<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sek</id>
	<title>FlightGear wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sek"/>
	<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/Special:Contributions/Sek"/>
	<updated>2026-05-14T02:25:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Understanding_Propeller_Torque_and_P-Factor&amp;diff=2586</id>
		<title>Understanding Propeller Torque and P-Factor</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Understanding_Propeller_Torque_and_P-Factor&amp;diff=2586"/>
		<updated>2006-06-26T00:10:48Z</updated>

		<summary type="html">&lt;p&gt;Sek: Adding link to AU groundschool, paraglider page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an attempt to answer the frequent question &amp;quot;Why is my aircraft turning left all the time?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This occurs only in aircraft with propellers at the front of the aircraft. Three distinct phenomena cause the effect, all causing the aircraft to turn in the same direction. They are:&lt;br /&gt;
&lt;br /&gt;
==Prop wash==&lt;br /&gt;
A propeller pushes air not just horizontally to the back, but more in a twisting helix around the fuselage (clockwise as seen from the cockpit). As the air whirls around the fuselage it pushes against the left side of the vertical tail, causing the plane to yaw to the left. The prop wash effect is at its greatest when the airflow is flowing more around the fuselage than along it, i.e., at high power and low airspeed, which is the situation when starting the takeoff run.&lt;br /&gt;
&lt;br /&gt;
==Propeller Torque Effect==&lt;br /&gt;
&lt;br /&gt;
Torque effect is the influence of engine torque on aircraft movement and control. It is generally exhibited as a left turning tendency in piston single engine propeller driven aircraft.&lt;br /&gt;
&lt;br /&gt;
According to Newton's law, &amp;quot;for every action there is an equal and opposite reaction,&amp;quot; such that the propeller, if turning clockwise (when viewed from the cockpit), imparts a tendency for the aircraft to rotate counterclockwise. Since most single engine aircraft have propellers rotating clockwise, they rotate to the left, pushing the left wing down.&lt;br /&gt;
&lt;br /&gt;
Typically, the pilot is expected to counter this force through the control inputs. To counter the aircraft roll left, the pilot applies right aileron.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that torque is a movement about the roll axis. Aileron controls roll. Prop torque is not countered by moving the rudder or by setting rudder trim. It is countered by moving or trimming the aileron.&lt;br /&gt;
&lt;br /&gt;
This correction induces adverse yaw, which is corrected by moving or trimming the rudder (right rudder).&lt;br /&gt;
&lt;br /&gt;
On aircraft with contrarotating propellers (propellers that rotate in opposite directions) the torque from the two propellers cancel each other out, so that no compensation is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Further Reading: [http://www.aerospaceweb.org/question/dynamics/q0015a.shtml Propeller Torque Factor]&lt;br /&gt;
&lt;br /&gt;
== P-Factor ==&lt;br /&gt;
&lt;br /&gt;
P-factor is the term for asymmetric propeller loading, causes the airplane to yaw to the left when at high angles of attack.&lt;br /&gt;
&lt;br /&gt;
The descending right side of the propeller (as seen from the rear) has a higher angle of attack than the upward-moving blade on the left side and provides more thrust. This occurs only when the propeller is not meeting the oncoming airflow head-on, for example when an aircraft is moving down the runway at a nose-high attitude (i.e. at a high angle of attack), as is the case with tail-draggers. Aircraft with tricycle landing gear maintain a level attitude on the takeoff run, so there is little P-factor during takeoff. In all cases, though, the effect is weaker than prop wash.&lt;br /&gt;
&lt;br /&gt;
According to What You Need to Know About Aerodyanics... by Franklin Gutierrez.&lt;br /&gt;
&lt;br /&gt;
== Gyroscopic Precession ==&lt;br /&gt;
&lt;br /&gt;
This is the tedency of a spinning object to precess or move about its axis when disturbed by a force. The engine and propeller act as a big gyroscope. However, gyroscopic precession is likely to be minimal in a typical aircraft.&lt;br /&gt;
&lt;br /&gt;
Gyroscopic precession is frequenly confused with p-factor.&lt;br /&gt;
&lt;br /&gt;
One author maintains p-factor is caused by a combination of factors unrelated to gyroscopic precession http://home.earthlink.net/~x-plane/FAQ-Theory-PFactor.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.auf.asn.au/groundschool/umodule11.html#tophenomena Engine effects and aerodynamic phenomena] Recreational Aviation Australia Ground School article on &amp;quot;prop wash,&amp;quot; prop torque, gyro precession, p-factor and other similar factors affecting taildraggers.&lt;br /&gt;
&lt;br /&gt;
* [http://www.americanparagliding.com/propellerforces.htm http://www.americanparagliding.com/propellerforces.htm] The forces of P-factor, gyro precession and asymmetric blade thrust act with particular intensity in powere parachute gliders (paragliders), as this article relates.&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2573</id>
		<title>Nasal scripting language</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2573"/>
		<updated>2006-06-24T01:32:04Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many applications today support scripting as a means of &amp;quot;gluing&amp;quot; the application together and enabling users to extend functionality of the application. For example, the 3d modeling application Blender implements most of its import and export filters as user contributed Python scripts, which are automatically integrated into the menu system. Many games are also integrating a scripting language to make it easier for modders to add features.&lt;br /&gt;
&lt;br /&gt;
FlightGear has a scripting language called NASAL. You can find out more about it at the NASAL website.&lt;br /&gt;
&lt;br /&gt;
http://www.plausible.org/nasal&lt;br /&gt;
&lt;br /&gt;
Elements of the graphical user interface, aircraft instruments and performance can be scripted.&lt;br /&gt;
&lt;br /&gt;
==NASAL Scripting for Flight Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Listeners ===&lt;br /&gt;
&lt;br /&gt;
A listener specifies a function to be executed when a specified property is written to. The value may or may not change, so the listener may execute &amp;quot;on change&amp;quot; if the property value changes, but also if it is rewritten with the same value. The listener executes whenever the property is written to.&lt;br /&gt;
&lt;br /&gt;
A listener is attaches to a property. Listeners do not work with &amp;quot;tied&amp;quot; properties (most are in the FDM, but you can spot them by Ctrl-clicking &amp;quot;.&amp;quot; in the property browser).&lt;br /&gt;
&lt;br /&gt;
Listeners are useful when you need to monitor a value. They are most efficient when the value does not change frequently, but are generally more efficient and better than a timer.&lt;br /&gt;
&lt;br /&gt;
Setting a listener:&lt;br /&gt;
&lt;br /&gt;
 setlistener( [Property], [Function] );&lt;br /&gt;
&lt;br /&gt;
Note: The name of the function is never quoted in a listener.&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
 setlistener(&amp;quot;instrumentation/gps/wp/leg-course-deviation-deg&amp;quot;, monitor_course);&lt;br /&gt;
&lt;br /&gt;
Deleting a listener:&lt;br /&gt;
&lt;br /&gt;
 removelistener( [Function] );&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 removelistener(monitor_course);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting more than one listener on a given function:&lt;br /&gt;
&lt;br /&gt;
 kernel = func {&lt;br /&gt;
      flaps = getprop(Controls, &amp;quot;flight/flaps&amp;quot;);&lt;br /&gt;
      if( flaps == 20 ) {&lt;br /&gt;
          print(&amp;quot;Flaps 20&amp;quot;);&lt;br /&gt;
      }&lt;br /&gt;
      if( flaps == 40 ) {&lt;br /&gt;
          print(&amp;quot;Flaps 40&amp;quot;);&lt;br /&gt;
      }&lt;br /&gt;
      if( flaps == 60 ) {&lt;br /&gt;
          print(&amp;quot;Flaps 60&amp;quot;);&lt;br /&gt;
      }&lt;br /&gt;
 }&lt;br /&gt;
 setlistener(&amp;quot;/controls/flight/flaps&amp;quot;, kernel);&lt;br /&gt;
 setlistener(&amp;quot;/controls/flight/flaps-serviceable&amp;quot;, kernel);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returning from a listener early:&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   if( getprop(Internal, &amp;quot;power-good&amp;quot;) == &amp;quot;off&amp;quot; ) {&lt;br /&gt;
      return 0;&lt;br /&gt;
   }&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;); &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
How to play sounds using NASAL script?&lt;br /&gt;
&lt;br /&gt;
The same way one would do animations using Nasal;&lt;br /&gt;
&lt;br /&gt;
Adjust properties in Nasal (they may be &amp;quot;private&amp;quot; properties in your own&lt;br /&gt;
subtree of the property list, say /tmp/&amp;lt;aircraft&amp;gt;) and let the sound&lt;br /&gt;
configuration file act on those properties.&lt;br /&gt;
(from flightgear-devel)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2572</id>
		<title>Nasal scripting language</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2572"/>
		<updated>2006-06-24T01:30:22Z</updated>

		<summary type="html">&lt;p&gt;Sek: Adding multiple listeners to a function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many applications today support scripting as a means of &amp;quot;gluing&amp;quot; the application together and enabling users to extend functionality of the application. For example, the 3d modeling application Blender implements most of its import and export filters as user contributed Python scripts, which are automatically integrated into the menu system. Many games are also integrating a scripting language to make it easier for modders to add features.&lt;br /&gt;
&lt;br /&gt;
FlightGear has a scripting language called NASAL. You can find out more about it at the NASAL website.&lt;br /&gt;
&lt;br /&gt;
http://www.plausible.org/nasal&lt;br /&gt;
&lt;br /&gt;
Elements of the graphical user interface, aircraft instruments and performance can be scripted.&lt;br /&gt;
&lt;br /&gt;
==NASAL Scripting for Flight Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Listeners ===&lt;br /&gt;
&lt;br /&gt;
A listener specifies a function to be executed when a specified property is written to. The value may or may not change, so the listener may execute &amp;quot;on change&amp;quot; if the property value changes, but also if it is rewritten with the same value. The listener executes whenever the property is written to.&lt;br /&gt;
&lt;br /&gt;
A listener is attaches to a property. Listeners do not work with &amp;quot;tied&amp;quot; properties (most are in the FDM, but you can spot them by Ctrl-clicking &amp;quot;.&amp;quot; in the property browser).&lt;br /&gt;
&lt;br /&gt;
Setting a listener:&lt;br /&gt;
&lt;br /&gt;
 setlistener( [Property], [Function] );&lt;br /&gt;
&lt;br /&gt;
Note: The name of the function is never quoted in a listener.&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
 setlistener(&amp;quot;instrumentation/gps/wp/leg-course-deviation-deg&amp;quot;, monitor_course);&lt;br /&gt;
&lt;br /&gt;
Deleting a listener:&lt;br /&gt;
&lt;br /&gt;
 removelistener( [Function] );&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 removelistener(monitor_course);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting more than one listener on a given function:&lt;br /&gt;
&lt;br /&gt;
 kernel = func {&lt;br /&gt;
      flaps = getprop(Controls, &amp;quot;flight/flaps&amp;quot;);&lt;br /&gt;
      if( flaps == 20 ) {&lt;br /&gt;
          print(&amp;quot;Flaps 20&amp;quot;);&lt;br /&gt;
      }&lt;br /&gt;
      if( flaps == 40 ) {&lt;br /&gt;
          print(&amp;quot;Flaps 40&amp;quot;);&lt;br /&gt;
      }&lt;br /&gt;
      if( flaps == 60 ) {&lt;br /&gt;
          print(&amp;quot;Flaps 60&amp;quot;);&lt;br /&gt;
      }&lt;br /&gt;
 }&lt;br /&gt;
 setlistener(&amp;quot;/controls/flight/flaps&amp;quot;, kernel);&lt;br /&gt;
 setlistener(&amp;quot;/controls/flight/flaps-serviceable&amp;quot;, kernel);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returning from a listener early:&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   if( getprop(Internal, &amp;quot;power-good&amp;quot;) == &amp;quot;off&amp;quot; ) {&lt;br /&gt;
      return 0;&lt;br /&gt;
   }&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;); &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
How to play sounds using NASAL script?&lt;br /&gt;
&lt;br /&gt;
The same way one would do animations using Nasal;&lt;br /&gt;
&lt;br /&gt;
Adjust properties in Nasal (they may be &amp;quot;private&amp;quot; properties in your own&lt;br /&gt;
subtree of the property list, say /tmp/&amp;lt;aircraft&amp;gt;) and let the sound&lt;br /&gt;
configuration file act on those properties.&lt;br /&gt;
(from flightgear-devel)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2571</id>
		<title>Nasal scripting language</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2571"/>
		<updated>2006-06-23T23:57:11Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many applications today support scripting as a means of &amp;quot;gluing&amp;quot; the application together and enabling users to extend functionality of the application. For example, the 3d modeling application Blender implements most of its import and export filters as user contributed Python scripts, which are automatically integrated into the menu system. Many games are also integrating a scripting language to make it easier for modders to add features.&lt;br /&gt;
&lt;br /&gt;
FlightGear has a scripting language called NASAL. You can find out more about it at the NASAL website.&lt;br /&gt;
&lt;br /&gt;
http://www.plausible.org/nasal&lt;br /&gt;
&lt;br /&gt;
Elements of the graphical user interface, aircraft instruments and performance can be scripted.&lt;br /&gt;
&lt;br /&gt;
==NASAL Scripting for Flight Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Listeners ===&lt;br /&gt;
&lt;br /&gt;
A listener specifies a function to be executed when a specified property is written to. The value may or may not change, so the listener may execute &amp;quot;on change&amp;quot; if the property value changes, but also if it is rewritten with the same value. The listener executes whenever the property is written to.&lt;br /&gt;
&lt;br /&gt;
A listener is attaches to a property. Listeners do not work with &amp;quot;tied&amp;quot; properties (most are in the FDM, but you can spot them by Ctrl-clicking &amp;quot;.&amp;quot; in the property browser).&lt;br /&gt;
&lt;br /&gt;
Setting a listener:&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 setlistener(&amp;quot;instrumentation/gps/wp/leg-course-deviation-deg&amp;quot;, monitor_course);&lt;br /&gt;
&lt;br /&gt;
Deleting a listener:&lt;br /&gt;
&lt;br /&gt;
 removelistener(monitor_course);&lt;br /&gt;
&lt;br /&gt;
Returning from a listener early:&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   if( getprop(Internal, &amp;quot;power-good&amp;quot;) == &amp;quot;off&amp;quot; ) {&lt;br /&gt;
      return 0;&lt;br /&gt;
   }&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;); &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
How to play sounds using NASAL script?&lt;br /&gt;
&lt;br /&gt;
The same way one would do animations using Nasal;&lt;br /&gt;
&lt;br /&gt;
Adjust properties in Nasal (they may be &amp;quot;private&amp;quot; properties in your own&lt;br /&gt;
subtree of the property list, say /tmp/&amp;lt;aircraft&amp;gt;) and let the sound&lt;br /&gt;
configuration file act on those properties.&lt;br /&gt;
(from flightgear-devel)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2570</id>
		<title>Nasal scripting language</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Nasal_scripting_language&amp;diff=2570"/>
		<updated>2006-06-23T23:56:12Z</updated>

