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		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=132681</id>
		<title>Changelog 2020.3</title>
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		<updated>2021-08-04T10:40:58Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: Add change log for 2020.3.10 and 2020.3.11&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2020.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
{{Disclaimer|id=final-fixed-function-release}}&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
* Migrate installed aircraft packages, when migrating to the new stable catalog&lt;br /&gt;
* TerraSync: improve startup performance on Windows&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
* Greatly improve the Brazilian cerradio areas (near SBMQ)&lt;br /&gt;
* Russian translation updates&lt;br /&gt;
* Iceland materials fixes&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly, including wind sensor failures&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
* Spanish translation updates &lt;br /&gt;
* Disable flights to EGEL to avoid crashes in traffic code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
* Fix Nasal crash on reset&lt;br /&gt;
* Canvas: allow anisotropic filtering&lt;br /&gt;
* Larger, improved moon texture&lt;br /&gt;
* UFO speed goes to 11&lt;br /&gt;
* Fix taxiway markings disappearing in specific graphics settings&lt;br /&gt;
&lt;br /&gt;
==2020.3.6==&lt;br /&gt;
* Fixed crash downloading the default aircraft catalog&lt;br /&gt;
* Fix a hang starting at scenery in the ocean&lt;br /&gt;
* Fix incorrect sky &amp;amp; cockpit rendering with certain METAR values&lt;br /&gt;
* Add getting-started hints to the launcher (English only for now)&lt;br /&gt;
* Fix Shuttle AI scenarios&lt;br /&gt;
* Improvements to flight-planning mode&lt;br /&gt;
* Sun / moon scaling fixes&lt;br /&gt;
* Fix initial position of submodels&lt;br /&gt;
* macOS: warn if running with app translocation&lt;br /&gt;
* Windows: detect missing OpenGL drivers&lt;br /&gt;
* Fix UIUC FDM crashes&lt;br /&gt;
* Fix crash with invalid view numbers&lt;br /&gt;
* Catch FDM NaN errors more gracefully&lt;br /&gt;
* KAP-140 approach mode improvements&lt;br /&gt;
* Traffic+AI livery updates&lt;br /&gt;
&lt;br /&gt;
== 2020.3.7 ==&lt;br /&gt;
&lt;br /&gt;
* Enable OSM2City buildings via TerraSync for the whole planet&lt;br /&gt;
* C172 bug-fixes and updates&lt;br /&gt;
* Improved regional material definitions for Europe, California&lt;br /&gt;
* Allow chat box to be re-positioned&lt;br /&gt;
* Fix crashes related to particle systems&lt;br /&gt;
* Fix selection of time-zone around Beijing&lt;br /&gt;
* Fix display of non-Latin1 strings in Canvas displays&lt;br /&gt;
* Fix Multi-player mode runway-start logic to select hold-short position correctly&lt;br /&gt;
* macOS: fix crash on text with certain fonts&lt;br /&gt;
* Fix launcher language selection when the UI language include a script specifier (eg zh-Hans-CN)&lt;br /&gt;
* Fix aircraft-id property when loading from a hangar ( https://sourceforge.net/p/flightgear/codetickets/2502/ )&lt;br /&gt;
* Improve checks for out-of-date Intel Graphics drivers on Windows&lt;br /&gt;
&lt;br /&gt;
== 2020.3.8 ==&lt;br /&gt;
&lt;br /&gt;
* Fix behaviour of &amp;lt;code&amp;gt;&amp;lt;local&amp;gt;&amp;lt;/code&amp;gt; particle systems &lt;br /&gt;
* Fix autumn tree appearance&lt;br /&gt;
&lt;br /&gt;
== 2020.3.9 ==&lt;br /&gt;
&lt;br /&gt;
* Fix crash in Swift&lt;br /&gt;
* Corrections to MP protocol timing&lt;br /&gt;
* Correct URL to FGData&lt;br /&gt;
* Fix bug in cache reload dialog&lt;br /&gt;
* Improvements to ATC dialog to display frequencies with 3 decimal places correctly&lt;br /&gt;
* Improve material definitions for Africa, Mediterranean regions&lt;br /&gt;
* Add updated ocean and water visual effects&lt;br /&gt;
&lt;br /&gt;
== 2020.3.10 ==&lt;br /&gt;
&lt;br /&gt;
* Transponder: make standby mode work&lt;br /&gt;
* Launcher: pick up scenery and aircraft paths from the command line&lt;br /&gt;
* Launcher: store locations differently, to avoid problems when running multiple FlightGear versions and switching between them.&lt;br /&gt;
* Launcher: add 'restart on quit' option&lt;br /&gt;
* Fix NavCache errors loading ShapeFile data&lt;br /&gt;
* Fix NavCache errors when running multiple copies of FlightGear&lt;br /&gt;
&lt;br /&gt;
== 2020.3.11 ==&lt;br /&gt;
&lt;br /&gt;
* Fix a crash introduced in 2020.3.10&lt;br /&gt;
* Improve error message when no aircraft search paths are available&lt;br /&gt;
* Fix a crash with misconfigured traffic taxi routes&lt;br /&gt;
* Update AI traffic schedules&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=131091</id>
		<title>Changelog 2020.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=131091"/>
		<updated>2021-03-26T11:14:44Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: Add release notes for 2020.3.8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2018.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
* Migrate installed aircraft packages, when migrating to the new stable catalog&lt;br /&gt;
* TerraSync: improve startup performance on Windows&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
* Greatly improve the Brazilian cerradio areas (near SBMQ)&lt;br /&gt;
* Russian translation updates&lt;br /&gt;
* Iceland materials fixes&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly, including wind sensor failures&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
* Spanish translation updates &lt;br /&gt;
* Disable flights to EGEL to avoid crashes in traffic code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
* Fix Nasal crash on reset&lt;br /&gt;
* Canvas: allow anisotropic filtering&lt;br /&gt;
* Larger, improved moon texture&lt;br /&gt;
* UFO speed goes to 11&lt;br /&gt;
* Fix taxiway markings disappearing in specific graphics settings&lt;br /&gt;
&lt;br /&gt;
==2020.3.6==&lt;br /&gt;
* Fixed crash downloading the default aircraft catalog&lt;br /&gt;
* Fix a hang starting at scenery in the ocean&lt;br /&gt;
* Fix incorrect sky &amp;amp; cockpit rendering with certain METAR values&lt;br /&gt;
* Add getting-started hints to the launcher (English only for now)&lt;br /&gt;
* Fix Shuttle AI scenarios&lt;br /&gt;
* Improvements to flight-planning mode&lt;br /&gt;
* Sun / moon scaling fixes&lt;br /&gt;
* Fix initial position of submodels&lt;br /&gt;
* macOS: warn if running with app translocation&lt;br /&gt;
* Windows: detect missing OpenGL drivers&lt;br /&gt;
* Fix UIUC FDM crashes&lt;br /&gt;
* Fix crash with invalid view numbers&lt;br /&gt;
* Catch FDM NaN errors more gracefully&lt;br /&gt;
* KAP-140 approach mode improvements&lt;br /&gt;
* Traffic+AI livery updates&lt;br /&gt;
&lt;br /&gt;
== 2020.3.7 ==&lt;br /&gt;
&lt;br /&gt;
* Enable OSM2City buildings via TerraSync for the whole planet&lt;br /&gt;
* C172 bug-fixes and updates&lt;br /&gt;
* Improved regional material definitions for Europe, California&lt;br /&gt;
* Allow chat box to be re-positioned&lt;br /&gt;
* Fix crashes related to particle systems&lt;br /&gt;
* Fix selection of time-zone around Beijing&lt;br /&gt;
* Fix display of non-Latin1 strings in Canvas displays&lt;br /&gt;
* Fix Multi-player mode runway-start logic to select hold-short position correctly&lt;br /&gt;
* macOS: fix crash on text with certain fonts&lt;br /&gt;
* Fix launcher language selection when the UI language include a script specifier (eg zh-Hans-CN)&lt;br /&gt;
* Fix aircraft-id property when loading from a hangar ( https://sourceforge.net/p/flightgear/codetickets/2502/ )&lt;br /&gt;
* Improve checks for out-of-date Intel Graphics drivers on Windows&lt;br /&gt;
&lt;br /&gt;
== 2020.3.8 ==&lt;br /&gt;
&lt;br /&gt;
* Fix behaviour of &amp;lt;code&amp;gt;&amp;lt;local&amp;gt;&amp;lt;/code&amp;gt; particle systems &lt;br /&gt;
* Fix autumn tree appearance&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=130915</id>
		<title>Changelog 2020.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=130915"/>
		<updated>2021-03-22T08:15:01Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: Add release notes for 2020.3.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2018.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
* Migrate installed aircraft packages, when migrating to the new stable catalog&lt;br /&gt;
* TerraSync: improve startup performance on Windows&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
* Greatly improve the Brazilian cerradio areas (near SBMQ)&lt;br /&gt;
* Russian translation updates&lt;br /&gt;
* Iceland materials fixes&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly, including wind sensor failures&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
* Spanish translation updates &lt;br /&gt;
* Disable flights to EGEL to avoid crashes in traffic code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
* Fix Nasal crash on reset&lt;br /&gt;
* Canvas: allow anisotropic filtering&lt;br /&gt;
* Larger, improved moon texture&lt;br /&gt;
* UFO speed goes to 11&lt;br /&gt;
* Fix taxiway markings disappearing in specific graphics settings&lt;br /&gt;
&lt;br /&gt;
==2020.3.6==&lt;br /&gt;
* Fixed crash downloading the default aircraft catalog&lt;br /&gt;
* Fix a hang starting at scenery in the ocean&lt;br /&gt;
* Fix incorrect sky &amp;amp; cockpit rendering with certain METAR values&lt;br /&gt;
* Add getting-started hints to the launcher (English only for now)&lt;br /&gt;
* Fix Shuttle AI scenarios&lt;br /&gt;
* Improvements to flight-planning mode&lt;br /&gt;
* Sun / moon scaling fixes&lt;br /&gt;
* Fix initial position of submodels&lt;br /&gt;
* macOS: warn if running with app translocation&lt;br /&gt;
* Windows: detect missing OpenGL drivers&lt;br /&gt;
* Fix UIUC FDM crashes&lt;br /&gt;
* Fix crash with invalid view numbers&lt;br /&gt;
* Catch FDM NaN errors more gracefully&lt;br /&gt;
* KAP-140 approach mode improvements&lt;br /&gt;
* Traffic+AI livery updates&lt;br /&gt;
&lt;br /&gt;
== 2020.3.7 ==&lt;br /&gt;
&lt;br /&gt;
* Enable OSM2City buildings via TerraSync for the whole planet&lt;br /&gt;
* C172 bug-fixes and updates&lt;br /&gt;
* Improved regional material definitions for Europe, California&lt;br /&gt;
* Allow chat box to be re-positioned&lt;br /&gt;
* Fix crashes related to particle systems&lt;br /&gt;
* Fix selection of time-zone around Beijing&lt;br /&gt;
* Fix display of non-Latin1 strings in Canvas displays&lt;br /&gt;
* Fix Multi-player mode runway-start logic to select hold-short position correctly&lt;br /&gt;
* macOS: fix crash on text with certain fonts&lt;br /&gt;
* Fix launcher language selection when the UI language include a script specifier (eg zh-Hans-CN)&lt;br /&gt;
* Fix aircraft-id property when loading from a hangar ( https://sourceforge.net/p/flightgear/codetickets/2502/ )&lt;br /&gt;
* Improve checks for out-of-date Intel Graphics drivers on Windows&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129968</id>
		<title>Changelog 2020.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129968"/>
		<updated>2021-01-22T13:36:47Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* 2020.3.6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2018.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
* Migrate installed aircraft packages, when migrating to the new stable catalog&lt;br /&gt;
* TerraSync: improve startup performance on Windows&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
* Greatly improve the Brazilian cerradio areas (near SBMQ)&lt;br /&gt;
* Russian translation updates&lt;br /&gt;
* Iceland materials fixes&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly, including wind sensor failures&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
* Spanish translation updates &lt;br /&gt;
* Disable flights to EGEL to avoid crashes in traffic code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
* Fix Nasal crash on reset&lt;br /&gt;
* Canvas: allow anisotropic filtering&lt;br /&gt;
* Larger, improved moon texture&lt;br /&gt;
* UFO speed goes to 11&lt;br /&gt;
* Fix taxiway markings disappearing in specific graphics settings&lt;br /&gt;
&lt;br /&gt;
==2020.3.6==&lt;br /&gt;
* Fixed crash downloading the default aircraft catalog&lt;br /&gt;
* Fix a hang starting at scenery in the ocean&lt;br /&gt;
* Fix incorrect sky &amp;amp; cockpit rendering with certain METAR values&lt;br /&gt;
* Add getting-started hints to the launcher (English only for now)&lt;br /&gt;
* Fix Shuttle AI scenarios&lt;br /&gt;
* Improvements to flight-planning mode&lt;br /&gt;
* Sun / moon scaling fixes&lt;br /&gt;
* Fix initial position of submodels&lt;br /&gt;
* macOS: warn if running with app translocation&lt;br /&gt;
* Windows: detect missing OpenGL drivers&lt;br /&gt;
* Fix UIUC FDM crashes&lt;br /&gt;
* Fix crash with invalid view numbers&lt;br /&gt;
