87a.jpg]]&lt;br /&gt;
&lt;br /&gt;
They are generally put in the middle of the runway, following the taxiway yellow line, just before the CAT II/III operations area. Here the pilot has to stop and wait for directives coming from the ATC.&lt;br /&gt;
&lt;br /&gt;
It's a simple red square with a big white CAT II/III writing, it's a lot stretched so that when looking from the aircraft, taxing over there, it looks quite proportional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modelling the marking with Blender ===&lt;br /&gt;
&lt;br /&gt;
That's very easy, it's a simple textured rectangle. First thing you need is the correct measurements and a nice texture to put on it. I will create this example with the same measures used at EDDF Frankfurt airport. The rectangle is 8m wide and 7m high.&lt;br /&gt;
&lt;br /&gt;
I will not explain how to paint the texture because it's trivial, just make use of your preferred painting software, I used The Gimp for this one, save the file as a .rgb format, and make shure its size (pixel resolution, not bytes) is a multiple of 8, otherwise Flightgear will not load it. Here you see a JPG version of the texture as an example, download catii-iii.rgb to get the RGB version you need for texturing, it has 512x512 pixel resolution. You can use smaller ones (ex. 128X128) if you think this resolution is too high.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m11bd5b93.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modelling the rectangle with Blender is trivial.&lt;br /&gt;
&lt;br /&gt;
Open Blender; from the main menu choose Add -&amp;gt; Mesh -&amp;gt; Plane&lt;br /&gt;
&lt;br /&gt;
This add a 2units width square plane.&lt;br /&gt;
&lt;br /&gt;
Our ground painting is 8m x 7m rectangle, we have to change the square dimensions.&lt;br /&gt;
&lt;br /&gt;
Enter Object mode. Object -&amp;gt; Transform Properties&lt;br /&gt;
&lt;br /&gt;
The Transform Properties window appears. Set “Size X : 4” and “Size Y: 3.5”.&lt;br /&gt;
&lt;br /&gt;
Notice here that the object name is “Plane” (OB: Plane), we will use this information later.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m352e2670.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you come to the texturing phase. Split the top window in two, and select UV/Image Editor for the right panel:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_39a834a0.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the 3D View window, select UV Face Select mode, the rectangle face should be still selected, if not, select it by right clicking on the rectangle. Now, while the mouse is in the 3D View window, make shure it's a top view (Numpad 7), hit the U key, and select “From window”.&lt;br /&gt;
&lt;br /&gt;
Now it's time to load the texture file. Inside the right panel, choose Image -&amp;gt; Open ... select the file catii-iii.rgb and hit Open Image.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m41735d75.jpg]]&lt;br /&gt;
&lt;br /&gt;
We have to move the rectangle UV vertices in order to make the texture cover the entire rectangle geometry. We will now work in the UV/Image Editor window. Make shure “UVs -&amp;gt; Snap to Pixel” is set, that will make our life easier. Hit the B key, click and drag the mouse around the left down corner in order to select it. We are not working on the 3d model, we are working on the Uvs, that's why the rectangle in the left window maintains its geometry. Once the vertex is selected, hit the G key (Grab mode) and drag the vertex to the bottom left.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m3011a2ff.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to zoom in a little bit in order to position it precisely, use the CTRL-MMB (MMB = Middle Mouse Button) to zoom in and out, use the SHIFT+MMB to drag the view around. Hit G again, and move the UV vertex in the right position. While doing this, you can select the Textured Draw Mode and interactively see what's happening.&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3b879144.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can select and deselect all UV vertices hitting the A key.&lt;br /&gt;
&lt;br /&gt;
Now hit the A key to deselect the UV vertex; zoom out, hit B, by clicking and dragging select a new UV vertex, hit G and move it with the mouse to the correct position. Then do the same with the remaining two vertices. You will end up with the texture perfectly matching the geometry border:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_3283723d.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can go back to Object Mode, make shure the object is selected and export it as AC3D formatted file.&lt;br /&gt;
&lt;br /&gt;
File -&amp;gt; Export -&amp;gt; AC3D (.ac) ... enter a filename and hit “Export AC3D”.&lt;br /&gt;
&lt;br /&gt;
The 3d model is ready and you can place it into your airport scenery right now. Make use of Flightgear Scenery Designer, the UFO object placing capability or whatever method you prefer.&lt;br /&gt;
&lt;br /&gt;