		<summary type="html">&lt;p&gt;Sek: Added listeners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many applications today support scripting as a means of &amp;quot;gluing&amp;quot; the application together and enabling users to extend functionality of the application. For example, the 3d modeling application Blender implements most of its import and export filters as user contributed Python scripts, which are automatically integrated into the menu system. Many games are also integrating a scripting language to make it easier for modders to add features.&lt;br /&gt;
&lt;br /&gt;
FlightGear has a scripting language called NASAL. You can find out more about it at the NASAL website.&lt;br /&gt;
&lt;br /&gt;
http://www.plausible.org/nasal&lt;br /&gt;
&lt;br /&gt;
Elements of the graphical user interface, aircraft instruments and performance can be scripted.&lt;br /&gt;
&lt;br /&gt;
==NASAL Scripting for Flight Gear==&lt;br /&gt;
&lt;br /&gt;
=== Listeners ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Listeners ==&lt;br /&gt;
&lt;br /&gt;
A listener specifies a function to be executed when a specified property is written to. The value may or may not change, so the listener may execute &amp;quot;on change&amp;quot; if the property value changes, but also if it is rewritten with the same value. The listener executes whenever the property is written to.&lt;br /&gt;
&lt;br /&gt;
A listener is attaches to a property. Listeners do not work with &amp;quot;tied&amp;quot; properties (most are in the FDM, but you can spot them by Ctrl-clicking &amp;quot;.&amp;quot; in the property browser).&lt;br /&gt;
&lt;br /&gt;
Setting a listener:&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 setlistener(&amp;quot;instrumentation/gps/wp/leg-course-deviation-deg&amp;quot;, monitor_course);&lt;br /&gt;
&lt;br /&gt;
Deleting a listener:&lt;br /&gt;
&lt;br /&gt;
 removelistener(monitor_course);&lt;br /&gt;
&lt;br /&gt;
Returning from a listener early:&lt;br /&gt;
&lt;br /&gt;
 monitor_course = func {&lt;br /&gt;
   if( getprop(Internal, &amp;quot;power-good&amp;quot;) == &amp;quot;off&amp;quot; ) {&lt;br /&gt;
      return 0;&lt;br /&gt;
   }&lt;br /&gt;
   print(&amp;quot;Monitoring course.&amp;quot;); &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
How to play sounds using NASAL script?&lt;br /&gt;
&lt;br /&gt;
The same way one would do animations using Nasal;&lt;br /&gt;
&lt;br /&gt;
Adjust properties in Nasal (they may be &amp;quot;private&amp;quot; properties in your own&lt;br /&gt;
subtree of the property list, say /tmp/&amp;lt;aircraft&amp;gt;) and let the sound&lt;br /&gt;
configuration file act on those properties.&lt;br /&gt;
(from flightgear-devel)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=New_to_FlightGear&amp;diff=2494</id>
		<title>New to FlightGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=New_to_FlightGear&amp;diff=2494"/>
		<updated>2006-06-19T18:19:51Z</updated>

		<summary type="html">&lt;p&gt;Sek: Added common complaints, compass turning, vsi error, gyro drift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Getting FlightGear ===&lt;br /&gt;
&lt;br /&gt;
You may download the latest files from [http://www.flightgear.org/Downloads/ FlightGear Downloads] page. Choose the source or binary files appropriate for your particular system. (Or you may choose the CVS version if you wish to work with a development version of FlightGear).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getting Scenery ===&lt;br /&gt;
&lt;br /&gt;
A limited set of scenery comes installed with FlightGear, which consists of the area surrounding KSFO.&lt;br /&gt;
&lt;br /&gt;
In FlightGear, scenery is divided into two kinds of data: Objects and Terrain. Objects are the buildings, bridges and radio towers, etc. that represent three-dimensional structures. Terrain represents the contours, elevations and type of ground you fly over.&lt;br /&gt;
&lt;br /&gt;
All object data goes in an Objects directory and all terrain data goes in a Terrain directory. The location of the scenery and its sub-directories depends on your particular installation.&lt;br /&gt;
&lt;br /&gt;
To download Objects and Terrain for FlightGear, go to the FlightGear website and navigate to the [http://www.flightgear.org/Downloads/ Downloads] page. On this page follow the link to download scenery from the map. Choose a block from the map where you will by flying. Once the package has downloaded, extract into your  FlightGear scenery directory.&lt;br /&gt;
&lt;br /&gt;
The scenery packages available from the FlightGear website contain both Objects and Terrain for the locations.&lt;br /&gt;
&lt;br /&gt;
You may obtain additional and more up to date scenery Objects as they become available through the [http://fgfsdb.stockill.org/ FlightGear Scenery Database].&lt;br /&gt;
&lt;br /&gt;
Information beyond this brief overview is available in [[Installing Scenery]].&lt;br /&gt;
&lt;br /&gt;
=== Getting Aircraft ===&lt;br /&gt;
&lt;br /&gt;
To download additional Aircraft for FlightGear, go to the FlightGear website and navigate to the [http://www.flightgear.org/Downloads/ Downloads] page, then choose [Aircraft Downloads http://www.flightgear.org/Downloads/aircraft/index.shtml].&lt;br /&gt;
&lt;br /&gt;
Once the aircraft package has downloaded, decompress and extract the archived files onto your computer. You may extract to a temporary directory and move them, or extract directly into the Aircraft directory in FlightGear. This is typically&lt;br /&gt;
&lt;br /&gt;
/path/to/flight/gear/data/Aircraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting FlightGear ===&lt;br /&gt;
&lt;br /&gt;
Many users choose to start FlightGear from the command line (&amp;quot;console&amp;quot; or &amp;quot;shell&amp;quot; as it is known to Unix users).&lt;br /&gt;
&lt;br /&gt;
To start FlightGear type on the command line:&lt;br /&gt;
&lt;br /&gt;
fgfs&lt;br /&gt;
&lt;br /&gt;
and hit enter. This will start FlightGear.&lt;br /&gt;
&lt;br /&gt;
If FlightGear fails to start, it is likely the compiled FlightGear binary software is not in your path. If you know Unix, you may add the location of the binary to your path and try starting again. Otherwise, you may find the location of the 'fgfs' binary and enter an absolute path to it like&lt;br /&gt;
&lt;br /&gt;
/usr/games/fgfs&lt;br /&gt;
&lt;br /&gt;
The location depends on your particular system and choices you made during compile and installation.&lt;br /&gt;
&lt;br /&gt;
It is important to understand when not using a graphical interface to start FlightGear, your interaction will be entirely from the command line. To see available aircraft, you specify an option on the command line. To specify an aircraft, an airport, multiplayer server, etc. you add an option to the command line when starting FlightGear. Please consult the list of [[ Command Line Parameters ]]. The parameters are also useful to those starting FlightGear from 'fgrun' graphical interface, as it allows you to specify parameters.&lt;br /&gt;
&lt;br /&gt;
=== Displaying Available Aircraft ===&lt;br /&gt;
&lt;br /&gt;
From the command line:&lt;br /&gt;
&lt;br /&gt;
fgfs --show-aircraft&lt;br /&gt;
&lt;br /&gt;
displays a list of available (installed) aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choosing an Aircraft ===&lt;br /&gt;
&lt;br /&gt;
From the command line:&lt;br /&gt;
&lt;br /&gt;
fgfs --aircraft=foo&lt;br /&gt;
&lt;br /&gt;
where foo is the name of the folder the aircraft files live in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Online Multiplayer Flying ===&lt;br /&gt;
&lt;br /&gt;
See the [[Multiplayer Howto]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using the Keyboard and Mouse ===&lt;br /&gt;
&lt;br /&gt;
Users with limited access to a joystick or other controllers sometimes use the keyboard or mouse to control their aircraft. Using the keyboard to fly can be difficult and the mouse is recommended over the keyboard. Other adjustments may be made with the keyboard.&lt;br /&gt;
&lt;br /&gt;
To get help with keyboard commands, with FlightGear running, go to the Help menu, look under Basic Keys (for simulator related commands) and Common Aircraft Keys (for commands universal to all aircraft) and Aircraft Help for key commands specific to your aircraft. A chart displaying what each key does will display.&lt;br /&gt;
&lt;br /&gt;
To use the mouse to fly the aircraft, right click and move the mouse to direct the aircraft, right click again to look around, click again to return to normal.&lt;br /&gt;
&lt;br /&gt;
=== First Time In the Cockpit ===&lt;br /&gt;
&lt;br /&gt;
Finding your way around the cockpit can be daunting the first time.&lt;br /&gt;
&lt;br /&gt;
Where is the 'virtual cockpit?' Not all FlightGear aircraft come with an interior, including a virtual cockpit. (Due to FlightGear being used by various research projects, some aircraft may not even come with an exterior model. Remember, FlightGear is very flexible.) A 2D panel may display over the 3d cockpit if one exists. You may turn this off using the View menu. Otherwise, you should be sitting in the virtual cockpit when FlightGear starts, as long as the Cockpit View is selected.&lt;br /&gt;
&lt;br /&gt;
You may find it difficult to read some of the displays, dials and gauges on the instrument panel. Use the Zoom keys to zoom in on an instrument. The 'x' and Shift-X keys control eyepoint zoom in the Cockpit View. Use the joystick hat (or other controller assigned to this function) to pan the eyepoint to the instrument you wish to read. Then zoom in.&lt;br /&gt;
&lt;br /&gt;
Alternate Method: Click the right mouse button until you get a cursor with two arrows (like this &amp;lt;=&amp;gt;). You can now move your view around the cockpit. Press 'x' and Shift-X to zoom in and out.&lt;br /&gt;
&lt;br /&gt;
Note: Some functions, such as starter or magneto, may be difficult to use or lack &amp;quot;hotspots&amp;quot; to control with your mouse. Especially when flying an aircraft model that is still undergoing development. In this case, look for equivalent controls on a 2D panel or resort to the keyboard. The keyboard controls always work according to the assignments listed on the Help Menu (unless reassigned by an aircraft or configuration). Go to the main window menu, click Help, then click Basic Keys or Common Aircraft Keys.&lt;br /&gt;
&lt;br /&gt;
One of the first steps I take on entering an unfamiliar cockpit is to press Ctrl-C to highlight all the &amp;quot;hotspots&amp;quot; on the 3d cockpit instrument panel. This enables you to easily see where to place the mouse to operate an instrument's controls, buttons, knobs, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many aircraft offer a help menu specific to that aircraft on the Aircraft Help menu (go to Help, then Aircraft Help.&lt;br /&gt;
&lt;br /&gt;
== Making the First Flight ==&lt;br /&gt;
&lt;br /&gt;
One of the most frequent questions novice pilots ask about any flight sim, but more so to FlightGear, is &amp;quot;why is my aircraft turning left all the time?&amp;quot; Although it could be due to wind gusts crossing the runway, it is more likely due to the increased realism FlightGear provides. In a certain other flight simulator, some settings are turned down to make the aircraft easier to fly. This reduces effects such as propeller torque and p-factor, which may be the cause of the tendency to turn to the left (to figure out which effect, you may read more in [[ Understanding Propeller Torque and P-Factor ]]).&lt;br /&gt;
&lt;br /&gt;
Despite marketing slogans to the contrary, some flight simulators are aimed at a casual game player market, and ship with their &amp;quot;realism&amp;quot; turned down. The realism is always turned up in FlightGear.&lt;br /&gt;
&lt;br /&gt;
FlightGear offers a great deal of realism, which may be confusing to first time pilots.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Left Turning Syndrome&amp;quot; for the previously mentioned reasons.&lt;br /&gt;
&lt;br /&gt;
* Compass Turning Error: A compass when subjected to the forces of flight tends to turn in the opposite direction for a brief period before settling on the correct heading. This is not a malfunction.&lt;br /&gt;
&lt;br /&gt;
* The Vertical Speed Indicator is also subject to error.&lt;br /&gt;
&lt;br /&gt;
* The Horizontal Situation Indicator is driven by a gyroscope (why it is sometimes called a Directional Gyroscope), which subject to a phenomenon called gyro drift. For a number of reasons the gyro will drift from its current heading and must be periodically (about every 15 minutes) calibrated to agree with the magnetic compass heading.&lt;br /&gt;
&lt;br /&gt;
Many forces act on an aircraft in flight as well as on the instruments and systems used for control and navigation, which are counter-intuitive. Pilots must learn to recognize these phenomena and compensate for the effects. FlightGear models instrument errors that exist in the real world.&lt;br /&gt;
&lt;br /&gt;
=== Flying Using Navigational Aids and the Autopilot ===&lt;br /&gt;
&lt;br /&gt;
To make this very clear for new users: Some aircraft require you to use the autopilot available from the Autopilot menu, which is the original FlightGear autopilot. This is a '''generic''' autopilot and as such, many aircraft come with their own '''specific''' autopilot, frequently a model of the real life one. '''For aircraft that provide their own autopilot in the cockpit, you must use the autopilot controls available in the vitural cockpit'''. This means clicking on the instrument panel in the virtual cockpit. The Autopilot menu will be grayed out and unavailable when the aircraft supplies an autopilot (generally).&lt;br /&gt;
&lt;br /&gt;
FlightGear, as of version 0.9.9, comes with a &amp;quot;built-in&amp;quot; autopilot. The Autopilot dialog accessible from the FlightGear toolbar in the main FlightGear window _does not work with all aircraft_. It only works with aircraft that a) do not specify an autopilot b) aircraft that use the default autopilot. When an aircraft does not specify an autopilot, the default is used.&lt;br /&gt;
&lt;br /&gt;
For aircraft that supply their own autopilot, you must use the autopilot controls in the 2D or virtual cockpit. The Cessna comes with a KAP140 autopilot in its virtual cockpit. You _cannot use_ the Autopilot dialog with this aircraft. It has no effect. You must use the autopilot device in the panel.&lt;br /&gt;
&lt;br /&gt;
For help with navigation see [[Understanding Navigation]]&lt;br /&gt;
&lt;br /&gt;
=== Airports and Navigation Aids ===&lt;br /&gt;
&lt;br /&gt;
When you first start FlightGear, whether from the command line or the graphical interface, you may wonder how do I know what airports are avaialble? Fgrun displays a list of airports, but you will not see details such as Tower or ILS frequencies. You will not find a map showing VORs and their frequencies. Short of finding an actual sectional map for the area you wish to fly, what can you do?&lt;br /&gt;
&lt;br /&gt;
[http://maps.google.com Google Maps] and The FlightGear Online Map for multiplayers are both good resources as well as the FlightGear Community Flight Planner.&lt;br /&gt;
&lt;br /&gt;
== Getting Help ==&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
The quickest way to get help with Flight Gear is to join in the chat room by IRC. You can get details on how to join the discussion at&lt;br /&gt;
&lt;br /&gt;
http://www.flightgear.org/mail.html&lt;br /&gt;
&lt;br /&gt;
and the current chat server is&lt;br /&gt;
&lt;br /&gt;
Primary Site: Host = irc.flightgear.org, channel = #flightgear.&lt;br /&gt;
&lt;br /&gt;
but check the flight gear site for the latest information.&lt;br /&gt;
&lt;br /&gt;
=== Email Discussion Group ===&lt;br /&gt;
&lt;br /&gt;
The documentation for Flight Gear is sketchy and undergoing constant change as new features are developed. This makes chat the best place to find answers to problems getting FlightGear to run.&lt;br /&gt;
&lt;br /&gt;
=== Documents ===&lt;br /&gt;
&lt;br /&gt;
The ways for _users_ to get help with FlightGear are:&lt;br /&gt;
&lt;br /&gt;
* Documents bundled with the release package.&lt;br /&gt;
* FlightGear IRC channel.&lt;br /&gt;
* FlightGear users mailing list.&lt;br /&gt;
&lt;br /&gt;
== Getting More Detailed Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page is designed to give the user the essential things they need to know about using FG for the first time.&lt;br /&gt;
&lt;br /&gt;
You now know enough to get started with FlightGear. To learn more, you may wish to start at the main page to read the more detailed Getting Started section, or Using FlightGear section or study the Flying Resources to learn more about flight instruments and how to navigate and fly your aircraft.&lt;br /&gt;
&lt;br /&gt;
Also, note that those using CVS version of FlightGear may choose to update their aircraft files through the CVS system.&lt;br /&gt;
&lt;br /&gt;
The following are some issues raised by new users of FlightGear. More detailed troubleshooting and answers can be found in [[Troubleshooting Problems]] and the [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
=== I do not want to compile FlightGear, what can I do? ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.flightgear.org/Downloads/&lt;br /&gt;
&lt;br /&gt;
offers precompiled binaries for download and install on a variety of systems. Current platforms are Windows, Linux, Solaris, SGI, Mac OSX and FreeBSD. These are offered as a convienence and availablility may vary over time.&lt;br /&gt;
&lt;br /&gt;
Note: FlightGear is highly configurable through editable XML files. You are free, and encouraged to, make changes to aircraft flight models and any other feature you wish to change for your personal satisfaction or to share with other FlightGear users. The flight model is not defined in a binary file. It is easy to modify (given enough knowledge). Although the install is binary, most of FlightGear's system is open to configuration through XML files and NASAL scripting.&lt;br /&gt;
&lt;br /&gt;
=== Does FlightGear come with a printed manual? ===&lt;br /&gt;
&lt;br /&gt;
You are invited to read &amp;quot;The Manual&amp;quot; online at:&lt;br /&gt;
&lt;br /&gt;
http://www.flightgear.org/Docs/getstart/getstart.html&lt;br /&gt;
&lt;br /&gt;
or download a PDF for viewing with Acrobar Reader or printing:&lt;br /&gt;
&lt;br /&gt;
http://www.flightgear.org/Docs/getstart/getstart.pdf&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Manual&amp;quot; is not always up to date with recent development but provides a good start for beginners.&lt;br /&gt;
&lt;br /&gt;
== How you can help ==&lt;br /&gt;
&lt;br /&gt;
'''[[Volunteer]]'''&lt;br /&gt;
&lt;br /&gt;
=== Testing ===&lt;br /&gt;
* Build the latest CVS code or download snapshots (link)&lt;br /&gt;
* File Bug Reports&lt;br /&gt;
&lt;br /&gt;
=== Support === &lt;br /&gt;
* Help new users with downloading, compiling, installing and running FlightGear&lt;br /&gt;
* Provide Ideas &amp;amp; Suggestions&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
* Writing documentation !! Everyone is welcome to contribute to &amp;quot;The Manual&amp;quot;; at least little experience in LaTeX makes the task easier. Please contact the authors of The Manual if you would like to add corrections or whole chapters.&lt;br /&gt;
* C/C++ Coding&lt;br /&gt;
* Aircraft development (3D modelling, textures, FDMs, scripting)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Sek&amp;diff=2376</id>
		<title>User:Sek</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Sek&amp;diff=2376"/>
		<updated>2006-06-17T18:30:36Z</updated>