* Catch FDM NaN errors more gracefully&lt;br /&gt;
* KAP-140 approach mode improvements&lt;br /&gt;
* Traffic+AI livery updates&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129967</id>
		<title>Changelog 2020.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129967"/>
		<updated>2021-01-22T13:34:52Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Updates since 2020.3.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2018.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
* Migrate installed aircraft packages, when migrating to the new stable catalog&lt;br /&gt;
* TerraSync: improve startup performance on Windows&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
* Greatly improve the Brazilian cerradio areas (near SBMQ)&lt;br /&gt;
* Russian translation updates&lt;br /&gt;
* Iceland materials fixes&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly, including wind sensor failures&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
* Spanish translation updates &lt;br /&gt;
* Disable flights to EGEL to avoid crashes in traffic code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
* Fix Nasal crash on reset&lt;br /&gt;
* Canvas: allow anisotropic filtering&lt;br /&gt;
* Larger, improved moon texture&lt;br /&gt;
* UFO speed goes to 11&lt;br /&gt;
* Fix taxiway markings disappearing in specific graphics settings&lt;br /&gt;
&lt;br /&gt;
==2020.3.6==&lt;br /&gt;
* Fixed crash downloading the default aircraft catalog&lt;br /&gt;
* Fix a hang starting at scenery in the ocean&lt;br /&gt;
* Fix incorrect sky &amp;amp; cockpit rendering with certain METAR values&lt;br /&gt;
* Add getting-started hints to the launcher (English only for now)&lt;br /&gt;
* Fix Shuttle AI scenarios&lt;br /&gt;
* Improvements to flight-planning mode&lt;br /&gt;
* Sun / moon scaling fixes&lt;br /&gt;
* Fix initial position of submodels&lt;br /&gt;
* macOS: warn if running with app translocation&lt;br /&gt;
* Windows: detect missing OpenGL drivers&lt;br /&gt;
* Fix UIUC FDM crashes&lt;br /&gt;
* Fix crash with invalid view numbers&lt;br /&gt;
* Catch FDM NaN errors more gracefully&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=2022.X_Release_plan&amp;diff=129908</id>
		<title>2022.X Release plan</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=2022.X_Release_plan&amp;diff=129908"/>
		<updated>2021-01-14T17:04:06Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page sets out what is planned for the LTS following 2020.3.  For ease of reference, this is referred to as 2022.X, though there is no guarantee that all features listed will be in that release, or that it will be released in 2022!&lt;br /&gt;
&lt;br /&gt;
= Rendering =&lt;br /&gt;
* OpenGL Core Profile&lt;br /&gt;
** Canvas rendering using NanoVG&lt;br /&gt;
* Requires graphics cards to support shaders&lt;br /&gt;
* [[Compositor]] framework&lt;br /&gt;
&lt;br /&gt;
= Simulator Features =&lt;br /&gt;
* HUD based on Canvas&lt;br /&gt;
* 2D panels based on Canvas&lt;br /&gt;
&lt;br /&gt;
= Scenery =&lt;br /&gt;
* [[World Scenery 3.0 roadmap|World Scenery 3.0]]&lt;br /&gt;
** Regular terrain mesh with landclass texture draped on top, using [[Virtual Planet Builder|Virtual Planet Builder]]&lt;br /&gt;
** Airports inserted into terrain at runtime so they can be updated without modifying the terrain mesh&lt;br /&gt;
** Line features inserted into terrain at runtime.  E.g. roads, railways, rivers&lt;br /&gt;
* STG Support:&lt;br /&gt;
** mesh radius (improves LOD)&lt;br /&gt;
** TREE_LIST&lt;br /&gt;
** LIGHT_LIST&lt;br /&gt;
&lt;br /&gt;
* [[osm2city]]&lt;br /&gt;
** mesh radius for LOD&lt;br /&gt;
** LIGHT_LIST &lt;br /&gt;
** TREE_LIST &lt;br /&gt;
** WS3.0 features (e.g. roads, line features)&lt;br /&gt;
** new building texturing&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=2022.X_Release_plan&amp;diff=129907</id>
		<title>2022.X Release plan</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=2022.X_Release_plan&amp;diff=129907"/>
		<updated>2021-01-14T17:03:05Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page sets out what is planned for the LTS following 2020.3.  For ease of reference, this is referred to as 2022.X, though there is no guarantee that all features listed will be in that release, or that it will be released in 2022!&lt;br /&gt;
&lt;br /&gt;
= Rendering =&lt;br /&gt;
* OpenGL Core Profile&lt;br /&gt;
** Canvas rendering using NanoVG&lt;br /&gt;
* Requires graphics cards to support shaders&lt;br /&gt;
* [[Compositor]] framework&lt;br /&gt;
&lt;br /&gt;
= Scenery =&lt;br /&gt;
* [[World Scenery 3.0 roadmap|World Scenery 3.0]]&lt;br /&gt;
** Regular terrain mesh with landclass texture draped on top, using [[Virtual Planet Builder|Virtual Planet Builder]]&lt;br /&gt;
** Airports inserted into terrain at runtime so they can be updated without modifying the terrain mesh&lt;br /&gt;
** Line features inserted into terrain at runtime.  E.g. roads, railways, rivers&lt;br /&gt;
* STG Support:&lt;br /&gt;
** mesh radius (improves LOD)&lt;br /&gt;
** TREE_LIST&lt;br /&gt;
** LIGHT_LIST&lt;br /&gt;
&lt;br /&gt;
* [[osm2city]]&lt;br /&gt;
** mesh radius for LOD&lt;br /&gt;
** LIGHT_LIST &lt;br /&gt;
** TREE_LIST &lt;br /&gt;
** WS3.0 features (e.g. roads, line features)&lt;br /&gt;
** new building texturing&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129558</id>
		<title>Changelog 2020.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129558"/>
		<updated>2020-12-22T14:08:54Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Updates since 2020.3.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2018.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
* Migrate installed aircraft packages, when migrating to the new stable catalog&lt;br /&gt;
* TerraSync: improve startup performance on Windows&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
* Greatly improve the Brazilian cerradio areas (near SBMQ)&lt;br /&gt;
* Russian translation updates&lt;br /&gt;
* Iceland materials fixes&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly, including wind sensor failures&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
* Spanish translation updates &lt;br /&gt;
* Disable flights to EGEL to avoid crashes in traffic code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
* Fix Nasal crash on reset&lt;br /&gt;
* Canvas: allow anisotropic filtering&lt;br /&gt;
* Larger, improved moon texture&lt;br /&gt;
* UFO speed goes to 11&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129557</id>
		<title>Changelog 2020.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129557"/>
		<updated>2020-12-22T14:06:18Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Updates since 2020.3.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2018.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
* Migrate installed aircraft packages, when migrating to the new stable catalog&lt;br /&gt;
* TerraSync: improve startup performance on Windows&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly, including wind sensor failures&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
* Fix Nasal crash on reset&lt;br /&gt;
* Canvas: allow anisotropic filtering&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129556</id>
		<title>Changelog 2020.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.3&amp;diff=129556"/>
		<updated>2020-12-22T12:49:35Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2020.1|next=2022.1}}&lt;br /&gt;
&lt;br /&gt;
Available in: [[Changelog_2020.3|English]], [[Zh/2020.3|Chinese]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate into other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.3 LTS release of FlightGear, the free, open-source flight simulator. This is the second Long Term Support release for FlightGear, since the project changed to offering both Long Term Support releases, and more cutting-edge Preview releases.  This release represents the culmination of two years of development effort by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
Major enhancements since the v2018.3 LTS include: &lt;br /&gt;
* a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, &lt;br /&gt;
* enhancements to both the JSBSim and YASim flight dynamics models&lt;br /&gt;
* DDS texture caching to reduce load times&lt;br /&gt;
* faster loading and more memory efficient buildings&lt;br /&gt;
* improved aircraft carrier support&lt;br /&gt;
&lt;br /&gt;
Additionally 30 completely new aircraft have been added to the official hangar, and a further 71 have received major updates.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear features more than 700 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Addition of a welcome screen on first launch, providing helpful information to first time users.&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
* {{key press|Ctrl|F}} shortcut for when you just want to Fly!&lt;br /&gt;
* Improved support for helipads and seaports, including detection of current aircraft type.&lt;br /&gt;
* Numerous bugfixes and stability improvements, in particular for the aircraft and addons tabs.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* Support for DDS Texture Cache, improving loading times for texture files.&lt;br /&gt;
* Star visibility is configurable based on magnitude of star and atmospheric conditions.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Improved airport grass textures&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* Updated regional material definitions for California, Asia, Northern Brazil, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
* Users may enable/disable the pilot model from the View Options dialog.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* Added the ability to set up the starter and acceleration times of a turbine (parameters &amp;lt;code&amp;gt;&amp;lt;n1spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2spinup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n1startrate&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;n2startrate&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be reset to 0.0 by setting its &amp;lt;code&amp;gt;&amp;lt;trigger&amp;gt;&amp;lt;/code&amp;gt; property to a negative value.&lt;br /&gt;
* The integration scheme of the &amp;lt;code&amp;gt;&amp;lt;integrator&amp;gt;&amp;lt;/code&amp;gt; filter can now be chosen among &amp;lt;code&amp;gt;rect&amp;lt;/code&amp;gt; (Euler), &amp;lt;code&amp;gt;trap&amp;lt;/code&amp;gt; (Trapezoidal), &amp;lt;code&amp;gt;ab2&amp;lt;/code&amp;gt; (2nd order Adams-BashForth) and &amp;lt;code&amp;gt;ab3&amp;lt;/code&amp;gt; (3rd order Adams-Bashforth)&lt;br /&gt;
* The following functions can now be used in &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;floor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ceil&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;fmod&amp;lt;/code&amp;gt;. Their functionalities are the same than the corresponding C/C++ functions.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;function&amp;gt;&amp;lt;/code&amp;gt; now checks the number of its arguments.&lt;br /&gt;
* New system component linear_actuator&lt;br /&gt;
* Export the fuel density to the property tree&lt;br /&gt;
* Added cyclic clipping for FCS components&lt;br /&gt;
* Added the ability to control the turbine engines spin down factor&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The parameter &amp;lt;code&amp;gt;&amp;lt;ignitionn2&amp;gt;&amp;lt;/code&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;code&amp;gt;&amp;lt;clipto&amp;gt;&amp;lt;/code&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument &amp;lt;code&amp;gt;--jsbsim-output-directive-file&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Ground friction (stiction) changes&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Weather and Environment ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new carrier-specific starting options are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New fgcommands &amp;lt;code&amp;gt;add-aiobject&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove-aiobject&amp;lt;/code&amp;gt; for adding/removing objects to the AI subsystem.&lt;br /&gt;
* New AI aircraft, including 747 Freighter, CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Numerous updates to AI traffic schedules and airline liveries.&lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* FGCom now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* Support for recording multiplayer data&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Configurable load order for core Nasal modules.&lt;br /&gt;
* Improvements and bug fixes to Emesary, the messaging interface.&lt;br /&gt;
* Improvements to the core libraries.&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable Nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