Result being:&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_5db04368.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:catii-iii_markings_html_m1758ae9f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will go further and add a few details using an XML file which will describe peculiar attributes of such an object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Customizing object's attributes into Flightgear using XML ===&lt;br /&gt;
&lt;br /&gt;
We have three little details here that can be annoying.&lt;br /&gt;
&lt;br /&gt;
1) If you activate Shadow into Flightgear and fly very close (let's say 10meters) to those CAT II/III markings, you will notice that they cast a shadow underneath, especially if the plane has been positioned more then 20cm above the ground. This is not good at all because that should represent a painting on the ground (that could not cast any shadow, there should be no free space between the painting and ground) and a useless shadow consumes GPU power too, which is not desired.&lt;br /&gt;
&lt;br /&gt;
2) If you maneuver an aircraft on the ground, right above the marking, you will notice that the aircraft hits it with the wheels, and jumps a little, just like it encountered an obstacle on the ground. That is not good again, the painting should not oppose any resistance to any ground movement.&lt;br /&gt;
&lt;br /&gt;
3) If you fly high above the airport area you will not really see those little red rectangles, they are too small to be noticed from a height. Nonetheless, Flightgear will still render those little objects on the ground and consume GPU power without really giving any advantage to the simulation experience. That should be avoided, we need to make Flightgear render those markings only when the aircraft is near enough to make them visible to the pilot.&lt;br /&gt;
&lt;br /&gt;
We will eliminate those three cons creating a XML file that covers the issues. Please refer to Flightgear docs in order to get more informations about the usage of the XML markup language used.&lt;br /&gt;
&lt;br /&gt;
You can use any text editor you prefer, fill a new empty text file with the following content and save it as catii-iii.xml in the same directory with catii-iii.ac and catii-iii.rgb.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;noshadow&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&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;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;enable-hot type=&amp;quot;bool&amp;quot;&amp;gt;false&amp;lt;/enable-hot&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;animation&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;range&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;object-name&amp;gt;Plane&amp;lt;/object-name&amp;gt;&lt;br /&gt;
    &amp;lt;min-m&amp;gt;0&amp;lt;/min-m&amp;gt;&lt;br /&gt;
   &amp;lt;max-property&amp;gt;/sim/rendering/static-lod/detailed&amp;lt;/max-property&amp;gt;&lt;br /&gt;
  &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;path&amp;gt;catii-iii.ac&amp;lt;/path&amp;gt; statement means that all this refers to the 3d object file named catii-iii.ac.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every animation transformation here applies to the the object called “Plane” inside the catii-iii.ac file (which is our marking rectangle). We could have more then one object inside the .ac file and decide which should cast a shadow and which not. Our example is very simple though, but still this statement has to be included.&lt;br /&gt;
&lt;br /&gt;
1) The first “animation” transformation tells Flightgear not to apply any shadow to it.&lt;br /&gt;
&lt;br /&gt;
2) The second “animation” tells Flightgear not to consider the object “Plane” as an obstacle, so any vehicle will not hit it.&lt;br /&gt;
&lt;br /&gt;
3) The third “animation” tells Flightgear to render the object “Plane” only if the distance between it and the viewer is more then 0 meters and less then the value stored in Flightgear tree with the name /sim/rendering/static-lod/detailed. This value is a number that can be user customized; the default value is 1500m. When the object is more then 1500 meters distant, Flightgear will not render it; at such a distance you barely see a 8m x 7m square painting on the ground.&lt;br /&gt;
&lt;br /&gt;
Now, insert the 3d object into your scenery but do not use the .ac file, make use of the .xml file instead; it will call the corresponding .ac file when needed. The following snapshot includes the yellow ILS critical area boundary stripes and the taxiway A ground marking which I made using the same technique, the only difference being those have partially transparent texture file.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ground_marking_full_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
I hope you will enjoy this little lesson. Consider this as an example, because there are a lot more things to do with the XML animations provided by Simgear to Flightgear.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ground_marking_full_example.jpg&amp;diff=2589</id>