		<summary type="html">&lt;p&gt;Sek: ultralights&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steve Knoblock&lt;br /&gt;
&lt;br /&gt;
Currenly working on:&lt;br /&gt;
&lt;br /&gt;
* Modeling an ultralight aircraft, based loosely on the Boorabee (although plans exist, I could not obtain them after contacting the original designer...no answer by email).&lt;br /&gt;
&lt;br /&gt;
* A model of the Digitrak digital autopilot for experimental aircraft.&lt;br /&gt;
&lt;br /&gt;
Other interests:&lt;br /&gt;
&lt;br /&gt;
* Would like to develop a comprehensive set of scenery to populate the Chesapeake Bay/DelMarVa region. Some of the favorite airports needing updating are: KSBY, KTGI, KOXB, KESN, Bay Bridge, Dover, Newcastle, Cambridge MD, Accomack County, St. Mary's, etc. also, FG really needs a good Chesapeake Bay Bridge model and a Chesapeake Bay-Bridge Tunnel model.&lt;br /&gt;
&lt;br /&gt;
I tend to tool around the bay, these are my favorites. The direct flight back from KOXB or KSBY to KMTN has nice viusals in the evening. Another interesting flight is from Accomack Co. via the  Cape Charles VOR to Norfolk.&lt;br /&gt;
&lt;br /&gt;
* [http://www.airnav.com/airport/KSBY KSBY]&lt;br /&gt;
* [http://www.airnav.com/airport/KOXB KOXB]&lt;br /&gt;
* [http://www.airnav.com/airport/KMTN KMTN]&lt;br /&gt;
* [http://www.airnav.com/airport/KESN KESN]&lt;br /&gt;
&lt;br /&gt;
Favorite Flights&lt;br /&gt;
* [http://www.airnav.com/airport/KSBY KSBY] to [http://www.airnav.com/airport/KMTN KMTN]&lt;br /&gt;
* [http://www.airnav.com/airport/KOXB KOXB] to [http://www.airnav.com/airport/KMTN KMTN]&lt;br /&gt;
* [http://www.airnav.com/airport/KSBY KSBY] to [http://www.airnav.com/airport/KILG KILG] to [http://www.airnav.com/airport/KPHL KPHL]&lt;br /&gt;
* [http://www.airnav.com/airport/EKN EKN] to [http://www.airnav.com/airport/HEF HEF]&lt;br /&gt;
&lt;br /&gt;
Sometimes I fly out of Wallops instead of Accomack. Would be nice to collect some NASA planes there.&lt;br /&gt;
&lt;br /&gt;
Flying back from Ocean City, MD or Salisbury, MD to Martin State just outside of Baltimore Washington International in the evening can be visually spectacular. Begin just before dusk and at Cessna cruise speed you should arrive as the sun is setting at your destionation. If you like watching the stars come out and the lights come on, start a little later.&lt;br /&gt;
&lt;br /&gt;
The flight from Elkins east over the Appalachian mountains is challenging and scenic, especially with real weather. The airport is nestled in the Tygart Valley surrounded by mountains reaching over 4,000 feet. The airport sits on the valley floor at a little under 2,000 feet MSL near the town of Elkins, West Virginia. [Elkins-Randolph Co. Airport http://www.elkinsairport.com/] official website. According to the website, the airport was built in the 1930s and &amp;quot;being on one of the early airways crossing the country, Elkins has seen a wide range of navigation facilities, beginning with the lighting of fires at night to guide pilots. Later, Elkins became a site on the Airway Beacon System. (The last of which is still operating on Rich Mountain west of the airport.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another interesting flight is navigating from Accomack Co. airport to Norfolk by way of the Cape Charles VOR station. The scenery can be very dramatic in evening and the weather changeable.&lt;br /&gt;
&lt;br /&gt;
The Chesapeake watershed area offers a great variety of flying from the mountains to the seashore.&lt;br /&gt;
&lt;br /&gt;
What I like about ultralight aircraft is how they recall the early days of aviation at the same time employing novel and advanced technologies. Instead of wire and wing cloth they are built of carbon fiber and titanium, offer leading edge avionics and autopilots not seen in many general aviation aircraft. I am fascinated by how the various parts of the aircraft mechanism are visible, instead of covered up with streamlined panels. They give the pilot a taste of flying in the early day. Relatively low and slow, the pilot gets a good view of the scenery passing by and depending on the aircraft, it may seem as if the aircraft is not there at all.&lt;br /&gt;
&lt;br /&gt;
Self reference: --[[User:Sek|Sek]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=User:Sek&amp;diff=2331</id>
		<title>User:Sek</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=User:Sek&amp;diff=2331"/>
		<updated>2006-06-12T01:09:32Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steve Knoblock&lt;br /&gt;
&lt;br /&gt;
Currenly working on:&lt;br /&gt;
&lt;br /&gt;
* Modeling an ultralight aircraft, based loosely on the Boorabee (although plans exist, I could not obtain them after contacting the original designer...no answer by email).&lt;br /&gt;
&lt;br /&gt;
* A model of the Digitrak digital autopilot for experimental aircraft.&lt;br /&gt;
&lt;br /&gt;
Other interests:&lt;br /&gt;
&lt;br /&gt;
* Would like to develop a comprehensive set of scenery to populate the Chesapeake Bay/DelMarVa region. Some of the favorite airports needing updating are: KSBY, KTGI, KOXB, KESN, Bay Bridge, Dover, Newcastle, Cambridge MD, Accomack County, St. Mary's, etc. also, FG really needs a good Chesapeake Bay Bridge model and a Chesapeake Bay-Bridge Tunnel model.&lt;br /&gt;
&lt;br /&gt;
I tend to tool around the bay, these are my favorites. The direct flight back from KOXB or KSBY to KMTN has nice viusals in the evening. Another interesting flight is from Accomack Co. via the  Cape Charles VOR to Norfolk.&lt;br /&gt;
&lt;br /&gt;
* [http://www.airnav.com/airport/KSBY KSBY]&lt;br /&gt;
* [http://www.airnav.com/airport/KOXB KOXB]&lt;br /&gt;
* [http://www.airnav.com/airport/KMTN KMTN]&lt;br /&gt;
* [http://www.airnav.com/airport/KESN KESN]&lt;br /&gt;
&lt;br /&gt;
Favorite Flights&lt;br /&gt;
* [http://www.airnav.com/airport/KSBY KSBY] to [http://www.airnav.com/airport/KMTN KMTN]&lt;br /&gt;
* [http://www.airnav.com/airport/KOXB KOXB] to [http://www.airnav.com/airport/KMTN KMTN]&lt;br /&gt;
* [http://www.airnav.com/airport/KSBY KSBY] to [http://www.airnav.com/airport/KILG KILG] to [http://www.airnav.com/airport/KPHL KPHL]&lt;br /&gt;
* [http://www.airnav.com/airport/EKN EKN] to [http://www.airnav.com/airport/HEF HEF]&lt;br /&gt;
&lt;br /&gt;
Sometimes I fly out of Wallops instead of Accomack. Would be nice to collect some NASA planes there.&lt;br /&gt;
&lt;br /&gt;
Flying back from Ocean City, MD or Salisbury, MD to Martin State just outside of Baltimore Washington International in the evening can be visually spectacular. Begin just before dusk and at Cessna cruise speed you should arrive as the sun is setting at your destionation. If you like watching the stars come out and the lights come on, start a little later.&lt;br /&gt;
&lt;br /&gt;
The flight from Elkins east over the Appalachian mountains is challenging and scenic, especially with real weather. The airport is nestled in the Tygart Valley surrounded by mountains reaching over 4,000 feet. The airport sits on the valley floor at a little under 2,000 feet MSL near the town of Elkins, West Virginia. [Elkins-Randolph Co. Airport http://www.elkinsairport.com/] official website. According to the website, the airport was built in the 1930s and &amp;quot;being on one of the early airways crossing the country, Elkins has seen a wide range of navigation facilities, beginning with the lighting of fires at night to guide pilots. Later, Elkins became a site on the Airway Beacon System. (The last of which is still operating on Rich Mountain west of the airport.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another interesting flight is navigating from Accomack Co. airport to Norfolk by way of the Cape Charles VOR station. The scenery can be very dramatic in evening and the weather changeable.&lt;br /&gt;
&lt;br /&gt;
The Chesapeake watershed area offers a great variety of flying from the mountains to the seashore.&lt;br /&gt;
&lt;br /&gt;
Self reference: --[[User:Sek|Sek]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template_talk:Infobox_aircraft&amp;diff=2330</id>
		<title>Template talk:Infobox aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template_talk:Infobox_aircraft&amp;diff=2330"/>
		<updated>2006-06-12T01:09:12Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would give more control over the infobox if we had the parser installed. http://meta.wikimedia.org/wiki/ParserFunctions#.23if: --[[User:Sek|Sek]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template_talk:Infobox_aircraft&amp;diff=2329</id>
		<title>Template talk:Infobox aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template_talk:Infobox_aircraft&amp;diff=2329"/>
		<updated>2006-06-12T01:02:08Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would give more control over the infobox if we had the parser installed. http://meta.wikimedia.org/wiki/ParserFunctions#.23if: --[[User Sek Sek]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template_talk:Infobox_aircraft&amp;diff=2328</id>
		<title>Template talk:Infobox aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template_talk:Infobox_aircraft&amp;diff=2328"/>
		<updated>2006-06-12T01:01:52Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would give more control over the infobox if we had the parser installed. http://meta.wikimedia.org/wiki/ParserFunctions#.23if: --[[User Sek Sek]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Es/Communicaci%C3%B3nes&amp;diff=2324</id>
		<title>Es/Communicaciónes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Es/Communicaci%C3%B3nes&amp;diff=2324"/>
		<updated>2006-06-11T21:10:41Z</updated>

		<summary type="html">&lt;p&gt;Sek: Adding Transponder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CTAF/UNICOM ==&lt;br /&gt;
&lt;br /&gt;
Aiports (in the United States) lacking a tower are sometimes served by a UNICOM radio. The UNICOM frequency gives pilots a common channel to communicate their intentions to other pilots in the vicinity of an uncontrolled airport.&lt;br /&gt;
&lt;br /&gt;
It is generally required that pilots of aircraft having radio equipment permitting two-way communications should contact the Airport UNICOM to obtain advisory information and announce their intentions when within ten (10) miles of the Airport. Pilots are also encouraged to maintain a listening watch on the frequency when operating within a ten mile radius of the Airport. All departing aircraft shall announce on the UNICOM their intention and runway to be used for departure.&lt;br /&gt;
&lt;br /&gt;
On intitial contact, pilots report altitude, aircraft type and identification, and location relative to the airport and state their intention, to land or overfly.&lt;br /&gt;
&lt;br /&gt;
Pilots give a status report on downwind, base and final approach.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear UNICOM ===&lt;br /&gt;
&lt;br /&gt;
FlightGear does not implement UNICOM in its current model of ATC radio. You may choose to use the IRC chat room to state intentions if it is not busy, to other Multiplayer aircraft. However, it is not necessary.&lt;br /&gt;
&lt;br /&gt;
== Transponder ==&lt;br /&gt;
&lt;br /&gt;
Wikipedia: [http://en.wikipedia.org/wiki/Transponder_code Transponder]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Infobox_aircraft&amp;diff=2299</id>
		<title>Template:Infobox aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Infobox_aircraft&amp;diff=2299"/>
		<updated>2006-06-11T20:15:26Z</updated>

		<summary type="html">&lt;p&gt;Sek: gray background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox bordered&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;background: #eee;border: 1px solid #ccc;width: 25em; text-align: left; font-size: 95%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger;&amp;quot; | '''{{{name}}}'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| {{{image|}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; text-align:center&amp;quot; |{{{caption|}}}&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|Type&lt;br /&gt;
|{{{type}}} &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|Author(s)&lt;br /&gt;
|{{{authors}}}&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|FDM&lt;br /&gt;
|{{{fdm|}}}&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|Status&lt;br /&gt;
|{{{status|}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: smaller;&amp;quot; | {{{footnotes|}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Comments go here.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Infobox_aircraft&amp;diff=2285</id>
		<title>Template:Infobox aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Infobox_aircraft&amp;diff=2285"/>
		<updated>2006-06-11T19:47:39Z</updated>