* New methods in Canvas Image to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* FG1000 Glass Panel improvements include user-configurable VFR transponder codes, volume controls, new fascia, UI is now resizeable, support for custom SVG files (e.g. for a G500).  The FG1000 is now available on the Cessna 182T, J3 Cub, Diamond DA40.&lt;br /&gt;
* Improved glider vario instrument.&lt;br /&gt;
* New Aircraft: &lt;br /&gt;
** Airbus A320 - airliner&lt;br /&gt;
** Alisport Silent2Electro - glider with electric sustainer motor&lt;br /&gt;
** Bombardier Q400 DHC8-402 - shorthaul turboprop airliner&lt;br /&gt;
** Breguet Atlantic BR 1150 - long-range maritime patrol aircraft&lt;br /&gt;
** Cessna 140 - GA aircraft&lt;br /&gt;
** Cessna 208B Caravan - short range passenger, freighter and utility aircraft&lt;br /&gt;
** Cirrus SR22T - GA aircraft&lt;br /&gt;
** Diamond DA40 NG - GA aircraft, including FG1000 glass panel cockpit&lt;br /&gt;
** Diamond DA62 Twinstar- Twin engine GA aircraft&lt;br /&gt;
** Diamond HK36 Super Dimona - motorglider&lt;br /&gt;
** Dornier DO 28 Skyservant - Twin engine STOL utility aircraft&lt;br /&gt;
** Douglas TBD Devastator - WWII Torpedo bomber&lt;br /&gt;
** Draco Wilga - turboprop taildragger bush plane&lt;br /&gt;
** Fokker T.V - twin engine bomber&lt;br /&gt;
** Glasfluegel H201B Standard Libelle - glider&lt;br /&gt;
** Grumman F11-Tiger - carrier-based fighter&lt;br /&gt;
** Grumman HU-16A Albatross - twin engine amphibian&lt;br /&gt;
** Petliakov PE-8 (Ant-42/TB-7) - WWII bomber&lt;br /&gt;
** Piper PA28-161 Warrior II - GA aircraft&lt;br /&gt;
** Pipistrel Alpha Electro - electric training aircraft&lt;br /&gt;
** Pipistrel Taurus Electro G2.5 - glider with electric sustainer motor&lt;br /&gt;
** Rolladen Schneider LS8sc neo - standard glider with electric sustainer motor&lt;br /&gt;
** Robin DR400 Ecoflyer - GA Aircraft&lt;br /&gt;
** Scheibe Bergfalke II/55 - training glider&lt;br /&gt;
** Schempp-Hirth Arcus S - high performance glider&lt;br /&gt;
** Schleicher Ka6(CR) &amp;quot;Rhoensegler&amp;quot; - training glider&lt;br /&gt;
** SEPECAT Jaguar GR.1 - jet attack aircraft&lt;br /&gt;
** SUMPAC - Human powered airplane&lt;br /&gt;
** Supermarine Swift - jet fighter&lt;br /&gt;
** Yak 52 - training aircraft&lt;br /&gt;
* Major updates to over 70 aircraft.  Including 737-100, 737-300, 777, A-26-Invader, AR-234, ASG29, ASK13, ASK21, Aero-Commander, Aichi-D3A, B-17, B-24-Liberator, B-25, Bombardier-415, CH750STOL, CRJ700-family, Cessna-208-Caravan, Cessna Citation II, Cessna-L19, Cirrus-SR22, Concorde, DO-228, DO-335, Diamond-Da40, Diamond-Da42, Dragonfly, Embraer-ERJ-145, F-15, Fairchild-Metroliner, Falcon-50, Fokker-S-11, Fw200, H4-Hercules, Harrier-GR3, Horten-Ho-IX, Hughes-XF11, J3Cub, JA37, JAS39-Gripen, Jaguar, LS4, Lancair-235, Lionceau, Lockheed-NF104A, Lockheed-P38, ME-262, Mirage-2000, MirageIV, Northrop-xb35, PC-12, Piaggio-P166, Piper-PA-28, Potez-630, R44, Ryan-Navion, SIAI-Marchetti-SF.260, Socata-ST10, SpaceShuttle, Starship, Tecnam-P2006T, UH-1, Yak-18T, Zlin-50lx, an24b, bluebird, c182s, dhc1, f-14b, f16.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Map dialog displays heliports and allows configurable cursor key panning&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* Change screenshot filename to have date and time&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.1=&lt;br /&gt;
Changes since the 2020.1 preview release include:&lt;br /&gt;
* Various launcher improvements including a Welcome screen and a keyboard shortcut (Ctrl+F) to Fly!&lt;br /&gt;
* Improved regional definitions for California, Iceland and Northern Brazil and better grass textures.&lt;br /&gt;
* Implemented tidal movement for littoral areas.&lt;br /&gt;
* New AI model for the 747 Freighter, and numerous AI livery and traffic updates.&lt;br /&gt;
* Updates to the FG1000 glass panel display including configurable VFR transponder codes, volume controls, a new fascia, resizeable UI and support for custom SVG files.&lt;br /&gt;
* A hangar full of new aircraft: HU-16A-Albatross, LS8, Embraer-ERJ-145, Cessna 208B Caravan, PZL 104 wilga 2000 Draco, Scheibe Bergfalke, Taurus, f16, Dornier Do 28 Skyservant, Petliakov Pe 8 (Ant 42/DB 7), Grumman F.11 Tiger&lt;br /&gt;
* Updates to a large number of aircraft including CRJ700, Dragonfly, Mirage 2000, Jaguar GR1, H4 Hercules, JA37, Supermarine Swift, A320, Cirrus-SR22, Cessna Citation, J3Cub&lt;br /&gt;
* Updated Chinese, Dutch, French, German, Italian, Polish and Slovak translations.&lt;br /&gt;
* Faster Terrasync:  Download a tarball of airport information on first start and only check for updates every 24 hours rather than every simulator run.&lt;br /&gt;
* GPS fly-by mode&lt;br /&gt;
* Sentry.io integration to provide centralized crash reporting.&lt;br /&gt;
* New thread safe particle manager -- should reduce random crashes around particles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Updates since 2020.3.0=&lt;br /&gt;
&lt;br /&gt;
As 2020.3 is a long term supported release, there are ongoing bug-fixes and small improvements happening, based on user feedback and automatic reporting of crashes and issues. Significant fixes are listed below:&lt;br /&gt;
&lt;br /&gt;
==2020.3.1==&lt;br /&gt;
* Add help page to the launcher&lt;br /&gt;
* Fix handling of helipads at heliports&lt;br /&gt;
&lt;br /&gt;
==2020.3.2==&lt;br /&gt;
* TerraSync waits for Models to be completely sync-ed, to avoid missing models when starting&lt;br /&gt;
* First-run screen: add a 'scroll to the bottom' hint icon&lt;br /&gt;
* Tides fixes from Erik Hofman&lt;br /&gt;
* Use nicer scrollbar for the launcher, fixes some issue with long aircraft lists&lt;br /&gt;
* Support Apt.dat v1000 comm frequencies&lt;br /&gt;
* Fix an ATC crash when repositioning&lt;br /&gt;
* Many translations fixes identified by Michael Danilov&lt;br /&gt;
&lt;br /&gt;
==2020.3.3==&lt;br /&gt;
* Fix accidental mouse picks while using a right-mouse-drag to look around&lt;br /&gt;
* Fix the download location we recommend in the 'setup root' dialog&lt;br /&gt;
&lt;br /&gt;
==2020.3.4==&lt;br /&gt;
* Handle more METAR strings correctly&lt;br /&gt;
* Fix airmass velocity being applied to sub-models twice (eg, when dropping payloads in a cross-wind)&lt;br /&gt;
* Fix crash on shutdown in the properties code&lt;br /&gt;
&lt;br /&gt;
==2020.3.5==&lt;br /&gt;
* Change default Windows download location to %USERS%\FlightGear\Downloads, to avoid problems with Windows Defender blocking un-trusted applications from writing to Documents, which was the previous location.&lt;br /&gt;
* Fix a crash when returning to FlightGear from another application and scrolling or clicking&lt;br /&gt;
* Avoid crashing with UIUC-based aircraft such as the Wright Flyer&lt;br /&gt;
* Fix a crash on macOS when a joystick failed to open&lt;br /&gt;
* Update the macOS application icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:Aircraft_tester_list&amp;diff=126086</id>
		<title>Talk:Aircraft tester list</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:Aircraft_tester_list&amp;diff=126086"/>
		<updated>2020-07-06T10:26:53Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: Created page with &amp;quot;User:Johan_G - if you're going to make edits, please also sign up to do some testing :) I see from your wiki profile you like the PC-9 and the DHC6, they both need testing...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Johan_G]] - if you're going to make edits, please also sign up to do some testing :) I see from your wiki profile you like the PC-9 and the DHC6, they both need testing, so why not take them? &lt;br /&gt;
[[User:Zakalawe|Zakalawe]] ([[User talk:Zakalawe|talk]]) 06:26, 6 July 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2018.3&amp;diff=126044</id>
		<title>Changelog 2018.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2018.3&amp;diff=126044"/>
		<updated>2020-07-04T13:26:26Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2018.2|next=2019.1}}&lt;br /&gt;
Available in: [[Changelog_2018.3|English]], [[Zh/2018.3|Chinese]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate in other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2018.3 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes including usability improvements to the launcher, improved scenery for Hawaii and the Arctic island of Jan Mayan, Italian, Chinese and Russian translations, better visuals for AI and MP aircraft.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modeling, a flexible and open aircraft modeling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute. &lt;br /&gt;
&lt;br /&gt;
Download FlightGear v2018.3 for free from [http://www.flightgear.org/ FlightGear.org].&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free!&lt;br /&gt;
&lt;br /&gt;
== Usability ==&lt;br /&gt;
* Flightplan loading within the launcher.&lt;br /&gt;
* Chinese, Russian and Italian translations for the launcher and UI&lt;br /&gt;
* Improved support for the state of the aircraft depending on starting location - cold and dark on the ramp, engine running ready for take-off on the runway, or in cruise flight.&lt;br /&gt;
&lt;br /&gt;
== Input ==&lt;br /&gt;
* Improved joystick configuration and binding options.&lt;br /&gt;
&lt;br /&gt;
== AI / Multiplayer ==&lt;br /&gt;
* Multiple Levels of Detail (LoD) for MP and AI aircraft.  To improve performance, low-detail models are used when the viewer is far from the MP aircraft.&lt;br /&gt;
* Fallback models to display in the case where a viewer does not have the MP aircraft installed.&lt;br /&gt;
* Many improvements to AI models including new liveries, timetabled movements&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* Support for retrieving Canvas images over HTTP. This is a useful feature for displaying instruments like a PFD, ND, EICAS or any MFD externally from the FlightGear 3D main window in a separate window or on a separate monitor, computer or a mobile device. See [[Read_canvas_image_by_HTTP]] for more information.&lt;br /&gt;
* Improved cloud rendering with stronger Mie scattering on cloud fringes, improved scattering on cirrus clouds&lt;br /&gt;
* Reset: wipe the Effect UniformCache&lt;br /&gt;
&lt;br /&gt;
== Scenery ==&lt;br /&gt;
* Improved scenery for Hawaii, the default location for this release.&lt;br /&gt;
* New scenery for Jan Mayen, situated northeast of Iceland.  Including the active volcano of Beerenberg (2277m).&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* The feature fail_hardover of the &amp;lt;actuator&amp;gt; component was not giving the correct output in some occurences when clipmax was smaller in absolute value than clipmin.&lt;br /&gt;
* Tables CORNERING_COEFF could not be used for BOGEY contact points.&lt;br /&gt;
* Bug fixes for JSBSim atmosphere model at very high altitudes&lt;br /&gt;
* Fixed PID integration with the 3rd order Adams-Bashforth was inccorect.&lt;br /&gt;
* The fail_stuck property of sensors (accelerometers, magnetometers, gyro, etc.) without a &amp;lt;lag&amp;gt; element was setting the output to zero instead of sticking to the last output value.&lt;br /&gt;
* When a sensor was stuck, the drift, gain, bias and quantization of the last output before being stuck were ignored.&lt;br /&gt;
* Fixed the Calibrated Air Speed (CAS) computations for supersonic velocities&lt;br /&gt;
* Fixed the Nlf (Normal load factor) sign&lt;br /&gt;
* Nlf can now be specified as an initial condition via the property ic/targetNlf&lt;br /&gt;
* Added blocking sockets to the input features&lt;br /&gt;
* Added a property to piston engines to get the AFR (Air to Fuel Ratio)&lt;br /&gt;
* Added conversion from m/s to ft/s&lt;br /&gt;
* Restored the initial conditions for engines running (-1 means all engines)&lt;br /&gt;
&lt;br /&gt;
== Significant Aircraft Updates ==&lt;br /&gt;
* &amp;quot;Metadata&amp;quot; has been added to many aircraft, making it easier to find new exciting aircraft to fly using the launcher, whether you are interested in aircraft from the 1920s or twin engined business jets.&lt;br /&gt;
* B-25 : Various bug fixes and minor improvements&lt;br /&gt;
* Cessna 172 : Improved cockpit, interior lighting.&lt;br /&gt;
* Citation II : New panels, radio instruments. Complete remodeling of the electric system, with accurate bus voltage, circuit breakers.  System test knob implemented.&lt;br /&gt;
* F4U : new FDM&lt;br /&gt;
* F-14 : V1.8.  Improved flight model, particularly in a low-speed regime. Improved cockpit.&lt;br /&gt;
* F-15 : V1.8.  Updated flight model, particularly armament mass location.  Performance optimizations.  Autopilot improvements.&lt;br /&gt;
* F-16 : v3.0.  Store options. New liveries. Radar performance optimizations. Autopilot and system improvements. FDM fixes.&lt;br /&gt;