		<title>File:Ground marking full example.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ground_marking_full_example.jpg&amp;diff=2589"/>
		<updated>2006-06-26T15:52:22Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2567</id>
		<title>User:Robicd</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2567"/>
		<updated>2006-06-23T13:47:31Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
AKA Tabu&lt;br /&gt;
&lt;br /&gt;
Mostly intersted in 3D modelling.&lt;br /&gt;
&lt;br /&gt;
[[Image:Robicd_Awatar.jpg]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2566</id>
		<title>User:Robicd</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Robicd&amp;diff=2566"/>
		<updated>2006-06-23T12:36:24Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Robicd at gmx dot net''&lt;br /&gt;
&lt;br /&gt;
Mostly intersted in 3D modelling.&lt;br /&gt;
&lt;br /&gt;
[[Image:Robicd_Awatar.jpg]]&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Robicd_Awatar.jpg&amp;diff=2565</id>
		<title>File:Robicd Awatar.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Robicd_Awatar.jpg&amp;diff=2565"/>
		<updated>2006-06-23T12:35:05Z</updated>

		<summary type="html">&lt;p&gt;Robicd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2564</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2564"/>
		<updated>2006-06-23T11:50:15Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Visuals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How realistic is FlightGear aircraft and environment? How can I get the most realism out of the FlightGear environment?&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
Todo: instruments&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Todo: qualities of flight models&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
&lt;br /&gt;
=== Extensive and Accurate World Scenery Data Base ===&lt;br /&gt;
&lt;br /&gt;
* Over 20,000 real world airports included in the full scenery set.&lt;br /&gt;
* Correct runway markings and placement, correct runway and approach lighting.&lt;br /&gt;
* Taxiways available for many larger airports (even including the green center line lights when appropriate.)&lt;br /&gt;
* Sloping runways (runways change elevation like they usually do in real life.)&lt;br /&gt;
* Directional airport lighting that smoothly changes intensity as your relative view direction changes.&lt;br /&gt;
* World scenery fits on 3 DVD's. (I'm not sure that's a feature or a problem!) But it means we have pretty detailed coverage of the entire world.&lt;br /&gt;
* Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.&lt;br /&gt;
* Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.&lt;br /&gt;
* Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.&lt;br /&gt;
* Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Real world tower registration data was used to locate towers in the United States. The data was sourced from the United States Federal Communications Comission tower registration database.&lt;br /&gt;
&lt;br /&gt;
Thousands of objects have been added through the [FlightGear Scenery Database http://fgfsdb.stockill.org/].&lt;br /&gt;
&lt;br /&gt;
* 2700+ obstructions added for France (not sure of the source for this obstruction data)&lt;br /&gt;
&lt;br /&gt;
Todo: what are the sources for scenery database? The FAA obstructions data may have been used to populate the scenery database, but I am not sure.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
&lt;br /&gt;
Todo: weather&lt;br /&gt;
&lt;br /&gt;
FlightGear can periodically download weather (METAR) data. This information is used to influence the environment.&lt;br /&gt;
&lt;br /&gt;
As of FG 0.9.10, for the current METAR station, FG models:&lt;br /&gt;
&lt;br /&gt;
* Visibility for the rendered visual environment is set equal to the current METAR visibility. If the current METAR reports 10 statute mile visibility, the rendered visibility is 10 statute miles.&lt;br /&gt;
&lt;br /&gt;
* If the METAR reports rain, FlightGear renders rain (precipitation).&lt;br /&gt;
&lt;br /&gt;
* If METAR reports a thunderstorm, lightning is rendered and thunder produced through the audio system.&lt;br /&gt;
&lt;br /&gt;
* FG appears to honor METAR dewpoint, &amp;quot;altimeter&amp;quot; or air pressure and reported sea level air pressure. It honors wing direction, speed and gust speed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Sufficient only to indicate rain.&lt;br /&gt;
&lt;br /&gt;
* Lightning is present when a thunderstorm is near, the graphics are a fair representation, but also require improvement.&lt;br /&gt;
&lt;br /&gt;
* The METAR weather fetch, parsing and rendering process causes momentary reductions in the simulator's frame rates.&lt;br /&gt;
&lt;br /&gt;
* The METAR wind updates are applied without any smoothing, which can cause an aircraft yaw response, sometimes described as a &amp;quot;rudder kick&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
&lt;br /&gt;
If you want to prove the relationship between FG and METAR, you can open the property browser. Monitor &lt;br /&gt;
