https://wiki.flightgear.org/w/api.php?action=feedcontributions&user=Osjcag&feedformat=atomFlightGear wiki - User contributions [en]2024-03-28T12:49:19ZUser contributionsMediaWiki 1.39.6https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_March_2013&diff=58700FlightGear Newsletter March 20132013-03-17T20:56:54Z<p>Osjcag: /* Aircraft of the month */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter. Core developers are encouraged to add news about their latest work to the newsletter's development section and the changelog of the upcoming release.''<br />
<br />
== Development news ==<br />
Note to all contributors: Please also copy your newsletter additions to the changelog of the upcoming release: [[Changelog_3.0.0]].<br />
<br />
=== Random Buildings ===<br />
<!-- These are currently just a bunch of placeholders for the latest projects (as of 08/2012) --><br />
<br />
=== Project Rembrandt ===<br />
=== Canvas System ===<br />
<!--additions should also be added to:http://wiki.flightgear.org/Changelog_3.0.0#Some_of_the_major_changes_include: --><br />
<br />
=== High Level Architecture ===<br />
=== FlightGear an Android ===<br />
<br />
=== Usability Improvements ===<br />
<br />
=== Mailing list digest ===<br />
<br />
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list or the git logs)<br />
<br />
=== Forum digest ===<br />
<br />
=== Git digest ===<br />
<br />
=== Getting involved as a programmer ===<br />
<br />
Please see [[Howto:Start core development]]<br />
<br />
== Release ChangeLog ==<br />
This section lists changes committed this month that will be available in the next release, these will be copied to the release changelog shortly before a release (for each month), so that we hopefully get a comprehensive list of new features.<br />
<br />
== Interview with a contributor James Turner ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* How long have you been involved in FlightGear?<br />
<br />
Since 2008 as an active developer, but for years before as a casual user.<br />
<br />
* What are your major interests in FlightGear?<br />
* What project are you working on right now?<br />
* What do you plan on doing in the future?<br />
* Are you happy with the way the FlightGear project is going?<br />
* What do you enjoy most about developing for FlightGear?<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX<br />
<br />
== Translators required ==<br />
{|<br />
|[[File:en.gif]]<br />
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].<br />
|-<br />
|[[File:de.gif]]<br />
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.<br />
|-<br />
|[[File:nl.gif]]<br />
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].<br />
|-<br />
|[[File:es.gif]]<br />
|La FlightGear wiki todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].<br />
|}<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
===Hollywood at the EDDF -Triangle===<br />
The regular ATC-events at the [http://www.emmerich-j.de/S1.html|"EDDF Triangle"] have been enriched by taking [http://www.emmerich-j.de/EDDF/Films/Films.html|"movies"] during each session, showing all ongoing actions from different points of views:<br />
<br /><br />
{|<br />
|-<br />
||[[File:EDDF-Triangle-OpenRadar.png|thumb|left|400px|ATC-tool "OpenRadar" in action]]<br />
||The '''First- and Main-View''' shows the “actors” on the newly designed [[OpenRadar]]. In the example you see the following “acts” in parallel:<br />
*Captain alberto (left) is just intercepting the EDDF RW07R ILS.<br />
*Captain Sbyx (center) just Takes Off from the EDDF RW07C<br />
*Captain D-Leon (right) is accurately following the SID SOBRA towards ELLX<br />
*Captain SK-407 is coming in via VOR TAU<br />
This picture shows already the now upcoming version II of OpenRadar. In that one you can define (yourself!) any [[OpenRadar:_Editing_routes|"additional markings"]] you consider needed for (your) ATC-job. In this example are added:<br />
*SID's (Standard Instrument Departures) (in green)<br />
*STAR's (Standard Terminal Arrival Routes) (in rose)<br />
*Holding Patterns (e.g. over RID)<br />
*Hazardous areas in red, e.g. to the north of EDDF where the minimum altitude needs to be 4000/5000 ft, while the airport is on ~400 ft.<br />
For a complete guide to OpenRadar see the [[OpenRadarGuide]]<br />
|-<br />
||[[File:EDDF-Triangle MPmap Overview.png|thumb|left|400px|Add caption here]]<br />
||The '''Second View''' shows the actions within the whole “Triangle Area”. Here you see as an example:<br />
*in the center the “Camera Location” at EDDF (Frankfurt)<br />
*at the left many targets are getting ready at ELLX (Luxembourg)<br />
*also at the bottom at EDDS (Stuttgart) several targets are getting ready <br />
*the traffic from/to the right is heading for EDDP/EDDC (Leipzig-Halle/Dresden), etc.<br />
For this view we use the general [[MPmap]] Utility. It is just for keeping an eye on the overall situation for estimating the upcoming workload.<br />
|-<br />
||[[File:EDDF-Triangle Landing- Closeup.png|thumb|left|400px|Add caption here]]<br />
||And last but not least the '''Third View''' shows CloseUp's onto the most impressive scenes of the leading actors, e.g. at TouchDown, TakeOff, Taxiing etc. <br />
<br /><br /><br />
For this “view through field-glasses” we use the ATC-ML tool. You find that in the list of available models for FlighGear: http://ftp.linux.kiev.ua/pub/fgfs/Aircraft-2.10/ATC-ML_20120519.zip<br />
<br /><br /><br />
''(For explanations see the README.pdf inside that Package.)'' <br />
|}<br />
With these movies (see '''''http://www.emmerich-j.de/EDDF/Films/Films.html''''') we try to initiate a little more understanding between pilots to pilots and ATC's - and thus improve all our performances. We especially hope to increase the sensibility for<br />
*it makes sense (and is even fun!) to “fly controlled” when in an Multiplayer environment<br />
*everybody notices “nobody is perfect” (at least not always!)<br />
*we do not need to laugh about or insult others when <small>''(is “bullshit happens” allowed?)''</small> things go wrong – we always may “smile” about the others – '''and''' about ourselves!<br />
*and most important: Although we do not just “play” but try to “simulate” → we should have fun together!<br />
<br /><br />
'''''A word to all pilots, captains, and trainees:'''''<br />
<br /><br />
Please don't be afraid to try it – there are no major prerequisites needed, BUT:<br />
*You should be able to control your model in regards to altitude, direction, speed, landing, starting. ATC will charge all mistakes against you – ATC will not accept excuses like “the autopilot did...” ''(nor will your <small>(dead?)</small> passengers accept such excuses)!)''<br />
*You must communicate with ATC and follow his advise ''(you may request a deviation from the advise – but you must follow the advise until the deviation is granted)''<br />
*We urge you to use [[FGCOM]] – but also accept communication by MPchat. You always should have an eye on the MPchat-messages, in case a FGCOM communication cannot be established!<br />
*You should have a layout of the airport(s) – especially one for the more complex EDDF (see http://www.emmerich-j.de/EDDF/EDDF-Layout.png) <br />
<br /><br />
'''''Some technicalities:'''''<br />
<br /><br />
You will notice that the films are not in "Best of Quality" - but they are in full HDTV (1920*1072 px), so that you can read all text-informations! Considering that such a format in good HDTV-Quality would need a size from more than 5GB and above → we assume that such a high Quality is not needed - it is just for us to judge and improve ourselves (pilots and ATC) - not to win an Oscar! Also we will not edit - because that would add a huge amount of daily workload – which is not really required for a “working tool”.<br />
<br /><br /><br />
'''The movies''' <br />
<br /><br />
*are recorded on Linux/Ubuntu with RecordMyDesktop (Video/Sound Quality ~50, FpS=4, “Encode on the Fly”)<br />
*are tested on Linux/Ubuntu with Firefox ver.18 and on Windows XP with InternetExplorer 8<br />
*show the following Colors for the targets:<br />
**blue = under EDDF-ATC control<br />
**yellow = must be watched closely<br />
**green = no concern<br />
**white = selected<br />
**gray/invisible = neglected or MP-timed out<br />
<br />
You achieve a “Best Quality Viewing” if you use the "Full Screen" option of your browser (or VLC or MoviePlayer, etc.)!<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
{{#ev:youtube|A3UrVd_nJ_w}}<br />
<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
<br />
== Suggested flights ==<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on YouTube ===<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
To learn more about how the project works, please see [http://flightgear.org/forums/viewtopic.php?f=42&t=15267#p149971 this short essay] written by Thorsten, for a more detailed article see [[How the FlightGear project works]].<br />
<br />
=== Call for volunteers ===<br />
* The [[Flightgear On Android]] team is looking for testers<br />
* The [[Target4Today]] team is looking for volunteers to help improving FlightGear's combat support<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter|2013 03]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2013&diff=58268FlightGear Newsletter February 20132013-02-26T10:26:55Z<p>Osjcag: /* Aircraft of the month */</p>
<hr />
<div>This is a template for future [[FlightGear Newsletter|newsletters]], please feel free to edit/improve!<br />
<br />
{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter. Core developers are encouraged to add news about their latest work to the newsletter's development section and the changelog of the upcoming release.''<br />
<br />
== FlightGear 2.10 ==<br />
<!-- placeholder --><br />
{{#ev:youtube|MZVCmHgAX6Y}} <br />
<br />
== Development news ==<br />
Note to all contributors: Please also copy your newsletter additions to the changelog of the upcoming release: [[Changelog_3.0.0]].<br />
<br />
=== Random Buildings ===<br />
<!-- These are currently just a bunch of placeholders for the latest projects (as of 08/2012) --><br />
<br />
=== Project Rembrandt ===<br />
=== Canvas System ===<br />
<!--additions should also be added to:http://wiki.flightgear.org/Changelog_3.0.0#Some_of_the_major_changes_include: --><br />
<br />
=== High Level Architecture ===<br />
=== FlightGear an Android ===<br />
<br />
=== Usability Improvements ===<br />
<br />
=== Mailing list digest ===<br />
<br />
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list or the git logs)<br />
<br />
=== Forum digest ===<br />
<br />
=== Git digest ===<br />
<br />
=== Getting involved as a programmer ===<br />
<br />
Please see [[Howto:Start core development]]<br />
<br />
== Release ChangeLog ==<br />
This section lists changes committed this month that will be available in the next release, these will be copied to the release changelog shortly before a release (for each month), so that we hopefully get a comprehensive list of new features.<br />
<br />
== Interview with a contributor (NAME) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* How long have you been involved in FlightGear?<br />
* What are your major interests in FlightGear?<br />
* What project are you working on right now?<br />
* What do you plan on doing in the future?<br />
* Are you happy with the way the FlightGear project is going?<br />
* What do you enjoy most about developing for FlightGear?<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX <br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Translators required ==<br />
{|<br />
|[[File:en.gif]]<br />
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].<br />
|-<br />
|[[File:de.gif]]<br />
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.<br />
|-<br />
|[[File:nl.gif]]<br />
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].<br />
|-<br />
|[[File:es.gif]]<br />
|La FlightGear wiki todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].<br />
|}<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
<br />
<br />
[[File:707AirportOperations.png|thumb|Airport Operations]]<br />
<br />
The Boeing 707 (versions -3J9C and 320C) continues to be updated. The most recent version includes a new livery, contrails, a more efficient navegation system, pitch trim, and a bunch of airport operations (taken mainly from the Airbus 330), including a nice fuel truck system, de-ice truck, catering, and so on.<br />
<br />
There is more information here: [[Boeing_707-320]]<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
<!-- placeholder --><br />
{{#ev:youtube|efDgpPUaTV4}}<br />
<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
<br />
== Suggested flights ==<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on YouTube ===<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
To learn more about how the project works, please see [http://flightgear.org/forums/viewtopic.php?f=42&t=15267#p149971 this short essay] written by Thorsten, for a more detailed article see [[How the FlightGear project works]].<br />
<br />
=== Call for volunteers ===<br />
* The [[Flightgear On Android]] team is looking for testers<br />
* The [[Target4Today]] team is looking for volunteers to help improving FlightGear's combat support<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2012&diff=53734FlightGear Newsletter August 20122012-09-02T00:23:55Z<p>Osjcag: /* New tutorials and screencasts */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== FlightGear 2.8.0 Released ! ==<br />
<br />
The FlightGear team is very excited to announce the v2.8.0 Release is now available! I will be brief and simply post the link to the official release announcement.<br />
<br />
http://www.flightgear.org/news/flightgear-v2-8-0-released/<br />
<br />
Some of the notable changes and improvements include:<br />
<br />
Major improvements from v2.6.0 include improved AI aircraft, up to date with all the recent JSBSim flight dynamics model improvements, support for region specific textures, better random 3d buildings, better random object placement, 3d airport signage, in-sim toggling between summer and winter texture sets. The core FlightGear code now supports a flexible 2d rendering system which can be used to accurately model glass cockpit displays and other complex instrumentation. There are many new and improved aircraft to explore. A new automated system is now available for scenery submissions that automatically get rolled into the scenery distribution to be enjoyed by everyone. Version 2.8 has improved atmospheric light scatter modeling, better terrain haze, and improved 3d clouds.<br />
<br />
A very exciting new addition is “Project Rembrandt”. This is still considered “experimental” and not enabled by default. But when you turn it on you will get real-time shadows, support for multiple light sources (landing lights, instrument lights, directional ground spotlights, even the rotating beacons illuminate the surrounding correctly.) In addition, Project Rembrandt offers a variety of other visual effects such as night vision, film grain effects, depth of field effects, lens (i.e. fisheye) distortion — all in real time.<br />
<br />
For the full change log, please see [[Changelog 2.8.0]].<br />
<br />
Enjoy!!!<br />
<br />
== Development news ==<br />
A view of FlightGear core and fgdata activity in [[Git]] since the 2.6.0 release. Each committer on fg and fg-data is shown here, as well as the part of fg where he's been working on. A big thank to all involved for making FG such a nice fireworks!<br />
{{#ev:youtube|ibO6ruzQ5gM}} {{#ev:youtube|U0Dsgx9-Pbk}}<br />
<br />
=== Project Rembrandt ===<br />
Fred's been working on some fancy new effects, especially useful for our film-making enthusiasts.<br />
<br />
The [[Project Rembrandt|Rembrandt renderer]] has a lot of potentiality when it comes to post processing effects. Indeed, the interesting property of a deferred shader is that all stages of rendering are kept into memory. Post-processing is as simple as using a filter on a camera.<br />
<br />
So currently the effects added in git are :<br />
* Night vision including amplification grain and restrained field of view,<br />
* Cinema effect including :<br />
** Vignetting,<br />
** Color shift, with Sepia as default value,<br />
** Radial distortion (barrel and pincushion distortion, with scale compensation),<br />
** Lateral chromatic aberration (purple fringing),<br />
** Film wear simulation.<br />
<br />
{|<br />
| [[File:Fgfs-rembrandt-old-timer.jpg|thumb|400px|Rembrandt old film style]]<br />
| [[File:Fgfs-rembrandt-distortion.jpg|thumb|400px|Rembrandt ordinary lens simulation]]<br />
| [[File:Fgfs-rembrandt-night-vision-2.png|thumb|400px|Rembrandt night vision simulation]]<br />
|}<br />
This won't make it for the 2.8 release but it's likely that an add-on will be available as it is contained in the data.<br />
<br />
See also :<br />
{|<br />
| {{#ev:youtube|tLZzlLjvDRQ}}<br />
| {{#ev:youtube|_Dm-Xx5tfiE}}<br />
| {{#ev:youtube|8jBvVyiq-D0}}<br />
|}<br />
<br />
=== Unified Weather GUI ===<br />
As most readers will be aware, FG supports two weather models - Basic Weather which represents METAR data directly, and Local Weather which models weather more realistically, with more variation. In 2.8.0 these were configured separately using different UIs. Stuart Buchanan and Thorsten Renk have been working on unifying the user interfaces to provide a more user-friendly and consistent interface. This work is now available in git.<br />
<br />
=== Joystick Configuration GUI ===<br />
<br />
[[File:Joystick Configuration Dialog.jpg|thumb|The new Joystick Configuration Dialog, available in git.]]<br />
<br />
A further usability enhancement has been made by Stuart Buchanan to allow configuration of joysticks through a GUI in-sim. Instead of configuring a joystick using XML, users can now change joystick bindings within the simulator - no XML knowledge required. The updated joystick configuration takes effect immediately. This work is also available in git, and should make it much easier for new users (or those with joysticks unknown to FG) to get flying.<br />
<br />
=== Canvas News ===<br />
<!--additions should also be added to:http://wiki.flightgear.org/Changelog_3.0.0#Some_of_the_major_changes_include: --><br />
<br />
As of 08/2012, the new [[Canvas]] 2D drawing system in FlightGear HEAD has now also support for:<br />
* using raster images (vector images were already supported previously)<br />
* nested canvases, where a canvas may contain images created by another canvas texture [[Howto:Using raster images and nested canvases]]<br />
* creating GUI windows (not just widgets)<br />
* handling GUI events using osgGA<br />
* multiplatfom copy/paste support using two new Nasal functions: [[Howto:Clipboard access using Nasal]]<br />
<br />
Support for nested canvases will make it possible to also load canvas textures into other canvases, so that you can, for example, easily load an instrument into a GUI dialog, or even use GUI widgets in MFD instruments, which is a feature based on real avionics, i.e. as used in modern airliners like the A320 or the 787.<br />
<br />
Nested canvases also make it possible for people to easily implement GUI tools using the Canvas system, for example a GUI instrument or panel editor can be entirely implemented in scripting space now, without touching any C++ code. Similarly, GUI widgets could also be created in a WYSIWYG-fashion, too - so that even dialog editor or full GUI builders can be built using the Canvas system.<br />
<br />
In addition, Tom has now implemented support for window stacking. Check out the demo video below, which demonstrates how "nested" canvases and window stacking works:<br />
<br />
{{#ev:youtube|llVaasTEf44}}<br />
<br />
Also, Tom is currently working on an improved event handling system with support for event-propagation based on the Javascript/DOM model. The event handling systems requires close interaction between the core system and Nasal code. Event propagation and bubbling will be supported like in the W3C DOM standard. We need eg. to be able to mark an event as handled and maybe also other things which change the behavior of the propagation.<br />
<br />
In addition, Tom has started work on some building blocks to provide basic inheritance support for canvas properties, so that styling (CSS/XSL) will be much easier.<br />
<br />
Missing features, and features currently under development, are listed at [[Canvas Widgets#Missing_.2F_Todo|Missing Canvas Features]]<br />
<br />
=== FlightGear Run-Levels ===<br />
<br />
Recently, there was talk on the FlightGear developers mailing about implementing a standalone [[FGCanvas]] client, analogous to [[FGPanel]] - in order to be able to render [[Canvas]] instruments separately, in different processes and also on different computers.<br />
<br />
However, obviously this new startup mode would not need many of the default subsystems, such as the FDM, sound, terrain etc. This requirement is shared with the [[Flightgear On Android]] project. But, many of these default subsystems are initialized in a hard coded fashion so that they cannot currently be made optional even though they may not be stricly required. <br />
Also, for a very long time, it's never been possible to fully reset FlightGear properly, this makes many things very difficult or even impossible, including the [[FGCanvas]] idea.<br />
<br />
Hooray and TheTom have now started collecting ideas on how this could be changed, by making subsystem initialization more explicit using listeners, so that SGSubsystems can be dynamically allocated and freed based on setting signal properties, so that recursive run levels can be implemented. For more information, please see [[FlightGear Run Levels]]. Feedback welcome!<br />
<br />
=== Mailing list digest ===<br />
<br />
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list or the git logs)<br />
<br />
=== Forum digest ===<br />
<br />
=== '''Flightgear On Android''' ===<br />
<br />
A new developer has achieved a way to run Flightgear on Android phones. [[File:Flightgear Android Launcher.png|thumb|FOA]] <br />
<br />
The project codename will be FOA;he has done a lot of Android and C++ coding. [[File:FOA.jpg|thumb|FOA ingame]] <br />
<br />
His phone is a Samsung Galaxy Nexus and is running Android 4.04 (custom ROM but stock ROM should be OK). If your ready to test with us, please read the technical info then send a email to lacbrc@gmail.com!<br />
<br />
<br />
TECHNICAL INFO:<br />
It should have at least a 1GHz processor and decent graphics chip. Android 2.3 is a <br />
must but a rooted device is not needed but can improve performance.<br />
Not much in this, as we haven't finished it to a release yet. <br />
He tested it on a bluetooth keyboard and a wired one through usb host mode. Hope you are interested in it!<br />
<br />
The first ALPHA release is fresh out of its release, and you can read more here:<br />
http://www.flightgear.org/forums/viewtopic.php?f=18&t=16719&p=163745#p163745<br />
<br />
The FlightGear for Android Team<br />
<br />
Here is a few links:<br />
<br />
Forums:<br />
<br />
http://www.flightgear.org/forums/viewtopic.php?f=18&t=16719<br />
<br />
Website page:<br />
<br />
http://horizonflightgearhangar.yolasite.com/fg-on-android.php<br />
<br />
Wiki page:<br />
<br />
http://wiki.flightgear.org/Flightgear_On_Android<br />
<br />
=== Git digest ===<br />
<br />
=== Getting involved as a programmer ===<br />
<br />
Please see [[Howto:Start core development]]<br />
<br />
=== Translators required ===<br />
{|<br />
|[[File:en.gif]]<br />
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].<br />
|-<br />
|[[File:de.gif]]<br />
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.<br />
|-<br />
|[[File:nl.gif]]<br />
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].<br />
|}<br />
<br />
== Interview with a contributor (NAME) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* How long have you been involved in FlightGear?<br />
* What are your major interests in FlightGear?<br />
* What project are you working on right now?<br />
* What do you plan on doing in the future?<br />
* Are you happy with the way the FlightGear project is going?<br />
* What do you enjoy most about developing for FlightGear?<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX<br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New hangers ===<br />
<br />
=== New aircraft ===<br />
<br />
At the request by a new user of FG, Helijah has created and made available the Yakovlev Yak 18T in his hangar and GIT.<br />
[[File:Yak18t-splash.png|thumb|Yakovlev Yak 18T]]<br />
<br />
=== Updated aircraft ===<br />
<br />
==== [[ATC-FS]] ====<br />
The Air Traffic Control tool ATC-FS got an update. The old radar screen was replaced by a radar screen, which can display fixes, navaids and ILS localizers. This new radar is resizable, so you can use your big screen more efficient. <br />
<br />
The next version is already being worked on, it will reimplement ATC-FS using the new [[Canvas]] system (scheduled for FG 3.0) so that a fully custom drawn radar screen can be created in scripting space, including custom GUI widgets (e.g. for flight strips) - without depending on any hard coded instruments or dialogs any longer.<br />
<br />
This new design will eventually even make it possible to reuse ATC-FS for other purposes, or even include it in an AWACS aircraft that is multiplayer-enabled.<br />
<br />
[[Image:ATC-FS.jpg|1000px]]<br />
<br />
==== [[Mil_Mi6]] ====<br />
The big old russian helicopter Mi-6 from the Mil design bureau has received a new update. More than a year after the last update a new structure of the Models-subfolder allows new instruments to be added much easier. Also the electrical system has been revisited and new instruments have beed added to the engineer panels. Please keep in mind that this still is a very early development version and therefore a lot of work still needs to be done. It is available from its [https://gitorious.org/mil-mi-6 gitorious-page.]<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