* Saab 37 Viggen : Version 4.313. Various updates, particularly to radar and armament models.&lt;br /&gt;
* Seneca II:  Long range tanks, interior lighting,&lt;br /&gt;
* SpaceShuttle : Milestone-10. Improved interior (including furry velcro), launch guidance and orbital plane targeting, more realistic OMS burn procedures, expanded systems including circuit breaker simulation and failure modeling.&lt;br /&gt;
* 777: Our flagship airliner now fully supports checklists, allowing you to learn everything about the aircraft from within the simulator. Full support to auto-push was also implemented. Bug fixes and minor improvements.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[FG1000]] glass panel display, inspired by moving map devices like the the Garmin G1000&lt;br /&gt;
* Improved Replay handling of AI aircraft and carriers - judge your own carrier landings.&lt;br /&gt;
* KC-130 tanker aircraft for air-to-air refueling&lt;br /&gt;
* Flightplan GPX import now supports elevation values.&lt;br /&gt;
* TACAN: Add support for setting TACAN by frequency&lt;br /&gt;
&lt;br /&gt;
== 2018.3.2 point release ==&lt;br /&gt;
* Chinese font support for the splash screen / tips, and some updated Chinese translations&lt;br /&gt;
* C172P bug fixes&lt;br /&gt;
* fixed crash on certain AMD 64-bit systems relating to SSE intrinsics and memory alignment&lt;br /&gt;
* fixed crash loading flightplans saved from LittleNavMap with non-sequential waypoint indices&lt;br /&gt;
* tolerate missing runways parsing Navigraph procedures, so current cycle can be used at more airports&lt;br /&gt;
* use Ref versions of osgDB methods to avoid crashes, especially after long flights&lt;br /&gt;
* fix a NaN in the sky rendering code at extreme orbital altitudes&lt;br /&gt;
* set default values of some position properties for consistency with the rest (affected C172 tie-down mode)&lt;br /&gt;
* fix JSBSim wheel-spin down regression&lt;br /&gt;
&lt;br /&gt;
== 2018.3.3 point release ==&lt;br /&gt;
* Avoid crash on Cmd-Q exit of the app on macOS&lt;br /&gt;
* JSBSim bug fixes&lt;br /&gt;
* Fix for route-path when leg 0 is not a runway&lt;br /&gt;
* Improve parsing of apt.dat header&lt;br /&gt;
* Prevent a segfault when parsing malformed nav.dat files&lt;br /&gt;
* Fix crash loading a flight-plan&lt;br /&gt;
* Tolerate missing runways parsing procedures&lt;br /&gt;
* Change screenshot filename to have date time&lt;br /&gt;
* Split up SIMD support in ENABLE_SIMD which enables sse2 support for the compiler and ENABLE_SIMD_CODE which enables the hand crafted SIMD math functions which defaults to OFF now since compilers have catched up on generating optimized vectorized SIMD code.&lt;br /&gt;
* Add some /sim/presets properties to setDefaults&lt;br /&gt;
* LOD: Multiplayer fix&lt;br /&gt;
* PID integration with the 3rd order Adams-Bashforth was inccorect.&lt;br /&gt;
* The fail_stuck property of sensors (accelerometers, magnetometers, gyro, etc.) without a &amp;lt;lag&amp;gt; element was setting the output to zero instead of sticking to the last output value. Thanks to Jonathan Redpath (aka legoboyvdlp) for the bug report.&lt;br /&gt;
* When a sensor was stuck, the drift, gain, bias and quantization of the last output before being stuck were ignored. Thanks to Dennis J. Linse for the bug report.&lt;br /&gt;
* Bug fixes for JSBSim atmosphere model at very high altitudes&lt;br /&gt;
* Fix an inverted flag in Radar calculation&lt;br /&gt;
* Fix crash on Ctrl-V in PUI&lt;br /&gt;
* Fix for jumping view when right-dragging&lt;br /&gt;
* Bug fix for JSBSim.&lt;br /&gt;
* Switch to new stable-2018 catalog for the release&lt;br /&gt;
* Flight-plan: improve GPX loading&lt;br /&gt;
* Change CAVOK visibility to 9999.0 metres&lt;br /&gt;
&lt;br /&gt;
== 2018.3.4 point release ==&lt;br /&gt;
* Launcher: fix aircraft switching on update&lt;br /&gt;
* METAR fix&lt;br /&gt;
* All start from parking position with no ground net&lt;br /&gt;
* [security] Prevent buffer overrun.&lt;br /&gt;
* Arrival procedure routing fixes&lt;br /&gt;
* Avoid a warning when inserting nil into a FP&lt;br /&gt;
&lt;br /&gt;
== 2018.3.5 point release ==&lt;br /&gt;
* Joystick initialization fixes&lt;br /&gt;
* Fixes for JSB trimming&lt;br /&gt;
* [JSBSim] The sign of the XZ inertia has been fixed in the property inertia/ixz-slug_ft2 (was just an output error, the correct XZ inertia was used internally).&lt;br /&gt;
* Tweaking macOS HID code to avoid a Catalina crash&lt;br /&gt;
&lt;br /&gt;
== 2018.3.6 point release ==&lt;br /&gt;
* Fix crash on first run on macOS due to Gatekeeper&lt;br /&gt;
* Fix missing file menu on macOS when using Dutch localization&lt;br /&gt;
* Add Ctrl-F shortcut to launcher to Fly!&lt;br /&gt;
* Improve launcher aircraft searching&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 2018.2]]&lt;br /&gt;
[[Category:FlightGear changelogs]]&lt;br /&gt;
[[Zh:2018.3]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.1&amp;diff=126043</id>
		<title>Changelog 2020.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.1&amp;diff=126043"/>
		<updated>2020-07-04T13:21:31Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* 2020.1.4 point release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2019.1|next=2020.2}}&lt;br /&gt;
Available in: [[Changelog_2020.1|English]], [[Zh/2020.1|Chinese]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate in other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.1 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes.  Enhancements since 2019.1 include a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, better aircraft carrier support, improvements to both the JSBSim and YASim flight dynamics models, better view options, more efficient and better looking OpenStreetMap buildings and translation of the UI into Polish.  Major aircraft updates include the Boeing 777, Airbus A320, Antonov AN-24, F-16, Piper J3Cub, Saab JA37 Viggen, Piper PA28 Cherokee, Bombardier Q-400, Space Shuttle.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Regional textures for Asia, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* ECEF to ECI frame conversion has been moved from FGLocation to FGPropagate and FGInitialConditions since not all FGLocation need to manage that.&lt;br /&gt;
* Gravity computations have been moved to FGInertial because it is where all the constants to compute gravity are stored. This reduces the amount of data transmitted between FGInertial and FGAccelerations.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* Code cleanup and use more C++11 idioms (override, constexpr, range-based for loop, etc.)&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Functions &amp;lt;random/&amp;gt; and &amp;lt;urandom/&amp;gt; are no longer considered constant.&lt;br /&gt;
* &amp;lt;clipto type=&amp;quot;cyclic&amp;quot;&amp;gt; now clips negatives values correctly.&lt;br /&gt;
* Fixed the artificial displacements resulting from modifications of the mass distribution while the aircraft is sitting on ground&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The sign of the XZ inertia has been fixed in the property inertia/ixz-slug_ft2. was just an output error, the correct XZ inertia was used internally&lt;br /&gt;
* The parameter &amp;lt;ignitionn2&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;clipto&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument --jsbsim-output-directive-file&lt;br /&gt;
* Fixed uninitialized variables in FGPiston which could randomly generate invalid floating point values that would propagate to many places in JSBSim.&lt;br /&gt;
* Fixed a segfault occuring when changing the LOD ranges with a JSBSim aircraft&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new standard state overlays are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New AI models for the CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Updated AI models for the A-4, KA6-D, ERJ-195, CRJ-700, CRJ-200.&lt;br /&gt;
* Updated AI traffic for Aeormar Mexico, AirDolomiti, Air Tahiti, American Eagle, China Southern, Delta Connection, Horizon Air, IcelandAir, JetBlue, LoganAir, LOT, Lufthansa, Lufthansa CityLine, MNG (Cargo), SkyUp, United Parcel Service, Ural Airlines, Uzbekistan Airways, Westjet Regional.&lt;br /&gt;
* Updated AI liveries for Aeormar Mexico, Airbus, Air Canada, Air Europa, Air Tahiti, American Airlines, American Eagle, Alaska, Belavia, China Southern, Gulf Air, Hop!, Icelandair, JetBlue, LoganAir, LOT, Rusline, SkyUp, South African Express, United Express, Ural Airlines,  Uzbekistan Airways, Virgin Australia, Westjet, &lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* FGComm now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
&lt;br /&gt;
== Canvas ==&lt;br /&gt;
* Three new methods in [[Canvas Image]] to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* Boeing 777&lt;br /&gt;
* Douglas A-26-Invader&lt;br /&gt;
* Airbus A320&lt;br /&gt;
* Antonov AN-24&lt;br /&gt;
* Diamond DA40 NG G1000&lt;br /&gt;
* Robin DR400 Ecoflyer&lt;br /&gt;
* General Dynamics F-16&lt;br /&gt;
* Piper J3 Cub&lt;br /&gt;
* Saab JA37 Viggen&lt;br /&gt;
* Piper PA 28 Cherokee&lt;br /&gt;
* Bombardier Q400&lt;br /&gt;
* Ryan Navion&lt;br /&gt;
* Space Shuttle&lt;br /&gt;
* Cirrus SR22&lt;br /&gt;
* Yak 52&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
* Polish translations of the UI are now available.&lt;br /&gt;
* Improved Chinese translations for the launcher.&lt;br /&gt;
* Improve glider vario instrument.&lt;br /&gt;
&lt;br /&gt;
== 2020.1.2 point release ==&lt;br /&gt;
* Adjust RelWithDebInfo optimisation for Clang (This should give a bit of speed boost to macOS official builds.)&lt;br /&gt;
* Enable old-style texture compression&lt;br /&gt;
* Launcher: basic Compositor support&lt;br /&gt;
* + various fixes&lt;br /&gt;
&lt;br /&gt;
== 2020.1.3 point release ==&lt;br /&gt;
* Fix bug with some heading properties, which broke compass, CDI, etc on some aircraft (eg the Seneca)&lt;br /&gt;
* Developer-mode is preserved on reset&lt;br /&gt;
* Splash screen uses 'B' for bytes in download speed feedback&lt;br /&gt;
* Added a launcher shortcut for 'Fly!' (Ctrl-F)&lt;br /&gt;
* Fix UI language detection in some cases&lt;br /&gt;
* + several smaller bug fixes&lt;br /&gt;
&lt;br /&gt;
== 2020.1.4 point release ==&lt;br /&gt;
* Fix a build error when FGData / translations are not found&lt;br /&gt;
* Fix a crash on first launch on macOS due to Gatekeeper&lt;br /&gt;
* Fix missing File menu in Dutch translation on macOS&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.1]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.1&amp;diff=126028</id>
		<title>Changelog 2020.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.1&amp;diff=126028"/>
		<updated>2020-07-03T08:32:55Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2019.1|next=2020.2}}&lt;br /&gt;
Available in: [[Changelog_2020.1|English]], [[Zh/2020.1|Chinese]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate in other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.1 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes.  Enhancements since 2019.1 include a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, better aircraft carrier support, improvements to both the JSBSim and YASim flight dynamics models, better view options, more efficient and better looking OpenStreetMap buildings and translation of the UI into Polish.  Major aircraft updates include the Boeing 777, Airbus A320, Antonov AN-24, F-16, Piper J3Cub, Saab JA37 Viggen, Piper PA28 Cherokee, Bombardier Q-400, Space Shuttle.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Regional textures for Asia, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* ECEF to ECI frame conversion has been moved from FGLocation to FGPropagate and FGInitialConditions since not all FGLocation need to manage that.&lt;br /&gt;
* Gravity computations have been moved to FGInertial because it is where all the constants to compute gravity are stored. This reduces the amount of data transmitted between FGInertial and FGAccelerations.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* Code cleanup and use more C++11 idioms (override, constexpr, range-based for loop, etc.)&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Functions &amp;lt;random/&amp;gt; and &amp;lt;urandom/&amp;gt; are no longer considered constant.&lt;br /&gt;
* &amp;lt;clipto type=&amp;quot;cyclic&amp;quot;&amp;gt; now clips negatives values correctly.&lt;br /&gt;
* Fixed the artificial displacements resulting from modifications of the mass distribution while the aircraft is sitting on ground&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The sign of the XZ inertia has been fixed in the property inertia/ixz-slug_ft2. was just an output error, the correct XZ inertia was used internally&lt;br /&gt;