		<summary type="html">&lt;p&gt;Sek: hacked alignment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox bordered&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border: 1px solid #ccc;width: 25em; text-align: left; font-size: 95%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger;&amp;quot; | '''{{{name}}}'''&lt;br /&gt;
|-&lt;br /&gt;
!{{{image| |colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Image:{{{image}}}|thumb|300px]]}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; text-align:center&amp;quot; |{{{caption| {{{caption}}} }}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|'''Type'''&lt;br /&gt;
|{{{type}}} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|'''Author(s)'''&lt;br /&gt;
|{{{authors}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{{fdm| |'''FDM'''|&lt;br /&gt;
{{{fdm}}} }}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{{status| |'''Status'''|&lt;br /&gt;
{{{status}}} }}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: smaller;&amp;quot; | {{{footnotes|}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Comments go here.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:New_to_FlightGear&amp;diff=2277</id>
		<title>Talk:New to FlightGear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:New_to_FlightGear&amp;diff=2277"/>
		<updated>2006-06-11T18:48:30Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I do not think New to FlightGear should become the main documentation for users, it should just be those things a newbie asks about or needs to know first to get up and running. Not a FAQ of every common question or the start of extensive user docs, it should point to further reading on the issues it touches. --[[User:Sek|Sek]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Help:Contents&amp;diff=2276</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Help:Contents&amp;diff=2276"/>
		<updated>2006-06-11T18:41:45Z</updated>

		<summary type="html">&lt;p&gt;Sek: shortcut: tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Editing Help : http://en.wikipedia.org/wiki/Help:Editing&lt;br /&gt;
&lt;br /&gt;
Shortcuts:&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Table#Pipe_syntax_tutorial Making Tables]&lt;br /&gt;
&lt;br /&gt;
Wiki Help or requests : hellosimon at gmail com&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1975</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1975"/>
		<updated>2006-06-06T04:20:38Z</updated>

		<summary type="html">&lt;p&gt;Sek: Sources for FGSD object placement&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;
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-clouds-3d&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;
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>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Frequently_asked_questions&amp;diff=1974</id>
		<title>Frequently asked questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Frequently_asked_questions&amp;diff=1974"/>
		<updated>2006-06-06T03:55:06Z</updated>

		<summary type="html">&lt;p&gt;Sek: Adding MP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''' Feel free to make additions, changes, or corrections.'''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The FAQ ==&lt;br /&gt;
=== Where can I get the latest version of this FAQ? ===&lt;br /&gt;
&lt;br /&gt;
http://flightgear.org/Docs/FlightGear-FAQ.html&lt;br /&gt;
&lt;br /&gt;
=== Who do I contact if I have comments about this FAQ? ===&lt;br /&gt;
&lt;br /&gt;
Add your comment to this FAQ's discussion page [[Talk:FAQ]]&lt;br /&gt;
&lt;br /&gt;
=== How old is this document? ===&lt;br /&gt;
&lt;br /&gt;
Click the History button in the menu on the left.&lt;br /&gt;
&lt;br /&gt;
=== What other important documentation should I read? ===&lt;br /&gt;
&lt;br /&gt;
* [http://flightgear.org/Docs/getstart/getstart.html Getting Started Guide]&lt;br /&gt;
* [[New to FlightGear]]&lt;br /&gt;
* Also see the FlightGear/docs-mini/ directory in the source distribution for various other helpful documents.&lt;br /&gt;
&lt;br /&gt;
== Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Where can I get FlightGear? ===&lt;br /&gt;
&lt;br /&gt;
The official download page is http://flightgear.org/Downloads/. Source code is our primary form of distribution, but precompiled binaries are available for Windows and SGI IRIX.&lt;br /&gt;
&lt;br /&gt;
Alternatively, FlightGear is packaged for Linux by SuSE, Debian (sid), and Mandrake (Cooker) and can be directly installed through those distributions.&lt;br /&gt;
&lt;br /&gt;
=== What is the password for the FTP server? ===&lt;br /&gt;
&lt;br /&gt;
The FTP server uses standard anonymous login procedures. Login with the username &amp;quot;anonymous&amp;quot; and use your email address as the password. Most FTP clients and web browsers will do this automatically for you.&lt;br /&gt;
&lt;br /&gt;
=== Why won't the FTP server let me in with the right login info? ===&lt;br /&gt;
&lt;br /&gt;
This generally means that the server is at it's capacity. You should receive a message saying such, but your FTP client may be hiding it from you. Your options are to keep trying until a slot opens up or try connecting to one of our FTP mirrors listed at http://flightgear.org/mirrors.html.&lt;br /&gt;
&lt;br /&gt;
=== Where can I find the latest development source code? ===&lt;br /&gt;
&lt;br /&gt;
The latest development code is available for everyone through our CVS repository. See http://flightgear.org/cvsResources/ for details.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can get relatively up-to-date snapshots of the development tree at ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/.&lt;br /&gt;
&lt;br /&gt;
=== What is SimGear, and why do I need it? ===&lt;br /&gt;
&lt;br /&gt;
SimGear is a library of supporting code. SimGear is only needed if you plan on compiling FlightGear -- it is not needed to run precompiled binaries. For more information see http://www.simgear.org/.&lt;br /&gt;
&lt;br /&gt;
=== Where can I fly and where do I get the scenery? ===&lt;br /&gt;
&lt;br /&gt;
While the base package only comes with scenery for the San Francisco Bay area, you can currently fly just about anywhere in the world. See the &amp;quot;Additional Scenery&amp;quot; section of http://flightgear.org/Downloads/ for more information or go directly to our graphical downloader at http://flightgear.org/Downloads/world-scenery.html.&lt;br /&gt;
&lt;br /&gt;
Also visit our &amp;quot;Places to Fly&amp;quot; section of the website (http://flightgear.org/Places/) for some help navigating to some awesome locations.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get different 3D models for my plane? ===&lt;br /&gt;
&lt;br /&gt;
While we are working toward building our own 3D models, we have been given permission by several people to convert their models (which where originally intended for use with Microsoft Flight Simulator) to use with FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== How current is the data in FlightGear compared to the real world? ===&lt;br /&gt;
&lt;br /&gt;
We use the same navaid and airport dataset that X-Plane uses. The current dataset can be found in the $FGROOT/Navaids/ and $FGROOT/Airports/ directories. If you have updates or corrections to the dataset, see http://flightgear.org/Docs/AirNav/AptNavFAQ.FlightGear.html for instructions on contacting the database maintainer.&lt;br /&gt;
&lt;br /&gt;
=== Where is the moving map? ===&lt;br /&gt;
&lt;br /&gt;
A popular moving map display is avaliable under a separate project called Atlas. See http://atlas.sf.net/.&lt;br /&gt;
&lt;br /&gt;
=== Why don't you charge money for this? ===&lt;br /&gt;
&lt;br /&gt;
We could do that, since the initial download is about 25 megabytes. Especially for people who have to pay per-minute charges for internet access, buying a CD is a convenient and possibly cheaper option. Although we offer that service (see the website), we encourage other groups to redistribute it for their users, especially within an operating system distribution which makes installation even faster and easier for new users.&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
=== Why won't FlightGear compile? ===&lt;br /&gt;
&lt;br /&gt;
Well, that depends. First make sure you are using the appropriate versions of FlightGear, SimGear, plib, zlib. If any of the packages are out of sync with the others, compilation may fail.&lt;br /&gt;
&lt;br /&gt;
The FlightGear Downloads page (http://flightgear.org/Downloads/) should tell you what versions you need if you are trying to compile the latest stable release. If you are using a development snapshot, make sure all three packages are up-to-date.&lt;br /&gt;
&lt;br /&gt;
Also ensure that you have some implementation of OpenGL with glut support with the appropriate header files. Linux users with nVidia cards should make sure you have the latest drivers from nVidia. Other Linux users make sure you have Mesa3D (http://mesa3d.org/) and your X server installed correctly. Windows users see http://www.x-plane.com/SYSREQ/v5ibm.html, and Mac users see http://www.x-plane.com/SYSREQ/v5mac.html.&lt;br /&gt;
&lt;br /&gt;
If your problems persist, subscribe to our FlightGear-Users mailing list and let us know what problem you're having. See http://flightgear.org/mail.html for help with this.&lt;br /&gt;
&lt;br /&gt;
=== I'm using RedHat 7, and ...? ===&lt;br /&gt;
&lt;br /&gt;
Update your gcc packages. See http://redhat.com/errata/ to fix it and http://www.gnu.org/software/gcc/gcc-2.96.html for an explanation why.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
&lt;br /&gt;
=== How do I install new scenery? ===&lt;br /&gt;
&lt;br /&gt;
The scenery archive files (ie. w100n30.tar.gz) should be untarred into the Scenery/Terrain directory in your $FG_ROOT.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup my joystick(s)? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear should come with a helpful program called `fgjs` that can help configure your joystick. Run `fgjs` and then copy the dot file it created into your home directory or add its contents to your existing rc file.&lt;br /&gt;
&lt;br /&gt;
Also, see the README.Joystick file located in the FlightGear/docs-mini/ directory of the source distribution. This document is mirrored at http://rockfish.net/fg/README.Joystick.&lt;br /&gt;
&lt;br /&gt;
=== What format should my personal .fgfsrc file be in? ===&lt;br /&gt;
&lt;br /&gt;
Your .fgfsrc file should simply be a list of command-line options with one option per line. The file is not an XML file.&lt;br /&gt;
&lt;br /&gt;
If you would rather use an XML configuration file, you can add something like the following in your .fgfsrc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; --config=/path/to/my/config.xml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost every option corresponds to a property, so you can choose to use whichever method best suits your needs.&lt;br /&gt;
&lt;br /&gt;
== Running ==&lt;br /&gt;
&lt;br /&gt;
===  Why do I get an error loading libopenal.so.0? ===&lt;br /&gt;
&lt;br /&gt;
With the default installation, libopenal.so.0 is installed into /usr/local/lib. You need to ensure that that path is listed in /etc/ld.so.conf, then run `ldconfig`as root.&lt;br /&gt;
&lt;br /&gt;
=== Why do I get &amp;quot;ssgInit called without a valid OpenGL context&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
In short, your GL libraries are broken. So far only Red Hat 7.x users have experienced this (see http://www.redhat.com/bugzilla/show_bug.cgi?id=18867). The only solutions are possibly complicated ones: you can either change distributions (most of us prefer Debian) or upgrade/downgrade your Mesa libs.&lt;br /&gt;
&lt;br /&gt;
Why do some other GL applications work though? Well, Steve Baker (Mr. PLIB) has explained this on the plib-users list (http://www.geocrawler.com/lists/3/SourceForge/1867/0/6470648/).&lt;br /&gt;
&lt;br /&gt;
=== What happened to the panel, keyboard, etc? ===&lt;br /&gt;
&lt;br /&gt;
The problem is almost certainly that your base package is out of sync with FlightGear. Many configurable parts of FlightGear are defined in XML files contained in the base package.&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't audio work properly under Irix? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear (as of June 2001) uses the Portable Libraries (PLIB) for playing audio. The audio queue implementation of PLIB is far from optimal (in fact it's just wrong). This seems to work on other platforms quite well, but Irix expects things to be programmed properly.&lt;br /&gt;
&lt;br /&gt;