&lt;br /&gt;
 /environment/metar/max-visibility-m == 9656m&lt;br /&gt;
 &lt;br /&gt;
 and&lt;br /&gt;
 &lt;br /&gt;
 /environment/visibility-m == 9656m&lt;br /&gt;
&lt;br /&gt;
The values should be the same. When you press Z/z on the keyboard, you should see the second value change, showing this value controls the rendered visibility.&lt;br /&gt;
&lt;br /&gt;
You can do the same for cloud layers. For example METAR code SCT 10 translates to coverage: scattered, elevation: 10039 and FG automatically sets thickness and transition for the layer.&lt;br /&gt;
&lt;br /&gt;
== Visuals ==&lt;br /&gt;
&lt;br /&gt;
Settings for maximum visual experience and rendering quality.&lt;br /&gt;
&lt;br /&gt;
FlightGear command options:&lt;br /&gt;
&lt;br /&gt;
 --enable-horizon-effect&lt;br /&gt;
 --enable-clouds3d&lt;br /&gt;
 --enable-specular-highlight (enabled by default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
 --shading-smooth (default)&lt;br /&gt;
 --enable-skyblend (default)&lt;br /&gt;
 --enable-textures (default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
&lt;br /&gt;
Sky Blend&lt;br /&gt;
&lt;br /&gt;
This rendering option enables &amp;quot;fog&amp;quot; and haze in the distance. &amp;quot;sky and terrain look realistic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Smooth Shading&lt;br /&gt;
&lt;br /&gt;
Smooths shading.&lt;br /&gt;
&lt;br /&gt;
Textures&lt;br /&gt;
&lt;br /&gt;
Terrain texturing.&lt;br /&gt;
&lt;br /&gt;
Volumetric (3D) Clouds&lt;br /&gt;
&lt;br /&gt;
''This renders clouds with three-dimensional realism.''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Clouds1_2006-06-23.jpg]]&lt;br /&gt;
''Default Clouds''&lt;br /&gt;
| [[Image:Clouds2_2006-06-23.jpg]]&lt;br /&gt;
''Volumetric (3D) Clouds''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Geometry/Resolution&lt;br /&gt;
&lt;br /&gt;
This is the resolution the FlightGear window is rendered in. The higher the resolution, the greater the detail.&lt;br /&gt;
&lt;br /&gt;
 640x480 blocky and lacking in detail&lt;br /&gt;
 800x600&lt;br /&gt;
 1024x768&lt;br /&gt;
 ...&lt;br /&gt;
 1600 x 1200 very fine detail&lt;br /&gt;
 and up&lt;br /&gt;
&lt;br /&gt;
Use anti-aliasing if you video card supports and your system can handle the extra load.&lt;br /&gt;
&lt;br /&gt;
Real Weather (METAR)&lt;br /&gt;
&lt;br /&gt;
This downloads current real world weather data into FlightGear from the nearest weather station (METAR report). The data is used to influence the environment. The cloud cover specified in the METAR report will be rendered.&lt;br /&gt;
&lt;br /&gt;
Time&lt;br /&gt;
&lt;br /&gt;
Set the current time for your location. If it's dark in San Francisco, it will be dark in the sim.&lt;br /&gt;
&lt;br /&gt;
Yoke and Rudder Pedals&lt;br /&gt;
&lt;br /&gt;
Rudder pedals add to realistic operation and make it much easier to accurately use the rudder over a twist stick. The yoke is less necessary, but can add to realism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accurate and Detailed Sky Model ===&lt;br /&gt;
&lt;br /&gt;
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If it's dawn in Sydney right now, it's dawn in the sim right now when you locate yourself in virtual Sydney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2563</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2563"/>
		<updated>2006-06-23T11:49:50Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Visuals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How realistic is FlightGear aircraft and environment? How can I get the most realism out of the FlightGear environment?&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
Todo: instruments&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Todo: qualities of flight models&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
&lt;br /&gt;
=== Extensive and Accurate World Scenery Data Base ===&lt;br /&gt;
&lt;br /&gt;
* Over 20,000 real world airports included in the full scenery set.&lt;br /&gt;
* Correct runway markings and placement, correct runway and approach lighting.&lt;br /&gt;
* Taxiways available for many larger airports (even including the green center line lights when appropriate.)&lt;br /&gt;
* Sloping runways (runways change elevation like they usually do in real life.)&lt;br /&gt;
* Directional airport lighting that smoothly changes intensity as your relative view direction changes.&lt;br /&gt;
* World scenery fits on 3 DVD's. (I'm not sure that's a feature or a problem!) But it means we have pretty detailed coverage of the entire world.&lt;br /&gt;
* Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.&lt;br /&gt;
* Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.&lt;br /&gt;
* Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.&lt;br /&gt;
* Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Real world tower registration data was used to locate towers in the United States. The data was sourced from the United States Federal Communications Comission tower registration database.&lt;br /&gt;
&lt;br /&gt;