* The parameter &amp;lt;ignitionn2&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;clipto&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument --jsbsim-output-directive-file&lt;br /&gt;
* Fixed uninitialized variables in FGPiston which could randomly generate invalid floating point values that would propagate to many places in JSBSim.&lt;br /&gt;
* Fixed a segfault occuring when changing the LOD ranges with a JSBSim aircraft&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new standard state overlays are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New AI models for the CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Updated AI models for the A-4, KA6-D, ERJ-195, CRJ-700, CRJ-200.&lt;br /&gt;
* Updated AI traffic for Aeormar Mexico, AirDolomiti, Air Tahiti, American Eagle, China Southern, Delta Connection, Horizon Air, IcelandAir, JetBlue, LoganAir, LOT, Lufthansa, Lufthansa CityLine, MNG (Cargo), SkyUp, United Parcel Service, Ural Airlines, Uzbekistan Airways, Westjet Regional.&lt;br /&gt;
* Updated AI liveries for Aeormar Mexico, Airbus, Air Canada, Air Europa, Air Tahiti, American Airlines, American Eagle, Alaska, Belavia, China Southern, Gulf Air, Hop!, Icelandair, JetBlue, LoganAir, LOT, Rusline, SkyUp, South African Express, United Express, Ural Airlines,  Uzbekistan Airways, Virgin Australia, Westjet, &lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* FGComm now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
&lt;br /&gt;
== Canvas ==&lt;br /&gt;
* Three new methods in [[Canvas Image]] to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* Boeing 777&lt;br /&gt;
* Douglas A-26-Invader&lt;br /&gt;
* Airbus A320&lt;br /&gt;
* Antonov AN-24&lt;br /&gt;
* Diamond DA40 NG G1000&lt;br /&gt;
* Robin DR400 Ecoflyer&lt;br /&gt;
* General Dynamics F-16&lt;br /&gt;
* Piper J3 Cub&lt;br /&gt;
* Saab JA37 Viggen&lt;br /&gt;
* Piper PA 28 Cherokee&lt;br /&gt;
* Bombardier Q400&lt;br /&gt;
* Ryan Navion&lt;br /&gt;
* Space Shuttle&lt;br /&gt;
* Cirrus SR22&lt;br /&gt;
* Yak 52&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
* Polish translations of the UI are now available.&lt;br /&gt;
* Improved Chinese translations for the launcher.&lt;br /&gt;
* Improve glider vario instrument.&lt;br /&gt;
&lt;br /&gt;
== 2020.1.2 point release ==&lt;br /&gt;
* Adjust RelWithDebInfo optimisation for Clang (This should give a bit of speed boost to macOS official builds.)&lt;br /&gt;
* Enable old-style texture compression&lt;br /&gt;
* Launcher: basic Compositor support&lt;br /&gt;
* + various fixes&lt;br /&gt;
&lt;br /&gt;
== 2020.1.3 point release ==&lt;br /&gt;
* Fix bug with some heading properties, which broke compass, CDI, etc on some aircraft (eg the Seneca)&lt;br /&gt;
* Developer-mode is preserved on reset&lt;br /&gt;
* Splash screen uses 'B' for bytes in download speed feedback&lt;br /&gt;
* Added a launcher shortcut for 'Fly!' (Ctrl-F)&lt;br /&gt;
* Fix UI language detection in some cases&lt;br /&gt;
* + several smaller bug fixes&lt;br /&gt;
&lt;br /&gt;
== 2020.1.4 point release ==&lt;br /&gt;
* Fix a build error when FGData / translations are not found&lt;br /&gt;
* Fix a crash on first launch on macOS due to Gatekeeper&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.1]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Changelog_2020.1&amp;diff=125965</id>
		<title>Changelog 2020.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Changelog_2020.1&amp;diff=125965"/>
		<updated>2020-06-26T16:01:49Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{changelogs|prev=2019.1|next=2020.2}}&lt;br /&gt;
Available in: [[Changelog_2020.1|English]], [[Zh/2020.1|Chinese]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please help us translate in other languages!&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FlightGear development team is delighted to announce the v2020.1 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes.  Enhancements since 2019.1 include a developer preview of the upcoming Compositor graphical rendering framework as a separate pre-built binary, better aircraft carrier support, improvements to both the JSBSim and YASim flight dynamics models, better view options, more efficient and better looking OpenStreetMap buildings and translation of the UI into Polish.  Major aircraft updates include the Boeing 777, Airbus A320, Antonov AN-24, F-16, Piper J3Cub, Saab JA37 Viggen, Piper PA28 Cherokee, Bombardier Q-400, Space Shuttle.&lt;br /&gt;
&lt;br /&gt;
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.&lt;br /&gt;
&lt;br /&gt;
FlightGear features more than 400 aircraft, a worldwide scenery database, a multiplayer environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.&lt;br /&gt;
&lt;br /&gt;
FlightGear - Fly Free! &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Undocumented templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launcher ==&lt;br /&gt;
* Aircraft can now be marked as Favourites, and filtered, making it easier to see find your favourite aircraft out of the hundreds available.&lt;br /&gt;
* The launcher now supports aircraft carriers, including selecting a carrier and setting a start position.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* To provide a developer preview, the [[Compositor]] renderer is included as part of this release.  It provides a fully XML-configurable multi-pass rendering pipeline that is compatible with ALS and includes clustered shading.&lt;br /&gt;
* A new Tower AGL view has been added.  This is similar to Tower View, except that it keeps both the aircraft and the ground immediately below the aircraft in view, zooming and panning smoothly as the aircraft moves. Good for viewing landings.&lt;br /&gt;
* Use of non-directional point sprites as a fallback for drivers that do not support triangles of point sprites is now supported by setting &amp;lt;code&amp;gt;/rendering/triangle-directional-lights=false&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Regional textures for Asia, Iceland, Jan Mayen island.&lt;br /&gt;
* Active volcanoes - Katla, Eyjafjallajokull, Surtsey.  &lt;br /&gt;
* Instanced-based random and OpenStreetMap buildings, improving performance and graphical quality significantly.&lt;br /&gt;
* Improvements to the Wingflex Shader.&lt;br /&gt;
&lt;br /&gt;
== JSBSim ==&lt;br /&gt;
* [Backward compatibility breakage] Gyros are now measuring rotation rates instead of rotational accelerations. Gyros that measure rotational accelerations do not exist in the real world.&lt;br /&gt;
* Output properties of flight control elements are no longer tied. This saves a lot of spurious warning messages and allows direct references of the same properties among several flight controls.&lt;br /&gt;
* Water vapor in the atmosphere is now managed through its mass fraction rather than its partial pressure. The former being the physical quantity that is conserved when pressure and temperature vary.&lt;br /&gt;
* Check that there are at least 3 contacts before trying to trim on ground.&lt;br /&gt;
* ECEF to ECI frame conversion has been moved from FGLocation to FGPropagate and FGInitialConditions since not all FGLocation need to manage that.&lt;br /&gt;
* Gravity computations have been moved to FGInertial because it is where all the constants to compute gravity are stored. This reduces the amount of data transmitted between FGInertial and FGAccelerations.&lt;br /&gt;
* Added optional transmission of the simulation time for FG UDP interface&lt;br /&gt;
* Code cleanup and use more C++11 idioms (override, constexpr, range-based for loop, etc.)&lt;br /&gt;
* The existence of the property that is used for table independent vars is now checked during execution rather than when the XML definition is parsed. This relaxes the order in which filters, table and more generally flight controls need to be declared in the XML definition files.&lt;br /&gt;
* Functions &amp;lt;random/&amp;gt; and &amp;lt;urandom/&amp;gt; are no longer considered constant.&lt;br /&gt;
* &amp;lt;clipto type=&amp;quot;cyclic&amp;quot;&amp;gt; now clips negatives values correctly.&lt;br /&gt;
* Fixed the artificial displacements resulting from modifications of the mass distribution while the aircraft is sitting on ground&lt;br /&gt;
* Electric engines RPM is now exported in UDP sockets.&lt;br /&gt;
* The sign of the XZ inertia has been fixed in the property inertia/ixz-slug_ft2. was just an output error, the correct XZ inertia was used internally&lt;br /&gt;
* The parameter &amp;lt;ignitionn2&amp;gt; now affects N2 rather than N1. &lt;br /&gt;
* A warning is now given when max &amp;lt; min in a &amp;lt;clipto&amp;gt; rather than throwing an exception&lt;br /&gt;
* Added the ability to log properties in a CSV file with the new fgfs executable argument --jsbsim-output-directive-file&lt;br /&gt;
* Fixed uninitialized variables in FGPiston which could randomly generate invalid floating point values that would propagate to many places in JSBSim.&lt;br /&gt;
* Fixed a segfault occuring when changing the LOD ranges with a JSBSim aircraft&lt;br /&gt;
&lt;br /&gt;
== YASim ==&lt;br /&gt;
* Support for transonic flow effects.&lt;br /&gt;
* Control initial gear state directly by setting &amp;lt;code&amp;gt;/fdm/yasim/respect-external-gear-state=true&amp;lt;/code&amp;gt;, rather then YASim settings this depending on whether the aircraft is in the air or on the ground.&lt;br /&gt;
* Electric engines are now supported.&lt;br /&gt;
&lt;br /&gt;
== Carriers ==&lt;br /&gt;
* Two new standard state overlays are supported in the launcher: &amp;lt;code&amp;gt;carrier-takeoff&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;carrier-approach&amp;lt;/code&amp;gt;.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;--carrier-position&amp;lt;/code&amp;gt; command-line argument has been added.  This can be used to select the aircraft start position on an aircraft carrier.  Either a catapult (e.g. &amp;lt;code&amp;gt;cat-1&amp;lt;/code&amp;gt;), a parking position (e.g. &amp;lt;code&amp;gt;park-1&amp;lt;/code&amp;gt;), on final approach on the FLOLS (&amp;lt;code&amp;gt;flols&amp;lt;/code&amp;gt;) or abeam the carrier (&amp;lt;code&amp;gt;abeam&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
* New AI models for the CRJ900, SR-71, Saab 340.&lt;br /&gt;
* Updated AI models for the A-4, KA6-D, ERJ-195, CRJ-700, CRJ-200.&lt;br /&gt;
* Updated AI traffic for Aeormar Mexico, AirDolomiti, Air Tahiti, American Eagle, China Southern, Delta Connection, Horizon Air, IcelandAir, JetBlue, LoganAir, LOT, Lufthansa, Lufthansa CityLine, MNG (Cargo), SkyUp, United Parcel Service, Ural Airlines, Uzbekistan Airways, Westjet Regional.&lt;br /&gt;
* Updated AI liveries for Aeormar Mexico, Airbus, Air Canada, Air Europa, Air Tahiti, American Airlines, American Eagle, Alaska, Belavia, China Southern, Gulf Air, Hop!, Icelandair, JetBlue, LoganAir, LOT, Rusline, SkyUp, South African Express, United Express, Ural Airlines,  Uzbekistan Airways, Virgin Australia, Westjet, &lt;br /&gt;
* Space Shuttle TAEM and approach at KEDW scenario.&lt;br /&gt;
* Accurate Britten-Norman Islander performance data, from an Islander pilot.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
* FGComm now supports both COM1 and COM2, as well as volume settings.&lt;br /&gt;
* The views defined by the user's aircraft (Pilot view, Helicopter view, Tower view etc) can now be used with multiplayer aircraft.  Viewing a particular multiplayer aircraft is done by clicking in the Pilot List dialogue's &amp;quot;view' column (see the &amp;quot;Multiplayer/Pilot List&amp;quot; menu).&lt;br /&gt;
* Connection to VATSIM via swift is now available via the GUI.&lt;br /&gt;
* &amp;lt;code&amp;gt;--disable-hold-short&amp;lt;/code&amp;gt; option which allows the user to force a start on the runway when multiplayer is enabled.  This option should be used with caution - it can give other pilots and ATC a nasty fright to find an aircraft materialize on the runway!&lt;br /&gt;
* MPCarrier can now be detected by the GUI even if not available on startup.  To enable this feature set &amp;lt;code&amp;gt;/sim/mp-carriers/auto-attach=true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Nasal Scripting ==&lt;br /&gt;
* Garbage collection improvements to reduce frame stuttering&lt;br /&gt;
* Re-loadable nasal modules&lt;br /&gt;
* Canvas EFIS framework&lt;br /&gt;
&lt;br /&gt;
== Canvas ==&lt;br /&gt;
* Three new methods in [[Canvas Image]] to set colors of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
== Aircraft == &lt;br /&gt;
* Boeing 777&lt;br /&gt;
* Douglas A-26-Invader&lt;br /&gt;
* Airbus A320&lt;br /&gt;
* Antonov AN-24&lt;br /&gt;
* Diamond DA40 NG G1000&lt;br /&gt;
* Robin DR400 Ecoflyer&lt;br /&gt;
* General Dynamics F-16&lt;br /&gt;
* Piper J3 Cub&lt;br /&gt;
* Saab JA37 Viggen&lt;br /&gt;