=== 3D models import webform ===<br />
The webform to import 3D models directly into the DB is in production. Now you can use this tool to send your models to the database used by Terrasync. If everything is fine and your model respects the specifications written in the foreword, then it will quickly be shipped to all FG users worldwide through [[Terrasync]]. Yet another unique feature amongst the flight simulation world held by FlightGear. Thanks to Clément, Julien, Martin, for their help & support, and all of FG users who showed interest and support in those tools.<br />
<br />
Already 100 3D models have been imported with this form in Shanghai, Berlin, Stuttgart, France and in the UK! See the statistics [http://scenemodels.flightgear.org/stats.php here]. Thanks Gijs for the new nice layout.<br />
<br />
With all the forms now working on the scenemodels website, remember you can:<br />
* add a single object (if you only have one!!). Check [http://scenemodels.flightgear.org/submission/index.php here]!<br />
* update an object (for instance, a lot of power pylons are in fact communication pylones). It's [http://scenemodels.flightgear.org/submission/shared/index_update.php here]!<br />
* delete an object (if it does not exist anymore in real life). It's [http://scenemodels.flightgear.org/submission/shared/index_delete.php here]!<br />
* run a mass object positions import (if you added a lot of objets in one place). It's [http://scenemodels.flightgear.org/submission/shared/index_mass_import.php here]!<br />
* add 3D models you created to have them imported into FG scenery via Terrasync. It's [http://scenemodels.flightgear.org/submission/static/index.php here]: they can be specific to a city (for instance: the Eiffel tower), that's what is called 'static' in the FG world, or 'shared' (a new windturbine model, for instance).<br />
<br />
Please read carefully the various forewords on the site:<br />
* all data imported has to comply with the GNU/GPL license ;<br />
* you must use the elevation format used by Terrasync to give your objects/models elevation, and [http://scenemodels.flightgear.org/contribute.php#offset an offset] if necessary, or they could be floating/sunk for most of users.<br />
<br />
We hope to see a lot of scenes not yet available via Terrasync merge into scenemodels. Nothing is now easier, especially when used in conjunction with our Mapserver!<br />
Remember that this is the strength of FG compared to other sims: everything can be in Terrasync and no need to download patches or sceneries here and there.<br />
<br />
Moreover, an Ac3D viewer using Hangar by Juan Mellado is also available for general public for those whose browser supports WebGL (such as Firefox)!<br />
<br />
=== Scenemodels cleanup and update ===<br />
A big cleanup has been done on our scenemodels database. A few thousands of duplicate objects have been removed (they were caused by mass insertion of navigation data, essentially). Nothing urgent but this makes the data in Terrasync lighter and more coherent. A script has also been launched to update the country associated with each object. While not perfect, now a lot more objects have a country!<br />
<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
<br />
== Suggested flights ==<br />
<br />
The US state of Idaho is known for its remote airstrips in mountainous terrain. The [http://idahoaviation.com/idahoAirstripNetwork.php Idaho Airstrip Network] has details on many of them, including airstrip diagrams. <br />
<br />
At this time of year, it's important to take into account the temperature and altitude of the airstrips, as they combine to sap the power and lift from GA aircraft. AVWeb recently [http://www.avweb.com/avwebflash/news/stinson_crash_cockpit_video_ntsb_faa_207184-1.html highlighted] the (non-fatal) crash of a [http://en.wikipedia.org/wiki/Stinson_108 Stinson 108], which included a video taken by one of the passengers. Though the NTSB has only produced a preliminary report, it was notable that the aircraft was taking off from a grass airstrip at high altitude on a hot day and appears from the video to struggle to get airborne. The Stinson is broadly similar in performance to the c172p in our base package, and the airstrip (Bruce Meadows Airport, Idaho - U63) exists in our scenery. Those interested can try taking off using the c172p with 4 people on board (2400lbs max gross weight) and high temperatures. McCall Municipal Airport (KMYL) is 44nm away, and a good destination.<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on YouTube ===<br />
Lukea made a short promo for the release of FlightGear 2.8<br />
{{#ev:youtube|X2Gq1l8A7iU}}<br />
=== New tutorials and screencasts ===<br />
{{#ev:youtube|VwYOFL9B2CE}} {{#ev:youtube|wyfqeiHbosU}}<br />
<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Did you know? ===<br />
Did you know that the FlightGear project dates back to a discussion among a group of net citizens in 1996 resulting in a proposal written by David Murr? The original proposal is still available<br />
from the FlightGear website and can be found [http://www.flightgear.org/proposal-3.0.1 on the FlightGear website]. Read it, you'll learn a lot about FlightGears' roots which still lead the project spirit.<br />
<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [http://horizonflightgearhangar.yolasite.com/fg-on-android.php FOA] Team is looking for testers.<br />
* The [[Target4Today]] project is looking for volunteers to help improving FlightGear's combat support<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter|2012 08]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2012&diff=53712FlightGear Newsletter August 20122012-09-01T11:58:34Z<p>Osjcag: /* New tutorials and screencasts */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== FlightGear 2.8.0 Released ! ==<br />
<br />
The FlightGear team is very excited to announce the v2.8.0 Release is now available! I will be brief and simply post the link to the official release announcement.<br />
<br />
http://www.flightgear.org/news/flightgear-v2-8-0-released/<br />
<br />
Some of the notable changes and improvements include:<br />
<br />
Major improvements from v2.6.0 include improved AI aircraft, up to date with all the recent JSBSim flight dynamics model improvements, support for region specific textures, better random 3d buildings, better random object placement, 3d airport signage, in-sim toggling between summer and winter texture sets. The core FlightGear code now supports a flexible 2d rendering system which can be used to accurately model glass cockpit displays and other complex instrumentation. There are many new and improved aircraft to explore. A new automated system is now available for scenery submissions that automatically get rolled into the scenery distribution to be enjoyed by everyone. Version 2.8 has improved atmospheric light scatter modeling, better terrain haze, and improved 3d clouds.<br />
<br />
A very exciting new addition is “Project Rembrandt”. This is still considered “experiemental” and not enabled by default. But when you turn it on you will get real-time shadows, support for multiple light sources (landing lights, instrument lights, directional ground spotlights, even the rotating beacons illuminate the surrounding correctly.) In addition, Project Rembrandt offers a variety of other visual effects such as night vision, film grain effects, depth of field effects, lens (i.e. fisheye) distortion — all in real time.<br />
<br />
For the full change log, please see [[Changelog 2.8.0]].<br />
<br />
Enjoy!!!<br />
<br />
== Development news ==<br />
A view of FlightGear core and fgdata activity in [[Git]] since the 2.6.0 release. Each committer on fg and fg-data is shown here, as well as the part of fg where he's been working on. A big thank to all involved for making FG such a nice fireworks!<br />
{{#ev:youtube|ibO6ruzQ5gM}} {{#ev:youtube|U0Dsgx9-Pbk}}<br />
<br />
=== Project Rembrandt ===<br />
Fred's been working on some fancy new effects, especially useful for our film-making enthusiasts.<br />
<br />
The [[Project Rembrandt|Rembrandt renderer]] has a lot of potentiality when it comes to post processing effects. Indeed, the interesting property of a deferred shader is that all stages of rendering are kept into memory. Post-processing is as simple as using a filter on a camera.<br />
<br />
So currently the effects added in git are :<br />
* Night vision including amplification grain and restrained field of view,<br />
* Cinema effect including :<br />
** Vignetting,<br />
** Color shift, with Sepia as default value,<br />
** Radial distortion (barrel and pincushion distortion, with scale compensation),<br />
** Lateral chromatic aberration (purple fringing),<br />
** Film wear simulation.<br />
<br />
{|<br />
| [[File:Fgfs-rembrandt-old-timer.jpg|thumb|400px|Rembrandt old film style]]<br />
| [[File:Fgfs-rembrandt-distortion.jpg|thumb|400px|Rembrandt ordinary lens simulation]]<br />
| [[File:Fgfs-rembrandt-night-vision-2.png|thumb|400px|Rembrandt night vision simulation]]<br />
|}<br />
This won't make it for the 2.8 release but it's likely that an add-on will be available as it is contained in the data.<br />
<br />
See also :<br />
{|<br />
| {{#ev:youtube|tLZzlLjvDRQ}}<br />
| {{#ev:youtube|_Dm-Xx5tfiE}}<br />
| {{#ev:youtube|8jBvVyiq-D0}}<br />
|}<br />
<br />
=== Unified Weather GUI ===<br />
As most readers will be aware, FG supports two weather models - Basic Weather which represents METAR data directly, and Local Weather which models weather more realistically, with more variation. In 2.8.0 these were configured separately using different UIs. Stuart Buchanan and Thorsten Renk have been working on unifying the user interfaces to provide a more user-friendly and consistent interface. This work is now available in git.<br />
<br />
=== Joystick Configuration GUI ===<br />
<br />
[[File:Joystick Configuration Dialog.jpg|thumb|The new Joystick Configuration Dialog, available in git.]]<br />
<br />
A further usability enhancement has been made by Stuart Buchanan to allow configuration of joysticks through a GUI in-sim. Instead of configuring a joystick using XML, users can now change joystick bindings within the simulator - no XML knowledge required. The updated joystick configuration takes effect immediately. This work is also available in git, and should make it much easier for new users (or those with joysticks unknown to FG) to get flying.<br />
<br />
=== Canvas News ===<br />
<!--additions should also be added to:http://wiki.flightgear.org/Changelog_3.0.0#Some_of_the_major_changes_include: --><br />
<br />
As of 08/2012, the new [[Canvas]] 2D drawing system in FlightGear HEAD has now also support for:<br />
* using raster images (vector images were already supported previously)<br />
* nested canvases, where a canvas may contain images created by another canvas texture [[Howto:Using raster images and nested canvases]]<br />
* creating GUI windows (not just widgets)<br />
* handling GUI events using osgGA<br />
* multiplatfom copy/paste support using two new Nasal functions: [[Howto:Clipboard access using Nasal]]<br />
<br />
Support for nested canvases will make it possible to also load canvas textures into other canvases, so that you can, for example, easily load an instrument into a GUI dialog, or even use GUI widgets in MFD instruments, which is a feature based on real avionics, i.e. as used in modern airliners like the A320 or the 787.<br />
<br />
Nested canvases also make it possible for people to easily implement GUI tools using the Canvas system, for example a GUI instrument or panel editor can be entirely implemented in scripting space now, without touching any C++ code. Similarly, GUI widgets could also be created in a WYSIWYG-fashion, too - so that even dialog editor or full GUI builders can be built using the Canvas system.<br />
<br />
In addition, Tom has now implemented support for window stacking. Check out the demo video below, which demonstrates how "nested" canvases and window stacking works:<br />
<br />
{{#ev:youtube|llVaasTEf44}}<br />
<br />
Also, Tom is currently working on an improved event handling system with support for event-propagation based on the Javascript/DOM model. The event handling systems requires close interaction between the core system and Nasal code. Event propagation and bubbling will be supported like in the W3C DOM standard. We need eg. to be able to mark an event as handled and maybe also other things which change the behavior of the propagation.<br />
<br />
In addition, Tom has started work on some building blocks to provide basic inheritance support for canvas properties, so that styling (CSS/XSL) will be much easier.<br />
<br />
Missing features, and features currently under development, are listed at [[Canvas Widgets#Missing_.2F_Todo|Missing Canvas Features]]<br />
<br />
=== FlightGear Run-Levels ===<br />
<br />
Recently, there was talk on the FlightGear developers mailing about implementing a standalone [[FGCanvas]] client, analogous to [[FGPanel]] - in order to be able to render [[Canvas]] instruments separately, in different processes and also on different computers.<br />
<br />
However, obviously this new startup mode would not need many of the default subsystems, such as the FDM, sound, terrain etc. This requirement is shared with the [[Flightgear On Android]] project. But, many of these default subsystems are initialized in a hard coded fashion so that they cannot currently be made optional even though they may not be stricly required. <br />
Also, for a very long time, it's never been possible to fully reset FlightGear properly, this makes many things very difficult or even impossible, including the [[FGCanvas]] idea.<br />
<br />
Hooray and TheTom have now started collecting ideas on how this could be changed, by making subsystem initialization more explicit using listeners, so that SGSubsystems can be dynamically allocated and freed based on setting signal properties, so that recursive run levels can be implemented. For more information, please see [[FlightGear Run Levels]]. Feedback welcome!<br />
<br />
=== Mailing list digest ===<br />
<br />
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list or the git logs)<br />
<br />
=== Forum digest ===<br />
<br />
=== '''Flightgear On Android''' ===<br />
<br />
A new developer has achieved a way to run Flightgear on Android phones. [[File:Flightgear Android Launcher.png|thumb|FOA]] <br />
<br />
The project codename will be FOA;he has done a lot of Android and C++ coding. [[File:FOA.jpg|thumb|FOA ingame]] <br />
<br />
His phone is a Samsung Galaxy Nexus and is running Android 4.04 (custom ROM but stock ROM should be OK). If your ready to test with us, please read the technical info then send a email to lacbrc@gmail.com!<br />
<br />
<br />
TECHNICAL INFO:<br />
It should have at least a 1GHz processor and decent graphics chip. Android 2.3 is a <br />
must but a rooted device is not needed but can improve performance.<br />
Not much in this, as we haven't finished it to a release yet. <br />
He tested it on a bluetooth keyboard and a wired one through usb host mode. Hope you are interested in it!<br />
<br />
The first ALPHA release is fresh out of its release, and you can read more here:<br />
http://www.flightgear.org/forums/viewtopic.php?f=18&t=16719&p=163745#p163745<br />
<br />
The FlightGear for Android Team<br />
<br />
Here is a few links:<br />
<br />
Forums:<br />
<br />
http://www.flightgear.org/forums/viewtopic.php?f=18&t=16719<br />
<br />
Website page:<br />
<br />
http://horizonflightgearhangar.yolasite.com/fg-on-android.php<br />
<br />
Wiki page:<br />
<br />
http://wiki.flightgear.org/Flightgear_On_Android<br />
<br />
=== Git digest ===<br />
<br />
=== Getting involved as a programmer ===<br />
<br />
Please see [[Howto:Start core development]]<br />
<br />
=== Translators required ===<br />
{|<br />
|[[File:en.gif]]<br />
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].<br />
|-<br />
|[[File:de.gif]]<br />
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.<br />
|-<br />
|[[File:nl.gif]]<br />
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].<br />
|}<br />
<br />
== Interview with a contributor (NAME) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* How long have you been involved in FlightGear?<br />
* What are your major interests in FlightGear?<br />
* What project are you working on right now?<br />
* What do you plan on doing in the future?<br />
* Are you happy with the way the FlightGear project is going?<br />
* What do you enjoy most about developing for FlightGear?<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX<br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New hangers ===<br />
<br />
=== New aircraft ===<br />
<br />
At the request by a new user of FG, Helijah has created and made available the Yakovlev Yak 18T in his hangar and GIT.<br />
[[File:Yak18t-splash.png|thumb|Yakovlev Yak 18T]]<br />
<br />
=== Updated aircraft ===<br />
<br />
==== [[ATC-FS]] ====<br />
The Air Traffic Control tool ATC-FS got an update. The old radar screen was replaced by a radar screen, which can display fixes, navaids and ILS localizers. This new radar is resizable, so you can use your big screen more efficient. <br />
<br />
The next version is already being worked on, it will reimplement ATC-FS using the new [[Canvas]] system (scheduled for FG 3.0) so that a fully custom drawn radar screen can be created in scripting space, including custom GUI widgets (e.g. for flight strips) - without depending on any hard coded instruments or dialogs any longer.<br />
<br />
This new design will eventually even make it possible to reuse ATC-FS for other purposes, or even include it in an AWACS aircraft that is multiplayer-enabled.<br />
<br />
[[Image:ATC-FS.jpg|1000px]]<br />
<br />
==== [[Mil_Mi6]] ====<br />
The big old russian helicopter Mi-6 from the Mil design bureau has received a new update. More than a year after the last update a new structure of the Models-subfolder allows new instruments to be added much easier. Also the electrical system has been revisited and new instruments have beed added to the engineer panels. Please keep in mind that this still is a very early development version and therefore a lot of work still needs to be done. It is available from its [https://gitorious.org/mil-mi-6 gitorious-page.]<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
=== 3D models import webform ===<br />
The webform to import 3D models directly into the DB is in production. Now you can use this tool to send your models to the database used by Terrasync. If everything is fine and your model respects the specifications written in the foreword, then it will quickly be shipped to all FG users worldwide through [[Terrasync]]. Yet another unique feature amongst the flight simulation world held by FlightGear. Thanks to Clément, Julien, Martin, for their help & support, and all of FG users who showed interest and support in those tools.<br />
<br />
Already 100 3D models have been imported with this form in Shanghai, Berlin, Stuttgart, France and in the UK! See the statistics [http://scenemodels.flightgear.org/stats.php here]. Thanks Gijs for the new nice layout.<br />
<br />
With all the forms now working on the scenemodels website, remember you can:<br />
* add a single object (if you only have one!!). Check [http://scenemodels.flightgear.org/submission/index.php here]!<br />
* update an object (for instance, a lot of power pylons are in fact communication pylones). It's [http://scenemodels.flightgear.org/submission/shared/index_update.php here]!<br />
* delete an object (if it does not exist anymore in real life). It's [http://scenemodels.flightgear.org/submission/shared/index_delete.php here]!<br />
* run a mass object positions import (if you added a lot of objets in one place). It's [http://scenemodels.flightgear.org/submission/shared/index_mass_import.php here]!<br />
* add 3D models you created to have them imported into FG scenery via Terrasync. It's [http://scenemodels.flightgear.org/submission/static/index.php here]: they can be specific to a city (for instance: the Eiffel tower), that's what is called 'static' in the FG world, or 'shared' (a new windturbine model, for instance).<br />
<br />
Please read carefully the various forewords on the site:<br />
* all data imported has to comply with the GNU/GPL license ;<br />
* you must use the elevation format used by Terrasync to give your objects/models elevation, and [http://scenemodels.flightgear.org/contribute.php#offset an offset] if necessary, or they could be floating/sunk for most of users.<br />
<br />
We hope to see a lot of scenes not yet available via Terrasync merge into scenemodels. Nothing is now easier, especially when used in conjunction with our Mapserver!<br />
Remember that this is the strength of FG compared to other sims: everything can be in Terrasync and no need to download patches or sceneries here and there.<br />
<br />
Moreover, an Ac3D viewer using Hangar by Juan Mellado is also available for general public for those whose browser supports WebGL (such as Firefox)!<br />
<br />
=== Scenemodels cleanup and update ===<br />
A big cleanup has been done on our scenemodels database. A few thousands of duplicate objects have been removed (they were caused by mass insertion of navigation data, essentially). Nothing urgent but this makes the data in Terrasync lighter and more coherent. A script has also been launched to update the country associated with each object. While not perfect, now a lot more objects have a country!<br />
<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
<br />
== Suggested flights ==<br />
<br />
The US state of Idaho is known for its remote airstrips in mountainous terrain. The [http://idahoaviation.com/idahoAirstripNetwork.php Idaho Airstrip Network] has details on many of them, including airstrip diagrams. <br />
<br />
At this time of year, it's important to take into account the temperature and altitude of the airstrips, as they combine to sap the power and lift from GA aircraft. AVWeb recently [http://www.avweb.com/avwebflash/news/stinson_crash_cockpit_video_ntsb_faa_207184-1.html highlighted] the (non-fatal) crash of a [http://en.wikipedia.org/wiki/Stinson_108 Stinson 108], which included a video taken by one of the passengers. Though the NTSB has only produced a preliminary report, it was notable that the aircraft was taking off from a grass airstrip at high altitude on a hot day and appears from the video to struggle to get airborne. The Stinson is broadly similar in performance to the c172p in our base package, and the airstrip (Bruce Meadows Airport, Idaho - U63) exists in our scenery. Those interested can try taking off using the c172p with 4 people on board (2400lbs max gross weight) and high temperatures. McCall Municipal Airport (KMYL) is 44nm away, and a good destination.<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on YouTube ===<br />
Lukea made a short promo for the release of FlightGear 2.8<br />
{{#ev:youtube|X2Gq1l8A7iU}}<br />
=== New tutorials and screencasts ===<br />
{{#ev:youtube|VwYOFL9B2CE}}<br />
{{#ev:youtube|wyfqeiHbosU}}<br />
<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Did you know? ===<br />
Did you know that the FlightGear project dates back to a discussion among a group of net citizens in 1996 resulting in a proposal written by David Murr? The original proposal is still available<br />
from the FlightGear website and can be found [http://www.flightgear.org/proposal-3.0.1 on the FlightGear website]. Read it, you'll learn a lot about FlightGears' roots which still lead the project spirit.<br />
<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [http://horizonflightgearhangar.yolasite.com/fg-on-android.php FOA] Team is looking for testers.<br />
* The [[Target4Today]] project is looking for volunteers to help improving FlightGear's combat support<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter|2012 08]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2012&diff=48780FlightGear Newsletter April 20122012-05-01T00:00:32Z<p>Osjcag: Adding Aircraft of the Month</p>
<hr />
<div>{{draft|newsletter}}<br />
<br />
{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
=== Random Buildings ===<br />
[[File:Random buildings in San Francisco.jpg|thumb|Random buildings in San Francisco.]]<br />
In an effort to improve the scenery in cities, towns and villages with minimal impact to framerate, Stuart has been working on automatically generated "random buildings". The idea is to have FG itself generate buildings with randomized size, shape and texture in a very efficient manner, and builds on the work that he and Tim Moore did on random vegetation a couple of years ago. This is now available in git.<br />
<br />
Building generation is configurable through materials.xml, and documented in Docs/README.materials. It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa. The current texture used for the buildings is a proof of concept, and rather limited by Stuart's artistic abilities. If anyone is interested in creating a better texture, please get in touch with Stuart on the mailing list or forums.<br />
<br />
One of the main aims of this work is to minimize frame-rate impact. If you are running git, and have the time to test the new feature, please fill in [http://www.flightgear.org/forums/viewtopic.php?f=5&t=16204 this poll] on the forums so we can gather information on whether it has succeeded. Read more at [[Random Buildings]].<br />
<br />
=== Additional Scripting APIs ===<br />
Several advanced aircraft have created FMS (Flight Management System) and CDU (Command Display Unit) implementations using custom Nasal code to model modern airliner/bizjet avionics, with some (or no) interaction with the already existing [[Route Manager]] implemented in C++, and often with code that overlaps.<br />
<br />
There's now an effort to improve this, while keeping the complex, especially aircraft-dependant functionality in Nasal so it can be tailored and extended easily. Work has started on improving the existing Nasal scripting interface such that modern avionics can be more easily modeled in scripting space, for additional information please check out [[Nasal Flightplan]].<br />