Thousands of objects have been added through the [FlightGear Scenery Database http://fgfsdb.stockill.org/].&lt;br /&gt;
&lt;br /&gt;
* 2700+ obstructions added for France (not sure of the source for this obstruction data)&lt;br /&gt;
&lt;br /&gt;
Todo: what are the sources for scenery database? The FAA obstructions data may have been used to populate the scenery database, but I am not sure.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
&lt;br /&gt;
Todo: weather&lt;br /&gt;
&lt;br /&gt;
FlightGear can periodically download weather (METAR) data. This information is used to influence the environment.&lt;br /&gt;
&lt;br /&gt;
As of FG 0.9.10, for the current METAR station, FG models:&lt;br /&gt;
&lt;br /&gt;
* Visibility for the rendered visual environment is set equal to the current METAR visibility. If the current METAR reports 10 statute mile visibility, the rendered visibility is 10 statute miles.&lt;br /&gt;
&lt;br /&gt;
* If the METAR reports rain, FlightGear renders rain (precipitation).&lt;br /&gt;
&lt;br /&gt;
* If METAR reports a thunderstorm, lightning is rendered and thunder produced through the audio system.&lt;br /&gt;
&lt;br /&gt;
* FG appears to honor METAR dewpoint, &amp;quot;altimeter&amp;quot; or air pressure and reported sea level air pressure. It honors wing direction, speed and gust speed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Sufficient only to indicate rain.&lt;br /&gt;
&lt;br /&gt;
* Lightning is present when a thunderstorm is near, the graphics are a fair representation, but also require improvement.&lt;br /&gt;
&lt;br /&gt;
* The METAR weather fetch, parsing and rendering process causes momentary reductions in the simulator's frame rates.&lt;br /&gt;
&lt;br /&gt;
* The METAR wind updates are applied without any smoothing, which can cause an aircraft yaw response, sometimes described as a &amp;quot;rudder kick&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
&lt;br /&gt;
If you want to prove the relationship between FG and METAR, you can open the property browser. Monitor &lt;br /&gt;
&lt;br /&gt;
 /environment/metar/max-visibility-m == 9656m&lt;br /&gt;
 &lt;br /&gt;
 and&lt;br /&gt;
 &lt;br /&gt;
 /environment/visibility-m == 9656m&lt;br /&gt;
&lt;br /&gt;
The values should be the same. When you press Z/z on the keyboard, you should see the second value change, showing this value controls the rendered visibility.&lt;br /&gt;
&lt;br /&gt;
You can do the same for cloud layers. For example METAR code SCT 10 translates to coverage: scattered, elevation: 10039 and FG automatically sets thickness and transition for the layer.&lt;br /&gt;
&lt;br /&gt;
== Visuals ==&lt;br /&gt;
&lt;br /&gt;
Settings for maximum visual experience and rendering quality.&lt;br /&gt;
&lt;br /&gt;
FlightGear command options:&lt;br /&gt;
&lt;br /&gt;
 --enable-horizon-effect&lt;br /&gt;
 --enable-clouds3d&lt;br /&gt;
 --enable-specular-highlight (enabled by default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
 --shading-smooth (default)&lt;br /&gt;
 --enable-skyblend (default)&lt;br /&gt;
 --enable-textures (default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
&lt;br /&gt;
Sky Blend&lt;br /&gt;
&lt;br /&gt;
This rendering option enables &amp;quot;fog&amp;quot; and haze in the distance. &amp;quot;sky and terrain look realistic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Smooth Shading&lt;br /&gt;
&lt;br /&gt;
Smooths shading.&lt;br /&gt;
&lt;br /&gt;
Textures&lt;br /&gt;
&lt;br /&gt;
Terrain texturing.&lt;br /&gt;
&lt;br /&gt;
Volumetric (3D) Clouds&lt;br /&gt;
&lt;br /&gt;
This renders clouds with three-dimensional realism.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Clouds1_2006-06-23.jpg]]&lt;br /&gt;
''Default Clouds''&lt;br /&gt;
| [[Image:Clouds2_2006-06-23.jpg]]&lt;br /&gt;
''Volumetric (3D) Clouds''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Geometry/Resolution&lt;br /&gt;
&lt;br /&gt;
This is the resolution the FlightGear window is rendered in. The higher the resolution, the greater the detail.&lt;br /&gt;
&lt;br /&gt;
 640x480 blocky and lacking in detail&lt;br /&gt;
 800x600&lt;br /&gt;
 1024x768&lt;br /&gt;
 ...&lt;br /&gt;
 1600 x 1200 very fine detail&lt;br /&gt;
 and up&lt;br /&gt;
&lt;br /&gt;
Use anti-aliasing if you video card supports and your system can handle the extra load.&lt;br /&gt;
&lt;br /&gt;
Real Weather (METAR)&lt;br /&gt;
&lt;br /&gt;
This downloads current real world weather data into FlightGear from the nearest weather station (METAR report). The data is used to influence the environment. The cloud cover specified in the METAR report will be rendered.&lt;br /&gt;
&lt;br /&gt;
Time&lt;br /&gt;
&lt;br /&gt;
Set the current time for your location. If it's dark in San Francisco, it will be dark in the sim.&lt;br /&gt;
&lt;br /&gt;
Yoke and Rudder Pedals&lt;br /&gt;
&lt;br /&gt;
Rudder pedals add to realistic operation and make it much easier to accurately use the rudder over a twist stick. The yoke is less necessary, but can add to realism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accurate and Detailed Sky Model ===&lt;br /&gt;