* Piper PA 28 Cherokee&lt;br /&gt;
* Bombardier Q400&lt;br /&gt;
* Ryan Navion&lt;br /&gt;
* Space Shuttle&lt;br /&gt;
* Cirrus SR22&lt;br /&gt;
* Yak 52&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* Increased turbulence will be encountered near active volcanoes.&lt;br /&gt;
* Configurable METAR URL.&lt;br /&gt;
* METAR strings are decoded and displayed in a human-readable form in the weather dialog.&lt;br /&gt;
* Polish translations of the UI are now available.&lt;br /&gt;
* Improved Chinese translations for the launcher.&lt;br /&gt;
* Improve glider vario instrument.&lt;br /&gt;
&lt;br /&gt;
== 2020.1.2 point release ==&lt;br /&gt;
* Adjust RelWithDebInfo optimisation for Clang (This should give a bit of speed boost to macOS official builds.)&lt;br /&gt;
* Enable old-style texture compression&lt;br /&gt;
* Launcher: basic Compositor support&lt;br /&gt;
* + various fixes&lt;br /&gt;
&lt;br /&gt;
== 2020.1.3 point release ==&lt;br /&gt;
* Fix bug with some heading properties, which broke compass, CDI, etc on some aircraft (eg the Seneca)&lt;br /&gt;
* Developer-mode is preserved on reset&lt;br /&gt;
* Splash screen uses 'b' for bytes in download feedback&lt;br /&gt;
* Added a launcher shortcut for 'Fly!' (Ctrl-F)&lt;br /&gt;
* Fix UI language detection in some cases&lt;br /&gt;
* + several smaller bug fixes&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear changelogs‎]]&lt;br /&gt;
[[Zh:2020.1]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_tester_list&amp;diff=125964</id>
		<title>Aircraft tester list</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_tester_list&amp;diff=125964"/>
		<updated>2020-06-26T15:55:01Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for test procedure see [[Aircraft testing checklist]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft !! Tester(s) !! Remarks&lt;br /&gt;
|-&lt;br /&gt;
| 737NGs || James Turner || &lt;br /&gt;
|-&lt;br /&gt;
| 757 || James Turner|| &lt;br /&gt;
|-&lt;br /&gt;
| A300 || Jonathan Redpath|| &lt;br /&gt;
|-&lt;br /&gt;
| A320-200 || Jonathan Redpath|| [NB - upstream github repo for issues]&lt;br /&gt;
|-&lt;br /&gt;
| A340-600 || Jonathan Redpath|| &lt;br /&gt;
|-&lt;br /&gt;
| A380 || Jonathan Redpath|| &lt;br /&gt;
|-&lt;br /&gt;
| Aerostar-700 || James Turner || &lt;br /&gt;
|-&lt;br /&gt;
| B1900D || James Turner || &lt;br /&gt;
|-&lt;br /&gt;
| CH-53E || Richard H. || &lt;br /&gt;
|-&lt;br /&gt;
| CRJ700 family || Henning, Daniel || &lt;br /&gt;
|-&lt;br /&gt;
| Cap 10C || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| Cessna 208B Caravan || James Turner || &lt;br /&gt;
|-&lt;br /&gt;
| DR400 || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| DaSH || Wayne Bragg|| &lt;br /&gt;
|-&lt;br /&gt;
| F-14 || Richard H. || Willing to reassign upon request to those with experience of this aircraft&lt;br /&gt;
|-&lt;br /&gt;
| F-15 || Richard H. || Willing to reassign upon request to those with experience of this aircraft&lt;br /&gt;
|-&lt;br /&gt;
| F6F - Hellcat || Keith  || &lt;br /&gt;
|-&lt;br /&gt;
| Grob || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| Jaguar || Richard || &lt;br /&gt;
|-&lt;br /&gt;
| Junkers JU-52 || James Turner || &lt;br /&gt;
|-&lt;br /&gt;
| hunter || Stuart || &lt;br /&gt;
|-&lt;br /&gt;
| J3Cub || Wayne Bragg|| &lt;br /&gt;
|-&lt;br /&gt;
| Lionceau || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| p51d || Stuart || &lt;br /&gt;
|-&lt;br /&gt;
| SUMPAC || Wayne Bragg|| &lt;br /&gt;
|-&lt;br /&gt;
| Skyvan || Keith  || &lt;br /&gt;
|-&lt;br /&gt;
| Socata  || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| seahawk || Stuart || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125916</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125916"/>
		<updated>2020-06-24T10:12:52Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Regressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but avoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as close to stock as possible. This likely means keeping an unmodified version of the current and previous versions around, don't use a development build for triaging. Fortunately SSDs got cheap, you might need more disk space.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Since many aircraft copy code from each other, ask or check if the function is common and see what other aircraft might be affected. Search on similar labels or titles, unfortunately the SF tracker search is not very smart. (This is why good titles are important, to help finding duplicates)&lt;br /&gt;
&lt;br /&gt;
If you do find a duplicate, add a comment on both tickets with a link to the other one. That way, when the original ticket is fixed, both bugs can be verified.&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions. But it's probably more useful to check twenty tickets in the current version, than spend four hours installing a historical one, to research a very old ticket.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125915</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125915"/>
		<updated>2020-06-24T10:11:12Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* De-duplication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but avoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as close to stock as possible. This likely means keeping an unmodified version of the current and previous versions around, don't use a development build for triaging. Fortunately SSDs got cheap, you might need more disk space.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Since many aircraft copy code from each other, ask or check if the function is common and see what other aircraft might be affected. Search on similar labels or titles, unfortunately the SF tracker search is not very smart. (This is why good titles are important, to help finding duplicates)&lt;br /&gt;
&lt;br /&gt;
If you do find a duplicate, add a comment on both tickets with a link to the other one. That way, when the original ticket is fixed, both bugs can be verified.&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125914</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125914"/>
		<updated>2020-06-24T10:10:25Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* De-duplication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but avoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as close to stock as possible. This likely means keeping an unmodified version of the current and previous versions around, don't use a development build for triaging. Fortunately SSDs got cheap, you might need more disk space.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Since many aircraft copy code from each other, ask or check if the function is common and see what other aircraft might be affected. Search on similar labels or titles, unfortunately the SF tracker search is not very smart. (This is why good titles are important, to help finding duplicates)&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125913</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125913"/>
		<updated>2020-06-24T10:09:16Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Simplification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but avoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as close to stock as possible. This likely means keeping an unmodified version of the current and previous versions around, don't use a development build for triaging. Fortunately SSDs got cheap, you might need more disk space.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles, unfortunately the SF tracker search is not very smart. (This is why good titles are important, to help finding duplicates)&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125912</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125912"/>
		<updated>2020-06-24T10:07:58Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Simplification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but avoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as close to stock as possible. This likely means keeping an unmodified version of the current and previous versions around, don't use a development build for triaging.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles, unfortunately the SF tracker search is not very smart. (This is why good titles are important, to help finding duplicates)&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125911</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125911"/>
		<updated>2020-06-24T10:06:17Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but avoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible. This likely means keeping a plan version of the current and previous versions around, don't use a development build for triaging.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles, unfortunately the SF tracker search is not very smart. (This is why good titles are important, to help finding duplicates)&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125910</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125910"/>
		<updated>2020-06-24T08:28:41Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* De-duplication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but vavoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible. This likely means keeping a plan version of the current and previous versions around, don't use a development build for triaging.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles, unfortunately the SF tracker search is not very smart. (This is why good titles are important, to help finding duplicates)&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125909</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125909"/>
		<updated>2020-06-24T08:27:55Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Simplification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but vavoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible. This likely means keeping a plan version of the current and previous versions around, don't use a development build for triaging.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125908</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125908"/>
		<updated>2020-06-24T08:26:29Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but vavoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible', but take care to allow for bugs which depend on the system configuration, eg language, OS, or other factors which are hard to identify. &lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets. Often you need to check with the reporter how their system differs from a known working setup: are the running from a network share, have they changed their download directory, do they have a firewall from their ISP which blocks certain ports?&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125907</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125907"/>
		<updated>2020-06-24T08:23:03Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active development team, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but vavoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125906</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125906"/>
		<updated>2020-06-24T08:22:30Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask one of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but vavoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125905</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125905"/>
		<updated>2020-06-24T08:22:00Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask on the of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
We do also collect aircraft and scenery bug reports in the tracker, but these don't always make sense. For an aircraft which is unmaintained it's reasonable to track issues ourselves, but where development occurs in another place, or with an active, it's better to close the issue in our tracker, after pointing the aircraft developers at the issue. For scenery bug reports there is usually nothing we can do without a full scenery rebuild, unfortunately (trees on airport, taxiway underwater, missing new runways, etc).&lt;br /&gt;
&lt;br /&gt;
Feature-request tickets also need handling: the tracker is not really ideal for these, better to propose them on the forum or the developer list and see if anyone is interested to work on them, or add them to a wiki page of requests. But they can be tagged with the 'feature' label and then marked as 'WontFix' : this gives us a way to find them with a query, but vavoids them being counted towards the open bug totals for a milestone.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125904</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125904"/>