<br />
== Interview with a contributor (Sam Clancy) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]!''<br />
<br />
'''[http://www.flightgear.org/contributors/ Read previous interviews at our website's archive].'''<br />
<br />
* '''How long have you been involved in FlightGear?'''<br />
Actively I've been involved with the FlightGear project since early January 2011. Simply because my old computer (which my family had had for about 5 or 6 years prior) couldn't run FlightGear. But after we upgraded... (insert evil laugh here)<br />
* '''What is your forum nickname?'''<br />
connect is my name.<br />
* '''What are your major interests in FlightGear?'''<br />
Flying, first of all. My life dream is to become a commercial airline pilot, hopefully somewhere in Europe. I've taken my very first steps towards this in real life, with my "TIF" or Training Introductory Flight, but I also believe my prior experience FlightGear, and of course my continued use of FlightGear gives me a much cheaper alternative, for the time being, to gain experience.<br />
* '''Why is it that you are interested in flight simulation or aviation in general?'''<br />
The fact that it took mankind literally thousands of years to figure out how to fly, in just a century we've gone from the Wright Flyer all the way to the Antonov An-225, the Airbus A380, the Boeing 747, the list is endless. I think the fact we got to the moon is pretty good to.<br />
* '''What project are you working on right now?'''<br />
I think you mean projects, in my case. I've actually got three on the go; all of which I am collaborating on (something I love with FlightGears community spirit). They are; the Airbus A350-900XWB in co-operation with Malik Guest (tehwarlock). The Jabiru J-170 (the aircraft I completed my "TIF" or Training Introductory Flight in) with Narendran Muraleedharan (Omega Pilot/Omega95) and Project Brisbane, perhaps the most ambitious, with Lachlan Bruce (spitfirebruce21), Drew Gibson (VH-TIT/FlightGearNZ) and Malik Guest (tehwarlock).<br />
* '''What do you plan on doing in the future?'''<br />
I actually don't know. I just hope I can develop my skills enough to contribute something really good to the FlightGear Project.'''<br />
* '''Are you happy with the way the FlightGear project is going?<br />
Overall; yes. Having come in the days of v2.0.0 and at one stage, using 0.9.0, it's blatantly obvious the progress that has been made in the year or so I've been actively involved in the community.<br />
* '''On average, how much time do you spend working with/contributing to FlightGear?'''<br />
A day? Hours. Note the plural form of the word. I don't have a number, as I'm frankly not pedantic enough to record, but I assume it'd scare me.<br />
* '''Which of the more recent FlightGear developments do you consider most interesting/appealing?'''<br />
Thorsten's Local/Advanced Weather; I use it everytime I fly. It's alot nicer visually then the "Global/Simple Weather" and I think it competes with FSX and REX.<br />
* '''What do you enjoy most about developing for FlightGear?'''<br />
The satisfaction you get when something works! Maybe that's because I'm not the most technically minded, hehe.<br />
<br />
'''[http://www.flightgear.org/contributors/ Read previous interviews at our website's archive].'''<br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== In the hangar ==<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
==== ATC FS: A new ATC mode for FlightGear ====<br />
[[File:ATC-FS.png|thumb|270px]]<br />
<br />
ATC-FS (ATC, with flightstrips) is an [[air traffic control]] (ATC) aircraft, with the purpose to help an ATC controller keeping track of the aircraft around his airport as well as helping him guide the aircraft on approach and departure and aircraft just passing through his airspace. It can be added to FlightGear just as a regular aircraft and is built with XML and nasal. Read more at [[ATC-FS]].<br />
<br />
==== Embraer 195 ====<br />
A new [[Embraer 195]], developed by the group FGBr for Flightgear version 2.4 and 2.6 can soon be found at at: [http://www.grupofgbr.com.br grupofgbr.com.br].<br />
<br />
[[File:Embraer - 195 em desenvolvimento (2)..jpg|400px]] [[File:Embraer - 195 em desenvolvimento..jpg|400px]]<br />
<br />
[[File:Embraer - 195 em desenvolvimento (4)..jpg|400px]] [[File:Embraer - 195 em desenvolvimento (3)..jpg|400px]]<br />
<br />
=== Updated aircraft ===<br />
==== Cessna 337G Skymaster ====<br />
[[File:Cessna_337G_Skymaster.png|thumb|270px|The Skymaster is now ready for FlightGear 2.6]]<br />
The [[Cessna 337G Skymaster]] received an update, making the plane ready for FlightGear 2.6 and some more nice improvements. The Skymaster now has an autostart function, new autopilot, checklists and "utility" dialogs, new heading indicator, 2 new liveries, new splash screen, new cockpit animations and new shaders, and a complete new [[ELT]] system. Some more? Well, the 337G is now able to crash due for hitting the ground or excesive G loads.<br />
<br />
Thanks to these updates, this aircraft was chosen to be Aircraft of April. Scroll down to 'Aircraft of the month' to watch the video review.<br />
<br />
==== MiG-21bis ====<br />
[[MiG-21]]bis had a major update; 3D model is cleaned and remaped, new texture is added. Cockpit is remodeled and it has new instrument arangement. Aditional weapons are added with full [[Bombable]] support. Small fixes in FDM include more efficient flaps and hardpoint weights.<br />
<br />
==== Zivko Edge ====<br />
The [[Zivko Edge 540|Zivko Edge]] by Torsten Dreyer was already a great airplane, Jentron worked the FDM over and now its quite capable of tumbling and spinning with rough handling.<br />
<br />
=== New Instrument ===<br />
[[File:10huog1.jpg|thumb|270px|A DR400 fitted with GPS-196 instrument.]]<br />
The PAF team is proud to announce the arrival in git of the Garmin 196 GPS instrument. This GPS fits perfectly into light aircrafts such as the [[Robin DR400]], microlight aircraft or helicopters. The source code is available in the fgdata Gitorious repository. <br />
<br />
To include this GPS in your aircraft, simply follow [https://gitorious.org/fg/fgdata/blobs/master/Aircraft/Instruments-3d/garmin196/README those guidelines]. A full howto is also available [https://gitorious.org/fg/fgdata/blobs/master/Aircraft/Instruments-3d/garmin196/doc/doc-en.htm here], while [http://www.flightgear.org/forums/viewtopic.php?f=14&t=15433&p=151735&hilit=garmin#p151735 a thread on the international forums] has been opened.<br />
<br />
== Scenery corner ==<br />
=== Birds in FlightGear ===<br />
[[File:Sea_Gulls_2.png|thumb|270px|Sea Gulls]]<br />
Every so often I get fed up modelling buildings, so I think of other (often silly) things I can model for FlightGear. I have already made several low-poly models which can be used with AI scenarios. This time I have created an animated Seagull. <br />
<br />
By attaching him, and variations of him, as sub-models to an invisible rotating base, You can have several seagulls circling above any model which has an .xml file. <br />
<br />
There are 2 standard sub-model entries which can be added individually or together to an existing model’s .xml file. Each will add 4 Seagulls:<br />
<model><br />
<path>Models/Fauna/SeaGull_Origin.xml</path><br />
<offsets><br />
<x-m> 0.0</x-m><br />
<y-m> 0.0</y-m><br />
<z-m>15.0</z-m><br />
</offsets><br />
</model><br />
The above option is already available and the one below has been sent for inclusion in the model database, and should be available very soon.<br />
<model><br />
<path>Models/Fauna/SeaGull_Origin_2.xml</path><br />
<offsets><br />
<x-m> 0.0</x-m><br />
<y-m> 0.0</y-m><br />
<z-m>20.0</z-m><br />
</offsets><br />
</model><br />
<br />
These entries can be altered to your own preference, or if you so wish you can alter the individual Seagull variations, which can be found in <tt>[[$FG_ROOT]]/Models/Fauna</tt>.<br />
<br />
Who says we have to be serious all the time? Have fun. Enjoy.<br />
<br />
VicMar<br />
<br />
=== TerraGear ===<br />
As you might be aware there is constant genapts850 development going on, to bring the apt.dat 850 format features (and beyond) to FlightGear. This work has now been merged into the official [[TerraGear]] git repository for general consumption. Work is still ongoing to bring missing features like some special light variants, runway shoulders and different textures in. Some bad bugs have been fixed recently and there are even Windows binaries available from our build server.<br />
<br />
=== Scenery Data ===<br />
Data with the explicit use of being turned into FlightGear scenery has now been vectorized for almost all of California, western Oregon, parts of the Grand Canyon in Arizona, Las Vegas, Colorado, and northern New Mexico. This product is not yet available in terrain form, but represents good progress toward having nicer United States scenery data.<br />
<br />
== Aircraft of the month ==<br />
Because of it's very nice latest developments, the Cessna 337G Skymaster has been chosen to be Aircraft of April.<br />
{{#ev:youtube|zEziMvdLorw|400|Aircraft of the Month - Cessna 337G Skymaster}}<br />
<br />
== Airport of the month ==<br />
"Airport International of Guarulhos (SBGR Sao Paulo)"<br />
<br />
[[File:International_Airport_Of_Guarulhos.jpg|800px]]<br />
[[File:International Airport Of Guarulhos (1).jpg|423px]][[File:International Airport Of Guarulhos (2).jpg|377px]]<br />
<br />
International Airport of Guarulhos in Sao Paulo City Brasil<br />
In the site: www.grupofgbr.com.br<br />
<br />
== Screenshot of the month ==<br />
FlightGear is going to simulate the effect of air pollution - with some air pollution, sunrise colors become a lot more spectacular, as demonstrated here by a DR-400 experiencing a sunrise flying close to Nice (France).<br />
<br />
[[File:Dr400-nice.jpg|800px]]<br />
<br />
== Suggested flights ==<br />
=== Central Karakoram range ===<br />
Let's explore one of the highest regions of the planet - the central Karakoram with the densest concentration of mountains of 8000 m and above. We're going to need a good climbing performance for the trip - even the frozen plateau of Baltoro glacier above which K2 and Gasherbrum V and VI loom is more than 13.000 ft high.<br />
<br />
[[File:Karakoram1.jpg|300px|thumb|left|Circling Gasherbrum I]]<br />
<br />
Take off from Skardu airport in Pakistan (OPSD). Skardu has a reasonably long (11,944 ft) runway at just 7,316 ft elevation, so you can take a jet, but for instance the Twin Otter is more stylish. <br />
<br />
South of Skardu lies Deosai park, a famous high plateau, but we turn initially east. There's a chain of lakes which is the Indus river. After about five miles, the Shigar river merges with the Indus. Turn slightly left and follow the Shigar, then follow it into a long and broad lake-filled valley stretching into north-western direction. <br />
<br />
Towards the end of the lake, a small tributary river, the Braldu, turns eastward out of the main valley. Follow the Braldu and start climbing (if you haven't done so yet). About 15 miles after turning into the Braldu river valley, two glacier-filled valleys stretch to the north - admire the view!<br />
<br />
[[File:Karakoram2.jpg|300px|thumb|right|Heading back into Skardu, Nanga Parbat on the horizon]]<br />
<br />
Passing a few lakes, you reach finally Baltoro glacier continuing the river valley stretching eastward. Ever climbing, follow the glacier till you reach some kind of T-junction. The glacier arm reaching north leads to K2 (which sadly isn't really there in Flightgear), but just ahead of you are the still rather impressive peaks of Gasherbrum V, VI and I - circle the range and make some pictures!<br />
<br />
A good way back to Skardu is to go about 10 miles sourth from the Gasherbrum peaks, then head due west. To your west, you can see the long valleys fall away from the high ranges, to your right is the still glacier-covered high Karakoram. On a clear day (really good visibility selected) you can see the distinctive peak of Nanga Parbat appearing straight ahead on the horizon. The valley of Skardu is quite a distinctive feature and finding back VFR should not be a problem.<br />
<br />
== Wiki updates ==<br />
Throughout April, various aspects of the wiki have been changed or updated. The wiki software is now running the latest stable release, providing better security and usability. A side effect of this update is a bunch of new features, together with some new extensions that were installed. <br />
<br />
Some of the most noticeable changes include:<br />
* The '''upload wizard''' guides you through the process of uploading files. It provides an user interface to fill in the information template that we discussed in the previous newsletter edition. And should therefore help us archiving files in a way that they can be easily found back and used among the wiki and other places. Please remember to categorise your file(s)!<br />
* Vector is the '''new default style''' of the wiki. It comes with a more advanced search box (moved to the top right of the page), showing suggestions of articles that you might be looking for.<br />
* A '''new editor''' provides a more extensive interface for editing articles online.<br />
* '''Aircraft categories''' have been cleaned up and now match the categories on (the English) Wikipedia. Please see [[:Category:Aircraft]] for an overview of available categories, before categorising an aircraft article. ''No'' aircraft articles should be categorised with <code><nowiki>[[Category:Aircraft]]</nowiki></code>, use the subcategories instead!<br />
<br />
At the same time the portals and main page have been redesigned, providing a cleaner and more attractive look. Over the last four years, the portals became long lists of links (some links even managed to get listed three times in the same portal), making it hard for anyone to find what he/she is looking for. The new portals are far from complete; in the upcoming week(s), all old links will be reconsidered and, when appropriate, re-placed in one of the portals.<br />
<br />
Feedback on all of this is extremely appreciated! Feel free to share your thoughts in the (new) [[FlightGear wiki:Village pump|Village Pump]].<br />
<br />
== Useful link ==<br />
* [http://www.aircharts.org www.aircharts.org] provides fast, simple access to aerodrome charts. This includes STIDs, STARs, Approach Procedures, IAPs and the ICAO-standard aeordrome chart itself. It also provides en-route charts for the USA and most of Europe. IFR flight planning just became a lot easier!<br />
<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
[[Category:FlightGear Newsletter|2012 04]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_March_2012&diff=46575FlightGear Newsletter March 20122012-03-31T21:49:48Z<p>Osjcag: /* New tutorials and screencasts */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
<br />
<br />
=== FlightGear and HLA (High Level Architecture) ===<br />
<br />
When reading the FlightGear forums or the FlightGear developers mailing list, you'll probably have noticed the term "HLA" being brought up more and more often recently. <br />
<br />
In fact, FlightGear core developers and other contributors seem to bring it up whenever somebody asks about better FlightGear modularization, better concurrency support (i.e. using all your idle CPU power), but also better overall frame rates or a more consistent multiplayer experience and weather environment. <br />
<br />
It seems as if "HLA" is the swiss army knife to deal with many long-time FlightGear challenges.<br />
<br />
So, what is HLA after all? <br />
<br />
In short: HLA, "High Level Architecture", is an industry standard (IEEE 1516) to standardize interactions between component-based simulation architectures in a distributed setup. <br />
<br />
Now, that's a mouthful, right?<br />
<br />
Let's try to describe the thing in simpler terms: Most programs (like FlightGear) have a single large code base where all subsystems get their processing time assigned by so called "main loop" which sequentially iterates over all systems and calls their "update" routine, to give each system time to do its work (update weather, update GUI, update AI, update FDM, update sound etc). <br />
<br />
Unfortunately, this also means that every subsystem running as part of the main loop has a direct effect on the simulation frame rate, i.e. the total run time cost of each complete update iteration is determined by the time spent in each individual routine. Because of this, the total update time adds up; all the work of the FDM, sound, AI, GUI... these add up to framerate losses.<br />
<br />
Basically, all the work FlightGear has to do are separate subroutines systems -and having more of them and more information to run directly affects framerates in-sim.<br />
<br />
Whenever you add a new system, you need to add it to the program's main loop and add new source files to the code base of the program. This involves rebuilding FlightGear from source. <br />
<br />
In HLA, the general idea is to split up a large simulation into a subset of smaller simulations which are interlinked exchanging information (objects and events) to create a consistent simulation environment using a well-defined interface. This division makes it possible to run these simulations in different thread or even in different processes, even running on other computers.<br />
<br />
Only the information that is really required will be exchanged, so the exchange of this information is the only run time footprint, each simulation is responsible to compute and update its own state. <br />
<br />
Communications between each simulation node take place using a computer network and an API (similar to CORBA). All participating simulations are managed by a central component called the "Run-Time Infrastructure" (RTI). <br />
The RTI monitors the overall simulation and manages the distribution of data between all individual nodes, which are called "federates". The simulation in its entirety is called a "federation" in HLA.<br />
<br />
We have started a new article and copied earlier announcements and postings to it; please see [[FlightGear HLA support (High Level Architecture)]] for more information.<br />
<br />
<br />
=== Flightgear goes to Space, Part II ===<br />
<br />
Coded in less than 8 hours, the Earthview orbital terrain rendering engine is an addon to Flightgear which allows to use orbital phototextures (such as the NASA Pale Blue Marble) on top of the default Flightgear terrain. Combined with the skydome scattering shader, this improves the realism of the visuals of orbital flight in Flightgear substantially.<br />
<br />
[[File:Earthview07.jpg|250px|]][[File:Earthview06.jpg|250px|]][[File:Earthview05.jpg|250px|]]<br />
<br />
With some additional patches, finally Vostok-1 is free from the 150 km altitude restriction and can enter high orbits of several hundred km above the planet.<br />
<br />
[[File:Earthview09.jpg|250px|]][[File:Earthview10.jpg|250px|]][[File:Earthview11.jpg|250px|]]<br />
<br />
Hopefully this will trigger some activity on the modeller side to add a few more spacecraft to the Flightgear experience!<br />
<br />
(development discussion and download is found in the [http://flightgear.org/forums/viewtopic.php?f=6&t=15754 Forum ]).<br />
<br />
=== Mailing list digest ===<br />
<br />
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list)<br />
<br />
=== Forum digest ===<br />
<br />
=== Git digest ===<br />
<br />
== Interview with a contributor (NAME) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* How long have you been involved in FlightGear?<br />
* What are your major interests in FlightGear?<br />
* What project are you working on right now?<br />
* What do you plan on doing in the future?<br />
* Are you happy with the way the FlightGear project is going?<br />
* What do you enjoy most about developing for FlightGear?<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX <br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
==== Airbus A320neo ====<br />
The [[Airbus A320neo]] have suffer a deep redesign.<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
<br />
[[File:KMIAeast.jpg|thumb|250px|KMIA preview in Sketchup]]<br />
=== KMIA ===<br />
<br />
Andyramone has returned from a 1 year Flightgear hiatus to work on modelling the Miami International Airport (KMIA.) There is a basic model already built for the main terminal, which will be available via Terrasync mid-march. <br />
<br />
The plan is then to work on improving the model by adding more accurate textures, night textures, movable jetways, and a more accurate airport layout, with the potential to move to a 8.50 airport layout. The surrounding hangars, buildings and Cargo hangar to the south will also be added as they are built. <br />
<br />
All models will be GPL compliant and available via Terrasync.<br />
<br />
=== TerraGear GUI updates ===<br />
Over the past months, the [[TerraGear GUI]], a graphical interface that allows you to generate FlightGear scenery, has been updated to version 0.9.0. This latest version brings support for X-Plane's (and future FlightGear's) 850 apt.dat format. This format allows airport designers to create curved taxiways, accurate lining and lighting, a custom airport boundary and much more.<br />
<br />
Altough the 850 support is still a work in progress, it's majure enough to be tested by the average FlightGear contributor. See [[TerraGear GUI]] for more details and (download) instructions.<br />
<br />
== Aircraft of the month ==<br />
The improved A320 ([[Airbus A320 Family]] and [[Airbus A320neo]]) are the Aircraft of March.<br />
{{#ev:youtube|P_Yw6R1E6Gc|400|Aircraft of the Month - Airbus A320 Family/NEO}}<br />
<br />
== Airport of the month ==<br />
<br />
[[File:EPWA_night.png|400px|]]&nbsp;[[File:EPWA_service.png|400px|]]<br />
<br />
[[Warsaw Chopin Airport]] (EPWA) is the busiest airport in Poland.<br><br />
Chopin Airport is included in the [[Poland]] scenery, which is available at [http://code.google.com/p/custom-scenery-roztocze/downloads/list?saved=1&ts=1314341645].<br />
EPWA scenery contains:<br />
*custom airport layout (v.810)<br />
*signs<br />
*terminals, hagars, tower models<br />
*day/night photorealistic textures<br />
*details like custom lamps<br />
*airport service vehicles(ot-666 models)<br />
<br />
== Screenshot of the month ==<br />
[[Piper Comanche 250]] off the coast of San Diego.<br />
<br />
[[File:Comanche1.jpg|800px]]<br />
<br />
== Suggested flights ==<br />
==Searching Wizard Island==<br />
*USA, Oregon, Klamath County<br />
With one [[VORTAC]] behind our back we do an [[IFR]]/[[VFR]] search of Wizard Island, a mysterious place, a sacred place for native Americans. You might even find the <tt>Old Man of the Lake</tt>.<br />
<br />
Don't pull up the map, that would spoil the surprise but I promise '''unique views'''. We will land on a short lawn runway. Terrain [[altitude]] will range from 4,000 to a max of 8,930 feet and down again. Total length of the trip will be about 50 NM. Select your aircraft with care. It must have one working navigational radio (VOR-DME), a strong engine, a strong undercarriage, must be capable of a good climb and a steep descend. I suggest to use Fair weather (Environment=>Global Weather). If needed remove some clouds (View=>Rendering Options=>Slider 3d Clouds to the left).<br />
[[File:Mount Scott.jpg|thumb|250 px|Mount Scott (8929 feet) just after depart from 2S7 (Two Sierra Seven). Wizard Island is just to the North-West of it.]]<br />
*Park your aircraft on 2S7 (Two Sierra Seven), Chiloguin-State.<br />
*Set [[NAV1]] on 115.9 (Klamath Falls VORTAC) and on radial 323<sup>o</sup> (Magnetic). We are at an [[elevation]] of 4,217 feet. Set QNH. Set heading bug at 275<sup>o</sup> (Magn).<br />
*Take off an fly the course set with the heading bug.<br />
*Intercept the radial.<br />
*Monitor distance and you will find Wizard Island at 50 NM from Klamath Falls. The island has an elevation of 6,673 feet. I suggest a full 360<sup>o</sup> turn, take pictures.<br />
*Set radial 318<sup>o</sup>, keep the same frequency. Do a new radial intercept.<br />
*Try and find the airstrip (3S6, Three Sierra Six, Toketee-State) at 71 NM from Klamath Falls with an elevation of 3,361 feet, runway heading 275<sup>o</sup> (Magn). There are bumps around you should avoid.<br />
*If you are capable of finding the island, finding the airstrip and landing without a crash, in one go..., you are a wizard.<br />
<br />
Click [http://en.wikipedia.org/wiki/Crater_Lake this link] '''after''' you have landed so you know what amazing landscape you have seen.<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on YouTube ===<br />
[http://www.youtube.com/watch?v=m1_TPWimv6o ATC Session at Schiphol] by Omega - 1 hour of ATCing into 4 minutes of video.<br />
<br />
=== New tutorials and screencasts ===<br />
[http://www.youtube.com/watch?v=KsmUFrd3kXs FlightGear HowTo #23: Installing Aircraft (Revisited) & GIT plane downloading!] by Osjcag - How to download aircraft for FlightGear 2.0/2.4/2.6<br />
<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
Torsten recently in Git-a new internal command: property-interpolate [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35900.html].<br />
<br />
This exposes the SGInterpolator subsystem to bindings in xml animation <br />
files. The SGInterpolator allows the interpolation of property values <br />
over time and has so far been used via Nasal in aircraft.door.<br />
<br />
For an example, start the Hansajet from git (fgfs --aircraft=Hansajet) <br />
and zoom to the gyrosyn heading indicator left of the HSI. Locate the <br />
black/white knob with "VOR" and "ADF" written on it. Click it (it swaps <br />
the assignment of the needle-driving sources) and notice that it does <br />
rotate smoothly to its new position (it's a 2-position toggle knob).<br />
<br />