There has been discussion about using OpenAL (http://www.openal.org/) for the next release of both PLIB and FlightGear. Tests show that the OpenAL audio implementation does the job right, meaning that these audio problems should be gone by then. In the mean time it is best to disable audio on Irix completely (by adding --disable-sound either on the command line or to your $HOME/.fgfsrc file).&lt;br /&gt;
&lt;br /&gt;
=== Why is FlightGear so slow? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear supports hardware acceleration, but it seems not to be activated. Make sure you have OpenGL libraries installed and configured properly and make sure you have the latest drivers for your video card.&lt;br /&gt;
&lt;br /&gt;
Linux users: If you are an nVidia user, follow their directions on getting your card working. For most other users, make sure Mesa is installed property and ensure that you have the appropriate kernel device drivers for your card. Most people (and distributions) use modules for their video card device drivers; run `lsmod` as root to see what modules are loaded. You should also make sure that you are loading the appropriate modules in your XF86Config and that your video device section is correct. Now try running an OpenGL application (other than FlightGear) to see how it performs. You can try the gears demo from Mesa or something like Quake3.&lt;br /&gt;
&lt;br /&gt;
=== Why is my SGI machine so slow? ===&lt;br /&gt;
&lt;br /&gt;
First of all, one of the most common mistakes on SGI hardware is to forget to specify --fog-fastest. On most SGI machines the EXP2 shading model isn't hardware supported resulting in frame rates below 1 frame per second (fps).&lt;br /&gt;
&lt;br /&gt;
FlightGear makes extensive use of the OpenGL z-buffer feature,which on most older SGI hardware is only supported in software. This means that the CPU has to do all the z-buffer calculations in addition to the other tasks FlightGear involves (flight dynamics, scenery tracking, pushing commands into the graphics queue, etc). The following features are software rendered on low-end SGI machines (like Indy and Indigo):&lt;br /&gt;
&lt;br /&gt;
* stencil and accumulation buffer&lt;br /&gt;
* depth queuing and depth buffering&lt;br /&gt;
* fogging, lighting, clipping and transforms&lt;br /&gt;
* texturing&lt;br /&gt;
&lt;br /&gt;
This means that running FlightGear with the following options may not even get the desired result:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ./runfgfs --fog-disable --shading-flat --disable-skyblend  --disable-textures --disable-clouds --disable-sound --disable-panel --enable-hud --disable-anti-alias-hud &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could even imagine that adding --enable-wireframe doesn't work on these machines (I would be happy to be proven wrong though).&lt;br /&gt;
&lt;br /&gt;
On a machine like O2 the following options give an acceptable result:&lt;br /&gt;
&amp;lt;code&amp;gt;./runfgfs --fog-fastest --disable-sound&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since I don't have access to other SGI hardware I can't tell which options would be appropriate for your situation.&lt;br /&gt;
&lt;br /&gt;
=== How do I see the frame rate? ===&lt;br /&gt;
&lt;br /&gt;
There are two ways. One way is to hide the panel without the HUD showing. To hide the panel, use Shift+P; To make the HUD disappear, use H. The second way is to use the alternative HUD by Shift+I (Use I to switch back).&lt;br /&gt;
=== Stuck upside down after &amp;quot;crash&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
In his infinite wisdom the FlightGear Grand Master decided that planes were to valuable to allow them to be destroyed by novice pilots who seemed to crash a lot. The fact that nobody has bothered to model crashes may have something to do with it too. :-)&lt;br /&gt;
&lt;br /&gt;
The result of this as you have noticed is that with a little practice an ingenuity you can trim the ship to fly inverted along the ground.&lt;br /&gt;
&lt;br /&gt;
The quick answer is to hit Ctrl+U (with the default key bindings) to warp the plane up 1000ft.&lt;br /&gt;
&lt;br /&gt;
For the stubborn people out there: The trick to learn is to roll back to normal (non inverted) do this by nursing the elevator to get to about 500 feet or so and use the ailerons to snap roll 180*. This is all good avionics except for the plane not destroying itself. Remember the controls work in reverse when you are inverted and keep that airspeed up!!!&lt;br /&gt;
&lt;br /&gt;
=== Why does FlightGear die on startup saying &amp;quot;time zone reading failed&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
This is probably caused by a line-ending problem in the timezone files. Win32 users can resolve the problem by downloading a DOS to UNIX conversion utility available at http://www.nottingham.ac.uk/~eazdluf/d2u.zip. Run as `d2u *.tab` from within the timezone directory to fix your timezone files.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
&lt;br /&gt;
=== What language is FlightGear written in? ===&lt;br /&gt;
&lt;br /&gt;
Mostly C++ with some supporting C code that's primary contained within SimGear.&lt;br /&gt;
&lt;br /&gt;
=== How do I design a flight dynamics model for a new aircraft? ===&lt;br /&gt;
&lt;br /&gt;
To define an aircraft for FlightGear's primary FDM (JSBSIM), see http://jsbsim.sf.net/.&lt;br /&gt;
&lt;br /&gt;
If you want a simpler FDM to work with, try your hand at YASim, an alternative FDM. For an guide on creating a YASim aircraft, look in the FlightGear base package for Aircraft-yasim/README.yasim.&lt;br /&gt;
&lt;br /&gt;
=== How do I import planes from Microsoft Flight Simulator? ===&lt;br /&gt;
&lt;br /&gt;
You can import the 3D model and textures, but the flight dynamics (the .AIR file) must be completely redone for FlightGear.&lt;br /&gt;
&lt;br /&gt;
If you wish to import a model made with gmax, you will need to convert it to .MDL format using Microsoft's MakeMDL SDK which is available at http://zone.msn.com/flightsim/FS02DevDeskSDK08.asp.&lt;br /&gt;
&lt;br /&gt;
=== How do I import BGL scenery from Microsoft Flight Simulator? ===&lt;br /&gt;
&lt;br /&gt;
See http://chiangt.virtualave.net/BGL/bgl_index.html.&lt;br /&gt;
&lt;br /&gt;
=== How do I design or modify a panel? ===&lt;br /&gt;
&lt;br /&gt;
See the README.xmlpanel file located in the FlightGear/docs-mini/ directory of the source distribution. This document is mirrored at http://rockfish.net/fg/README.xmlpanel.&lt;br /&gt;
&lt;br /&gt;
=== How do I place objects, like buildings, into FlightGear? ===&lt;br /&gt;
&lt;br /&gt;
First, ensure that you have v0.7.7 or later, the scenery files where you plan to place the object, the actual model, and the longitude and latitude where you plan to place the object.&lt;br /&gt;
&lt;br /&gt;
Now get the altitude for your point. If you don't want to calculate this yourself, start FlightGear at your location and take note of the altitude. Here's an example command:&lt;br /&gt;
&lt;br /&gt;
fgfs --lat=45.50 --lon=-75.73 2&amp;gt;&amp;amp;1 | tee fgfs.log&lt;br /&gt;
&lt;br /&gt;
The altitude is probably in feet, so divide the starting altitude by 3.28.&lt;br /&gt;
&lt;br /&gt;
Search the output log file for the first occurrence of the string &amp;quot;Loading tile&amp;quot; and take note of the filename. In the above example, the output line looks like:&lt;br /&gt;
&lt;br /&gt;
Loading tile /usr/local/Scenery/w080n40/w076n45/1712601&lt;br /&gt;
&lt;br /&gt;
Copy a 3D model in a format that Plib understands to the same directory as the tile file. Edit the text file in that directory consisting of the tile name with the extension &amp;quot;.stg&amp;quot;. The file will already exist if there is an airport on the tile; otherwise, you can create it from scratch. In our example, the filename is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/usr/local/Scenery/w080n40/w076n45/1712601.stg&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the file, add a new entry for your object, consisting of the word &amp;quot;OBJECT_STATIC&amp;quot; followed by the model name, the longitude in degrees, the latitude in degrees, the altitude in meters, and the heading in degrees. In our example the line looks like:&lt;br /&gt;
&lt;br /&gt;
OBJECT_STATIC Towerax.ac -75.73 45.40 60 0&lt;br /&gt;
&lt;br /&gt;
Save the changes to the .stg file, restart FlightGear, and enjoy.&lt;br /&gt;
&lt;br /&gt;
NOTE: The above information was taken from the following mailing list post: http://www.geocrawler.com/archives/3/11854/2001/6/0/5991409/. See that page if this one doesn't make sense.&lt;br /&gt;
&lt;br /&gt;
An alternative approach using PPE is described at http://mail.flightgear.org/pipermail/flightgear-devel/2001-December/002239.html by Norman Vine.&lt;br /&gt;
&lt;br /&gt;
===  Where can I learn 3D programming and how do I get involved? ===&lt;br /&gt;
&lt;br /&gt;
Contributing to the 2D panel doesn't require any coding at all, just a minimal knowledge of XML syntax (i.e. five minutes' worth) and good skills with drawing and/or paint programs. Every instrument on the current panel, with the partial exception of the magnetic compass, is defined entirely in XML with no custom C++ code. If you want to get started, take a look at John Check's excellent intro (http://rockfish.net/fg/README.xmlpanel).&lt;br /&gt;
&lt;br /&gt;
Likewise, if you want to create a 3D cockpit for FlightGear, or to create buildings, external aircraft models, etc., your help is *desperately* needed. The only rule is to go easy on the triangles -- a model with 50,000 triangles probably won't be usable in FlightGear, and one with 5,000 triangles, only marginally. If you can design a nice 3D cockpit interior for a Cessna 172 (for example) in a 3D design program such as ac3D or ppe, we have coders who will be happy to add the support code in the C++.&lt;br /&gt;
&lt;br /&gt;
If, on the other hand, you really want to get your hands dirty with C++ coding, you'll have to buy a good OpenGL book eventually. However, FlightGear uses a high-level library, plib, that hides most of the details of OpenGL. To get started with 3D C++ coding, you can take a look at the plib documentation and learn only as much OpenGL as you need, when you need it.&lt;br /&gt;
&lt;br /&gt;
=== How do I add an airport? ===&lt;br /&gt;
&lt;br /&gt;
You can add your airport to the $FGROOT/Airports/default.apt.gz file, but to get the airport to show up visually, you will have to rebuild the scenery around the airport. The format of the default.apt file is documented at http://flightgear.org/Docs/AirNav/AptNavFAQ.FlightGear.html.&lt;br /&gt;
&lt;br /&gt;
=== How do I generate my own scenery? ===&lt;br /&gt;
&lt;br /&gt;
Yes, though it can be a difficult task. FlightGear's scenery generation is handled by a sister project, TerraGear. For more details, see http://terragear.org/.&lt;br /&gt;
&lt;br /&gt;
== Flying ==&lt;br /&gt;
&lt;br /&gt;
=== Where can I learn about instrument flying and navigation? ===&lt;br /&gt;
&lt;br /&gt;
http://www.navfltsm.addr.com/ is a very good site for learning techniques for navigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also see http://www.monmouth.com/~jsd/how/. This link is dead.&lt;br /&gt;
&lt;br /&gt;
Please see [[Understanding Navigation]]&lt;br /&gt;
&lt;br /&gt;
=== What is the difference between Aileron and Rudder? ===&lt;br /&gt;
&lt;br /&gt;
There is a bit of info on aileron vs. rudder here: http://www.monmouth.com/~jsd/how/.&lt;br /&gt;
&lt;br /&gt;
=== Is there support for multi-player flying? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Both the Windows and *nix versions of FlightGear are capable of multi-player flying on FlightGear servers.&lt;br /&gt;
&lt;br /&gt;
Wiki: [http://wiki.flightgear.org/flightgear_wiki/index.php?title=Multiplayer_Howto Multiplayer_Howto]&lt;br /&gt;
&lt;br /&gt;
A map showing players aircfart online in real time is available:&lt;br /&gt;
[http://pigeond.net/flightgear/fg_server_map.html FlightGear Online Server Map]&lt;br /&gt;
&lt;br /&gt;
=== Is there support for any military scenarios like dog fighting or bomb dropping? ===&lt;br /&gt;
&lt;br /&gt;
No, not at this time. Most of our developers are primarily interested and focused on civilian aviation. We aren't explicitly excluding these features -- we just haven't had anyone who seriously wanted to develop these areas.&lt;br /&gt;
&lt;br /&gt;
== FlightGear v0.7.6 ==&lt;br /&gt;
&lt;br /&gt;
=== Why do I get an error in viewer.cxx about `exit' being undeclared? ===&lt;br /&gt;
&lt;br /&gt;
This error cropped up after the release of v0.7.6. To fix the problem, add &amp;quot;#include &amp;lt;stdlib.h&amp;gt;&amp;quot; to the top of viewer.cxx.&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Frequently_asked_questions&amp;diff=1973</id>
		<title>Frequently asked questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Frequently_asked_questions&amp;diff=1973"/>
		<updated>2006-06-06T03:50:50Z</updated>