		<updated>2020-06-24T08:17:28Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask on the of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), close it as 'expired' or 'invalid'. If it's a feature request which no one seems interested in after a year, close it as 'wont-fix'. Or if you feel someone might be be interested to work on it, raise on the developer list or forum. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it : test 2018.3 first, and then decide if it's worth checking older or newer versions.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Testing_bugs&amp;diff=125903</id>
		<title>Testing bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Testing_bugs&amp;diff=125903"/>
		<updated>2020-06-24T08:13:33Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: Zakalawe moved page Testing bugs to Triaging and improving bug reports: Richard pointed out the old title sucked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Triaging and improving bug reports]]&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125902</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125902"/>
		<updated>2020-06-24T08:13:33Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: Zakalawe moved page Testing bugs to Triaging and improving bug reports: Richard pointed out the old title sucked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask on the of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), consider closing it as 'expired' or 'invalid'. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125901</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125901"/>
		<updated>2020-06-24T06:57:04Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Visuals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a [https://sourceforge.net/p/flightgear/codetickets/new/ ticket] (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* Title of &amp;quot;&amp;lt;aircraft name&amp;gt; test report&amp;quot; or similar&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
(note some aircraft may not work for an in-air start at all)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
* if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
** check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
** Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
** check flaps/gear work as expected&lt;br /&gt;
** check basic instruments update (use HUD to cross-check)&lt;br /&gt;
** check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
** check stall performance in clean config (is it vaguely plausible, especially) &lt;br /&gt;
Clean configuration stall can be checked on the circuit downwind, approach configuration stall can be checked on approach, but you might need to go around&lt;br /&gt;
** check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
** check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
** check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* check speedbrakes / spoilers do something (if fitted)&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
** check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
** check ILS reception / deviation&lt;br /&gt;
** check DME readings&lt;br /&gt;
** check OM/MM/IM reception and lamps&lt;br /&gt;
** on landing rollout, check the brakes work, and reverse thrust if supported, and that the ground handling on rollout is acceptable&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* is the default view position okay?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
* does the cockpit use tooltips / knob animations for readability&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has custom dialogs for Radios, Autopilot, Payload or Fuel, check the default dialogs either work, or are disabled / replaced. (See note about the AP dialog below)&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
** If the aircraft has a custom AP, but the generic dialog is enabled, but non-functional, note this. (The generic dialog should be disabled in this case)&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125898</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125898"/>
		<updated>2020-06-23T13:02:05Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Non-standard stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
(note some aircraft may not work for an in-air start at all)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
* if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
** check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
** Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
** check flaps/gear work as expected&lt;br /&gt;
** check basic instruments update (use HUD to cross-check)&lt;br /&gt;
** check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
** check stall performance in clean config (is it vaguely plausible, especially) &lt;br /&gt;
Clean configuration stall can be checked on the circuit downwind, approach configuration stall can be checked on approach, but you might need to go around&lt;br /&gt;
** check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
** check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
** check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* check speedbrakes / spoilers do something (if fitted)&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
** check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
** check ILS reception / deviation&lt;br /&gt;
** check DME readings&lt;br /&gt;
** check OM/MM/IM reception and lamps&lt;br /&gt;
** on landing rollout, check the brakes work, and reverse thrust if supported, and that the ground handling on rollout is acceptable&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has custom dialogs for Radios, Autopilot, Payload or Fuel, check the default dialogs either work, or are disabled / replaced. (See note about the AP dialog below)&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
** If the aircraft has a custom AP, but the generic dialog is enabled, but non-functional, note this. (The generic dialog should be disabled in this case)&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125897</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125897"/>
		<updated>2020-06-23T13:01:17Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Autopilot checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
(note some aircraft may not work for an in-air start at all)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
* if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
** check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
** Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
** check flaps/gear work as expected&lt;br /&gt;
** check basic instruments update (use HUD to cross-check)&lt;br /&gt;
** check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
** check stall performance in clean config (is it vaguely plausible, especially) &lt;br /&gt;
Clean configuration stall can be checked on the circuit downwind, approach configuration stall can be checked on approach, but you might need to go around&lt;br /&gt;
** check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
** check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
** check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* check speedbrakes / spoilers do something (if fitted)&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
** check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
** check ILS reception / deviation&lt;br /&gt;
** check DME readings&lt;br /&gt;
** check OM/MM/IM reception and lamps&lt;br /&gt;
** on landing rollout, check the brakes work, and reverse thrust if supported, and that the ground handling on rollout is acceptable&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
** If the aircraft has a custom AP, but the generic dialog is enabled, but non-functional, note this. (The generic dialog should be disabled in this case)&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125896</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125896"/>
		<updated>2020-06-23T12:59:56Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Basic experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
(note some aircraft may not work for an in-air start at all)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
* if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
** check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
** Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
** check flaps/gear work as expected&lt;br /&gt;
** check basic instruments update (use HUD to cross-check)&lt;br /&gt;
** check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
** check stall performance in clean config (is it vaguely plausible, especially) &lt;br /&gt;
Clean configuration stall can be checked on the circuit downwind, approach configuration stall can be checked on approach, but you might need to go around&lt;br /&gt;
** check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
** check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
** check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* check speedbrakes / spoilers do something (if fitted)&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
** check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
** check ILS reception / deviation&lt;br /&gt;
** check DME readings&lt;br /&gt;
** check OM/MM/IM reception and lamps&lt;br /&gt;
** on landing rollout, check the brakes work, and reverse thrust if supported, and that the ground handling on rollout is acceptable&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125895</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125895"/>
		<updated>2020-06-23T12:58:06Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Basic experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
(note some aircraft may not work for an in-air start at all)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
* if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
** check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
** Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
** check flaps/gear work as expected&lt;br /&gt;
** check basic instruments update (use HUD to cross-check)&lt;br /&gt;
** check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
** check stall performance in clean config (is it vaguely plausible, especially) &lt;br /&gt;
Clean configuration stall can be checked on the circuit downwind, approach configuration stall can be checked on approach, but you might need to go around&lt;br /&gt;
** check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
** check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
** check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
** check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
** check ILS reception / deviation&lt;br /&gt;
** check DME readings&lt;br /&gt;
** check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125894</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125894"/>
		<updated>2020-06-23T12:55:50Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Basic experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
(note some aircraft may not work for an in-air start at all)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
* if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125893</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125893"/>
		<updated>2020-06-23T12:54:51Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Basic experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note some aircraft may not work for an in-air start at all)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125892</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125892"/>
		<updated>2020-06-23T12:54:24Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Metadata */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
** if it has new style-previews, do they follow the style guidelines: especially, no logos or text in them, which break readability of the splash and launcher screens.&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125891</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125891"/>
		<updated>2020-06-23T12:53:19Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Test Procedure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid issues ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125890</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125890"/>
		<updated>2020-06-23T12:52:52Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: /* Test Procedure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Test Procedure =&lt;br /&gt;
&lt;br /&gt;
Claim an aircraft, by adding your name and the aircraft to the [[aircraft_tester_list|tester list]].  Then do a test flight going through the steps below.  Then open a ticket (one per aircraft!) in the tracker with any failures / issues. (You don’t need to list the things that worked, just the things that didn’t)&lt;br /&gt;