Now, look at the overhead panel, either by paning the view up and right <br />
or by pressing shift-v on the keyboard. Locate the six rotary buttons <br />
GEN.1, GEN.2, ALT.1, ALT.2 and the two between the AC and DC <br />
instruments. Move them by clicking their left/right edges. Notice they <br />
move smoothly instead of jumping to the new position.<br />
<br />
Thats done completely without Nasal but from just a few lines in the <br />
animation files. Basically, you have to add two bindings to the <pick> <br />
animation:<br />
1. property-assing the target value describing the state of the button<br />
(that's what you are used to do)<br />
2. property-interpolate the position of the model to it's new state's value<br />
(that's the new binding to add)<br />
3. Animate the model's rotation from the position property, not the <br />
state property<br />
(that's what you have to change)<br />
4. done.<br />
<br />
(see the animations for the object SyncKnob and SyncKnobPick.[LR] in <br />
Aircraft/Hansajet/Models/Sperry-C-6d.xml as an example).<br />
<br />
The use of the property-interpolate may be:<br />
<br />
Change the value of /some/target/property to the constant value of <br />
100.0 over 3 seconds.<br />
<syntaxhighlight lang="xml"><br />
<binding><br />
<command>property-interpolate</command><br />
<property>/some/target/property</property><br />
<value>100.0</value><br />
<time>3</time><br />
</binding><br />
</syntaxhighlight><br />
<br />
Change the value of /some/target/property to the value of <br />
/some/source/property over 0.5 seconds.<br />
<syntaxhighlight lang="xml"><br />
<binding><br />
<command>property-interpolate</command><br />
<property>/some/target/property</property><br />
<property>/some/source/property</property><br />
<time>0.5</time><br />
</binding><br />
</syntaxhighlight><br />
<br />
[[Category:FlightGear Newsletter]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_March_2012&diff=46574FlightGear Newsletter March 20122012-03-31T21:49:21Z<p>Osjcag: /* New tutorials and screencasts */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
<br />
<br />
=== FlightGear and HLA (High Level Architecture) ===<br />
<br />
When reading the FlightGear forums or the FlightGear developers mailing list, you'll probably have noticed the term "HLA" being brought up more and more often recently. <br />
<br />
In fact, FlightGear core developers and other contributors seem to bring it up whenever somebody asks about better FlightGear modularization, better concurrency support (i.e. using all your idle CPU power), but also better overall frame rates or a more consistent multiplayer experience and weather environment. <br />
<br />
It seems as if "HLA" is the swiss army knife to deal with many long-time FlightGear challenges.<br />
<br />
So, what is HLA after all? <br />
<br />
In short: HLA, "High Level Architecture", is an industry standard (IEEE 1516) to standardize interactions between component-based simulation architectures in a distributed setup. <br />
<br />
Now, that's a mouthful, right?<br />
<br />
Let's try to describe the thing in simpler terms: Most programs (like FlightGear) have a single large code base where all subsystems get their processing time assigned by so called "main loop" which sequentially iterates over all systems and calls their "update" routine, to give each system time to do its work (update weather, update GUI, update AI, update FDM, update sound etc). <br />
<br />
Unfortunately, this also means that every subsystem running as part of the main loop has a direct effect on the simulation frame rate, i.e. the total run time cost of each complete update iteration is determined by the time spent in each individual routine. Because of this, the total update time adds up; all the work of the FDM, sound, AI, GUI... these add up to framerate losses.<br />
<br />
Basically, all the work FlightGear has to do are separate subroutines systems -and having more of them and more information to run directly affects framerates in-sim.<br />
<br />
Whenever you add a new system, you need to add it to the program's main loop and add new source files to the code base of the program. This involves rebuilding FlightGear from source. <br />
<br />
In HLA, the general idea is to split up a large simulation into a subset of smaller simulations which are interlinked exchanging information (objects and events) to create a consistent simulation environment using a well-defined interface. This division makes it possible to run these simulations in different thread or even in different processes, even running on other computers.<br />
<br />
Only the information that is really required will be exchanged, so the exchange of this information is the only run time footprint, each simulation is responsible to compute and update its own state. <br />
<br />
Communications between each simulation node take place using a computer network and an API (similar to CORBA). All participating simulations are managed by a central component called the "Run-Time Infrastructure" (RTI). <br />
The RTI monitors the overall simulation and manages the distribution of data between all individual nodes, which are called "federates". The simulation in its entirety is called a "federation" in HLA.<br />
<br />
We have started a new article and copied earlier announcements and postings to it; please see [[FlightGear HLA support (High Level Architecture)]] for more information.<br />
<br />
<br />
=== Flightgear goes to Space, Part II ===<br />
<br />
Coded in less than 8 hours, the Earthview orbital terrain rendering engine is an addon to Flightgear which allows to use orbital phototextures (such as the NASA Pale Blue Marble) on top of the default Flightgear terrain. Combined with the skydome scattering shader, this improves the realism of the visuals of orbital flight in Flightgear substantially.<br />
<br />
[[File:Earthview07.jpg|250px|]][[File:Earthview06.jpg|250px|]][[File:Earthview05.jpg|250px|]]<br />
<br />
With some additional patches, finally Vostok-1 is free from the 150 km altitude restriction and can enter high orbits of several hundred km above the planet.<br />
<br />
[[File:Earthview09.jpg|250px|]][[File:Earthview10.jpg|250px|]][[File:Earthview11.jpg|250px|]]<br />
<br />
Hopefully this will trigger some activity on the modeller side to add a few more spacecraft to the Flightgear experience!<br />
<br />
(development discussion and download is found in the [http://flightgear.org/forums/viewtopic.php?f=6&t=15754 Forum ]).<br />
<br />
=== Mailing list digest ===<br />
<br />
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list)<br />
<br />
=== Forum digest ===<br />
<br />
=== Git digest ===<br />
<br />
== Interview with a contributor (NAME) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* How long have you been involved in FlightGear?<br />
* What are your major interests in FlightGear?<br />
* What project are you working on right now?<br />
* What do you plan on doing in the future?<br />
* Are you happy with the way the FlightGear project is going?<br />
* What do you enjoy most about developing for FlightGear?<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX <br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
==== Airbus A320neo ====<br />
The [[Airbus A320neo]] have suffer a deep redesign.<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
<br />
[[File:KMIAeast.jpg|thumb|250px|KMIA preview in Sketchup]]<br />
=== KMIA ===<br />
<br />
Andyramone has returned from a 1 year Flightgear hiatus to work on modelling the Miami International Airport (KMIA.) There is a basic model already built for the main terminal, which will be available via Terrasync mid-march. <br />
<br />
The plan is then to work on improving the model by adding more accurate textures, night textures, movable jetways, and a more accurate airport layout, with the potential to move to a 8.50 airport layout. The surrounding hangars, buildings and Cargo hangar to the south will also be added as they are built. <br />
<br />
All models will be GPL compliant and available via Terrasync.<br />
<br />
=== TerraGear GUI updates ===<br />
Over the past months, the [[TerraGear GUI]], a graphical interface that allows you to generate FlightGear scenery, has been updated to version 0.9.0. This latest version brings support for X-Plane's (and future FlightGear's) 850 apt.dat format. This format allows airport designers to create curved taxiways, accurate lining and lighting, a custom airport boundary and much more.<br />
<br />
Altough the 850 support is still a work in progress, it's majure enough to be tested by the average FlightGear contributor. See [[TerraGear GUI]] for more details and (download) instructions.<br />
<br />
== Aircraft of the month ==<br />
The improved A320 ([[Airbus A320 Family]] and [[Airbus A320neo]]) are the Aircraft of March.<br />
{{#ev:youtube|P_Yw6R1E6Gc|400|Aircraft of the Month - Airbus A320 Family/NEO}}<br />
<br />
== Airport of the month ==<br />
<br />
[[File:EPWA_night.png|400px|]]&nbsp;[[File:EPWA_service.png|400px|]]<br />
<br />
[[Warsaw Chopin Airport]] (EPWA) is the busiest airport in Poland.<br><br />
Chopin Airport is included in the [[Poland]] scenery, which is available at [http://code.google.com/p/custom-scenery-roztocze/downloads/list?saved=1&ts=1314341645].<br />
EPWA scenery contains:<br />
*custom airport layout (v.810)<br />
*signs<br />
*terminals, hagars, tower models<br />
*day/night photorealistic textures<br />
*details like custom lamps<br />
*airport service vehicles(ot-666 models)<br />
<br />
== Screenshot of the month ==<br />
[[Piper Comanche 250]] off the coast of San Diego.<br />
<br />
[[File:Comanche1.jpg|800px]]<br />
<br />
== Suggested flights ==<br />
==Searching Wizard Island==<br />
*USA, Oregon, Klamath County<br />
With one [[VORTAC]] behind our back we do an [[IFR]]/[[VFR]] search of Wizard Island, a mysterious place, a sacred place for native Americans. You might even find the <tt>Old Man of the Lake</tt>.<br />
<br />
Don't pull up the map, that would spoil the surprise but I promise '''unique views'''. We will land on a short lawn runway. Terrain [[altitude]] will range from 4,000 to a max of 8,930 feet and down again. Total length of the trip will be about 50 NM. Select your aircraft with care. It must have one working navigational radio (VOR-DME), a strong engine, a strong undercarriage, must be capable of a good climb and a steep descend. I suggest to use Fair weather (Environment=>Global Weather). If needed remove some clouds (View=>Rendering Options=>Slider 3d Clouds to the left).<br />
[[File:Mount Scott.jpg|thumb|250 px|Mount Scott (8929 feet) just after depart from 2S7 (Two Sierra Seven). Wizard Island is just to the North-West of it.]]<br />
*Park your aircraft on 2S7 (Two Sierra Seven), Chiloguin-State.<br />
*Set [[NAV1]] on 115.9 (Klamath Falls VORTAC) and on radial 323<sup>o</sup> (Magnetic). We are at an [[elevation]] of 4,217 feet. Set QNH. Set heading bug at 275<sup>o</sup> (Magn).<br />
*Take off an fly the course set with the heading bug.<br />
*Intercept the radial.<br />
*Monitor distance and you will find Wizard Island at 50 NM from Klamath Falls. The island has an elevation of 6,673 feet. I suggest a full 360<sup>o</sup> turn, take pictures.<br />
*Set radial 318<sup>o</sup>, keep the same frequency. Do a new radial intercept.<br />
*Try and find the airstrip (3S6, Three Sierra Six, Toketee-State) at 71 NM from Klamath Falls with an elevation of 3,361 feet, runway heading 275<sup>o</sup> (Magn). There are bumps around you should avoid.<br />
*If you are capable of finding the island, finding the airstrip and landing without a crash, in one go..., you are a wizard.<br />
<br />
Click [http://en.wikipedia.org/wiki/Crater_Lake this link] '''after''' you have landed so you know what amazing landscape you have seen.<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on YouTube ===<br />
[http://www.youtube.com/watch?v=m1_TPWimv6o ATC Session at Schiphol] by Omega - 1 hour of ATCing into 4 minutes of video.<br />
<br />
=== New tutorials and screencasts ===<br />
[http://www.youtube.com/watch?v=KsmUFrd3kXs FlightGear HowTo #23: Installing Aircraft [Revisited] & GIT plane downloading!] by Osjcag - How to download aircraft for FlightGear 2.0/2.4/2.6<br />
<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
Torsten recently in Git-a new internal command: property-interpolate [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35900.html].<br />
<br />
This exposes the SGInterpolator subsystem to bindings in xml animation <br />
files. The SGInterpolator allows the interpolation of property values <br />
over time and has so far been used via Nasal in aircraft.door.<br />
<br />
For an example, start the Hansajet from git (fgfs --aircraft=Hansajet) <br />
and zoom to the gyrosyn heading indicator left of the HSI. Locate the <br />
black/white knob with "VOR" and "ADF" written on it. Click it (it swaps <br />
the assignment of the needle-driving sources) and notice that it does <br />
rotate smoothly to its new position (it's a 2-position toggle knob).<br />
<br />
Now, look at the overhead panel, either by paning the view up and right <br />
or by pressing shift-v on the keyboard. Locate the six rotary buttons <br />
GEN.1, GEN.2, ALT.1, ALT.2 and the two between the AC and DC <br />
instruments. Move them by clicking their left/right edges. Notice they <br />
move smoothly instead of jumping to the new position.<br />
<br />
Thats done completely without Nasal but from just a few lines in the <br />
animation files. Basically, you have to add two bindings to the <pick> <br />
animation:<br />
1. property-assing the target value describing the state of the button<br />
(that's what you are used to do)<br />
2. property-interpolate the position of the model to it's new state's value<br />
(that's the new binding to add)<br />
3. Animate the model's rotation from the position property, not the <br />
state property<br />
(that's what you have to change)<br />
4. done.<br />
<br />
(see the animations for the object SyncKnob and SyncKnobPick.[LR] in <br />
Aircraft/Hansajet/Models/Sperry-C-6d.xml as an example).<br />
<br />
The use of the property-interpolate may be:<br />
<br />
Change the value of /some/target/property to the constant value of <br />
100.0 over 3 seconds.<br />
<syntaxhighlight lang="xml"><br />
<binding><br />
<command>property-interpolate</command><br />
<property>/some/target/property</property><br />
<value>100.0</value><br />
<time>3</time><br />
</binding><br />
</syntaxhighlight><br />
<br />
Change the value of /some/target/property to the value of <br />
/some/source/property over 0.5 seconds.<br />
<syntaxhighlight lang="xml"><br />
<binding><br />
<command>property-interpolate</command><br />
<property>/some/target/property</property><br />
<property>/some/source/property</property><br />
<time>0.5</time><br />
</binding><br />
</syntaxhighlight><br />
<br />
[[Category:FlightGear Newsletter]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_March_2012&diff=46561FlightGear Newsletter March 20122012-03-31T15:42:18Z<p>Osjcag: /* Aircraft of the month */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
<br />
<br />
=== FlightGear and HLA (High Level Architecture) ===<br />
<br />
When reading the FlightGear forums or the FlightGear developers mailing list, you'll probably have noticed the term "HLA" being brought up more and more often recently. <br />
<br />
In fact, FlightGear core developers and other contributors seem to bring it up whenever somebody asks about better FlightGear modularization, better concurrency support (i.e. using all your idle CPU power), but also better overall frame rates or a more consistent multiplayer experience and weather environment. <br />
<br />
It seems as if "HLA" is the swiss army knife to deal with many long-time FlightGear challenges.<br />
<br />
So, what is HLA after all? <br />
<br />
In short: HLA, "High Level Architecture", is an industry standard (IEEE 1516) to standardize interactions between component-based simulation architectures in a distributed setup. <br />
<br />
Now, that's a mouthful, right?<br />
<br />
Let's try to describe the thing in simpler terms: Most programs (like FlightGear) have a single large code base where all subsystems get their processing time assigned by so called "main loop" which sequentially iterates over all systems and calls their "update" routine, to give each system time to do its work (update weather, update GUI, update AI, update FDM, update sound etc). <br />
<br />
Unfortunately, this also means that every subsystem running as part of the main loop has a direct effect on the simulation frame rate, i.e. the total run time cost of each complete update iteration is determined by the time spent in each individual routine. Because of this, the total update time adds up; all the work of the FDM, sound, AI, GUI... these add up to framerate losses.<br />
<br />
Basically, all the work FlightGear has to do are separate subroutines systems -and having more of them and more information to run directly affects framerates in-sim.<br />
<br />
Whenever you add a new system, you need to add it to the program's main loop and add new source files to the code base of the program. This involves rebuilding FlightGear from source. <br />
<br />
In HLA, the general idea is to split up a large simulation into a subset of smaller simulations which are interlinked exchanging information (objects and events) to create a consistent simulation environment using a well-defined interface. This division makes it possible to run these simulations in different thread or even in different processes, even running on other computers.<br />
<br />
Only the information that is really required will be exchanged, so the exchange of this information is the only run time footprint, each simulation is responsible to compute and update its own state. <br />
<br />
Communications between each simulation node take place using a computer network and an API (similar to CORBA). All participating simulations are managed by a central component called the "Run-Time Infrastructure" (RTI). <br />
The RTI monitors the overall simulation and manages the distribution of data between all individual nodes, which are called "federates". The simulation in its entirety is called a "federation" in HLA.<br />
<br />
We have started a new article and copied earlier announcements and postings to it; please see [[FlightGear HLA support (High Level Architecture)]] for more information.<br />
<br />
<br />
=== Flightgear goes to Space, Part II ===<br />
<br />
Coded in less than 8 hours, the Earthview orbital terrain rendering engine is an addon to Flightgear which allows to use orbital phototextures (such as the NASA Pale Blue Marble) on top of the default Flightgear terrain. Combined with the skydome scattering shader, this improves the realism of the visuals of orbital flight in Flightgear substantially.<br />
<br />
[[File:Earthview07.jpg|250px|]][[File:Earthview06.jpg|250px|]][[File:Earthview05.jpg|250px|]]<br />
<br />
With some additional patches, finally Vostok-1 is free from the 150 km altitude restriction and can enter high orbits of several hundred km above the planet.<br />
<br />
[[File:Earthview09.jpg|250px|]][[File:Earthview10.jpg|250px|]][[File:Earthview11.jpg|250px|]]<br />
<br />
Hopefully this will trigger some activity on the modeller side to add a few more spacecraft to the Flightgear experience!<br />
<br />
(development discussion and download is found in the [http://flightgear.org/forums/viewtopic.php?f=6&t=15754 Forum ]).<br />
<br />
=== Mailing list digest ===<br />
<br />
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list)<br />
<br />
=== Forum digest ===<br />
<br />
=== Git digest ===<br />
<br />
== Interview with a contributor (NAME) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* How long have you been involved in FlightGear?<br />
* What are your major interests in FlightGear?<br />
* What project are you working on right now?<br />
* What do you plan on doing in the future?<br />
* Are you happy with the way the FlightGear project is going?<br />
* What do you enjoy most about developing for FlightGear?<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX <br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
==== Airbus A320neo ====<br />
The [[Airbus A320neo]] have suffer a deep redesign.<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
<br />
[[File:KMIAeast.jpg|thumb|250px|KMIA preview in Sketchup]]<br />
=== KMIA ===<br />
<br />
Andyramone has returned from a 1 year Flightgear hiatus to work on modelling the Miami International Airport (KMIA.) There is a basic model already built for the main terminal, which will be available via Terrasync mid-march. <br />
<br />
The plan is then to work on improving the model by adding more accurate textures, night textures, movable jetways, and a more accurate airport layout, with the potential to move to a 8.50 airport layout. The surrounding hangars, buildings and Cargo hangar to the south will also be added as they are built. <br />
<br />
All models will be GPL compliant and available via Terrasync.<br />
<br />
== Aircraft of the month ==<br />
The improved A320 ([[Airbus A320 Family]] and [[Airbus A320neo]]) are the Aircraft of March.<br />
{{#ev:youtube|P_Yw6R1E6Gc|400|Aircraft of the Month - Airbus A320 Family/NEO}}<br />
<br />
== Airport of the month ==<br />
<br />
[[File:EPWA_night.png|400px|]]&nbsp;[[File:EPWA_service.png|400px|]]<br />
<br />
[[Warsaw Chopin Airport]] (EPWA) is the busiest airport in Poland.<br><br />
Chopin Airport is included in the [[Poland]] scenery, which is available at [http://code.google.com/p/custom-scenery-roztocze/downloads/list?saved=1&ts=1314341645].<br />
EPWA scenery contains:<br />
*custom airport layout (v.810)<br />
*signs<br />
*terminals, hagars, tower models<br />
*day/night photorealistic textures<br />
*details like custom lamps<br />
*airport service vehicles(ot-666 models)<br />
<br />
== Screenshot of the month ==<br />
Piper Comanche 250 off the coast of San Diego.[[File:Comanche1.jpg]]<br />
<br />
== Suggested flights ==<br />
==Searching Wizard Island==<br />
*USA, Oregon, Klamath County<br />
With one [[VORTAC]] behind our back we do an [[IFR]]/[[VFR]] search of Wizard Island, a mysterious place, a sacred place for native Americans. You might even find the <tt>Old Man of the Lake</tt>.<br />
<br />
Don't pull up the map, that would spoil the surprise but I promise '''unique views'''. We will land on a short lawn runway. Terrain [[altitude]] will range from 4,000 to a max of 8,930 feet and down again. Total length of the trip will be about 50 NM. Select your aircraft with care. It must have one working navigational radio (VOR-DME), a strong engine, a strong undercarriage, must be capable of a good climb and a steep descend. I suggest to use Fair weather (Environment=>Global Weather). If needed remove some clouds (View=>Rendering Options=>Slider 3d Clouds to the left).<br />
[[File:Mount Scott.jpg|thumb|250 px|Mount Scott (8929 feet) just after depart from 2S7 (Two Sierra Seven). Wizard Island is just to the North-West of it.]]<br />
*Park your aircraft on 2S7 (Two Sierra Seven), Chiloguin-State.<br />
*Set [[NAV1]] on 115.9 (Klamath Falls VORTAC) and on radial 323<sup>o</sup> (Magnetic). We are at an [[elevation]] of 4,217 feet. Set QNH. Set heading bug at 275<sup>o</sup> (Magn).<br />
*Take off an fly the course set with the heading bug.<br />
*Intercept the radial.<br />
*Monitor distance and you will find Wizard Island at 50 NM from Klamath Falls. The island has an elevation of 6,673 feet. I suggest a full 360<sup>o</sup> turn, take pictures.<br />
*Set radial 318<sup>o</sup>, keep the same frequency. Do a new radial intercept.<br />
*Try and find the airstrip (3S6, Three Sierra Six, Toketee-State) at 71 NM from Klamath Falls with an elevation of 3,361 feet, runway heading 275<sup>o</sup> (Magn). There are bumps around you should avoid.<br />
*If you are capable of finding the island, finding the airstrip and landing without a crash, in one go..., you are a wizard.<br />
<br />
Click [http://en.wikipedia.org/wiki/Crater_Lake this link] '''after''' you have landed so you know what amazing landscape you have seen.<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on YouTube ===<br />
[http://www.youtube.com/watch?v=m1_TPWimv6o ATC Session at Schiphol] by Omega - 1 hour of ATCing into 4 minutes of video.<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
Torsten recently in Git-a new internal command: property-interpolate [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35900.html].<br />
<br />
This exposes the SGInterpolator subsystem to bindings in xml animation <br />
files. The SGInterpolator allows the interpolation of property values <br />
over time and has so far been used via Nasal in aircraft.door.<br />
<br />
For an example, start the Hansajet from git (fgfs --aircraft=Hansajet) <br />
and zoom to the gyrosyn heading indicator left of the HSI. Locate the <br />
black/white knob with "VOR" and "ADF" written on it. Click it (it swaps <br />
the assignment of the needle-driving sources) and notice that it does <br />
rotate smoothly to its new position (it's a 2-position toggle knob).<br />
<br />
Now, look at the overhead panel, either by paning the view up and right <br />
or by pressing shift-v on the keyboard. Locate the six rotary buttons <br />
GEN.1, GEN.2, ALT.1, ALT.2 and the two between the AC and DC <br />
instruments. Move them by clicking their left/right edges. Notice they <br />
move smoothly instead of jumping to the new position.<br />
<br />
Thats done completely without Nasal but from just a few lines in the <br />
animation files. Basically, you have to add two bindings to the <pick> <br />
animation:<br />
1. property-assing the target value describing the state of the button<br />
(that's what you are used to do)<br />
2. property-interpolate the position of the model to it's new state's value<br />
(that's the new binding to add)<br />
3. Animate the model's rotation from the position property, not the <br />