&lt;br /&gt;
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If it's dawn in Sydney right now, it's dawn in the sim right now when you locate yourself in virtual Sydney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2562</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2562"/>
		<updated>2006-06-23T11:44:58Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Visuals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How realistic is FlightGear aircraft and environment? How can I get the most realism out of the FlightGear environment?&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
Todo: instruments&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Todo: qualities of flight models&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
&lt;br /&gt;
=== Extensive and Accurate World Scenery Data Base ===&lt;br /&gt;
&lt;br /&gt;
* Over 20,000 real world airports included in the full scenery set.&lt;br /&gt;
* Correct runway markings and placement, correct runway and approach lighting.&lt;br /&gt;
* Taxiways available for many larger airports (even including the green center line lights when appropriate.)&lt;br /&gt;
* Sloping runways (runways change elevation like they usually do in real life.)&lt;br /&gt;
* Directional airport lighting that smoothly changes intensity as your relative view direction changes.&lt;br /&gt;
* World scenery fits on 3 DVD's. (I'm not sure that's a feature or a problem!) But it means we have pretty detailed coverage of the entire world.&lt;br /&gt;
* Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.&lt;br /&gt;
* Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.&lt;br /&gt;
* Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.&lt;br /&gt;
* Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Real world tower registration data was used to locate towers in the United States. The data was sourced from the United States Federal Communications Comission tower registration database.&lt;br /&gt;
&lt;br /&gt;
Thousands of objects have been added through the [FlightGear Scenery Database http://fgfsdb.stockill.org/].&lt;br /&gt;
&lt;br /&gt;
* 2700+ obstructions added for France (not sure of the source for this obstruction data)&lt;br /&gt;
&lt;br /&gt;
Todo: what are the sources for scenery database? The FAA obstructions data may have been used to populate the scenery database, but I am not sure.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
&lt;br /&gt;
Todo: weather&lt;br /&gt;
&lt;br /&gt;
FlightGear can periodically download weather (METAR) data. This information is used to influence the environment.&lt;br /&gt;
&lt;br /&gt;
As of FG 0.9.10, for the current METAR station, FG models:&lt;br /&gt;
&lt;br /&gt;
* Visibility for the rendered visual environment is set equal to the current METAR visibility. If the current METAR reports 10 statute mile visibility, the rendered visibility is 10 statute miles.&lt;br /&gt;
&lt;br /&gt;
* If the METAR reports rain, FlightGear renders rain (precipitation).&lt;br /&gt;
&lt;br /&gt;
* If METAR reports a thunderstorm, lightning is rendered and thunder produced through the audio system.&lt;br /&gt;
&lt;br /&gt;
* FG appears to honor METAR dewpoint, &amp;quot;altimeter&amp;quot; or air pressure and reported sea level air pressure. It honors wing direction, speed and gust speed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Sufficient only to indicate rain.&lt;br /&gt;
&lt;br /&gt;
* Lightning is present when a thunderstorm is near, the graphics are a fair representation, but also require improvement.&lt;br /&gt;
&lt;br /&gt;
* The METAR weather fetch, parsing and rendering process causes momentary reductions in the simulator's frame rates.&lt;br /&gt;
&lt;br /&gt;
* The METAR wind updates are applied without any smoothing, which can cause an aircraft yaw response, sometimes described as a &amp;quot;rudder kick&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
&lt;br /&gt;
If you want to prove the relationship between FG and METAR, you can open the property browser. Monitor &lt;br /&gt;
&lt;br /&gt;
 /environment/metar/max-visibility-m == 9656m&lt;br /&gt;
 &lt;br /&gt;
 and&lt;br /&gt;
 &lt;br /&gt;
 /environment/visibility-m == 9656m&lt;br /&gt;
&lt;br /&gt;
The values should be the same. When you press Z/z on the keyboard, you should see the second value change, showing this value controls the rendered visibility.&lt;br /&gt;
&lt;br /&gt;
You can do the same for cloud layers. For example METAR code SCT 10 translates to coverage: scattered, elevation: 10039 and FG automatically sets thickness and transition for the layer.&lt;br /&gt;
&lt;br /&gt;
== Visuals ==&lt;br /&gt;
&lt;br /&gt;
Settings for maximum visual experience and rendering quality.&lt;br /&gt;
&lt;br /&gt;
FlightGear command options:&lt;br /&gt;
&lt;br /&gt;
 --enable-horizon-effect&lt;br /&gt;
 --enable-clouds3d&lt;br /&gt;
 --enable-specular-highlight (enabled by default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