&lt;br /&gt;
Some important details:&lt;br /&gt;
&lt;br /&gt;
The ticket should have the following set&lt;br /&gt;
* milestone=2020.2&lt;br /&gt;
* set the label ‘aircraft-qa’&lt;br /&gt;
* if the aircraft does /not/ have maintainer, add a label ‘nomaintainer’&lt;br /&gt;
&lt;br /&gt;
This makes it easier to find which aircraft have open issues, and which aircraft are abandoned. If the aircraft has an obvious active maintainer, it would be excellent to point them at the ticket&lt;br /&gt;
&lt;br /&gt;
General points:&lt;br /&gt;
* avoid ’smaller’ than the ones on this list, broadly. If the fuel cap is in the wrong place for the 1972 model of the Piper Archer, that’s something to take up with the aircraft maintainer or learn how to fix yourself. There's no point spending hours testing such details if there is no one working on the aircraft who might fix them.&lt;br /&gt;
* The list is not exhaustive: if the Harrier can’t take off vertically, or a water-bomber can’t pick up water, those are major issues for that aircraft, despite not being listed below&lt;br /&gt;
* check the aircraft help, since it might list known issues / limitations.  (“Fuel consumption is not accurate’, etc)&lt;br /&gt;
* for aircraft which are actively under development / maintained, check with the developer / development team before testing them, since otherwise you might be duplicating effort.&lt;br /&gt;
* If you encounter an issue which you suspect is generic to all of FlightGear, report it as normal in the tracker, or ask about it on the developer list, don't hide it inside an aircraft testing report&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125889</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125889"/>
		<updated>2020-06-23T10:33:54Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask on the of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), consider closing it as 'expired' or 'invalid'. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way. This can take more time so be strategic about it.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125888</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125888"/>
		<updated>2020-06-23T10:31:47Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask on the of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes.&lt;br /&gt;
Set the affected milestone: since SF only allows one milestone, not multiple, set the milestone the bug occurs in now: we don't care when the bug first appeared.. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), consider closing it as 'expired' or 'invalid'. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125887</id>
		<title>Triaging and improving bug reports</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Triaging_and_improving_bug_reports&amp;diff=125887"/>
		<updated>2020-06-23T10:29:50Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: Created page with &amp;quot;= Testing and triaging tickets =  [https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.  We en...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing and triaging tickets =&lt;br /&gt;
&lt;br /&gt;
[https://sourceforge.net/p/flightgear/codetickets/ SourceForge tracker] is our bug tracker, it's not the smartest system but workable.&lt;br /&gt;
&lt;br /&gt;
We encourage people to file tickets into the system, but some people report a ticket and then vanish or don't follow it up. Therefore we have a large collection of older bug reports to re-check and classify, and help with this is appreciated. If you're unsure about details, do ask on the developer list or similar. It's quite okay to ask 'what might be causing this?' and get more opinions. You need to ask for permissions to edit certain features of bugs, ask on the of the admins for permissions.&lt;br /&gt;
&lt;br /&gt;
= Add missing data =&lt;br /&gt;
&lt;br /&gt;
Especially, add labels for the area: replay, launcher, Canvas, crashes&lt;br /&gt;
Set the affected milestone: since SF only allows once, set the milestone the bug occurs in. That likely means the current release.&lt;br /&gt;
Consider renaming the ticket if the title is not accurate: new users often don't pick clear titles for bugs, since they focus on the wrong issue&lt;br /&gt;
&lt;br /&gt;
For crashes, try to get a crash-trace with symbols, either from the reporter or if you can reproduce, your own build. For other bugs, ask to get the log file if it makes sense: especially FDM issues, or visual ones (missing texture or shaders that don't compile)&lt;br /&gt;
&lt;br /&gt;
For visual things (broken GUI), screenshots are very helpful.&lt;br /&gt;
&lt;br /&gt;
For aircraft, please ask for which version of the aircraft was tested: it needs to be a defined version in FGAddon or a git-repo, not just 'the latest F-14', since that changes continuously. Same for any add-on or custom scenery.&lt;br /&gt;
&lt;br /&gt;
= Check the bug still occurs =&lt;br /&gt;
&lt;br /&gt;
This is the most important: follow the steps to reproduce the bug. If you can't, ask the original reporter for more info, or find a friend to check (eg on a different platform or with a different video card). If multiple people can't reproduce the issue, consider closing the bug as 'not reproducible'.&lt;br /&gt;
&lt;br /&gt;
If the steps to reproduce are unclear, set the state as 'Need Info' and ping the original reporter. If you find a bug which is in this state (waiting for more info from the original reporter) and they didn't update the ticket in say six months (or maybe a year), consider closing the ticket as 'WontFix', since there is no value in tracking such tickets.&lt;br /&gt;
&lt;br /&gt;
If you can reproduce the bug in the current version, update the milestone. &lt;br /&gt;
&lt;br /&gt;
= Simplification =&lt;br /&gt;
&lt;br /&gt;
Try to eliminate possible causes: if the bug was reported with a complex aircraft, does it also happen with the UFO? If it happens with a high shader setting, does it go away with a lower one? It does help to avoid strange customizations in your test setup: try to be testing something as clsoe to stock as possible.&lt;br /&gt;
&lt;br /&gt;
= De-duplication =&lt;br /&gt;
&lt;br /&gt;
This requires some knowledge of other bugs, so consider asking on the developer list, but if the bug is about one aircraft, consider if the same bug might exist in other aircraft. For example, if sounds are broken in one aircraft, do they work in another one? Is something broken in all gliders, or all Yasim helicopters, or just this one particular aircraft? Search on similar labels or titles&lt;br /&gt;
&lt;br /&gt;
= Expired / ancient bugs =&lt;br /&gt;
&lt;br /&gt;
If the bug is more than two years old, and is not moving forward (no way to reproduce, no further info from the original reporter), consider closing it as 'expired' or 'invalid'. &lt;br /&gt;
&lt;br /&gt;
= Regressions =&lt;br /&gt;
&lt;br /&gt;
If possible, check the behaviour in older versions to see if it's a regression or always behaved the same way&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125878</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125878"/>
		<updated>2020-06-22T17:16:03Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* frame-rate : do you see a large frame-rate drop compared to other aircraft / the UFO. Is it only when in an inside or outside view?&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125876</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125876"/>
		<updated>2020-06-22T17:04:58Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
* if it's Naval aircraft, do the circuit mentioned below from a carrier&lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125875</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125875"/>
		<updated>2020-06-22T17:02:41Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
* check OM/MM/IM reception and lamps&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
* GPWS: if it's fitted, check its callouts on landing are correct&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125874</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125874"/>
		<updated>2020-06-22T17:01:41Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check basic instruments update (use HUD to cross-check)&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check engine performance instruments are somewhat working, keeping in mind most aircraft have very simple fuel/oil/temperature modeling.&lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125873</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125873"/>
		<updated>2020-06-22T16:48:07Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* check pitch trim works: can you trim for level flight and leave the controls untouched for a few seconds without the aircraft departing straight and level flight?&lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125872</id>
		<title>Aircraft testing checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_testing_checklist&amp;diff=125872"/>
		<updated>2020-06-22T16:40:00Z</updated>

		<summary type="html">&lt;p&gt;Zakalawe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version&lt;br /&gt;
&lt;br /&gt;
For aircraft in FGaddon which have been claimed for testing, see the [[aircraft_tester_list|tester list]]&lt;br /&gt;
&lt;br /&gt;
= Metadata =&lt;br /&gt;
&lt;br /&gt;
* does the aircraft have a clear name (not so long it overflows)&lt;br /&gt;
* is the description appropriate? Long enough to be relevant but not an essay..&lt;br /&gt;
* does it have new-style previews / splash screen in the launcher?&lt;br /&gt;
&lt;br /&gt;
= Basic experience =&lt;br /&gt;
&lt;br /&gt;
* start on a runway, and start the engine manually&lt;br /&gt;
* start via autostart (assuming the acft has one)&lt;br /&gt;
* start in-air: eg use the 'on approach' feature of the launcher&lt;br /&gt;
   (note different aircraft may not work for an in-air start)&lt;br /&gt;
&lt;br /&gt;
* if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats). &lt;br /&gt;
&lt;br /&gt;
* check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)&lt;br /&gt;
* check brakes response and parking brake&lt;br /&gt;
&lt;br /&gt;
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. &lt;br /&gt;
* tune COM1 and ensure ATIS is audible &lt;br /&gt;
** check volume adjustment if there's a control for it&lt;br /&gt;
&lt;br /&gt;
* check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)&lt;br /&gt;
&lt;br /&gt;
* tune NAV1 and check behavior, including from/to flag&lt;br /&gt;
   (might need to be done in air for reception)&lt;br /&gt;
&lt;br /&gt;
* check ground steering (especially if ground tiller mode is supported)&lt;br /&gt;
 * if there's pushback support, does it work okay?&lt;br /&gt;
&lt;br /&gt;
* fly a circuit&lt;br /&gt;
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).&lt;br /&gt;
* Check the rotation speed is plausible, if you can find some data on it.&lt;br /&gt;
* check flaps/gear work as expected&lt;br /&gt;
* check radar altimeter if fitted (the HUD is good to cross-check this)&lt;br /&gt;
&lt;br /&gt;
* check stall performance in clean config (is it vaguely plausible, especially)&lt;br /&gt;
* check level flight over-speed performance (time to hit the barber pole at full power). &lt;br /&gt;
&lt;br /&gt;
* fly a visual approach&lt;br /&gt;
* check stall performance in approach config (is it vaguely plausible?..)&lt;br /&gt;
* check ILS reception / deviation&lt;br /&gt;
* check DME readings&lt;br /&gt;
&lt;br /&gt;
* check fuel consumption / fuel dialog if possible &lt;br /&gt;
&lt;br /&gt;
* execute a reposition, check nothing breaks&lt;br /&gt;
&lt;br /&gt;
* execute a reset, check nothing breaks :) (the sim might crash...)&lt;br /&gt;
&lt;br /&gt;
= Visuals =&lt;br /&gt;
&lt;br /&gt;
* lighting states in the dark? (beacon, strobe, etc)?&lt;br /&gt;
* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). &lt;br /&gt;
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?&lt;br /&gt;
* default livery, is it something or 'unpainted grey'?&lt;br /&gt;
&lt;br /&gt;
= Non-standard stuff =&lt;br /&gt;
&lt;br /&gt;
This is nice-to-haves, not mandatory&lt;br /&gt;
&lt;br /&gt;
* Check appearance under a compositor build&lt;br /&gt;
* Check appearance under very high ALS settings?&lt;br /&gt;
&lt;br /&gt;
* failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.&lt;br /&gt;
&lt;br /&gt;
= Autopilot checks =&lt;br /&gt;
&lt;br /&gt;
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH).  If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.&lt;br /&gt;
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position&lt;br /&gt;
* check the  AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)&lt;br /&gt;
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.&lt;/div&gt;</summary>
		<author><name>Zakalawe</name></author>
	</entry>
</feed>