state property<br />
(that's what you have to change)<br />
4. done.<br />
<br />
(see the animations for the object SyncKnob and SyncKnobPick.[LR] in <br />
Aircraft/Hansajet/Models/Sperry-C-6d.xml as an example).<br />
<br />
The use of the property-interpolate may be:<br />
<br />
Change the value of /some/target/property to the constant value of <br />
100.0 over 3 seconds.<br />
<syntaxhighlight lang="xml"><br />
<binding><br />
<command>property-interpolate</command><br />
<property>/some/target/property</property><br />
<value>100.0</value><br />
<time>3</time><br />
</binding><br />
</syntaxhighlight><br />
<br />
Change the value of /some/target/property to the value of <br />
/some/source/property over 0.5 seconds.<br />
<syntaxhighlight lang="xml"><br />
<binding><br />
<command>property-interpolate</command><br />
<property>/some/target/property</property><br />
<property>/some/source/property</property><br />
<time>0.5</time><br />
</binding><br />
</syntaxhighlight><br />
<br />
[[Category:FlightGear Newsletter]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_February_2012&diff=43253FlightGear Newsletter February 20122012-02-29T11:07:41Z<p>Osjcag: /* Aircraft of the month */</p>
<hr />
<div>{{draft|newsletter|Feel free to contribute! Or [[FlightGear Newsletter January 2012|read the latest edition]].}}<br />
{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== FlightGear 2.6.0 released ==<br />
Following our [[release plan]], version 2.6.0 of our simulator has been released. Please check the [[changelog 2.6.0]] for what has changed since our last release 6 months ago.<br />
<br />
== Development news ==<br />
<br />
=== Heads up: Project Rembrandt ===<br />
As many of you may have heard already, Fred is currently making huge progress on adding shadows to FlightGear in [[Project Rembrandt]]. Now, F-JJTH ported the P92 to use the new system and posted a youtube video demonstrating [[Project Rembrandt]] at work. To provide feedback, please check out the the [http://flightgear.org/forums/viewtopic.php?f=47&t=14883 forum thread].<br />
<br />
{|<br />
|{{#ev:youtube|v02phoOqWHE|400|Project Rembrandt at work}}<br />
|[[File:Project-rembrandt-cockpit-lighting.png|600px|Cockpit lighting in Project Rembrandt at work (by F-JJTH)]]<br />
|}<br />
<br />
<br />
== Interview with a contributor (Christian Schmitt) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* What is your forum/IRC nickname?<br />
Surprise: it's papillon81. Yes, I'm that guy :)<br />
* How long have you been involved in FlightGear?<br />
Acording to my mail correspondence it must have been in 2007/2008 when I became an active part. I was unsatisfied with the state of EDDF in the FG scenery (no buildings, lightpoles everywhere), so I teamed up with a guy who had already started some work there. I ended up creating all of the terminal buildings and improving the airport layout. In those days, not many pilots were flying there. This changed in the months afterwards, which was a big boost of motivation, too.<br />
* What are your major interests in FlightGear?<br />
My main interest is clearly the scenery and technology connected with it, like GIS. I started to create some custom scenery, like Helgoland, and after I was granted direct access to the mapserver database, I was able to proxy-commit other peoples work, that started to come in. IMHO, the best FDM or aircraft models are useless if you don't have a nice place to fly, takeoff and land :) So this area is what motivates me the most.<br />
* What project are you working on right now?<br />
Some months ago I was fed up of FG being unable to read apt.dat 850 data. So I started digging into the terragear code. Having no experience with C++, it was a steep learning curve, but to my own surprise I was able to convert the original TG parser to read the runway data and other features from the new format files. I started to implement as many features I was able to. Luckily, Pete was already working on the taxiways and surface features. So we teamed up and eventually merged our work together. Since then it has become a really great project to learn and improve FG along the way for me. I hope it will be put into use for the next scenery version. Before that can happen, we need more testers and bug reports (hint! hint! hint!) :)<br />
<br />
* What do you plan on doing in the future?<br />
I will continue to work on Terragear, commit some improvements to the Concorde (my favorite plane in FG) and take care of merge requests. I'd also like to dive more into the FG/SG code and do some adjustments here and there. We'll see what else the future might bring :)<br />
* Are you happy with the way the FlightGear project is going?<br />
I'm actually very happy with it. The improvements from 2 years ago up to now are breathtaking. Sometimes it is just amazing what features people start to work on, like Project Rembrandt right now. Also, the work that went into the weather and shader system recently is amazing.<br />
* What do you enjoy most about developing for FlightGear?<br />
The fact that we support each other and have a strong community with many very capable people from completely different backgrounds. Knowing that you can build on the work of others and that there is a helping hand in case of problems. Personally I like the FG IRC channel a lot.<br />
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?<br />
They should first of all have some experience with FG in general, meaning, they should have used the program for some time. We often have people asking questions that they could answer for themselves just by USING FG a bit with different aircraft for a bit longer than just a day or so. If they identify an area where they want to start developing, they should get in contact with the maintainer(s) and seek advice before investing many hours of work.<br />
<br />
More questions are being collected here: [[Interview questions]].<br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX<br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshots depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be downloaded via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== A new instrument: Vertical Situation Display ===<br />
[[File:Omega95-vsd-instrument.jpeg|200px|thumb|Omega95's VSD instrument]]<br />
Omega95 has created an entirely new instrument type for FlightGear, a so called Vertical Situation Display (VSD).<br />
<br />
This was done entirely in scripting space using Nasal and XML animations. He's basically proven everbody wrong who ever claimed that complex instruments couldn't yet be created in scripting space. Apparently, he managed to create this instrument in less than 24 hrs. His first question related to this was about accessing trigonometric functions from Nasal, shortly thereafter he posted screen shots depicting his VSD. <br />
<br />
To read up on the whole discussion, please see [http://flightgear.org/forums/viewtopic.php?f=30&t=15200 the forum topic]. There's work ongoing to turn his project into a new tutorial for the wiki on creating complex instruments in scripting space: [[Howto: Implement a Vertical Situation Display in Nasal]].<br />
<br />
=== Glider winch launching ropes ===<br />
[[File:DG-101G_winch_launch_with_rope.png|thumb|200px|A DG-101G during a winch launch.]]<br />
Before now, FlightGear never showed ropes during winch launching. However, now, you will no longer have to fly gliders while being pulled by some invisible connection between you and the winch. <br />
<br />
[[User:Gijs|Gijs]] started working on an animated 3D rope, attached to the glider and winch. The cable exist of the following parts:<br />
<br />
* '''Strop''' (3 m) attached to the glider with a ring.<br />
* '''Weak link assembly''' designed to break apart before the cable or any other equipment fails.<br />
* '''Trace''' (17 m)<br />
* '''Parachute''' so the cable doesn't drop too quickly after releasing.<br />
* '''Launch cable''' the longest part; all the way to the winch.<br />
<br />
<br />
=== New aircraft ===<br />
[[File:Harrier-GR1 Splash.png|thumb|left|200px|Harrier GR.1 splash screen]]<br />
[[File:RAH-66 splash.png|thumb|200px|RAH-66 splash screen]]<br />
==== Hawker Siddeley Harrier GR.1 ====<br />
[[Hawker Siddeley Harrier GR1]] is a private project by pjedvaj, it was not intended to replace or update the existing [[British Aerospace Harrier]]. It has a detailed 3D model complete with a cockpit, animations and RAF livery. Instruments and HUD are also fairly authentic. The aircraft has working ADEN guns and basic fuel and weight control. The FDM is adapted from the original BAe Harrier, but internal and external fuel tank capacities are modified to match the GR.1 version.<br />
<br />
==== Boeing-Sikorsky RAH-66 Commanche ====<br />
[[Boeing-Sikorsky RAH-66 Commanche]] was started as a [[Bounty/RAH-66 Comanche|bounty]] by sgofferj and developed by pjedvaj but I later withdraw from the bounty. This was my first helicopter project and FDM development is curently in stub (RAH-66 is using adapted FDM from Tatsuhiro Nishioka's [[Kawasaki OH-1]]). It has a detailed 3D model, animations and two liveries used to present different variants of RAH-66. Helicopter has a working XM301 cannon controled by joystick and basic weight control for armament in internal bays. AFCS includes SAS, CAS and Auto Hover. You're free to continue the development to fully claim the bounty.<br />
<br />
=== Updated aircraft ===<br />
==== Airwave Xtreme 150 ====<br />
[[File:Airwave Xtreme 150 Innsbruck.png|thumb|200px]]<br />
Hanging around in the FlightGear hangar ever since 2002, FlightGear's only hang glider finally got an animated pilot! D-NXKT did some fabolous work on creating realistic looking body movements for the [[Airwave Xtreme 150]]'s pilot. To do all this, he first had to convert some files, as the whole model got invisible due to our switch to [[OSG]]. Future plans include creating a JSBSim FDM. That'll allow the glider to interact with the environment/weather. Thanks to JSBSim's flexibility, shifting weight can be simulated realistically!<br />
<br />
More to follow in future newsletters.<br />
<br />
==== Boeing 787-8 Dreamliner ====<br />
[[File:boeing-787-8-splash.png|thumb|200px|The Boeing 787-8 Splash Screen]]<br />
The Boeing 787-8 Dreamliner has already been there in FlightGear for a very long time -it has been in the FG official hangar since version 1.0. <br />
However, it was created while the 787 was still a prototype aircraft; it did not correctly show many of the 787's actual features like a realistic glass cockpit and accurate instruments.<br />
<br />
The new/updated Boeing 787-8 is a community project that features new JSBSim flight dynamics, Vertical Navigation, a realistic 787 glass cockpit, new CDUs, Electronic Flight Bags, TCAS, advanced Nav Displays, [[Howto:_Implement_a_Vertical_Situation_Display_in_Nasal|Vertical Situation Display]], [[Howto:_Implement_a_Fly-By-Wire_System_for_Airliners|Fly-by-wire]] and a lot of other neat features. It has not exactly been completed and the project is still running.<br />
<br />
You can find out more about the Boeing 787-8 Project HERE or wait for a while till a wiki page is created for it. One of the really good points of this project is how most of our findings and resources have been converted into Wiki HowTos for other aircraft developers to use for their projects.<br />
<br />
==== Cessna 337G Skymaster ====<br />
[[File:Cessna337-cockpit.png|thumb|200px|General view of the new Cessna 337G Skymaster cockpit]]<br />
The [[Cessna 337G Skymaster]] from the Spain-Latinamerica "Vive FlightGear" factory has received a major update. <br />
<br />
The new cockpit is now totally modelled, almost buttons and knobs are functional, animated, and properly labeled for easy identification.<br />
<br />
New custom sounds, lights, controls, a Bendix/King avionics pack capable of full IFR and night navigation, 2 new HQ liveries and the first FlightGear's working [[ELT]] (Emergency Locator Transmitter) are part of this great improvement on a FlightGear aircraft.<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
=== 3D-Model contributors: please read ===<br />
A (long) time ago, specific instructions were given on how to contribute with 3D-models designing withing FG. That is: I want to create nice 3D models for my airport, submit them to the central database, and have them shipped back through Terrasync.<br />
However, it appears that quite a lot of users are still not aware of those guidelines, and sometimes learn about their existence after having created their models.<br />
So please, take some time to (re)read them, and inform the people around you who would like to contribute about the existence of those guidelines. This will save you extra time (and your models will be quickly inserted within the database) and this will also save the (precious) times of the poor guy(s) validating all the models at the other end.<br />
So, here they are: http://scenemodels.flightgear.org/contribute.php .<br />
We also remind you that, to add, edit or delete shared model positions (apart from mass import (that is if you have more than let's say 10 lines to add), you should use our webtools at http://scenemodels.flightgear.org/submission/ .<br />
<br />
=== Object-masking and improved materials ===<br />
For a long time, FlightGear has had the ability to place random objects on the scenery. Previously, these objects were placed completely randomly based on a specific density for the material, defined in materials.xml. This didn't look particularly realistic as the placement never matched the underlying texture. Now object and trees can be placed using a "mask", so buildings will only appear where the texture shows buildings, and trees only in green spaces. Additionally, placement is controlled so that random buildings won't overlap with other random buildings, and buildings don't overlap onto adjacent piece of scenery. This makes the random objects appear more realistic, and moves FG one step closer to the auto-gen scenery of MSFS and X-Plane. Further details can be found in fgdata/Docs/README.materials.<br />
<br />
In addition to this, the materials.xml and materials-dds.xml files have been restructured to make them more maintainable, fixing a number of bugs in the process.<br />
<br />
=== Shanghai Skylines: FG's New (not-so-)Hidden Gem ===<br />
Shanghai is one of the biggest city in China and is among the cities with the highest number of skyscrapers -this is now also true for FlightGear.<br />
25 models were created over the past few months by JVC, who also modeled the Akashi-Kaikyo Bridge in Japan and the United Nations building in New York.<br />
{|<br />
|[[File:SH fgfs-screen-001.png|250px|thumb|A view of the Shanghai skyline]]<br />
|[[File:Shanghai003.png|250px|thumb|Another view of Shanghai]]<br />
|[[File:Shanghai007.png|250px|thumb|A closer view from near the Shanghai Stock Exchange]]<br />
|}<br />
<br />
=== New textures for container ship and freighter AI models ===<br />
Starting from a hi-res panorama that he made, user Cristian Marchi (aka penta) provided new skins for the two AI ships that populates seas in flightgear. More info on the [http://www.flightgear.org/forums/viewtopic.php?f=23&t=14856 forum thread].<br />
{|<br />
|[[File:Ships-comparison.png|200px|thumb|left|Comparison between untextured and textured AI ships (by Cristian Marchi)]]<br />
|}<br />
<br />
=== Photographic scenery ===<br />
Photographic scenery for selected places in the US is now available at http://fgphotoscenery.square7.ch . The covered regions currently include San Francisco Bay, Yosemite NP, Grand Canyon NP, Lake Powell, Sedona, Miami, Everglades NP and Key Largo. The scenery has been created from the public domain imagery courtesy of the [http://www.usgs.org U.S. Geological Survey], has a resolution of about 3m/pixel (10ft/pixel) and is released under the GNU General Public Licence (GPL). In total, more than 1.3GB of imagery are ready for download. Videos of UFO flights through the photographic senery are available in the [http://fgphotoscenery.square7.ch#gallery gallery]. <br />
<br />
In order to be able to load the photographic scenery into flightgear, the program has to be compiled from source and the patch developed by Benoît Laniel for the Brest photographic scenery has to be applied. Step-by-step [http://fgphotoscenery.square7.ch#installation installation instructions] for this process are provided.<br />
<br />
Discussions about fgphotoscenery take place this [http://www.flightgear.org/forums/viewtopic.php?f=5&t=15174 forum thread].<br />
<br />
[[File:fgphotoscenery_gallery.jpg]]<br />
<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
{{#ev:youtube|WlzEoCsJvz4|400|Aircraft of the Month - Boeing 787-8}}<br />
<br />
== Airport of the month ==<br />
[[File:LFRJ.png|800px]]<br />
<br />
[[Landivisiau Naval Air Base|Base d'aéronautique navale de Landivisiau]] (LFRJ) is set in the middle of some amazing scenery. Anyone that wants to try [[VFR]] flight should start here in [http://en.wikipedia.org/wiki/Bretagne Bretagne], France. Memorise the scenery, the churches, the power lines, map them and find your way back easy. It's amazing (Look at all the objects [http://mapserver.flightgear.org/map/?lon=-3.60041&lat=48.27884&zoom=9&layers=B000000TFFFTFFFTFTFFFFF here])! The airfield is home to aircraft that belong on the [http://en.wikipedia.org/wiki/French_Naval_Aviation seas] that is why you will see two arresting cables over the runway, don't trip over them. The airfield also holds helicopters such as the former Super Frelon and Westland Lynx, a perfect modelled tower, the warehouses and all the shelters to protect the Rafale and the SEM attack aircraft.<br />
<br />
== Screenshot of the month ==<br />
<br />
[[File: Lightfield-1.1-14.jpg | 800px]]<br />
<br />
A P-51D flying at 20.000 ft over Juneau (Alaska) at dawn using lightfield shaders to render the sunrise (see [http://www.flightgear.org/forums/viewtopic.php?f=47&t=14755 here] for the shader package for download).<br />
<br />
== Suggested flights ==<br />
===Copacabana to San Rafael over Lake Titicaca===<br />
Bolivia to Peru. This trip will lead you over one of the highest and deepest lakes in the world towards the highest airfield in the world. It a demonstration of a [[IFR]] flight towards a fix and a demonstration how accurate FlightGear simulates air density and the effects it has on aircraft.<br />
[[File:Slcc-sprf.jpg|thumb|200px|left|Flight and fix SLCC to SPRF]]<br />
Place your aircraft on the airfield [http://en.wikipedia.org/wiki/Copacabana,_Bolivia SLCC, Copacabana], with an [[elevation]] of 12,592 feet. FlightGear will show snow all around you but that is not very realistic so let's clean up. View=> Rendering Options=> Snow line=> Set to max. (5,000M). <br />
<br />
We will fly towards and land at SPRF. If you would enter SLCC and SPRF in [[Kelpie]] planner you probably would not be able to find SPRF. To find SPRF I am adding an additional VOR-DME station and for a good fix give you another VOR-DME. Try Kelpie planner to plan this route and compare with this suggestion.<br />
<br />
Equipment preparation. Set [[NAV1]] to [http://en.wikipedia.org/wiki/Juliaca Juliaca] VOR-DME on 155.55 with a radial of 311° (magnetic). Set [[NAV2]] to Arequipa VOR-DME on 113.7 with a radial of 212°. During our flight we will fly with [[true altitude]] as set with [[QNH]], keep QNH updated. Arm the autopilot with the [[heading bug]] at 311° and an initial altitude of 13,500 feet.<br />
<br />
Take off and if you took the wrong RW pull up hard. Take a small tour over [http://en.wikipedia.org/wiki/Titicaca lake Titicaca], see the floating islands and try to find the lost golden treasure. Intercept the nearest radial on NAV1 towards Juliaca (about 311°). <br />
<br />
Just before Juliaca is a hill so while on lake Titicaca increase altitude to 14,200 feet, the [[VFR]] part of this trip is over. After passing Juliaca set the radial of NAV1 to 352° and set the altitude to 17,422 feet. We will fly from NAV1 and slowly increase altitude.<br />
<br />
At a distance of about 60 NM set the heading bug on the current course. Monitor the distance to NAV1, the radial of NAV2 and the distance to NAV2. At a distance of 74.5 NM to NAV1, a distance of 140.7 NM and at the '''radial''' intercept of NAV2 should be the runway. So, from 60 NM onwards, look outside the window, then at NAV1 and then NAV2 etc.<br />
<br />
If you are at 80NM to NAV1 you have missed the airfield but you still won't hit any hills (unless you bank left). Bank right and set the heading bug to 172°. Fly back towards NAV1 and intercept the radial 352° at about 50NM again to repeat the search.<br />
<br />
The runway SPRF, San Rafael, has a elevation of 14,422 feet and a heading of 297°/ 117°. Our initial altitude has been set 3,000NM above the RW elevation. That should give sufficient room for navigation.<br />
<br />
After you have seen the airfield set the radial of NAV1 to 297°, the heading of the runway (not the course to the runway) as a visual aid. Land on RW 30 (and not on RW 12 unless you are a show-off). Oh, there is a small hill in front of RW 30, just so you know.<br />
<br />
Decreasing speed at this altitude can be a bit tricky. The air is thin and does not give much resistance. Next to that, the difference between [[indicated airspeed]] and [[ground speed]] is very noticeable. The ground speed is much higher as the indicated airspeed.<br />
<br />
After a successful landing, try to discover the [[Suggested_Flights#Origin_of_the_Amazon_River | origin of the Amazon river]] since we are now at the starting point of that trip.<br />
<br />
*More places you can visit can be found at [[Suggested Flights]].<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
=== Categorizing images ===<br />
[[User:Johan G|Johan G]] did a great job starting to categorise all images. The sub-categories are listed under [[:Category:Images]]. <br />
<br />
Please keep the following things in mind when uploading images:<br />
* Give the file a descriptive name. That'll make it easier for others to find your file and use it in articles.<br />
* Categorize your image right when you upload it. That saves others from digging up uncatigorized images later on. Placing your image in a category is as simple as adding the following line to the "description" field:<br />
: <code><nowiki>[[Category:Name of the category]]</nowiki></code><br />
: A list of available categories can be found under [[:Category:Images]].<br />
<br />
=== Documentating templates ===<br />
[[User:Gijs|Gijs]] documentated most [[:Category:Templates|templates]], making use of a global [[Template:Informative template|documentation template]]. The documentation tells you what the template does and how to use it.<br />
<br />
=== Feature icons ===<br />
Michat has designed small logos for Aircraft of the Month, [[Dual Control]], [[Bombable]], [[Soaring]], [[Howto:_Do_aerotow_over_the_net|Aerotow]], [[Howto:_Aerial_refueling|Air refueling]] and [[:Category:Aerospace|Aerospace]] aircraft, allowing you to see at a glance which aircraft has some of those interesting features.<br />
<br />
[[File:Dualcontrolready2.png|Dual_control]] [[File:BombableReady.png|Bombable]] [[File:Aerotowready.png|Doing aerotow over the net]] [[File:Thermalready.png|Soaring]] [[File:Spacetripready.png|Aerospace]]<br />
[[File:Aircraftofthemonth.png|IAR80]] [[File:Airrefuelingready.png]].<br />
<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on FSBreak ===<br />
Two of FlightGear's developers, Stuart and Curt were interviewed on one of this month's episodes of [http://www.fsbreak.net FSBreak], recorded on 25th February. FSBreak is a flight simulator podcast that discusses recent flight sim developments and reviews. The hosts, Eric and Brendan, spent almost an hour taking about the project with Curt and Stuart. While most of the content won't be new to readers of this newsletter, it was a great way to promote FlightGear 2.6.0 to the wider flight simulation community.<br />
<br />
=== FlightGear on YouTube ===<br />
* [http://youtu.be/hBEaOMzBq6E KSFO Thermal Demo] by MD-BFC Going on their way for Bocian certification<br />
* [http://youtu.be/-yI5PzC5RE8 Sukhoi 37 'The russian dream'] by Águilas de FlightGear performing "Balalaika amok" master tune by Aleksei Arkhipovsky.<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
Triggered by the new release, we've had more [http://flightgear.org/forums forum] visitors then ever before in the week of 19-25 February! 17,123 people visited the forum in these seven days to be precise. When looking at "unique visitors", only 13-19 February 2011 was a bussier week (9548 against 9076 visitors) (a possible reason for the high number might be that people expected 2.2.0 to be released, which was canceled).<br />
<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
...that you can use expressions to create complex animations of objects in your 3d models or even drive them from multiple properties?<br />
Usually, an animation looks like this<br />
<syntaxhighlight lang="xml"><br />
<animation><br />
<type>translate</type><br />
<property>foo/bar</property><br />
[..]more elements[..]<br />
</animation><br />
</syntaxhighlight><br />
You can add a scaling factor or an offset to it, but that's basically all you can do that way. <br />
If you want to animate your object following a complex function, most people create complex Nasal scripts to compute the driving properties, probably not knowing that there is another way to achieve the goal: Expressions. <br />
Here is an example for a translate animation depending on two properties and the cosine function<br />
<syntaxhighlight lang="xml"><br />
<animation><br />
<type>translate</type><br />
<expression><br />
<product><br />
<property>/my/factor-property</property><br />
<cos><br />
<deg2rad><br />
<property>/my/angular-property</property><br />
</deg2rad><br />
</cos><br />
</product><br />
</expression><br />
[..]more elements[..]<br />
</animation><br />
</syntaxhighlight><br />