 --shading-smooth (default)&lt;br /&gt;
 --enable-skyblend (default)&lt;br /&gt;
 --enable-textures (default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
&lt;br /&gt;
Sky Blend&lt;br /&gt;
&lt;br /&gt;
This rendering option enables &amp;quot;fog&amp;quot; and haze in the distance. &amp;quot;sky and terrain look realistic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Smooth Shading&lt;br /&gt;
&lt;br /&gt;
Smooths shading.&lt;br /&gt;
&lt;br /&gt;
Textures&lt;br /&gt;
&lt;br /&gt;
Terrain texturing.&lt;br /&gt;
&lt;br /&gt;
Volumetric (3D) Clouds&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Clouds1_2006-06-23.jpg]]&lt;br /&gt;
''Default Clouds''&lt;br /&gt;
| [[Image:Clouds2_2006-06-23.jpg]]&lt;br /&gt;
''Volumetric (3D) Clouds''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This renders clouds with three-dimensional realism.&lt;br /&gt;
&lt;br /&gt;
Geometry/Resolution&lt;br /&gt;
&lt;br /&gt;
This is the resolution the FlightGear window is rendered in. The higher the resolution, the greater the detail.&lt;br /&gt;
&lt;br /&gt;
 640x480 blocky and lacking in detail&lt;br /&gt;
 800x600&lt;br /&gt;
 1024x768&lt;br /&gt;
 ...&lt;br /&gt;
 1600 x 1200 very fine detail&lt;br /&gt;
 and up&lt;br /&gt;
&lt;br /&gt;
Use anti-aliasing if you video card supports and your system can handle the extra load.&lt;br /&gt;
&lt;br /&gt;
Real Weather (METAR)&lt;br /&gt;
&lt;br /&gt;
This downloads current real world weather data into FlightGear from the nearest weather station (METAR report). The data is used to influence the environment. The cloud cover specified in the METAR report will be rendered.&lt;br /&gt;
&lt;br /&gt;
Time&lt;br /&gt;
&lt;br /&gt;
Set the current time for your location. If it's dark in San Francisco, it will be dark in the sim.&lt;br /&gt;
&lt;br /&gt;
Yoke and Rudder Pedals&lt;br /&gt;
&lt;br /&gt;
Rudder pedals add to realistic operation and make it much easier to accurately use the rudder over a twist stick. The yoke is less necessary, but can add to realism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accurate and Detailed Sky Model ===&lt;br /&gt;
&lt;br /&gt;
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If it's dawn in Sydney right now, it's dawn in the sim right now when you locate yourself in virtual Sydney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2561</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=2561"/>
		<updated>2006-06-23T11:36:58Z</updated>

		<summary type="html">&lt;p&gt;Robicd: /* Visuals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How realistic is FlightGear aircraft and environment? How can I get the most realism out of the FlightGear environment?&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
Todo: instruments&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Todo: qualities of flight models&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
&lt;br /&gt;
=== Extensive and Accurate World Scenery Data Base ===&lt;br /&gt;
&lt;br /&gt;
* Over 20,000 real world airports included in the full scenery set.&lt;br /&gt;
* Correct runway markings and placement, correct runway and approach lighting.&lt;br /&gt;
* Taxiways available for many larger airports (even including the green center line lights when appropriate.)&lt;br /&gt;
* Sloping runways (runways change elevation like they usually do in real life.)&lt;br /&gt;
* Directional airport lighting that smoothly changes intensity as your relative view direction changes.&lt;br /&gt;
* World scenery fits on 3 DVD's. (I'm not sure that's a feature or a problem!) But it means we have pretty detailed coverage of the entire world.&lt;br /&gt;
* Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.&lt;br /&gt;
* Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.&lt;br /&gt;
* Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.&lt;br /&gt;
* Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Real world tower registration data was used to locate towers in the United States. The data was sourced from the United States Federal Communications Comission tower registration database.&lt;br /&gt;
&lt;br /&gt;
Thousands of objects have been added through the [FlightGear Scenery Database http://fgfsdb.stockill.org/].&lt;br /&gt;
&lt;br /&gt;
* 2700+ obstructions added for France (not sure of the source for this obstruction data)&lt;br /&gt;
&lt;br /&gt;
Todo: what are the sources for scenery database? The FAA obstructions data may have been used to populate the scenery database, but I am not sure.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
&lt;br /&gt;
Todo: weather&lt;br /&gt;
&lt;br /&gt;
FlightGear can periodically download weather (METAR) data. This information is used to influence the environment.&lt;br /&gt;
&lt;br /&gt;
As of FG 0.9.10, for the current METAR station, FG models:&lt;br /&gt;
&lt;br /&gt;
* Visibility for the rendered visual environment is set equal to the current METAR visibility. If the current METAR reports 10 statute mile visibility, the rendered visibility is 10 statute miles.&lt;br /&gt;
&lt;br /&gt;