		<summary type="html">&lt;p&gt;Sek: /* Where can I learn about instrument flying and navigation? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''' Feel free to make additions, changes, or corrections.'''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The FAQ ==&lt;br /&gt;
=== Where can I get the latest version of this FAQ? ===&lt;br /&gt;
&lt;br /&gt;
http://flightgear.org/Docs/FlightGear-FAQ.html&lt;br /&gt;
&lt;br /&gt;
=== Who do I contact if I have comments about this FAQ? ===&lt;br /&gt;
&lt;br /&gt;
Add your comment to this FAQ's discussion page [[Talk:FAQ]]&lt;br /&gt;
&lt;br /&gt;
=== How old is this document? ===&lt;br /&gt;
&lt;br /&gt;
Click the History button in the menu on the left.&lt;br /&gt;
&lt;br /&gt;
=== What other important documentation should I read? ===&lt;br /&gt;
&lt;br /&gt;
* [http://flightgear.org/Docs/getstart/getstart.html Getting Started Guide]&lt;br /&gt;
* [[New to FlightGear]]&lt;br /&gt;
* Also see the FlightGear/docs-mini/ directory in the source distribution for various other helpful documents.&lt;br /&gt;
&lt;br /&gt;
== Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Where can I get FlightGear? ===&lt;br /&gt;
&lt;br /&gt;
The official download page is http://flightgear.org/Downloads/. Source code is our primary form of distribution, but precompiled binaries are available for Windows and SGI IRIX.&lt;br /&gt;
&lt;br /&gt;
Alternatively, FlightGear is packaged for Linux by SuSE, Debian (sid), and Mandrake (Cooker) and can be directly installed through those distributions.&lt;br /&gt;
&lt;br /&gt;
=== What is the password for the FTP server? ===&lt;br /&gt;
&lt;br /&gt;
The FTP server uses standard anonymous login procedures. Login with the username &amp;quot;anonymous&amp;quot; and use your email address as the password. Most FTP clients and web browsers will do this automatically for you.&lt;br /&gt;
&lt;br /&gt;
=== Why won't the FTP server let me in with the right login info? ===&lt;br /&gt;
&lt;br /&gt;
This generally means that the server is at it's capacity. You should receive a message saying such, but your FTP client may be hiding it from you. Your options are to keep trying until a slot opens up or try connecting to one of our FTP mirrors listed at http://flightgear.org/mirrors.html.&lt;br /&gt;
&lt;br /&gt;
=== Where can I find the latest development source code? ===&lt;br /&gt;
&lt;br /&gt;
The latest development code is available for everyone through our CVS repository. See http://flightgear.org/cvsResources/ for details.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can get relatively up-to-date snapshots of the development tree at ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/.&lt;br /&gt;
&lt;br /&gt;
=== What is SimGear, and why do I need it? ===&lt;br /&gt;
&lt;br /&gt;
SimGear is a library of supporting code. SimGear is only needed if you plan on compiling FlightGear -- it is not needed to run precompiled binaries. For more information see http://www.simgear.org/.&lt;br /&gt;
&lt;br /&gt;
=== Where can I fly and where do I get the scenery? ===&lt;br /&gt;
&lt;br /&gt;
While the base package only comes with scenery for the San Francisco Bay area, you can currently fly just about anywhere in the world. See the &amp;quot;Additional Scenery&amp;quot; section of http://flightgear.org/Downloads/ for more information or go directly to our graphical downloader at http://flightgear.org/Downloads/world-scenery.html.&lt;br /&gt;
&lt;br /&gt;
Also visit our &amp;quot;Places to Fly&amp;quot; section of the website (http://flightgear.org/Places/) for some help navigating to some awesome locations.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get different 3D models for my plane? ===&lt;br /&gt;
&lt;br /&gt;
While we are working toward building our own 3D models, we have been given permission by several people to convert their models (which where originally intended for use with Microsoft Flight Simulator) to use with FlightGear.&lt;br /&gt;
&lt;br /&gt;
=== How current is the data in FlightGear compared to the real world? ===&lt;br /&gt;
&lt;br /&gt;
We use the same navaid and airport dataset that X-Plane uses. The current dataset can be found in the $FGROOT/Navaids/ and $FGROOT/Airports/ directories. If you have updates or corrections to the dataset, see http://flightgear.org/Docs/AirNav/AptNavFAQ.FlightGear.html for instructions on contacting the database maintainer.&lt;br /&gt;
&lt;br /&gt;
=== Where is the moving map? ===&lt;br /&gt;
&lt;br /&gt;
A popular moving map display is avaliable under a separate project called Atlas. See http://atlas.sf.net/.&lt;br /&gt;
&lt;br /&gt;
=== Why don't you charge money for this? ===&lt;br /&gt;
&lt;br /&gt;
We could do that, since the initial download is about 25 megabytes. Especially for people who have to pay per-minute charges for internet access, buying a CD is a convenient and possibly cheaper option. Although we offer that service (see the website), we encourage other groups to redistribute it for their users, especially within an operating system distribution which makes installation even faster and easier for new users.&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
=== Why won't FlightGear compile? ===&lt;br /&gt;
&lt;br /&gt;
Well, that depends. First make sure you are using the appropriate versions of FlightGear, SimGear, plib, zlib. If any of the packages are out of sync with the others, compilation may fail.&lt;br /&gt;
&lt;br /&gt;
The FlightGear Downloads page (http://flightgear.org/Downloads/) should tell you what versions you need if you are trying to compile the latest stable release. If you are using a development snapshot, make sure all three packages are up-to-date.&lt;br /&gt;
&lt;br /&gt;
Also ensure that you have some implementation of OpenGL with glut support with the appropriate header files. Linux users with nVidia cards should make sure you have the latest drivers from nVidia. Other Linux users make sure you have Mesa3D (http://mesa3d.org/) and your X server installed correctly. Windows users see http://www.x-plane.com/SYSREQ/v5ibm.html, and Mac users see http://www.x-plane.com/SYSREQ/v5mac.html.&lt;br /&gt;
&lt;br /&gt;
If your problems persist, subscribe to our FlightGear-Users mailing list and let us know what problem you're having. See http://flightgear.org/mail.html for help with this.&lt;br /&gt;
&lt;br /&gt;
=== I'm using RedHat 7, and ...? ===&lt;br /&gt;
&lt;br /&gt;
Update your gcc packages. See http://redhat.com/errata/ to fix it and http://www.gnu.org/software/gcc/gcc-2.96.html for an explanation why.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
&lt;br /&gt;
=== How do I install new scenery? ===&lt;br /&gt;
&lt;br /&gt;
The scenery archive files (ie. w100n30.tar.gz) should be untarred into the Scenery/Terrain directory in your $FG_ROOT.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup my joystick(s)? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear should come with a helpful program called `fgjs` that can help configure your joystick. Run `fgjs` and then copy the dot file it created into your home directory or add its contents to your existing rc file.&lt;br /&gt;
&lt;br /&gt;
Also, see the README.Joystick file located in the FlightGear/docs-mini/ directory of the source distribution. This document is mirrored at http://rockfish.net/fg/README.Joystick.&lt;br /&gt;
&lt;br /&gt;
=== What format should my personal .fgfsrc file be in? ===&lt;br /&gt;
&lt;br /&gt;
Your .fgfsrc file should simply be a list of command-line options with one option per line. The file is not an XML file.&lt;br /&gt;
&lt;br /&gt;
If you would rather use an XML configuration file, you can add something like the following in your .fgfsrc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; --config=/path/to/my/config.xml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost every option corresponds to a property, so you can choose to use whichever method best suits your needs.&lt;br /&gt;
&lt;br /&gt;
== Running ==&lt;br /&gt;
&lt;br /&gt;
===  Why do I get an error loading libopenal.so.0? ===&lt;br /&gt;
&lt;br /&gt;
With the default installation, libopenal.so.0 is installed into /usr/local/lib. You need to ensure that that path is listed in /etc/ld.so.conf, then run `ldconfig`as root.&lt;br /&gt;
&lt;br /&gt;
=== Why do I get &amp;quot;ssgInit called without a valid OpenGL context&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
In short, your GL libraries are broken. So far only Red Hat 7.x users have experienced this (see http://www.redhat.com/bugzilla/show_bug.cgi?id=18867). The only solutions are possibly complicated ones: you can either change distributions (most of us prefer Debian) or upgrade/downgrade your Mesa libs.&lt;br /&gt;
&lt;br /&gt;
Why do some other GL applications work though? Well, Steve Baker (Mr. PLIB) has explained this on the plib-users list (http://www.geocrawler.com/lists/3/SourceForge/1867/0/6470648/).&lt;br /&gt;
&lt;br /&gt;
=== What happened to the panel, keyboard, etc? ===&lt;br /&gt;
&lt;br /&gt;
The problem is almost certainly that your base package is out of sync with FlightGear. Many configurable parts of FlightGear are defined in XML files contained in the base package.&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't audio work properly under Irix? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear (as of June 2001) uses the Portable Libraries (PLIB) for playing audio. The audio queue implementation of PLIB is far from optimal (in fact it's just wrong). This seems to work on other platforms quite well, but Irix expects things to be programmed properly.&lt;br /&gt;
&lt;br /&gt;
There has been discussion about using OpenAL (http://www.openal.org/) for the next release of both PLIB and FlightGear. Tests show that the OpenAL audio implementation does the job right, meaning that these audio problems should be gone by then. In the mean time it is best to disable audio on Irix completely (by adding --disable-sound either on the command line or to your $HOME/.fgfsrc file).&lt;br /&gt;
&lt;br /&gt;
=== Why is FlightGear so slow? ===&lt;br /&gt;
&lt;br /&gt;
FlightGear supports hardware acceleration, but it seems not to be activated. Make sure you have OpenGL libraries installed and configured properly and make sure you have the latest drivers for your video card.&lt;br /&gt;
&lt;br /&gt;
Linux users: If you are an nVidia user, follow their directions on getting your card working. For most other users, make sure Mesa is installed property and ensure that you have the appropriate kernel device drivers for your card. Most people (and distributions) use modules for their video card device drivers; run `lsmod` as root to see what modules are loaded. You should also make sure that you are loading the appropriate modules in your XF86Config and that your video device section is correct. Now try running an OpenGL application (other than FlightGear) to see how it performs. You can try the gears demo from Mesa or something like Quake3.&lt;br /&gt;
&lt;br /&gt;
=== Why is my SGI machine so slow? ===&lt;br /&gt;
&lt;br /&gt;
First of all, one of the most common mistakes on SGI hardware is to forget to specify --fog-fastest. On most SGI machines the EXP2 shading model isn't hardware supported resulting in frame rates below 1 frame per second (fps).&lt;br /&gt;
&lt;br /&gt;
FlightGear makes extensive use of the OpenGL z-buffer feature,which on most older SGI hardware is only supported in software. This means that the CPU has to do all the z-buffer calculations in addition to the other tasks FlightGear involves (flight dynamics, scenery tracking, pushing commands into the graphics queue, etc). The following features are software rendered on low-end SGI machines (like Indy and Indigo):&lt;br /&gt;
&lt;br /&gt;
* stencil and accumulation buffer&lt;br /&gt;
* depth queuing and depth buffering&lt;br /&gt;
* fogging, lighting, clipping and transforms&lt;br /&gt;
* texturing&lt;br /&gt;
&lt;br /&gt;
This means that running FlightGear with the following options may not even get the desired result:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ./runfgfs --fog-disable --shading-flat --disable-skyblend  --disable-textures --disable-clouds --disable-sound --disable-panel --enable-hud --disable-anti-alias-hud &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could even imagine that adding --enable-wireframe doesn't work on these machines (I would be happy to be proven wrong though).&lt;br /&gt;
&lt;br /&gt;
On a machine like O2 the following options give an acceptable result:&lt;br /&gt;
&amp;lt;code&amp;gt;./runfgfs --fog-fastest --disable-sound&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since I don't have access to other SGI hardware I can't tell which options would be appropriate for your situation.&lt;br /&gt;
&lt;br /&gt;
=== How do I see the frame rate? ===&lt;br /&gt;
&lt;br /&gt;
There are two ways. One way is to hide the panel without the HUD showing. To hide the panel, use Shift+P; To make the HUD disappear, use H. The second way is to use the alternative HUD by Shift+I (Use I to switch back).&lt;br /&gt;
=== Stuck upside down after &amp;quot;crash&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
In his infinite wisdom the FlightGear Grand Master decided that planes were to valuable to allow them to be destroyed by novice pilots who seemed to crash a lot. The fact that nobody has bothered to model crashes may have something to do with it too. :-)&lt;br /&gt;
&lt;br /&gt;
The result of this as you have noticed is that with a little practice an ingenuity you can trim the ship to fly inverted along the ground.&lt;br /&gt;
&lt;br /&gt;
The quick answer is to hit Ctrl+U (with the default key bindings) to warp the plane up 1000ft.&lt;br /&gt;
&lt;br /&gt;
For the stubborn people out there: The trick to learn is to roll back to normal (non inverted) do this by nursing the elevator to get to about 500 feet or so and use the ailerons to snap roll 180*. This is all good avionics except for the plane not destroying itself. Remember the controls work in reverse when you are inverted and keep that airspeed up!!!&lt;br /&gt;
&lt;br /&gt;
=== Why does FlightGear die on startup saying &amp;quot;time zone reading failed&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
This is probably caused by a line-ending problem in the timezone files. Win32 users can resolve the problem by downloading a DOS to UNIX conversion utility available at http://www.nottingham.ac.uk/~eazdluf/d2u.zip. Run as `d2u *.tab` from within the timezone directory to fix your timezone files.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
&lt;br /&gt;
=== What language is FlightGear written in? ===&lt;br /&gt;
&lt;br /&gt;
Mostly C++ with some supporting C code that's primary contained within SimGear.&lt;br /&gt;
&lt;br /&gt;
=== How do I design a flight dynamics model for a new aircraft? ===&lt;br /&gt;
&lt;br /&gt;
To define an aircraft for FlightGear's primary FDM (JSBSIM), see http://jsbsim.sf.net/.&lt;br /&gt;
&lt;br /&gt;
If you want a simpler FDM to work with, try your hand at YASim, an alternative FDM. For an guide on creating a YASim aircraft, look in the FlightGear base package for Aircraft-yasim/README.yasim.&lt;br /&gt;
&lt;br /&gt;
=== How do I import planes from Microsoft Flight Simulator? ===&lt;br /&gt;
&lt;br /&gt;
You can import the 3D model and textures, but the flight dynamics (the .AIR file) must be completely redone for FlightGear.&lt;br /&gt;
&lt;br /&gt;
If you wish to import a model made with gmax, you will need to convert it to .MDL format using Microsoft's MakeMDL SDK which is available at http://zone.msn.com/flightsim/FS02DevDeskSDK08.asp.&lt;br /&gt;
&lt;br /&gt;
=== How do I import BGL scenery from Microsoft Flight Simulator? ===&lt;br /&gt;
&lt;br /&gt;
See http://chiangt.virtualave.net/BGL/bgl_index.html.&lt;br /&gt;
&lt;br /&gt;
=== How do I design or modify a panel? ===&lt;br /&gt;
&lt;br /&gt;
See the README.xmlpanel file located in the FlightGear/docs-mini/ directory of the source distribution. This document is mirrored at http://rockfish.net/fg/README.xmlpanel.&lt;br /&gt;
&lt;br /&gt;
=== How do I place objects, like buildings, into FlightGear? ===&lt;br /&gt;
&lt;br /&gt;
First, ensure that you have v0.7.7 or later, the scenery files where you plan to place the object, the actual model, and the longitude and latitude where you plan to place the object.&lt;br /&gt;
&lt;br /&gt;
Now get the altitude for your point. If you don't want to calculate this yourself, start FlightGear at your location and take note of the altitude. Here's an example command:&lt;br /&gt;
&lt;br /&gt;
fgfs --lat=45.50 --lon=-75.73 2&amp;gt;&amp;amp;1 | tee fgfs.log&lt;br /&gt;
&lt;br /&gt;
The altitude is probably in feet, so divide the starting altitude by 3.28.&lt;br /&gt;
&lt;br /&gt;
Search the output log file for the first occurrence of the string &amp;quot;Loading tile&amp;quot; and take note of the filename. In the above example, the output line looks like:&lt;br /&gt;
&lt;br /&gt;
Loading tile /usr/local/Scenery/w080n40/w076n45/1712601&lt;br /&gt;
&lt;br /&gt;
Copy a 3D model in a format that Plib understands to the same directory as the tile file. Edit the text file in that directory consisting of the tile name with the extension &amp;quot;.stg&amp;quot;. The file will already exist if there is an airport on the tile; otherwise, you can create it from scratch. In our example, the filename is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/usr/local/Scenery/w080n40/w076n45/1712601.stg&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the file, add a new entry for your object, consisting of the word &amp;quot;OBJECT_STATIC&amp;quot; followed by the model name, the longitude in degrees, the latitude in degrees, the altitude in meters, and the heading in degrees. In our example the line looks like:&lt;br /&gt;
&lt;br /&gt;
OBJECT_STATIC Towerax.ac -75.73 45.40 60 0&lt;br /&gt;
&lt;br /&gt;
Save the changes to the .stg file, restart FlightGear, and enjoy.&lt;br /&gt;
&lt;br /&gt;
NOTE: The above information was taken from the following mailing list post: http://www.geocrawler.com/archives/3/11854/2001/6/0/5991409/. See that page if this one doesn't make sense.&lt;br /&gt;
&lt;br /&gt;
An alternative approach using PPE is described at http://mail.flightgear.org/pipermail/flightgear-devel/2001-December/002239.html by Norman Vine.&lt;br /&gt;
&lt;br /&gt;
===  Where can I learn 3D programming and how do I get involved? ===&lt;br /&gt;
&lt;br /&gt;
Contributing to the 2D panel doesn't require any coding at all, just a minimal knowledge of XML syntax (i.e. five minutes' worth) and good skills with drawing and/or paint programs. Every instrument on the current panel, with the partial exception of the magnetic compass, is defined entirely in XML with no custom C++ code. If you want to get started, take a look at John Check's excellent intro (http://rockfish.net/fg/README.xmlpanel).&lt;br /&gt;
&lt;br /&gt;
Likewise, if you want to create a 3D cockpit for FlightGear, or to create buildings, external aircraft models, etc., your help is *desperately* needed. The only rule is to go easy on the triangles -- a model with 50,000 triangles probably won't be usable in FlightGear, and one with 5,000 triangles, only marginally. If you can design a nice 3D cockpit interior for a Cessna 172 (for example) in a 3D design program such as ac3D or ppe, we have coders who will be happy to add the support code in the C++.&lt;br /&gt;
&lt;br /&gt;
If, on the other hand, you really want to get your hands dirty with C++ coding, you'll have to buy a good OpenGL book eventually. However, FlightGear uses a high-level library, plib, that hides most of the details of OpenGL. To get started with 3D C++ coding, you can take a look at the plib documentation and learn only as much OpenGL as you need, when you need it.&lt;br /&gt;
&lt;br /&gt;
=== How do I add an airport? ===&lt;br /&gt;
&lt;br /&gt;
You can add your airport to the $FGROOT/Airports/default.apt.gz file, but to get the airport to show up visually, you will have to rebuild the scenery around the airport. The format of the default.apt file is documented at http://flightgear.org/Docs/AirNav/AptNavFAQ.FlightGear.html.&lt;br /&gt;
&lt;br /&gt;
=== How do I generate my own scenery? ===&lt;br /&gt;
&lt;br /&gt;
Yes, though it can be a difficult task. FlightGear's scenery generation is handled by a sister project, TerraGear. For more details, see http://terragear.org/.&lt;br /&gt;
&lt;br /&gt;
== Flying ==&lt;br /&gt;
&lt;br /&gt;
=== Where can I learn about instrument flying and navigation? ===&lt;br /&gt;
&lt;br /&gt;
http://www.navfltsm.addr.com/ is a very good site for learning techniques for navigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also see http://www.monmouth.com/~jsd/how/. This link is dead.&lt;br /&gt;
&lt;br /&gt;
Please see [[Understanding Navigation]]&lt;br /&gt;
&lt;br /&gt;
=== What is the difference between Aileron and Rudder? ===&lt;br /&gt;
&lt;br /&gt;
There is a bit of info on aileron vs. rudder here: http://www.monmouth.com/~jsd/how/.&lt;br /&gt;
&lt;br /&gt;
=== Is there support for multi-player flying? ===&lt;br /&gt;
&lt;br /&gt;
We have an initial stab at this that is incomplete and only seems to work under Linux. We'd love to find someone to pick up the slack here and develop this further. Specifically, plib now has some low level networking support for mult-player games. It would also be nice to develop support for the DIS protocol.&lt;br /&gt;
&lt;br /&gt;
=== Is there support for any military scenarios like dog fighting or bomb dropping? ===&lt;br /&gt;
&lt;br /&gt;
No, not at this time. Most of our developers are primarily interested and focused on civilian aviation. We aren't explicitly excluding these features -- we just haven't had anyone who seriously wanted to develop these areas.&lt;br /&gt;
&lt;br /&gt;
== FlightGear v0.7.6 ==&lt;br /&gt;
&lt;br /&gt;
=== Why do I get an error in viewer.cxx about `exit' being undeclared? ===&lt;br /&gt;
&lt;br /&gt;
This error cropped up after the release of v0.7.6. To fix the problem, add &amp;quot;#include &amp;lt;stdlib.h&amp;gt;&amp;quot; to the top of viewer.cxx.&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1940</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1940"/>
		<updated>2006-06-05T02:40:30Z</updated>