A rich set of predefined functions is available, including almost all those you have on your scientific pocket calculator.<br />
<br />
[[Category:FlightGear Newsletter|2012 02]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_January_2012&diff=39072FlightGear Newsletter January 20122012-01-07T15:22:29Z<p>Osjcag: /* FlightGear on youtube */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
= Experiment: A new bounty system =<br />
<br />
If somebody would like a specific feature implemented, it will be posted in the wiki (because there is no forum). Then if somebody wants to take on the development, they can start it and if they feel they have fulfilled the requirements, they submit the project to the person who is offering the bounty.<br />
If it is a feature that many people want, quite often more people are adding to the bounty and then each person decides individually if the result fits their ideas and if they want to pay the bounty.<br />
A bounty is a specific amount of money for completing a specific task which can be claimed by an individual or group which completed that task.<br />
<br />
Read on here [[Bounty (Overview)]]<br />
<br />
== Interview with a contributor (Durk Talsma) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* What is your forum nickname? <br />
<br />
Hehe, guess once. ☺<br />
<br />
* How long have you been involved in FlightGear? <br />
<br />
Almost since the beginning, actually. I first heard about the project in 1997, when I got an email from Curt Olson, in response to a posting on the usenet newsgroup rec.aviation.simulators.<br />
<br />
* What are your major interests in FlightGear? <br />
I like the open nature of the project and the possibility to contribute at various levels. <br />
<br />
* What projects are you working on right now? <br />
I am actually doing several different things for FlightGear. My main project is developing a fully integrated AI air traffic system that contains autonomous vehicles, an ATC system that interacts with both AI controlled aircraft and with the user controlled aircraft. In addition to that, I am one of the editors of the main website, editor of the FlightGear facebook page, involved in the release process, code committer, and organizer of the annual FlightGear booth at FSWeekend in Lelystad (EHLE). In addition, I have recently taken over the administrator role for taxidraw. <br />
<br />
* What do you plan on doing in the future? <br />
I don’t expect the AI system ever to be finished, so I’m fully concentrating my coding efforts on this project. <br />
<br />
* Why is it that you are interested in flight simulation or aviation in general?<br />
As a kid I was fascinated by space travel, the Apollo missions to the moon, etc, watching every program on TV, and reading every book I could lay my hands on. As a six-year old, I visited Schiphol (EHAM) airport for the first time, and that sparked my fascination for the big jet airliners. Kind of like every kid at one stage, I wanted to become a pilot. My real interest in aviation didn’t start until I was nearly 20 though, after visiting an airshow at Leeuwarden airforce base (EHLE). This was around the same time as when I got my first PC, a second hand 286DX, which I bought from a relative living in Germany, with a 40 Mb hard disk and 1 Mb of ram. It had a German version of Microsoft Flight Simulator 4.0 preinstalled. So, in addition to learning to “fly” I learned the German word for “crash” as well. <br />
<br />
* Are you happy with the way the FlightGear project is going? <br />
Yes absolutely. We are currently in the process of further improving our infrastructure, by setting up things like the release plan, formalizing the rules for commit access, aircraft maintenance, and we’re brainstorming about feature requirements for the long term. Firm ideas are present for modularization of the FlightGear code, and some ideas for an integrated launcher GUI have recently been coined in a very informal setting. It will certainly take quite some time before these plans are all realized, but I think that the project is more vital and alive as ever. I’m also just amazed at some of the recent developments, such as Frederic Bouvier’s project Rembrandt, Thorsten Renk’s, local weather system, or Martin Spott’s ongoing efforts to build a unified infrastructure for scenery generation. <br />
<br />
* What do you enjoy most about contributing to FlightGear?<br />
I think there are a number of aspects that I really enjoy. One of them is the collaboration with other people. Being part of the development team, we’re all pretty much equals, and regardless of one’s age, background, occupation, political or religious conviction, we all share something we like and like to collaborate on. That is really enjoyable. It may also happen that somebody just jumps in and finds a solution in no time for a problem that has been cracking my brain for ages. For example, Adrian Musceac, recent work on generating AI traffic patterns was really something amazing. Likewise, I enjoy the interaction with many other talented people, such as Brett Harrison, who’s just so amazing at making convincing liveries. Obviously there are many other talented people around whom I really enjoy working with and it’s a shame I can’t name them all. Secondly, I also really enjoy having the privilege of being the first to experience a new feature for the first time. I was the first person ever to see the sun and moon appear in a desktop Flight Simulator, and that is a little bit special. <br />
<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
Yes, my original contribution to FlightGear was some code to calculate the position of the Sun, Moon, and even the planets. Both the sun and moon are pretty much taken for granted now, but back then (in 1997) FlightGear was the first PC based simulator that actually had a physical rendering of the sun and moon! Nobody will probably even see the planets, but I got the code almost for free, once I figured our how to calculate the solar and lunar positions, so their a little bit of an Easter egg. After finishing the celestial code, and before starting the AI traffic system, I initiated many projects that I subsequently handed over to others. As such, I have extended the time calculation code to deal with local time, and to allow the user control over the time of day, and implemented the original graphical user interface (GUI) system, and the original 2D cloud layers.<br />
<br />
* What advice can you give to new contributors who want to get started on their first aircraft/new feature/Nasal script? <br />
Be optimistic, be naïve, be realistic, and start modestly. Set yourself an attainable goal! I should probably explain what I mean by this. When we started out, back in 1996-1997, we were what I would now describe as incredibly optimistic in the sense that we believed that we could pull this off, but we were also somewhat naïve in the sense that we really didn’t have any firm idea about the challenges that lay ahead. But, we were able to pull it off, so this shows that we were right after all. But, if you want to contribute don’t start with your magnum opus. Before starting out, take some time to familiarize yourself with the project, get to know the code base, data structure or workflow. In addition, making a good first impression helps. Over the years we’ve seen a tremendous amount of grand ideas and not many of them have materialized, so we’re naturally a little apprehensive you may not find an immediate warm welcome, but if you do come up with a well thought-out idea, you may convince the development team, especially if you can substantiate your ideas with some working code to back it up. <br />
<br />
* Have you previously used other flight simulators or simulation software in general? <br />
Well, as mentioned before, I started out with FS4, and have pretty much had every version since then, until FS2004. The latter version got me interested in the AI system. When I started playing with the FS2004 equivalent of the ATC system I and began to notice its programming flaws. Determined that I could do this better, I started drawing out my own plans, and since than, I haven’t really touched any other simulator. <br />
<br />
* How does FlightGear compare in your opinion? <br />
I like FlightGear better because it’s a platform that is constantly moving. I almost exclusively run the cutting edge development version, so occasionally you’re in for a little surprise. Be it positive or negative. But that keeps things a little exciting to me. <br />
<br />
* Do you remember what first got you interested in FlightGear? How did you learn about FlightGear? In other words, why did you actually download and try FG? <br />
Yeah, that’s a long story. I was reading the usenet rec.aviation.simulators quite frequently at the time, had been exploring Linux for a few years, and finished my C++ programming course at university. This was around 1997, so the Linux distros weren’t as advanced as they are these days, and you still had to do quite a lot yourselves. One particular afternoon, I came across a usenet posting, which read “OPEN LETTER TO ALL FLIGHTSIMULATOR DEVELOPERS”. This was around the time that Microsoft FS97 was the latest version, and many users were dissatisfied. The original poster wanted to write a letter, on behalf of every dissatisfied user, to ask for a better version, asking the big game companies to incorporate their wish list. I responded to the thread, stating that if we really wanted a sim of our own, we should probably do it ourselves. I remember being a little anxious, because I wasn’t sure whether I would actually be able to substantiate that claim, if we were to follow it up. So, a few days later, I was actually a little apprehensive when I opened up my mailbox and found an email from a guy named Curt Olson, inviting me to have a look at, what would eventually become the flightgear.org website. Well, the rest is history I guess...<br />
<br />
* What was your first impression about FlightGear? <br />
That’s a really interesting question, because there was no FlightGear so to speak of. When I joined, Curt had hacked together a few proof-of-principle demos; the one I downloaded was called linux-demo-0.0.7.tar.gz, if I recall correctly, and it consisted of a small sample of elevation data from a chuck of terrain near Arizona, source code of a primitve (by today’s standards) OpenGL based viewer, a copy of Bruce Jackson’s larcsim FDM, and a simple keyboard interface. But it was exciting to get it to compile, and run!<br />
<br />
* Compared to other flight simulation software, what are FlightGear's major benefits in your opinion?<br />
It’s scalability, open architecture, and the fact that it can be a great test bed for ideas, as well as the fact that there is no need for third party add-ons. By bringing every suitable user contribution into a single repository, we essentially create our own add-ons, and in the long run that should remove the burden from the end user to search for extensions. <br />
<br />
* Do you think it is necessary to know how to program in order to contribute to FlightGear?<br />
No way. In fact it never really has been a requirement, even in the old days when there was a lot more emphasis on C++ development, we already had a need for non-coding developers. Think about documentation writers, etc. These days, the balance is actually really shifting away from programming to artwork. The FlightGear world is essentially still largely an empty place, so we really have a need for high-quality buildings. Many of the exciting developments going on right now are in the development of new scenery textures, 3D modeling, and livery painting. These are actually skills that I essentially lack, so I have a lot of respect for the people working in these areas. <br />
<br />
* Have you ever used FlightGear professionally or for educational purposes? <br />
I once tried in my previous job, but the computer we bought for the project had serious overheating issues, so the project never really came off the ground. In the mean time, I found a different job, so the project was shelved. <br />
<br />
* What about FlightGear as a "game", do you think it can be used as such? <br />
Probably, I like to use FlightGear purely for fun, so usually I just make up my own challenges, such as performing a bad weather landing, taking off and landing on an aircraft carrier, or playing with my latest AI/ATC code. Once finished, the ATC code will add a little bit of a game element, because it will expect you to fly specific routes, arrive at specific locations at a specific time, so as not to clash with other traffic etc etc. The system isn’t finished yet, but with some hacking I did quite recently manage to complete a traffic circuit under guidance of the ATC system, and it’s quite tricky to do right. So, there are some “gamey” aspects of FlightGear that are quite realistic and hopefully challenging. Having said that, I see absolutely no need for any formal gaming rules, or game like features such as setting off explosives and the like. Like many of the other developers, I like to keep FlightGear civil(ized). I don’t object to simulating military aviation though, as long as it doesn’t serve the purpose of glorifying death and destruction. <br />
<br />
* On average, how much time do you spend working with/contributing to FlightGear?<br />
Hard to say, it varies quite a bit with my day job requirements, but I think on average maybe one or two hours a day.<br />
<br />
* Which of the more recent FlightGear developments do you consider most interesting/appealing?<br />
There are quite a few. Of the individual projects, I really think that project Rembrandt (Frederic Bouvier’s shadow rendering code) is really exciting. But so is the new effort to unify all the shaders, the atmospheric haze and scattering, and Thorsten Renk’s local weather. I’m also quite happy with the progress we made with the AI traffic/ATC system, even though it’s not finished yet. But, what I think is perhaps even more exciting are some of the long-term infrastructural changes we have recently discussed. I can’t say too much about that yet, because many of the ideas haven’t been formalized yet, but making FlightGear more modularized by making use of HLA technology, and perhaps a more integrated GUI and launcher program are some of the exciting developments that I can see happening in a few years from now. <br />
<br />
* Is there some feature that you'd truly like to see in FlightGear one day? <br />
Yeah, there are some. Obviously, I’d like to see my own project come to it’s full potential, but in addition to that, I would like to see full scenery development of the polar regions of our planet. One year ago I visited Antarctica in real life, and this is just a very exciting area for flying. I’d also like to see the possibility of lower earth orbital space flight, more seamless terrain textures.<br />
<br />
* What do you think could be done to attract even more new users and contributors to FlightGear? <br />
Establish a good balance between developing new stuff and doing some public relations work. For the project the key question for survival is not to attract many users, but to attract potential contributors. Obviously, the way to do this is to attract many users, and to hope that there will be a few potential contributors among them. <br />
<br />
* What about interacting with the FlightGear community? Any tips/experiences you'd like to share? <br />
Nothing really special; just use your everyday courtesy, and keep realizing that we’re all volunteers. I’m usually not that active on the forum or mailing list, but I can tell from 15 years of experience that an intelligent and reasonable response is far more likely to create some momentum than a hurried response that is written in a spur of emotion. Also, I have observed that there is hardly any relation between action and words on either the mailing list or the forum. So when your new to the community, just hang around, get to know the characters and try to establish whom you can trust to be a knowledgeable source of information and who just raises a lot of dust. <br />
<br />
* Have you ever recommended FlightGear to other users, friends/family?<br />
Not really, my friends and family aren’t really into flight simulation.<br />
<br />
* Is there anything else you'd like to share with us? <br />
Yeah, have a lot of fun, and if you can try to contribute something to the project. <br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX<br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshots depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
=== Dutch windturbines ===<br />
[[File:Prinses_Amaliawindpark_overview.png|thumb|270px|Overviewing the 60 wind turbines of Prinsess Amaliawindpark, 20km west of the Netherlands.]]<br />
The Netherlands have slightly less than 1900 windturbines at the moment. Since this month, 757 of them are in FlightGear!<br />
<br />
Adding them is relatively easy. Since we have a generic windturbine model available (<tt>Models/Power/windturbine.xml</tt>), it's just a matter of finding the GPS coordinates. Some of the larger windparks list locations on their websites. Other windturbines can be positioned based on the FlightGear scenery (with [[CORINE]] data, for more accuracy), or via satellite imagery. [http://www.w-i-n-d.nl A website] from the Dutch government has a map that shows the locations of all windturbine(park)s.<br />
<br />
Locations for windturbines and other shared objects can be easily submitted via [http://scenemodels.flightgear.org/submission/shared/ the new submission form], that we mentioned in last month's newsletter.<br />
<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
== Airport of the month ==<br />
'''New airport of Congonhas - Brazil'''<br />
Fully modeled from scratch. shortly in the '''www.grupofgbr.com.br'''[http://www.grupofgbr.com.br]<br />
Stand by.<br />
Test New Airport of Congonhas (Grupo FGBR) Brazil<br />
[[File:Grupofgbrsmall.png]]<br />
http://www.youtube.com/v/tUQCMTmQ-5Y?version=3&amp;hl=pt_BR<br />
<br />
== Screenshot of the month ==<br />
[[File:C172p-SanFrancisco.png|800px]]<br />
<br />
Cessna c172p near San Francisco flying over the ocean.<br />
<br />
== Suggested flights ==<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on youtube ===<br />
12 Days of Flight Tips - by [http://www.youtube.com/user/osjcag oscar]<br />
<br />
{| class="vatop" valign="top"<br />
! align="left" |<br />
! align="left" |<br />
|valign="top"|<br />
*[http://www.youtube.com/watch?v=RbB5Sn_ag-A Day 1 - FG 2.4 Map]<br />
*[http://www.youtube.com/watch?v=hLB7jui1U5c Day 2 - Useful Keys]<br />
*[http://www.youtube.com/watch?v=L1aNBV7JBIs Day 3 - Animated Jetways]<br />
*[http://www.youtube.com/watch?v=hz1c8nuY62U Day 4 - Approach & Landing tips!]<br />
*[http://www.youtube.com/watch?v=CeFpvAR6sqg Day 5 - Wiki & Newsletter]<br />
*[http://www.youtube.com/watch?v=0HjkFHatYMI Day 6 - Rendering Options]<br />
|valign="top"|<br />
*[http://www.youtube.com/watch?v=_LcZ93Q33D4 Day 7 - Cockpit Instruments]<br />
*[http://www.youtube.com/watch?v=rITkJyTb5-Q Day 8 - Brake After Landing]<br />
*[http://www.youtube.com/watch?v=CLCXwuWvDGQ Day 9 - Virtual Airlines]<br />
*[http://www.youtube.com/watch?v=HdVCVH0XMXM Day 10 - Manual Flight Tips]<br />
*[http://www.youtube.com/watch?v=NeDMwBMg6Gs Day 11 - Multiplayer ATC]<br />
*[http://www.youtube.com/watch?v=9FSdbw_c9qA Day 12 - Crosswind Landing Tips]<br />
|}(Or watch all the episodes in [http://www.youtube.com/watch?v=RbB5Sn_ag-A&list=PL569D227E5E767F3D a playlist])<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter|2012 01]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_January_2012&diff=39071FlightGear Newsletter January 20122012-01-07T15:19:30Z<p>Osjcag: /* FlightGear on youtube */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
= Experiment: A new bounty system =<br />
<br />
If somebody would like a specific feature implemented, it will be posted in the wiki (because there is no forum). Then if somebody wants to take on the development, they can start it and if they feel they have fulfilled the requirements, they submit the project to the person who is offering the bounty.<br />
If it is a feature that many people want, quite often more people are adding to the bounty and then each person decides individually if the result fits their ideas and if they want to pay the bounty.<br />
A bounty is a specific amount of money for completing a specific task which can be claimed by an individual or group which completed that task.<br />
<br />
Read on here [[Bounty (Overview)]]<br />
<br />
== Interview with a contributor (Durk Talsma) ==<br />
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''<br />
<br />
* What is your forum nickname? <br />
<br />
Hehe, guess once. ☺<br />
<br />
* How long have you been involved in FlightGear? <br />
<br />
Almost since the beginning, actually. I first heard about the project in 1997, when I got an email from Curt Olson, in response to a posting on the usenet newsgroup rec.aviation.simulators.<br />
<br />
* What are your major interests in FlightGear? <br />
I like the open nature of the project and the possibility to contribute at various levels. <br />
<br />
* What projects are you working on right now? <br />
I am actually doing several different things for FlightGear. My main project is developing a fully integrated AI air traffic system that contains autonomous vehicles, an ATC system that interacts with both AI controlled aircraft and with the user controlled aircraft. In addition to that, I am one of the editors of the main website, editor of the FlightGear facebook page, involved in the release process, code committer, and organizer of the annual FlightGear booth at FSWeekend in Lelystad (EHLE). In addition, I have recently taken over the administrator role for taxidraw. <br />
<br />
* What do you plan on doing in the future? <br />
I don’t expect the AI system ever to be finished, so I’m fully concentrating my coding efforts on this project. <br />
<br />
* Why is it that you are interested in flight simulation or aviation in general?<br />
As a kid I was fascinated by space travel, the Apollo missions to the moon, etc, watching every program on TV, and reading every book I could lay my hands on. As a six-year old, I visited Schiphol (EHAM) airport for the first time, and that sparked my fascination for the big jet airliners. Kind of like every kid at one stage, I wanted to become a pilot. My real interest in aviation didn’t start until I was nearly 20 though, after visiting an airshow at Leeuwarden airforce base (EHLE). This was around the same time as when I got my first PC, a second hand 286DX, which I bought from a relative living in Germany, with a 40 Mb hard disk and 1 Mb of ram. It had a German version of Microsoft Flight Simulator 4.0 preinstalled. So, in addition to learning to “fly” I learned the German word for “crash” as well. <br />
<br />
* Are you happy with the way the FlightGear project is going? <br />
Yes absolutely. We are currently in the process of further improving our infrastructure, by setting up things like the release plan, formalizing the rules for commit access, aircraft maintenance, and we’re brainstorming about feature requirements for the long term. Firm ideas are present for modularization of the FlightGear code, and some ideas for an integrated launcher GUI have recently been coined in a very informal setting. It will certainly take quite some time before these plans are all realized, but I think that the project is more vital and alive as ever. I’m also just amazed at some of the recent developments, such as Frederic Bouvier’s project Rembrandt, Thorsten Renk’s, local weather system, or Martin Spott’s ongoing efforts to build a unified infrastructure for scenery generation. <br />
<br />
* What do you enjoy most about contributing to FlightGear?<br />
I think there are a number of aspects that I really enjoy. One of them is the collaboration with other people. Being part of the development team, we’re all pretty much equals, and regardless of one’s age, background, occupation, political or religious conviction, we all share something we like and like to collaborate on. That is really enjoyable. It may also happen that somebody just jumps in and finds a solution in no time for a problem that has been cracking my brain for ages. For example, Adrian Musceac, recent work on generating AI traffic patterns was really something amazing. Likewise, I enjoy the interaction with many other talented people, such as Brett Harrison, who’s just so amazing at making convincing liveries. Obviously there are many other talented people around whom I really enjoy working with and it’s a shame I can’t name them all. Secondly, I also really enjoy having the privilege of being the first to experience a new feature for the first time. I was the first person ever to see the sun and moon appear in a desktop Flight Simulator, and that is a little bit special. <br />
<br />
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?<br />
Yes, my original contribution to FlightGear was some code to calculate the position of the Sun, Moon, and even the planets. Both the sun and moon are pretty much taken for granted now, but back then (in 1997) FlightGear was the first PC based simulator that actually had a physical rendering of the sun and moon! Nobody will probably even see the planets, but I got the code almost for free, once I figured our how to calculate the solar and lunar positions, so their a little bit of an Easter egg. After finishing the celestial code, and before starting the AI traffic system, I initiated many projects that I subsequently handed over to others. As such, I have extended the time calculation code to deal with local time, and to allow the user control over the time of day, and implemented the original graphical user interface (GUI) system, and the original 2D cloud layers.<br />
<br />
* What advice can you give to new contributors who want to get started on their first aircraft/new feature/Nasal script? <br />