* If the METAR reports rain, FlightGear renders rain (precipitation).&lt;br /&gt;
&lt;br /&gt;
* If METAR reports a thunderstorm, lightning is rendered and thunder produced through the audio system.&lt;br /&gt;
&lt;br /&gt;
* FG appears to honor METAR dewpoint, &amp;quot;altimeter&amp;quot; or air pressure and reported sea level air pressure. It honors wing direction, speed and gust speed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Sufficient only to indicate rain.&lt;br /&gt;
&lt;br /&gt;
* Lightning is present when a thunderstorm is near, the graphics are a fair representation, but also require improvement.&lt;br /&gt;
&lt;br /&gt;
* The METAR weather fetch, parsing and rendering process causes momentary reductions in the simulator's frame rates.&lt;br /&gt;
&lt;br /&gt;
* The METAR wind updates are applied without any smoothing, which can cause an aircraft yaw response, sometimes described as a &amp;quot;rudder kick&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
&lt;br /&gt;
If you want to prove the relationship between FG and METAR, you can open the property browser. Monitor &lt;br /&gt;
&lt;br /&gt;
 /environment/metar/max-visibility-m == 9656m&lt;br /&gt;
 &lt;br /&gt;
 and&lt;br /&gt;
 &lt;br /&gt;
 /environment/visibility-m == 9656m&lt;br /&gt;
&lt;br /&gt;
The values should be the same. When you press Z/z on the keyboard, you should see the second value change, showing this value controls the rendered visibility.&lt;br /&gt;
&lt;br /&gt;
You can do the same for cloud layers. For example METAR code SCT 10 translates to coverage: scattered, elevation: 10039 and FG automatically sets thickness and transition for the layer.&lt;br /&gt;
&lt;br /&gt;
== Visuals ==&lt;br /&gt;
&lt;br /&gt;
Settings for maximum visual experience and rendering quality.&lt;br /&gt;
&lt;br /&gt;
FlightGear command options:&lt;br /&gt;
&lt;br /&gt;
 --enable-horizon-effect&lt;br /&gt;
 --enable-clouds3d&lt;br /&gt;
 --enable-specular-highlight (enabled by default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
 --shading-smooth (default)&lt;br /&gt;
 --enable-skyblend (default)&lt;br /&gt;
 --enable-textures (default)&lt;br /&gt;
 --enable-real-weather-fetch&lt;br /&gt;
&lt;br /&gt;
Sky Blend&lt;br /&gt;
&lt;br /&gt;
This rendering option enables &amp;quot;fog&amp;quot; and haze in the distance. &amp;quot;sky and terrain look realistic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Smooth Shading&lt;br /&gt;
&lt;br /&gt;
Smooths shading.&lt;br /&gt;
&lt;br /&gt;
Textures&lt;br /&gt;
&lt;br /&gt;
Terrain texturing.&lt;br /&gt;
&lt;br /&gt;
Volumetric (3D) Clouds&lt;br /&gt;
[[Image:Clouds1_2006-06-23.jpg]] [[Image:Clouds2_2006-06-23.jpg]]&lt;br /&gt;
&lt;br /&gt;
This renders clouds with three-dimensional realism.&lt;br /&gt;
&lt;br /&gt;
Geometry/Resolution&lt;br /&gt;
&lt;br /&gt;
This is the resolution the FlightGear window is rendered in. The higher the resolution, the greater the detail.&lt;br /&gt;
&lt;br /&gt;
 640x480 blocky and lacking in detail&lt;br /&gt;
 800x600&lt;br /&gt;
 1024x768&lt;br /&gt;
 ...&lt;br /&gt;
 1600 x 1200 very fine detail&lt;br /&gt;
 and up&lt;br /&gt;
&lt;br /&gt;
Use anti-aliasing if you video card supports and your system can handle the extra load.&lt;br /&gt;
&lt;br /&gt;
Real Weather (METAR)&lt;br /&gt;
&lt;br /&gt;
This downloads current real world weather data into FlightGear from the nearest weather station (METAR report). The data is used to influence the environment. The cloud cover specified in the METAR report will be rendered.&lt;br /&gt;
&lt;br /&gt;
Time&lt;br /&gt;
&lt;br /&gt;
Set the current time for your location. If it's dark in San Francisco, it will be dark in the sim.&lt;br /&gt;
&lt;br /&gt;
Yoke and Rudder Pedals&lt;br /&gt;
&lt;br /&gt;
Rudder pedals add to realistic operation and make it much easier to accurately use the rudder over a twist stick. The yoke is less necessary, but can add to realism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accurate and Detailed Sky Model ===&lt;br /&gt;
&lt;br /&gt;
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If it's dawn in Sydney right now, it's dawn in the sim right now when you locate yourself in virtual Sydney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Clouds2_2006-06-23.jpg&amp;diff=2560</id>
		<title>File:Clouds2 2006-06-23.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Clouds2_2006-06-23.jpg&amp;diff=2560"/>
		<updated>2006-06-23T11:35:44Z</updated>

		<summary type="html">&lt;p&gt;Robicd: 3D clouds screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3D clouds screenshot.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Clouds1_2006-06-23.jpg&amp;diff=2559</id>
		<title>File:Clouds1 2006-06-23.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Clouds1_2006-06-23.jpg&amp;diff=2559"/>
		<updated>2006-06-23T11:35:22Z</updated>

		<summary type="html">&lt;p&gt;Robicd: Basic clouds screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic clouds screenshot.&lt;/div&gt;</summary>
		<author><name>Robicd</name></author>
	</entry>
</feed>