		<summary type="html">&lt;p&gt;Sek: Various realism recommendations&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;
== 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;
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-clouds-3d&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;
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>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=1935</id>
		<title>Troubleshooting problems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Troubleshooting_problems&amp;diff=1935"/>
		<updated>2006-06-05T02:15:26Z</updated>

		<summary type="html">&lt;p&gt;Sek: adding usb joystick troubleshooting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 symptomps 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;
'''In general, you should always try to provide the following information in your requests/reports:'''&lt;br /&gt;
&lt;br /&gt;
'''Hardware Specs:'''&lt;br /&gt;
&lt;br /&gt;
* CPU&lt;br /&gt;
* RAM&lt;br /&gt;
* SOUND CARD&lt;br /&gt;
* GRAPHICS CARD&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;
&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:'''&lt;br /&gt;
&lt;br /&gt;
* version of FlightGear you are trying to get to work for you&lt;br /&gt;
* where you obtained it from&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&lt;br /&gt;
* how you are starting FlightGear (GUI frontend vs. shell/console)&lt;br /&gt;
* startup parameters you use&lt;br /&gt;
* runtime settings you use&lt;br /&gt;
* any console messages (warnings and errors) you may see&lt;br /&gt;
* whether the same machine/OS 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;
&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;
* 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&lt;br /&gt;
* which areas/airports specifically are causing trouble, and what you are (not) seeing (i.e. 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;
* 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;
&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;
&lt;br /&gt;
== Solutions ==&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;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1932</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1932"/>
		<updated>2006-06-05T02:07:32Z</updated>

		<summary type="html">&lt;p&gt;Sek: /* Weather */&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;
== 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 visiblity. If the current METAR reports 10 statute mile visiblity, 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. Suffcient 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;
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;
=== 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>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1931</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1931"/>
		<updated>2006-06-05T01:55:35Z</updated>

		<summary type="html">&lt;p&gt;Sek: /* Weather */&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;
== 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 visiblity. If the current METAR reports 10 statute mile visiblity, 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.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Suffcient 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;
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;
=== 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>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1929</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1929"/>
		<updated>2006-06-05T01:39:24Z</updated>

		<summary type="html">&lt;p&gt;Sek: /* Weather */&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;
== 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 visiblity. If the current METAR reports 10 statute mile visiblity, 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;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Suffcient 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;
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;
=== 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>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1928</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1928"/>
		<updated>2006-06-05T01:38:14Z</updated>

		<summary type="html">&lt;p&gt;Sek: /* Weather */&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;
== 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 visiblity. If the current METAR reports 10 statute mile visiblity, 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;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Suffcient 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;
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;
&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>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1927</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Realism&amp;diff=1927"/>
		<updated>2006-06-05T01:36:02Z</updated>

		<summary type="html">&lt;p&gt;Sek: adding METAR realims notes&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;
== 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 visiblity. If the current METAR reports 10 statute mile visiblity, 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;
'''Notes'''&lt;br /&gt;
&lt;br /&gt;
* Precipitation is modeled, but the graphics require improvement. Suffcient 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;
&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>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Suggested_Flights&amp;diff=1925</id>
		<title>Suggested Flights</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Suggested_Flights&amp;diff=1925"/>
		<updated>2006-06-04T23:30:16Z</updated>

		<summary type="html">&lt;p&gt;Sek: /* Chesapeake Bay-Bridge Tunnel Sightseeing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== San Francisco ==&lt;br /&gt;
&lt;br /&gt;
=== Half Moon Bay ===&lt;br /&gt;
Here's a suggested flight, after you do a cvs update on the base package to get the latest SF scenery. Start at Half Moon Bay, Runway 30, with 32km visibility:&lt;br /&gt;
&lt;br /&gt;
'''fgfs --airport=KHAF --runway=30 --visibility=32000'''&lt;br /&gt;
&lt;br /&gt;
Takeoff in the C172 and climb to 1000 feet, then continue north over the water, near the shoreline.  Look out the right window frequently. Fly up the coast, overfly the Golden Gate Bridge, continue around the top of the peninsula past downtown SF, then fly on to KSFO for a landing.  We now have lots to see.&lt;br /&gt;
&lt;br /&gt;
If you cannot see the runway in the default 172, you must be flying too high or too slowly.  You can start by practicing a bit with a good setup:&lt;br /&gt;
&lt;br /&gt;
'''fgfs --offset-distance=1.5 --altitude=500 --vc=70'''&lt;br /&gt;
&lt;br /&gt;
As soon as Flight Gear starts, cut the power to 1500 rpm and drop two notches of flap.  Maintain 70 kt. Now, pick your landing spot (a bit down the runway) and try to hold it in the same spot on your windshield.  If your landing spot starts moving down, you are too high, and should cut another 100 rpm; if it starts moving up, you are too low, and should add another 100 rpm. Adjust the nose to keep your speed at 70 kt all the way down until you're right above the numbers, then cut power to idle, drop the last notch of flaps, flare, and land.&lt;br /&gt;
&lt;br /&gt;
== Virginia Eastern Shore ==&lt;br /&gt;
===Chesapeake Bay-Bridge Tunnel Sightseeing===&lt;br /&gt;
&lt;br /&gt;
Take a short VFR trip from Tangier Island to view the famous Chesapeake Bay Bridge-Tunnel connecting Cape Charles to Cape Henry. Depart historic Tangier Island (KTGI) situated in the Chesapeake Bay and land at Norfolk International Airport (KORF), Norfolk, Virginia. The scenic character of the flight is enhanced by leaving the island at dusk. The flight is both scenic and challenging. Frequently, when flying with real weather, you will have a steady wind blowing across the bay. Starting out quiet Tangier and arriving at busy, glittering Norfolk International (KORF) gives the flight some contrast.&lt;br /&gt;
&lt;br /&gt;
'''fgfs --airport=KTGI --runway=20 --timeofday=dusk'''&lt;br /&gt;
&lt;br /&gt;
Before leaving Tangier: Set your altimeter to the prevailing barometric temperature. Set your communications radio to the Norfolk Intl. (KORF) ATIS frequency of 127.150 MHz to listen for weather reports in the destination area. Set your navigation radio to 112.20 MHz to pick up the Cape Charles (CCV) VOR. Set your heading bug to the runway heading, 200.&lt;br /&gt;
&lt;br /&gt;
Takeoff straight, flying the runway heading. Climb to 2000ft and maintain.&lt;br /&gt;
&lt;br /&gt;
Shortly, you should see the VOR assigned to NAV1 display receive a steady signal (the OFF flag will disappear). The DME should also settle down and display the distance to the Cape Charles VOR station. The flight to CCV will be about 26 nautical miles. As you fly, it will show your airspeed and time to arrival. It should take about ten minutes.&lt;br /&gt;
&lt;br /&gt;
Turn the OBS knob until the VOR displays the TO flag and 190 degrees, the heading you should now turn to.&lt;br /&gt;
&lt;br /&gt;
Fly south from Tangier, crossing an expanse of water, about ten miles until you see the Virginia Eastern Shore. You'll come upon the grass airstrip of Chance (VA89) a few minutes out from Tangier. Beyond are two flashing tower beacons. You may catch a glimpse of Weirwood/Kellam (W08) on the ocean shore, recognizable by two crossing dirt strips.&lt;br /&gt;
&lt;br /&gt;
If you look carefully, you may see the little white building that is the Cape Charles VOR station. As you fly over VOR the flag will change from TO to FROM and the needle will deflect. Do not try to follow the needle. Wait until you are past the VOR. As you cross the VOR station, you should see a highway slanting across your path toward the south west. Turn to follow this highway. You'll come across a lone tower with beacon along the roadside. You'll see an access road stretching from the tower complex to the main road.&lt;br /&gt;
&lt;br /&gt;
If the sky conditions permit, you may try your hand at wayfinding by following the road. If visiblity is poor, set the VOR to 180 degrees to parallel the road to the end of the peninsula. Or you can continue to fly outbound from the VOR on 190 by maintaining the same heading. The VOR needle should return to center with the FROM flag displaying. This will put you west of the bridge with a good view and the option to turn towards KORF near the initial approach fix. If you follow the highway you will need to overfly the airport, but if you stay on the 190 heading, you will be in a position to make a straight in landing.&lt;br /&gt;
&lt;br /&gt;
As you fly down the peninsula you'll pass Cherrystone, Eagle's Nest, Scott and Bull Farm grass airstrips. Bull Farm is the last strip before the mouth of the Chesapeake. Just past Scott Farm you should see the first glimmer of the northern leg of the bridge. The grass strips can be very difficult to see.&lt;br /&gt;
&lt;br /&gt;
As you reach the end of the peninsula, be careful to avoid the tower on Fisherman's Island at the north end of the north leg of the bridge (Note the bridge is not modeled by FlightGear...but I hope to work up one eventually).  Next comes the north middle leg. Turn right a few degrees to follow the south middle leg. Watch as the deck plunges beneath the waves to allow ships to navigate the north and south channels.&lt;br /&gt;
&lt;br /&gt;
As Cape Henry approaches, you'll see the Norfolk International airport to the right and the southern leg of the bridge touching the shore.&lt;br /&gt;
&lt;br /&gt;
If you intend to land at KORF, you will want to start your approach soon. Otherwise, you may continue to follow the bridge to the end. Make the approach to KORF by contacting the tower for vectors. Or use the ILS.&lt;br /&gt;
&lt;br /&gt;
This is a good flight to practice VOR flying on. It is a very straight flight path to the VOR requiring little adjustment and there are no other VORs in the area to confuse you.&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Suggested_Flights&amp;diff=1924</id>
		<title>Suggested Flights</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Suggested_Flights&amp;diff=1924"/>
		<updated>2006-06-04T23:26:53Z</updated>

		<summary type="html">&lt;p&gt;Sek: Added KTGI to KORF flight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== San Francisco ==&lt;br /&gt;
&lt;br /&gt;
=== Half Moon Bay ===&lt;br /&gt;
Here's a suggested flight, after you do a cvs update on the base package to get the latest SF scenery. Start at Half Moon Bay, Runway 30, with 32km visibility:&lt;br /&gt;
&lt;br /&gt;
'''fgfs --airport=KHAF --runway=30 --visibility=32000'''&lt;br /&gt;
&lt;br /&gt;
Takeoff in the C172 and climb to 1000 feet, then continue north over the water, near the shoreline.  Look out the right window frequently. Fly up the coast, overfly the Golden Gate Bridge, continue around the top of the peninsula past downtown SF, then fly on to KSFO for a landing.  We now have lots to see.&lt;br /&gt;
&lt;br /&gt;
If you cannot see the runway in the default 172, you must be flying too high or too slowly.  You can start by practicing a bit with a good setup:&lt;br /&gt;
&lt;br /&gt;
'''fgfs --offset-distance=1.5 --altitude=500 --vc=70'''&lt;br /&gt;
&lt;br /&gt;
As soon as Flight Gear starts, cut the power to 1500 rpm and drop two notches of flap.  Maintain 70 kt. Now, pick your landing spot (a bit down the runway) and try to hold it in the same spot on your windshield.  If your landing spot starts moving down, you are too high, and should cut another 100 rpm; if it starts moving up, you are too low, and should add another 100 rpm. Adjust the nose to keep your speed at 70 kt all the way down until you're right above the numbers, then cut power to idle, drop the last notch of flaps, flare, and land.&lt;br /&gt;
&lt;br /&gt;
== Virginia Eastern Shore ==&lt;br /&gt;
===Chesapeake Bay-Bridge Tunnel Sightseeing===&lt;br /&gt;
&lt;br /&gt;
Take a short VFR trip from Tangier Island to view the famous Chesapeake Bay Bridge-Tunnel connecting Cape Charles to Cape Henry. Depart historic Tangier Island (KTGI) situated in the Chesapeake Bay and land at Norfolk International Airport (KORF), Norfolk, Virginia. The scenic character of the flight is enhanced by leaving the island at dusk. The flight is both scenic and challenging. Frequently, when flying with real weather, you will have a steady wind blowing across the bay. Starting out quiet Tangier and arriving at busy, glittering Norfolk International (KORF) gives the flight some contrast.&lt;br /&gt;
&lt;br /&gt;
'''fgfs --airport=KTGI --runway=20 --timeofday=dusk'''&lt;br /&gt;
&lt;br /&gt;
Before leaving Tangier: Set your altimeter to the prevailing barometric temperature. Set your communications radio to the Norfolk Intl. (KORF) ATIS frequency of 127.150 MHz to listen for weather reports in the destination area. Set your navigation radio to 112.20 MHz to pick up the Cape Charles (CCV) VOR. Set your heading bug to the runway heading, 200.&lt;br /&gt;
&lt;br /&gt;
Takeoff straight, flying the runway heading. Climb to 2000ft and maintain.&lt;br /&gt;
&lt;br /&gt;
Shortly, you should see the VOR assigned to NAV1 display receive a steady signal (the OFF flag will disappear). The DME should also settle down and display the distance to the Cape Charles VOR station. The flight to CCV will be about 26 nautical miles. As you fly, it will show your airspeed and time to arrival. It should take about ten minutes.&lt;br /&gt;
&lt;br /&gt;
Turn the OBS knob until the VOR displays the TO flag and 190 degrees, the heading you should now turn to.&lt;br /&gt;
&lt;br /&gt;
Fly south from Tangier, crossing an expanse of water, about ten miles until you see the Virginia Eastern Shore. You'll come upon the grass airstrip of Chance (VA89) a few minutes out from Tangier. Beyond are two flashing tower beacons. You may catch a glimpse of Weirwood/Kellam (W08) on the ocean shore, recognizable by two crossing dirt strips.&lt;br /&gt;
&lt;br /&gt;
If you look carefully, you may see the little white building that is the Cape Charles VOR station. As you fly over VOR the flag will change from TO to FROM and the needle will deflect. Do not try to follow the needle. Wait until you are past the VOR. As you cross the VOR station, you should see a highway slanting across your path toward the south west. Turn to follow this highway. You'll come across a lone tower with beacon along the roadside. You'll see an access road stretching from the tower complex to the main road.&lt;br /&gt;
&lt;br /&gt;
If the sky conditions permit, you may try your hand at wayfinding by following the road. If visiblity is poor, set the VOR to 180 degrees to parallel the road to the end of the peninsula. Or you can continue to fly outbound from the VOR on 190 by maintaining the same heading. The VOR needle should return to center with the FROM flag displaying. This will put you west of the bridge with a good view and the option to turn towards KORF near the initial approach fix. If you follow the highway you will need to overfly the airport, but if you stay on the 190 heading, you will be in a position to make a straight in landing.&lt;br /&gt;
&lt;br /&gt;
As you fly down the peninsula you'll pass Cherrystone, Eagle's Nest, Scott and Bull Farm grass airstrips. Bull Farm is the last strip before the mouth of the Chesapeake. Just past Scott Farm you should see the first glimmer of the northern leg of the bridge. The grass strips can be very difficult to see.&lt;br /&gt;
&lt;br /&gt;
As you reach the end of the peninsula, be careful to avoid the tower on Fisherman's Island at the north end of the north leg of the bridge.  Next comes the north middle leg. Turn right a few degrees to follow the south middle leg. Watch as the deck plunges beneath the waves to allow ships to navigate the north and south channels.&lt;br /&gt;
&lt;br /&gt;
As Cape Henry approaches, you'll see the Norfolk International airport to the right and the southern leg of the bridge touching the shore.&lt;br /&gt;
&lt;br /&gt;
If you intend to land at KORF, you will want to start your approach soon. Otherwise, you may continue to follow the bridge to the end. Make the approach to KORF by contacting the tower for vectors. Or use the ILS.&lt;br /&gt;
&lt;br /&gt;
This is a good flight to practice VOR flying on. It is a very straight flight path to the VOR requiring little adjustment and there are no other VORs in the area to confuse you.&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Comper_Swift&amp;diff=1848</id>
		<title>Talk:Comper Swift</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Comper_Swift&amp;diff=1848"/>
		<updated>2006-06-03T03:15:44Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have mixed feelings about identifying the author and talking in the first person in these manuals, but Andy's was so good, I didn't want to edit it as if it was written by a group. And based mine on his. I think we should have a page for the aircraft and one or more manuals linked from it. Maybe there will not be enough material for that and manual can go on the same page as the aircraft data. I suppose a POH has history and data on the aircraft. In that case, I would name the page for an aircraft by its name and place the POH under a heading. Then you can't bookmark it as cleanly. Also the name of this page is really wrong, I think it should be Comper Swift. --Sek&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Comper_Swift&amp;diff=1847</id>
		<title>Talk:Comper Swift</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Comper_Swift&amp;diff=1847"/>
		<updated>2006-06-03T03:15:29Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have mixed feelings about identifying the author and talking in the first person in these manuals, but Andy's was so good, I didn't want to edit it as if it was written by a group. And based mine on his. I think we should have a page for the aircraft and one or more manuals linked from it. Maybe there will not be enough material for that and manual can go on the same page as the aircraft data. I suppose a POH has history and data on the aircraft. In that case, I would name the page for an aircraft by its name and place the POH under a heading. Then you can't bookmark it as cleanly. Also the name of this page is really wrong, I think it should be Comper Swift.&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Mergedisputed.gif&amp;diff=1834</id>
		<title>File:Mergedisputed.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Mergedisputed.gif&amp;diff=1834"/>
		<updated>2006-06-03T02:59:06Z</updated>