Be optimistic, be naïve, be realistic, and start modestly. Set yourself an attainable goal! I should probably explain what I mean by this. When we started out, back in 1996-1997, we were what I would now describe as incredibly optimistic in the sense that we believed that we could pull this off, but we were also somewhat naïve in the sense that we really didn’t have any firm idea about the challenges that lay ahead. But, we were able to pull it off, so this shows that we were right after all. But, if you want to contribute don’t start with your magnum opus. Before starting out, take some time to familiarize yourself with the project, get to know the code base, data structure or workflow. In addition, making a good first impression helps. Over the years we’ve seen a tremendous amount of grand ideas and not many of them have materialized, so we’re naturally a little apprehensive you may not find an immediate warm welcome, but if you do come up with a well thought-out idea, you may convince the development team, especially if you can substantiate your ideas with some working code to back it up. <br />
<br />
* Have you previously used other flight simulators or simulation software in general? <br />
Well, as mentioned before, I started out with FS4, and have pretty much had every version since then, until FS2004. The latter version got me interested in the AI system. When I started playing with the FS2004 equivalent of the ATC system I and began to notice its programming flaws. Determined that I could do this better, I started drawing out my own plans, and since than, I haven’t really touched any other simulator. <br />
<br />
* How does FlightGear compare in your opinion? <br />
I like FlightGear better because it’s a platform that is constantly moving. I almost exclusively run the cutting edge development version, so occasionally you’re in for a little surprise. Be it positive or negative. But that keeps things a little exciting to me. <br />
<br />
* Do you remember what first got you interested in FlightGear? How did you learn about FlightGear? In other words, why did you actually download and try FG? <br />
Yeah, that’s a long story. I was reading the usenet rec.aviation.simulators quite frequently at the time, had been exploring Linux for a few years, and finished my C++ programming course at university. This was around 1997, so the Linux distros weren’t as advanced as they are these days, and you still had to do quite a lot yourselves. One particular afternoon, I came across a usenet posting, which read “OPEN LETTER TO ALL FLIGHTSIMULATOR DEVELOPERS”. This was around the time that Microsoft FS97 was the latest version, and many users were dissatisfied. The original poster wanted to write a letter, on behalf of every dissatisfied user, to ask for a better version, asking the big game companies to incorporate their wish list. I responded to the thread, stating that if we really wanted a sim of our own, we should probably do it ourselves. I remember being a little anxious, because I wasn’t sure whether I would actually be able to substantiate that claim, if we were to follow it up. So, a few days later, I was actually a little apprehensive when I opened up my mailbox and found an email from a guy named Curt Olson, inviting me to have a look at, what would eventually become the flightgear.org website. Well, the rest is history I guess...<br />
<br />
* What was your first impression about FlightGear? <br />
That’s a really interesting question, because there was no FlightGear so to speak of. When I joined, Curt had hacked together a few proof-of-principle demos; the one I downloaded was called linux-demo-0.0.7.tar.gz, if I recall correctly, and it consisted of a small sample of elevation data from a chuck of terrain near Arizona, source code of a primitve (by today’s standards) OpenGL based viewer, a copy of Bruce Jackson’s larcsim FDM, and a simple keyboard interface. But it was exciting to get it to compile, and run!<br />
<br />
* Compared to other flight simulation software, what are FlightGear's major benefits in your opinion?<br />
It’s scalability, open architecture, and the fact that it can be a great test bed for ideas, as well as the fact that there is no need for third party add-ons. By bringing every suitable user contribution into a single repository, we essentially create our own add-ons, and in the long run that should remove the burden from the end user to search for extensions. <br />
<br />
* Do you think it is necessary to know how to program in order to contribute to FlightGear?<br />
No way. In fact it never really has been a requirement, even in the old days when there was a lot more emphasis on C++ development, we already had a need for non-coding developers. Think about documentation writers, etc. These days, the balance is actually really shifting away from programming to artwork. The FlightGear world is essentially still largely an empty place, so we really have a need for high-quality buildings. Many of the exciting developments going on right now are in the development of new scenery textures, 3D modeling, and livery painting. These are actually skills that I essentially lack, so I have a lot of respect for the people working in these areas. <br />
<br />
* Have you ever used FlightGear professionally or for educational purposes? <br />
I once tried in my previous job, but the computer we bought for the project had serious overheating issues, so the project never really came off the ground. In the mean time, I found a different job, so the project was shelved. <br />
<br />
* What about FlightGear as a "game", do you think it can be used as such? <br />
Probably, I like to use FlightGear purely for fun, so usually I just make up my own challenges, such as performing a bad weather landing, taking off and landing on an aircraft carrier, or playing with my latest AI/ATC code. Once finished, the ATC code will add a little bit of a game element, because it will expect you to fly specific routes, arrive at specific locations at a specific time, so as not to clash with other traffic etc etc. The system isn’t finished yet, but with some hacking I did quite recently manage to complete a traffic circuit under guidance of the ATC system, and it’s quite tricky to do right. So, there are some “gamey” aspects of FlightGear that are quite realistic and hopefully challenging. Having said that, I see absolutely no need for any formal gaming rules, or game like features such as setting off explosives and the like. Like many of the other developers, I like to keep FlightGear civil(ized). I don’t object to simulating military aviation though, as long as it doesn’t serve the purpose of glorifying death and destruction. <br />
<br />
* On average, how much time do you spend working with/contributing to FlightGear?<br />
Hard to say, it varies quite a bit with my day job requirements, but I think on average maybe one or two hours a day.<br />
<br />
* Which of the more recent FlightGear developments do you consider most interesting/appealing?<br />
There are quite a few. Of the individual projects, I really think that project Rembrandt (Frederic Bouvier’s shadow rendering code) is really exciting. But so is the new effort to unify all the shaders, the atmospheric haze and scattering, and Thorsten Renk’s local weather. I’m also quite happy with the progress we made with the AI traffic/ATC system, even though it’s not finished yet. But, what I think is perhaps even more exciting are some of the long-term infrastructural changes we have recently discussed. I can’t say too much about that yet, because many of the ideas haven’t been formalized yet, but making FlightGear more modularized by making use of HLA technology, and perhaps a more integrated GUI and launcher program are some of the exciting developments that I can see happening in a few years from now. <br />
<br />
* Is there some feature that you'd truly like to see in FlightGear one day? <br />
Yeah, there are some. Obviously, I’d like to see my own project come to it’s full potential, but in addition to that, I would like to see full scenery development of the polar regions of our planet. One year ago I visited Antarctica in real life, and this is just a very exciting area for flying. I’d also like to see the possibility of lower earth orbital space flight, more seamless terrain textures.<br />
<br />
* What do you think could be done to attract even more new users and contributors to FlightGear? <br />
Establish a good balance between developing new stuff and doing some public relations work. For the project the key question for survival is not to attract many users, but to attract potential contributors. Obviously, the way to do this is to attract many users, and to hope that there will be a few potential contributors among them. <br />
<br />
* What about interacting with the FlightGear community? Any tips/experiences you'd like to share? <br />
Nothing really special; just use your everyday courtesy, and keep realizing that we’re all volunteers. I’m usually not that active on the forum or mailing list, but I can tell from 15 years of experience that an intelligent and reasonable response is far more likely to create some momentum than a hurried response that is written in a spur of emotion. Also, I have observed that there is hardly any relation between action and words on either the mailing list or the forum. So when your new to the community, just hang around, get to know the characters and try to establish whom you can trust to be a knowledgeable source of information and who just raises a lot of dust. <br />
<br />
* Have you ever recommended FlightGear to other users, friends/family?<br />
Not really, my friends and family aren’t really into flight simulation.<br />
<br />
* Is there anything else you'd like to share with us? <br />
Yeah, have a lot of fun, and if you can try to contribute something to the project. <br />
<br />
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX<br />
<br />
== Snapshot releases ==<br />
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshots depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].<br />
<br />
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
=== Dutch windturbines ===<br />
[[File:Prinses_Amaliawindpark_overview.png|thumb|270px|Overviewing the 60 wind turbines of Prinsess Amaliawindpark, 20km west of the Netherlands.]]<br />
The Netherlands have slightly less than 1900 windturbines at the moment. Since this month, 757 of them are in FlightGear!<br />
<br />
Adding them is relatively easy. Since we have a generic windturbine model available (<tt>Models/Power/windturbine.xml</tt>), it's just a matter of finding the GPS coordinates. Some of the larger windparks list locations on their websites. Other windturbines can be positioned based on the FlightGear scenery (with [[CORINE]] data, for more accuracy), or via satellite imagery. [http://www.w-i-n-d.nl A website] from the Dutch government has a map that shows the locations of all windturbine(park)s.<br />
<br />
Locations for windturbines and other shared objects can be easily submitted via [http://scenemodels.flightgear.org/submission/shared/ the new submission form], that we mentioned in last month's newsletter.<br />
<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
== Airport of the month ==<br />
'''New airport of Congonhas - Brazil'''<br />
Fully modeled from scratch. shortly in the '''www.grupofgbr.com.br'''[http://www.grupofgbr.com.br]<br />
Stand by.<br />
Test New Airport of Congonhas (Grupo FGBR) Brazil<br />
[[File:Grupofgbrsmall.png]]<br />
http://www.youtube.com/v/tUQCMTmQ-5Y?version=3&amp;hl=pt_BR<br />
<br />
== Screenshot of the month ==<br />
[[File:C172p-SanFrancisco.png|800px]]<br />
<br />
Cessna c172p near San Francisco flying over the ocean.<br />
<br />
== Suggested flights ==<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
</DynamicArticleList><br />
===New aircraft articles===<br />
<DynamicArticleList><br />
type=new<br />
count=10<br />
categoryRoot=Aircraft<br />
</DynamicArticleList><br />
===Most popular newsletters===<br />
<DynamicArticleList><br />
type=hot<br />
count=5<br />
categoryRoot=FlightGear Newsletter<br />
</DynamicArticleList><br />
<br />
== Community news ==<br />
=== FlightGear on youtube ===<br />
12 Days of Flight Tips - by [http://www.youtube.com/user/osjcag oscar]<br />
<br />
{| class="vatop" valign="top"<br />
! align="left" |<br />
! align="left" |<br />
|valign="top"|<br />
*[http://www.youtube.com/watch?v=RbB5Sn_ag-A Day 1 - FG 2.4 Map]<br />
*[http://www.youtube.com/watch?v=hLB7jui1U5c Day 2 - Useful Keys]<br />
*[http://www.youtube.com/watch?v=L1aNBV7JBIs Day 3 - Animated Jetways]<br />
*[http://www.youtube.com/watch?v=hz1c8nuY62U Day 4 - Approach & Landing tips!]<br />
*[http://www.youtube.com/watch?v=CeFpvAR6sqg Day 5 - Wiki & Newsletter]<br />
*[http://www.youtube.com/watch?v=0HjkFHatYMI Day 6 - Rendering Options]<br />
|valign="top"|<br />
*[http://www.youtube.com/watch?v=_LcZ93Q33D4 Day 7 - Cockpit Instruments]<br />
*[http://www.youtube.com/watch?v=rITkJyTb5-Q Day 8 - Brake After Landing]<br />
*[http://www.youtube.com/watch?v=CLCXwuWvDGQ Day 9 - Virtual Airlines]<br />
*[http://www.youtube.com/watch?v=HdVCVH0XMXM Day 10 - Manual Flight Tips]<br />
*[http://www.youtube.com/watch?v=NeDMwBMg6Gs Day 11 - Multiplayer ATC]<br />
*[http://www.youtube.com/watch?v=9FSdbw_c9qA Day 12 - Crosswind Landing Tips]<br />
|}<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter|2012 01]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=Anti-aliasing&diff=38788Anti-aliasing2012-01-03T12:41:26Z<p>Osjcag: pbjects -> objects</p>
<hr />
<div>By default, [[FlightGear]] will not use [http://en.wikipedia.org/wiki/Anti-aliasing anti-aliasing] during the simulation. This results in incorrect rendering of sharp straight lines and very small objects. In order to correct this, you can apply the anti-aliasing function.<br />
<br />
= Example =<br />
Left: Anti-aliasing disabled<br />
<br />
Right: Anti-aliasing enabled<br />
<br />
[[File:No-anti-aliasing.png|Anti-aliasing disabled]] [[File:With-anti-aliasing.png|Anti-aliasing enabled]]<br />
<br />
= How to set anti-aliasing =<br />
== Command line ==<br />
When starting FlightGear using the command line, add the following two commands:<br />
<br />
--prop:/sim/rendering/multi-sample-buffers=true<br />
<br />
--prop:/sim/rendering/multi-samples=4<br />
== FGrun ==<br />
[[File:Fgrun-anti-aliasing.png|200px|thumb|right|Setting anti-aliasing in FGrun]] When you use FGrun, add these commands under ''Advanced... > Properties''.<br />
<br />
= Options =<br />
If preferred, you can choose another value for the number of samples. The number has to be greater than 1. The greater the number of samples, the greater will be a possible drop in framerate (frames per second).<br />
<br />
Credits: Thanks to ''fredb'' for publishing this information in the [http://www.flightgear.org/forums/viewtopic.php?f=5&t=10007 FlightGear forum].</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_October_2011&diff=36647FlightGear Newsletter October 20112011-10-31T14:30:59Z<p>Osjcag: /* FlightGear on YouTube */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
=== FGdata split ===<br />
A team of developers started preparing the FlightGear [[git]] repositories for a significant change. Aircraft will be split of from fgdata, in order to ease development of aircraft and data as a whole. At the moment (of publication of this newsletter) we're in the testing phase; inviting anyone to test out the new system and report any bugs, comments and questions.<br />
<br />
We would like to emphasize that those testing repositories are not meant to replace the "old" fgdata yet! There are various ways of splitting (eg. all aircraft in one big repository, repositories per author), so until we've settled on what way to go, things might (and will) change.<br />
<br />
Details can be found on the special wiki page: [[FlightGear Git: splitting fgdata]].<br />
<br />
=== Move to CMake ===<br />
The build system for the FlightGear core was switched to "CMake" - which means we now have a single build system for all environments - Windows, Linux and Mac. So far, "automake" scripts for Linux/Mac and a separate MSVC project for each individual VisualStudio version had to be maintained. With the unified system maintenance is easier when adding new sources, library dependencies or compile-time switches to the project.<br />
<br />
FlightGear (Windows) users are likely to not even notice any change though: the Jenkins build server was already switched to using CMake, and nothing will change for the provided release or development snapshot installers.<br />
<br />
Further information: [[Building using CMake]], [[Developing using CMake]]<br />
<br />
<!-- http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg34344.html --><br />
<br />
=== New Replay System ===<br />
The [[Instant Replay]] system has received a major overhaul. The existing system worked well with specific types of aircraft only, since it relied on a hard-coded set of properties to be recorded/replayed, mainly covering propeller aircraft. Jet engines (thrust-reversers, N1/N2 rpm), or non-standard gears (i.e. a Concorde with 4 landing gears) were not working well though. The new system can be adapted to any kind of aircraft and any kind of custom property or animation.<br />
<br />
[[File:FG-instant-replay-new.png|thumb|500px|The new instant replay dialog.]]<br />
<br />
Most obvious change is probably an improved replay dialog: the video player-like GUI provides play/pause/skip buttons and also controls replay speed. During replay use the 4 arrow keys as controls (left/right to skip, up/down to speed-up/slow-down). Also new: ''slow-motion playback'' is now supported!<br />
<br />
Another new feature is the option of taking controls at any point during replay. Use the ''Instant Replay'' to go back in time, then hit the "My controls!" button to regain controls and continue the flight from the current position. You may find this to be useful to train particular flight phases, such as flying the same approach again and again, maybe using different weather/wind conditions. Even if you messed up an approach: go back, try again, until you're getting better! :) Currently this particular feature is only available for YASim aircraft - except helicopters. JSBSim support is likely to be available soon.<br />
<br />
The first step to adapt an aircraft to the improved recording system is to pick one of the ready-to-use configuration files, depending on aircraft/engine/.. type. The configuration file only needs to be included in the aircraft's ...-set.xml file. As an optional second step, you can add more custom properties to cover aircraft-specific effects. For more details, see the [https://www.gitorious.org/fg/fgdata/blobs/master/Docs/README.flightrecorder README.flightrecorder] in the fgdata/Docs folder.<br />
<br />
A few adapted aircraft examples showing different levels of customization are already present in current git/fgdata:<br />
* ASK13 (glider)<br />
* c172p (propeller/piston)<br />
* b1900d (turboprop)<br />
* UH-1 (helicopter)<br />
* 777-200ER (jet).<br />
<br />
Furthermore, the replay system's buffers are now fully configurable (see /sim/replay/buffer properties). If you have enough memory, you could increase the buffer recording durations and rates.<br />
<br />
Work on the replay system isn't finished yet. However, have a test flight with the current state in current git ;-).<br />
<br />
=== Flying Lessons for AI pilots ===<br />
<br />
This month FlightGear's virtual, AI controlled, pilots have received extensive training with regard to their landing skills. Whereas in older versions AI aircraft had a tendency to approach too high, drop dead onto the runway, and taxi all the way to the opposite end of the runway before vacating it, the current development version of FlightGear as largely addressed all these issues. Pilots now make a much more realistic approach, and vacate the runway when able. The corresponding AI control code was implemented in October. Additionally, work has started on a new traffic flow regulation algorithm to guide ground traffic.<br />
<br />
=== The bombable addon has been updated ===<br />
[[File:bombable4_4_800.png]]<br />
<br />
Flug's [[Bombable]] addon received a number of major updates, among them:<br />
<br />
* '''AI aircraft move vertically -- and do loops''': AI aircraft now move much more realistically in the vertical direction. They do loops, dive, and all the rest. Their behavior (climb rates, dive rates, and so on) matches those of the corresponding FG aircraft. This makes for a much more realistic 3-D dogfighting experience in FlightGear.<br />
* '''Realistic roll rates for AI aircraft''': Roll rates are one the most important factors determining the effectiveness of fighter aircraft-- aircraft that can roll faster can turn faster. Now the roll rate for AI aircraft in scenarios can be customized, and bugs in the roll & turn routines for AI aircraft have been fixed.<br />
* '''Significant performance improvements''': Bombable now makes much less of an impact on your framerate, and much less stuttering & slowdown at key points, like when numerous machine gun rounds are impacting.<br />
* '''Damage impact detection is the most advanced element in Bombable'''. It is greatly improved over FG's native impact detection system, and the framework is in place for further refinements or as a model for FG to implement more refined impact detection internally. Damage tracking and communication over Multiplayer works well in a very lightweight with a very low data rate. However, only a general damage percentage is tracked and communicated. Damage to different locations or systems is not simulated. Proof of concept for explosions, fires, weapons damage animations, and crash animations is in place. All these elements could be refined for greater realism.<br />
* '''Relocate any scenario to your location''': Have an AI scenario based in San Francisco, but want to fly in London? No problem, just hit a button in the Bombable menu and your scenario comes to you, wherever you are. Damage levels for AI aircraft and objects are re-set. It's like loading a new scenario without having to re-start FlightGear.<br />
* '''Re-spawn AI aircraft and objects''': After you have shot down (or been shot down by!) AI aircraft or objects in scenarios, you can instantly re-spawn them and try again. (Available in the Bombable menu.)<br />
<br />
The last two are kind of game changers--it's like being able to re-start/re-load a scenario instantly without having to re-start FG.<br />
<br />
In addition, there have been some feature requests to make the bombable addon more challenging by improving its AI. This spawned an interesting discussion about possible ways to make the AI even smarter than it is already [http://flightgear.org/forums/viewtopic.php?f=6&t=5742&start=300#p140013]. Also see [[Howto: Neural networks in Nasal]].<br />
<br />
For a nice video demo created by Vodoun da Vinci, please see [[FlightGear Newsletter October 2011#Community news|community news]].<br />
<br />
== Interview with a contributor: Gijs de Rooy ==<br />
''From this month onwards, we'd like to see a monthly interview with a contributor. Questions are available on [[interview questions]] and anyone is free to write an interview (with him-/herself) for next month's newsletter!''<br />
<br />
* '''How long have you been involved in FlightGear? What was it that made you join?'''<br />
According to the forum software I joined all the way back in July 2007. One year earlier I was one of the first users of Google SketchUp, free 3D modelling software. After modelling several buildings in my home town, Amsterdam (and placing them in Google Earth) I started working on Amsterdam Airport Schiphol. By then, Google Earth had a (simple) built-in flight simulator. Amsterdam would be the first airport to be modelled especially for that, that was my plan at least...<br />
<br />
While modelling Schiphol, I stumbled across this free flight sim, called FlightGear, that wasn't a game, unlike Google's. In [http://flightgear.org/forums/viewtopic.php?f=5&t=473 one of my first posts] on the FlightGear forum I asked for someone to place my models into FlightGear's scenery. Georg (Heliflyer) placed my first buildings. I took some effort, but I finally managed to place buildings myself. Sadly the guy that introduced me to FlightGear and gave me a hobby that would last up till today, passed away in 2009.<br />
<br />
* '''Do you have real world connections with aviation or IT?'''<br />
Since two months I'm studying Aerospace Engineering at the University of Delft. So far I really like this mix of hobby and study. <br />
<br />
* '''What are your major interests in FlightGear?'''<br />
One of the things I like about FlightGear is the wide range of things one can get involved with: modelling, texturing, writing manuals, collecting data etc. and of course flying itself. Therefore I have a very long list of interests. However, there are three key parts that I particularly enjoy; being the development of scenery and aircraft and helping others by writing wiki articles and replying to questions at the forum.<br />
<br />
* '''What project(s) are you working on right now?'''<br />
My main development projects right now are the Boeing [[747-400]] and Dutch scenery. Both can be considered as never finished; there are always things to add/improve.<br />
<br />
* '''On average, how much time do you spend working with/contributing to FlightGear?'''<br />
Until this year I spent roughly 4 to 5 hours a day on FlightGear related things. Now that I'm studying I have less free time, but still several hours a day on average. Most of that time is taken up by non-development stuff, like the forum, wiki and livery database. Over the years I've been spending way too litle time on the actual flying. <br />
<br />
* '''What do you plan on doing in the future?'''<br />
I would really like to bring the 744 to a state where a real pilot cannot spot a thing that is missing in the simulation.<br />