		<summary type="html">&lt;p&gt;Sek: Merge Disputed (from MediaWiki_&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Merge Disputed (from MediaWiki_&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Split-arrows.gif&amp;diff=1826</id>
		<title>File:Split-arrows.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Split-arrows.gif&amp;diff=1826"/>
		<updated>2006-06-03T02:38:46Z</updated>

		<summary type="html">&lt;p&gt;Sek: Split Arrows (from MediaWiki)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Split Arrows (from MediaWiki)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Mergefrom&amp;diff=1823</id>
		<title>Template:Mergefrom</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Mergefrom&amp;diff=1823"/>
		<updated>2006-06-03T02:30:19Z</updated>

		<summary type="html">&lt;p&gt;Sek: css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox merge&amp;quot; style=&amp;quot;border: 1px #ccc solid; padding:12px;margin: 12px&amp;quot;&amp;gt;[[Image:Mergefrom.gif|left]] It has been suggested that ''[[:{{NAMESPACE}}:{{{1}}}|{{{1}}}]]'' be merged into this article or section.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged|{{PAGENAME}} (into {{{1}}})]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Comments go here.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Merge&amp;diff=1822</id>
		<title>Template:Merge</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Merge&amp;diff=1822"/>
		<updated>2006-06-03T02:29:47Z</updated>

		<summary type="html">&lt;p&gt;Sek: css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox merge&amp;quot; style=&amp;quot;border: 1px #ccc solid; padding:12px;margin: 12px&amp;quot;&amp;gt;[[Image:Merge-arrow.gif|left]] It has been suggested that this article or section be merged with ''[[:{{NAMESPACE}}:{{{1}}}|{{{1}}}]]''.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged|{{PAGENAME}} (into {{{1}}})]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Comments go here.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Mergeto&amp;diff=1818</id>
		<title>Template:Mergeto</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Mergeto&amp;diff=1818"/>
		<updated>2006-06-03T02:26:39Z</updated>

		<summary type="html">&lt;p&gt;Sek: css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox merge&amp;quot; style=&amp;quot;border: 1px #ccc solid; padding:12px;margin: 12px&amp;quot;&amp;gt;[[Image:Merge-arrow.gif|left]] It has been suggested that this article or section be merged into ''[[:{{NAMESPACE}}:{{{1}}}|{{{1}}}]]''. &amp;lt;!--([[{{{2|:{{NAMESPACE}} talk:{{{1}}}}}}|Discuss]]) --&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged|{{PAGENAME}} (into {{{1}}})]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Comments go here.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Mergeto&amp;diff=1817</id>
		<title>Template:Mergeto</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Mergeto&amp;diff=1817"/>
		<updated>2006-06-03T02:25:50Z</updated>

		<summary type="html">&lt;p&gt;Sek: adding css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox merge&amp;quot; style=&amp;quot;border: 1px #ccc solid&amp;quot;&amp;gt;[[Image:Merge-arrow.gif|left]] It has been suggested that this article or section be merged into ''[[:{{NAMESPACE}}:{{{1}}}|{{{1}}}]]''. &amp;lt;!--([[{{{2|:{{NAMESPACE}} talk:{{{1}}}}}}|Discuss]]) --&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged|{{PAGENAME}} (into {{{1}}})]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Comments go here.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Mergeto&amp;diff=1815</id>
		<title>Template:Mergeto</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Mergeto&amp;diff=1815"/>
		<updated>2006-06-03T02:21:57Z</updated>

		<summary type="html">&lt;p&gt;Sek: commenting out discuss tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox merge&amp;quot;&amp;gt;[[Image:Merge-arrow.gif|left]] It has been suggested that this article or section be merged into ''[[:{{NAMESPACE}}:{{{1}}}|{{{1}}}]]''. &amp;lt;!--([[{{{2|:{{NAMESPACE}} talk:{{{1}}}}}}|Discuss]]) --&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged|{{PAGENAME}} (into {{{1}}})]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Comments go here.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Merge-arrows.gif&amp;diff=1808</id>
		<title>File:Merge-arrows.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Merge-arrows.gif&amp;diff=1808"/>
		<updated>2006-06-03T01:54:12Z</updated>

		<summary type="html">&lt;p&gt;Sek: Merge Arrows (from MediaWiki)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Merge Arrows (from MediaWiki)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Merge-arrow.gif&amp;diff=1807</id>
		<title>File:Merge-arrow.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Merge-arrow.gif&amp;diff=1807"/>
		<updated>2006-06-03T01:52:34Z</updated>

		<summary type="html">&lt;p&gt;Sek: Merge Arrow (from MediaWiki)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Merge Arrow (from MediaWiki)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Mergefrom.gif&amp;diff=1806</id>
		<title>File:Mergefrom.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Mergefrom.gif&amp;diff=1806"/>
		<updated>2006-06-03T01:51:53Z</updated>

		<summary type="html">&lt;p&gt;Sek: Merge From (from MediaWiki)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Merge From (from MediaWiki)&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Martin_Marietta_X-24&amp;diff=1799</id>
		<title>Martin Marietta X-24</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Martin_Marietta_X-24&amp;diff=1799"/>
		<updated>2006-06-03T00:44:35Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alias for x24b. x24b Alias for x24b-jsbsim. x24b-jsbsim USAF/NACA X-24B reentry testbed&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft has no 3d model&lt;br /&gt;
* 3d Cockpit:&lt;br /&gt;
* 3d cockpit is not available General:&lt;br /&gt;
* Hud is not available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Wright_Flyer&amp;diff=1798</id>
		<title>Wright Flyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Wright_Flyer&amp;diff=1798"/>
		<updated>2006-06-03T00:44:17Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* propeller is not moving/turning when engine is running at low power&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=1797</id>
		<title>Tupolev Tu-154 (YASim)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Tupolev_Tu-154_(YASim)&amp;diff=1797"/>
		<updated>2006-06-03T00:43:55Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* there is a small bug on the right wing when lowering the flaps&lt;br /&gt;
* you can see inside the hull from behind when moving the rudder to the left or right&lt;br /&gt;
* cockpit and passenger windows are not transparent&lt;br /&gt;
* wings, wheels and engines are not textured - engine turbine does not rotate&lt;br /&gt;
* aircraft has no shadow - no aircraft light available&lt;br /&gt;
* aircraft has no wheel well area for the landing gears&lt;br /&gt;
* aircraft has no bay doors for the landing gears - no jet stream visible&lt;br /&gt;
* nozzle do not change shape when changing thrust (nor does the real one, so it's not a fault)&lt;br /&gt;
* there are no flaps when using reverse thrust&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Pilatus_PC-7&amp;diff=1796</id>
		<title>Pilatus PC-7</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Pilatus_PC-7&amp;diff=1796"/>
		<updated>2006-06-03T00:43:22Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;was: t6texan2 Alias for t6texan2-jsbsim.&lt;br /&gt;
t6texan2-jsbsim T-6A Texan II&lt;br /&gt;
&lt;br /&gt;
== Development Status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* no pilot in cockpit visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* 3d Cockpit: - no textures used -&lt;br /&gt;
*  no pilor or instructor&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* engine sound does not change when accelerating. This is common for turboprop engine though.&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Space_Shuttle_(FG_Space_Program)&amp;diff=1795</id>
		<title>Space Shuttle (FG Space Program)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Space_Shuttle_(FG_Space_Program)&amp;diff=1795"/>
		<updated>2006-06-03T00:43:00Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;shuttle Alias for shuttle-jsbsim.&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* - aircraft has no 3d model 3d&lt;br /&gt;
&lt;br /&gt;
Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* no hud available&lt;br /&gt;
* Because the shuttle is a glider without engines after reentry the initial starting position should be somewhere at an altidude of over 80000 feet&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Sopwith_Camel&amp;diff=1794</id>
		<title>Sopwith Camel</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Sopwith_Camel&amp;diff=1794"/>
		<updated>2006-06-03T00:42:38Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alias for sopwithCamel-v1-nl-uiuc sopwithCamel-v1-nl-uiuc&lt;br /&gt;
&lt;br /&gt;
== Development status/Issues/Todo ==&lt;br /&gt;
The following points are all being worked on (at least the sensible ones)&lt;br /&gt;
&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* propeller is not moving/turning when engine is running at low power&lt;br /&gt;
* cockpit does not fit very nice with the other flightgear airplanes (especially compared to the j3cub)&lt;br /&gt;
maybe it is a good thing to create a new one&lt;br /&gt;
* ailerons and pitch elevator are not animated&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* 3d cockpit is not available&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
* no hud available -- Please be sensible!&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Soko_J-22_Orao_/_IAR-93&amp;diff=1793</id>
		<title>Soko J-22 Orao / IAR-93</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Soko_J-22_Orao_/_IAR-93&amp;diff=1793"/>
		<updated>2006-06-03T00:42:17Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* flaps are animated but flap sound can only be barely heard&lt;br /&gt;
* eninge turbine does not rotate or rotation is not visible&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
* no jetstream visible&lt;br /&gt;
* nozzle do not change shape when changing thrust&lt;br /&gt;
* there are no flaps when using reverse thrust&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* no cockpit instruments available&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* pilot is present but not animated&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* hud can't be turned off&lt;br /&gt;
* engines can't be turned off&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Schweizer_2-33&amp;diff=1791</id>
		<title>Schweizer 2-33</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Schweizer_2-33&amp;diff=1791"/>
		<updated>2006-06-03T00:41:31Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* when looking inside the cockpit there is an 3d error at the back seat&lt;br /&gt;
* flaps (what flaps? it has dive brakes and no flaps! --vassilii) are not animated&lt;br /&gt;
* rudder, ailerons and pitch elevator are not animated&lt;br /&gt;
* - no pilot/co-pilot in cockpit visible&lt;br /&gt;
* - aircraft is textured, but texture quality is poor and blocky (especially the text on the side)&lt;br /&gt;
* - aircraft has no shadow&lt;br /&gt;
* 3d Cockpit: - 3d cockpit is not available&lt;br /&gt;
* - ASI apparently borrowed from c172. V-speeds don't match sgs233. sgs233 has its ASI calibrated in MPH.&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* - no hud available&lt;br /&gt;
* - airplane does not crash, instead you can flight below the earth surface&lt;br /&gt;
* - initial starting postition shouldn't be over KSFO, because then every user will hear this noisy and disturbing warning sound because you're flighing over a runway (vassilii: I think the problem is rather that marker beacons shouldn't be received in the sgs as it has no electric stuff at all same with the radios)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Piper_Cherokee_Warrior_II&amp;diff=1790</id>
		<title>Piper Cherokee Warrior II</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Piper_Cherokee_Warrior_II&amp;diff=1790"/>
		<updated>2006-06-03T00:40:57Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
* - propeller is not visible (transparent) when rotating&lt;br /&gt;
* - when looking through the cockpit windows and on the instrument panel i can see the runway trough the instrument panel&lt;br /&gt;
* - flaps are moving in steps, they are not fluxional animated&lt;br /&gt;
* - no cockpit light at night visible&lt;br /&gt;
* - wings and wheels are not textured&lt;br /&gt;
* - aircraft has no shadow&lt;br /&gt;
* - no aircraft light available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no rudder/stick control in 3d cockpit available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit instruments are available but missing on the co-pilot side&lt;br /&gt;
* Usual Configuration in PA28s is left-side instrumentation only; radios not implemented yet&lt;br /&gt;
* cockpit instruments look flat, they don't have a 3d look&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot or co pilot present&lt;br /&gt;
* cockpit window has no windscreen wipers;&lt;br /&gt;
** PA28s are not equipped with wipers.&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* aircraft is not set on the correct elevation when starting flightsgear, lowest part of the aircraft is approximately 0.40 m above the ground.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Piper_J3_Cub&amp;diff=1789</id>
		<title>Piper J3 Cub</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Piper_J3_Cub&amp;diff=1789"/>
		<updated>2006-06-03T00:40:32Z</updated>

		<summary type="html">&lt;p&gt;Sek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Development status/Issues/Todo ==&lt;br /&gt;
Outside:&lt;br /&gt;
&lt;br /&gt;
* pilot door is open and partly in the the wing rods&lt;br /&gt;
* does this airplane has flaps?&lt;br /&gt;
** Piper J3 Cubs do not have flaps.&lt;br /&gt;
* no pilot present in cockpit -&lt;br /&gt;
* no cockpit light at night visible&lt;br /&gt;
* aircraft has no shadow&lt;br /&gt;
* no aircraft light available&lt;br /&gt;
&lt;br /&gt;
3d Cockpit:&lt;br /&gt;
&lt;br /&gt;
* no cockpit light at night available&lt;br /&gt;
* no ruder control pedals available&lt;br /&gt;
* no switches and leverls available&lt;br /&gt;
* no elevator trim control available&lt;br /&gt;
* cockpit instruments (altimeter) can't be adjusted with the mouse&lt;br /&gt;
* cockpit is not textured&lt;br /&gt;
* no pilot present in cockpit&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
* engine sound in cockpit does not differ from outside engine sound&lt;br /&gt;
* no hud available&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
== Related content ==&lt;br /&gt;
=== Related lists ===&lt;br /&gt;
[[Aircraft]]&lt;br /&gt;
&lt;br /&gt;
[[Aircraft Todo]]&lt;/div&gt;</summary>
		<author><name>Sek</name></author>
	</entry>
</feed>