<br />
* '''What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?'''<br />
Starting something new is easy, completing it is much harder. I could have never guessed I would still be working on the 744, three years after I started!<br />
<br />
I've always been telling newcomers to start improving existing features. It's a great way to familiarize yourself with the project. By looking into existing aircraft's files for example, you will quickly find out how those files are linked together and what their purpose is.<br />
<br />
== Snapshot releases ==<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
The [[Learjet 35-A]] has been updated. Several minor errors have been fixed and improvements have been put in-place. The [[Learjet 35-A]] is the only business jet with a functional autopilot. It is a gem to fly and perfect for beginners and experts to try [[radio navigation]], autopilot control and [[ILS]] procedures. Thanks Xsaint and PH-JBO for the work done.<br />
<br />
=== Livery database reaches 600 ===<br />
On October 8, the [[FlightGear livery database]] welcomed its 600th livery! Thanks to 70 authors, the virtual skies are more colourful than ever. <br />
<br />
At the moment the contribution system is being rewritten. For the time being, new liveries are only accepted via direct email to [http://www.flightgear.org/forums/memberlist.php?mode=viewprofile&u=510 Gijs].<br />
<br />
== Scenery corner ==<br />
<br />
=== Support for 8.50 airport data ===<br />
[[File:EHAM_overview_night.png|thumb|270px|[[Amsterdam Airport Schiphol]] by night, with the new 8.50 lighting.]]<br />
[[File:EHAM_gate_D.png|thumb|270px|Schiphol's D gates, in combination with AI traffic.]]<br />
As mentioned in the previous newsletter; efforts are made to bring [[TerraGear]] up to a level where it supports the 8.50 apt.dat format, nowadays used by X-Plane. This new format has all kind of exciting features like curved taxiways and accurate lining/lighting (not just "ordinary" taxiway lines, but also markings like hold lines). Furthermore, seperate runway end definitions so it is now possible to create runways with different markings on both ends (including "empty ends" for runways being only used into one direction).<br />
<br />
We'd like to thank Christian (papillon81), Pete (Psadro GM) and Emmilian (i4dnf) for their hard work. It's probably legitimate to say that this is the biggest improvements in FlightGear scenery over the past years!<br />
<br />
=== Airports ===<br />
<br />
Work progressed on a line of higher detailed service vehicle scenery models.<br />
<br />
[[File:Fgfs 2011-10-29 13-41-16-88.jpg|400px|Service vehicles lineup]][[File:Fgfs 2011-10-23 18-02-20-12.jpg|400px|Baggege trailer lineup]]<br />
<br />
[[File:Fgfs 2011-10-26 20-46-13-55.jpg|400px|ULD Container trailer linup]][[File:Fgfs 2011-10-16 04-35-08-94.jpg|400px|Short version of the Volvo-FM airport fuel truck]]<br />
<br />
Currently the line includes a small tow truck, Baggage trailer, ULD container trailers, Catering Trucks and a Fuel Truck.<br />
<br />
You can follow the development on the forum: [http://www.flightgear.org/forums/viewtopic.php?f=5&t=13472]<br />
<br />
== Aircraft of the month ==<br />
<br />
Diamond DA42 Twin Star<br />
<br />
[[File:Fgfs-screen-032.png|600px]]<br />
<br />
http://en.wikipedia.org/wiki/Diamond_DA42<br />
<br />
== Glider of the month ==<br />
<br />
Jean Astir Grob G102<br />
<br />
[[File:Astir.png|600px]]<br />
[[File:Fgfs-screen-026.png|600px]]<br />
<br />
== Airport of the month ==<br />
[[File:FJDG.jpg|600px]]<br />
<br />
The nearest airport is about 700 NM away. Around us are about 30 small islands, none with [[radio beacons]], none with an airport but some with a small beach. This Airport has four odd looking pillboxes. If you click they will open, very slowly. Now if you would have a [[Northrop B-2 Spirit |B2 bomber]] you could park your aircraft in it. If you don't have a [[Northrop B-2 Spirit|B2]] you are allowed to land, but only in an emergency. Fake an emergency and get here, bring piña colada and have a party on the beach!<br />
<br />
*It is sooo beautiful here. Oh, where? FJDG, [http://en.wikipedia.org/wiki/Chagos_Archipelago Diego Garcia at Point Marianne]. Perfect for [[VFR]] tours, and a piña colada on the beach.<br />
<br />
== Screenshot of the month ==<br />
[[File:Mount Everest VNTR.jpg]]<br />
*[[Learjet 35-A]] and [http://en.wikipedia.org/wiki/Mount_Everest Mount Everest] viewed from West towards East. Atlas image of the route to [http://en.wikipedia.org/wiki/Tumlingtar_Airport VNTR]. I could see the direction of NDB and knew the altitude of the RW. The RW was not visible till the absolute last moment racing down with airbrakes at max. The landing was a success but I had to change underwear and clean the seat.<br />
<br />
== Suggested flights ==<br />
It's cold where we will go so dress up warm and if we are lucky we might see whales during our flight. Don't fly too high to enjoy the amazing views, and there is a small challenge at the end. The runways we will use are long enough for bigger aircraft (7000+). Total length of the trip will be around 245 NM. So, hop in the cockpit of your favourite airliner.<br />
<br />
Alaska, here we come! Enjoy!<br />
#Park your aircraft on PAKT, [http://www.borough.ketchikan.ak.us/airport/airport_history.htm Ketchikan International], runway 11. The wind is coming from '''South''', change the weather if needed (SE is ok too). <br />
#Fly North towards [[NDB]] Fredericks Point on 372.0 for 94 NM. <br />
#Fly towards [[NDB]] Five Fingers on 295.0 for 39 NM. <br />
#Fly towards [[NDB]] Gustavus on 219.0 for 77 NM. <br />
#Fly towards [[NDB]] Coghlan Island on 212.0 for 32 NM.<br />
#Set the [[ILS]] on 109.9 and land your aircraft (after 4 NM) on PAJN, [http://www.juneau.org/airport/ Juneau International], runway 08.<br />
If you feel warm after this landing, you just crossed a NORAD microwave site, so that is why.<br />
*More amazing flights can be found at [[Suggested Flights]].<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
=== 10,000,000 pageviews ===<br />
On October 29, the FlightGear wiki welcomed it's 10,000,000th (10 millionth) pageview! Coming from five million in October 2010, we doubled in just 12 months time. That is a proof that FlightGear has more users than ever and more users are able to find their way to the wiki. Both things are very nice of course!<br />
<br />
We'd like to thank everyone that donated some free time to create/improve/correct articles and upload images to the wiki. As the wiki is (just like FlightGear) completely dependant on the community we'd like to emphasize that anyone is welcome to help! You can find a short introduction to the wiki at [[Help:Your first article]].<br />
<br />
To 20 million and beyond! We're already well on our way, with {{NUMBEROFVIEWS}} views at this very moment. More statistics are available at [[Special:Statistics]].<br />
<br />
=== Nasal documentation ===<br />
Flug and Hooray revamped the [[Nasal]] documentation, to make it hopefully more comprehensive and more accessible to new programmers. If you think, anything is unclear or missing, please leave a remark at the article's talk page or [http://flightgear.org/forums/viewtopic.php?f=30&t=13811 the forum topic].<br />
<br />
===New articles===<br />
*The article about [[altitude]] has received an update and a fresh lick of paint. Please help to correct the German version.<br />
*[[Aircraft speed]] is a bit more up-to speed now.<br />
*Places to fly, Suggested Flights, Suggested Flights from newsletters and the flights from the main website have all been merged into one gathering place of amazing places you really have to visit one day, soon. Check out [[Suggested Flights]] and feel free to add your secret pearls! <br />
<br />
===New aircraft articles===<br />
===Most popular newsletters===<br />
<br />
== Community news ==<br />
===Reminder: FSweekend===<br />
A team of FlightGear developers will promote FlightGear to the public at the [[FSweekend]] (5 and 6 November 2011), the largest flight simulator event in the world. They highly appreciate it if you are able to stop by. If you are unable to visit [[Lelystad Airport]] (EHLE) in real life, make sure you pay a virtual visit! <br />
<br />
A visit is definitely worth it. The more knowing that Durk Talsma, one of our longtime core developers, will do a one hour presentation on FlightGear.<br />
<br />
[[File:Fgfs-screen-028.png|x125px]][[File:FSweekend_banner_2011.jpg|x125px|link=http://www.fsweekend.com]]<br />
<br />
More information can be found at the event's wiki page: [[FSweekend 2011]].<br />
<br />
=== FlightGear on YouTube ===<br />
Vodoun da Vinci has [http://flightgear.org/forums/viewtopic.php?f=19&t=13823 uploaded a new movie] complete with music soundtrack to demonstrate the latest [[Bombable]] addon. This one primarily features head on attacks by custom [[P-51D Mustang]]s over Sochi, Russia.<br />
<br />
The code in the Mustangs has been hacked to make them aggressive in attacking head on. My favorite style with my FW-190 D9 Dora supplied by Detlef Faber. The clips have been recorded with time set to evening and morning (dusk and dawn) as this provides the kind of dark and contrasting sky that best suits me for hunting.<br />
<br />
Oscar uploaded an [http://www.youtube.com/watch?v=nb0-k60wpKM Aircraft of the Month] video review, based on [http://www.flightgear.org/forums/viewtopic.php?f=4&t=11930&p=139727#p139596 Thorsten's review] of the [[IAR_80]] on the forums.<br />
<br />
=== FlightGear on Facebook ===<br />
Started in December 2010, [http://www.facebook.com/FlightGear the FlightGear Facebook page] welcomed its 6000th "liker" on October 7! The original plan was to outnumber the likers of [[Pro Flight Simulator]] and the like, but now that we've outnumbered them by far, the Facebook page can be seen as a way to provide a periodic dose of what's new, cool or fun in FlightGear. Over the past months, we've been frequently posting nice screenshots from forummembers.<br />
<br />
Speaking of which, [http://flightgear.org/forums the forum] is still the place to be when you're looking for support.<br />
<br />
=== New tutorials and screencasts ===<br />
[http://icestar-fghangar.web44.net/web/ Icecode's and Star's hangar] which was created on February 2011, is now bringing a new [http://icestar-fghangar.web44.net/web/?q=node/51 Tutorials section] where a new tutorial will be uploaded each week (sometimes more often). Starting with this week's tutorial "[http://icestar-fghangar.web44.net/web/?q=node/54 VOR navigation]". The tutorials are not going to be only limited on how to fly aircrafts but also we'll be showing you tips on how to develop aircrafts, scenery, liveries and many other things. Have fun reading and enjoy your flights!<br />
<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== FlightGear in the news==<br />
FlightGear was featured in the October edition of [http://microsim.over-blog.com/ MicroSim], a French flight simulation magazine. The two paged article (click images below to open larger versions) discussed our latest release 2.4.0. Altough MSFS and X-Plane have better graphics and more complete aircraft, the writer considers FlightGear a worthwhile alternative. <br />
<br />
The next edition of MicroSim will include a tutorial, to guide new users through the program.<br />
<br />
[[File:MicroSim_oct2011_1.png|300px]]<br />
[[File:MicroSim_oct2011_2.png|286px]]<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
*[[Translation requests| To '''translate''' (wiki) we must '''translate translate'''!]] so, Help and translate [[Translation requests| translate]] Wenn Sie Aus Deutschland sind or Jeśli jesteś z Polski, and from anywhere!<br />
**Special thanks to Alexmdv and Michat for their translation work! (And Hamster and so many others)<br />
<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
...that you can comment on the newsletter in the [http://www.flightgear.org/forums/viewforum.php?f=50 forums]? Help us improve *your* newsletter! Give comments, suggestions and feedback!<br />
<br />
[[Category:FlightGear Newsletter]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_October_2011&diff=36646FlightGear Newsletter October 20112011-10-31T14:28:54Z<p>Osjcag: /* FlightGear on YouTube */ Added Aircraft of the Month video</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
=== FGdata split ===<br />
A team of developers started preparing the FlightGear [[git]] repositories for a significant change. Aircraft will be split of from fgdata, in order to ease development of aircraft and data as a whole. At the moment (of publication of this newsletter) we're in the testing phase; inviting anyone to test out the new system and report any bugs, comments and questions.<br />
<br />
We would like to emphasize that those testing repositories are not meant to replace the "old" fgdata yet! There are various ways of splitting (eg. all aircraft in one big repository, repositories per author), so until we've settled on what way to go, things might (and will) change.<br />
<br />
Details can be found on the special wiki page: [[FlightGear Git: splitting fgdata]].<br />
<br />
=== Move to CMake ===<br />
The build system for the FlightGear core was switched to "CMake" - which means we now have a single build system for all environments - Windows, Linux and Mac. So far, "automake" scripts for Linux/Mac and a separate MSVC project for each individual VisualStudio version had to be maintained. With the unified system maintenance is easier when adding new sources, library dependencies or compile-time switches to the project.<br />
<br />
FlightGear (Windows) users are likely to not even notice any change though: the Jenkins build server was already switched to using CMake, and nothing will change for the provided release or development snapshot installers.<br />
<br />
Further information: [[Building using CMake]], [[Developing using CMake]]<br />
<br />
<!-- http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg34344.html --><br />
<br />
=== New Replay System ===<br />
The [[Instant Replay]] system has received a major overhaul. The existing system worked well with specific types of aircraft only, since it relied on a hard-coded set of properties to be recorded/replayed, mainly covering propeller aircraft. Jet engines (thrust-reversers, N1/N2 rpm), or non-standard gears (i.e. a Concorde with 4 landing gears) were not working well though. The new system can be adapted to any kind of aircraft and any kind of custom property or animation.<br />
<br />
[[File:FG-instant-replay-new.png|thumb|500px|The new instant replay dialog.]]<br />
<br />
Most obvious change is probably an improved replay dialog: the video player-like GUI provides play/pause/skip buttons and also controls replay speed. During replay use the 4 arrow keys as controls (left/right to skip, up/down to speed-up/slow-down). Also new: ''slow-motion playback'' is now supported!<br />
<br />
Another new feature is the option of taking controls at any point during replay. Use the ''Instant Replay'' to go back in time, then hit the "My controls!" button to regain controls and continue the flight from the current position. You may find this to be useful to train particular flight phases, such as flying the same approach again and again, maybe using different weather/wind conditions. Even if you messed up an approach: go back, try again, until you're getting better! :) Currently this particular feature is only available for YASim aircraft - except helicopters. JSBSim support is likely to be available soon.<br />
<br />
The first step to adapt an aircraft to the improved recording system is to pick one of the ready-to-use configuration files, depending on aircraft/engine/.. type. The configuration file only needs to be included in the aircraft's ...-set.xml file. As an optional second step, you can add more custom properties to cover aircraft-specific effects. For more details, see the [https://www.gitorious.org/fg/fgdata/blobs/master/Docs/README.flightrecorder README.flightrecorder] in the fgdata/Docs folder.<br />
<br />
A few adapted aircraft examples showing different levels of customization are already present in current git/fgdata:<br />
* ASK13 (glider)<br />
* c172p (propeller/piston)<br />
* b1900d (turboprop)<br />
* UH-1 (helicopter)<br />
* 777-200ER (jet).<br />
<br />
Furthermore, the replay system's buffers are now fully configurable (see /sim/replay/buffer properties). If you have enough memory, you could increase the buffer recording durations and rates.<br />
<br />
Work on the replay system isn't finished yet. However, have a test flight with the current state in current git ;-).<br />
<br />
=== Flying Lessons for AI pilots ===<br />
<br />
This month FlightGear's virtual, AI controlled, pilots have received extensive training with regard to their landing skills. Whereas in older versions AI aircraft had a tendency to approach too high, drop dead onto the runway, and taxi all the way to the opposite end of the runway before vacating it, the current development version of FlightGear as largely addressed all these issues. Pilots now make a much more realistic approach, and vacate the runway when able. The corresponding AI control code was implemented in October. Additionally, work has started on a new traffic flow regulation algorithm to guide ground traffic.<br />
<br />
=== The bombable addon has been updated ===<br />
[[File:bombable4_4_800.png]]<br />
<br />
Flug's [[Bombable]] addon received a number of major updates, among them:<br />
<br />
* '''AI aircraft move vertically -- and do loops''': AI aircraft now move much more realistically in the vertical direction. They do loops, dive, and all the rest. Their behavior (climb rates, dive rates, and so on) matches those of the corresponding FG aircraft. This makes for a much more realistic 3-D dogfighting experience in FlightGear.<br />
* '''Realistic roll rates for AI aircraft''': Roll rates are one the most important factors determining the effectiveness of fighter aircraft-- aircraft that can roll faster can turn faster. Now the roll rate for AI aircraft in scenarios can be customized, and bugs in the roll & turn routines for AI aircraft have been fixed.<br />
* '''Significant performance improvements''': Bombable now makes much less of an impact on your framerate, and much less stuttering & slowdown at key points, like when numerous machine gun rounds are impacting.<br />
* '''Damage impact detection is the most advanced element in Bombable'''. It is greatly improved over FG's native impact detection system, and the framework is in place for further refinements or as a model for FG to implement more refined impact detection internally. Damage tracking and communication over Multiplayer works well in a very lightweight with a very low data rate. However, only a general damage percentage is tracked and communicated. Damage to different locations or systems is not simulated. Proof of concept for explosions, fires, weapons damage animations, and crash animations is in place. All these elements could be refined for greater realism.<br />
* '''Relocate any scenario to your location''': Have an AI scenario based in San Francisco, but want to fly in London? No problem, just hit a button in the Bombable menu and your scenario comes to you, wherever you are. Damage levels for AI aircraft and objects are re-set. It's like loading a new scenario without having to re-start FlightGear.<br />
* '''Re-spawn AI aircraft and objects''': After you have shot down (or been shot down by!) AI aircraft or objects in scenarios, you can instantly re-spawn them and try again. (Available in the Bombable menu.)<br />
<br />
The last two are kind of game changers--it's like being able to re-start/re-load a scenario instantly without having to re-start FG.<br />
<br />
In addition, there have been some feature requests to make the bombable addon more challenging by improving its AI. This spawned an interesting discussion about possible ways to make the AI even smarter than it is already [http://flightgear.org/forums/viewtopic.php?f=6&t=5742&start=300#p140013]. Also see [[Howto: Neural networks in Nasal]].<br />
<br />
For a nice video demo created by Vodoun da Vinci, please see [[FlightGear Newsletter October 2011#Community news|community news]].<br />
<br />
== Interview with a contributor: Gijs de Rooy ==<br />
''From this month onwards, we'd like to see a monthly interview with a contributor. Questions are available on [[interview questions]] and anyone is free to write an interview (with him-/herself) for next month's newsletter!''<br />
<br />
* '''How long have you been involved in FlightGear? What was it that made you join?'''<br />
According to the forum software I joined all the way back in July 2007. One year earlier I was one of the first users of Google SketchUp, free 3D modelling software. After modelling several buildings in my home town, Amsterdam (and placing them in Google Earth) I started working on Amsterdam Airport Schiphol. By then, Google Earth had a (simple) built-in flight simulator. Amsterdam would be the first airport to be modelled especially for that, that was my plan at least...<br />
<br />
While modelling Schiphol, I stumbled across this free flight sim, called FlightGear, that wasn't a game, unlike Google's. In [http://flightgear.org/forums/viewtopic.php?f=5&t=473 one of my first posts] on the FlightGear forum I asked for someone to place my models into FlightGear's scenery. Georg (Heliflyer) placed my first buildings. I took some effort, but I finally managed to place buildings myself. Sadly the guy that introduced me to FlightGear and gave me a hobby that would last up till today, passed away in 2009.<br />
<br />
* '''Do you have real world connections with aviation or IT?'''<br />
Since two months I'm studying Aerospace Engineering at the University of Delft. So far I really like this mix of hobby and study. <br />
<br />
* '''What are your major interests in FlightGear?'''<br />
One of the things I like about FlightGear is the wide range of things one can get involved with: modelling, texturing, writing manuals, collecting data etc. and of course flying itself. Therefore I have a very long list of interests. However, there are three key parts that I particularly enjoy; being the development of scenery and aircraft and helping others by writing wiki articles and replying to questions at the forum.<br />
<br />
* '''What project(s) are you working on right now?'''<br />
My main development projects right now are the Boeing [[747-400]] and Dutch scenery. Both can be considered as never finished; there are always things to add/improve.<br />
<br />
* '''On average, how much time do you spend working with/contributing to FlightGear?'''<br />
Until this year I spent roughly 4 to 5 hours a day on FlightGear related things. Now that I'm studying I have less free time, but still several hours a day on average. Most of that time is taken up by non-development stuff, like the forum, wiki and livery database. Over the years I've been spending way too litle time on the actual flying. <br />
<br />
* '''What do you plan on doing in the future?'''<br />
I would really like to bring the 744 to a state where a real pilot cannot spot a thing that is missing in the simulation.<br />
<br />
* '''What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?'''<br />
Starting something new is easy, completing it is much harder. I could have never guessed I would still be working on the 744, three years after I started!<br />
<br />
I've always been telling newcomers to start improving existing features. It's a great way to familiarize yourself with the project. By looking into existing aircraft's files for example, you will quickly find out how those files are linked together and what their purpose is.<br />
<br />
== Snapshot releases ==<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.<br />
=== New aircraft ===<br />
<br />
=== Updated aircraft ===<br />
The [[Learjet 35-A]] has been updated. Several minor errors have been fixed and improvements have been put in-place. The [[Learjet 35-A]] is the only business jet with a functional autopilot. It is a gem to fly and perfect for beginners and experts to try [[radio navigation]], autopilot control and [[ILS]] procedures. Thanks Xsaint and PH-JBO for the work done.<br />
<br />
=== Livery database reaches 600 ===<br />
On October 8, the [[FlightGear livery database]] welcomed its 600th livery! Thanks to 70 authors, the virtual skies are more colourful than ever. <br />
<br />
At the moment the contribution system is being rewritten. For the time being, new liveries are only accepted via direct email to [http://www.flightgear.org/forums/memberlist.php?mode=viewprofile&u=510 Gijs].<br />
<br />
== Scenery corner ==<br />
<br />
=== Support for 8.50 airport data ===<br />
[[File:EHAM_overview_night.png|thumb|270px|[[Amsterdam Airport Schiphol]] by night, with the new 8.50 lighting.]]<br />
[[File:EHAM_gate_D.png|thumb|270px|Schiphol's D gates, in combination with AI traffic.]]<br />
As mentioned in the previous newsletter; efforts are made to bring [[TerraGear]] up to a level where it supports the 8.50 apt.dat format, nowadays used by X-Plane. This new format has all kind of exciting features like curved taxiways and accurate lining/lighting (not just "ordinary" taxiway lines, but also markings like hold lines). Furthermore, seperate runway end definitions so it is now possible to create runways with different markings on both ends (including "empty ends" for runways being only used into one direction).<br />
<br />
We'd like to thank Christian (papillon81), Pete (Psadro GM) and Emmilian (i4dnf) for their hard work. It's probably legitimate to say that this is the biggest improvements in FlightGear scenery over the past years!<br />
<br />
=== Airports ===<br />
<br />
Work progressed on a line of higher detailed service vehicle scenery models.<br />
<br />
[[File:Fgfs 2011-10-29 13-41-16-88.jpg|400px|Service vehicles lineup]][[File:Fgfs 2011-10-23 18-02-20-12.jpg|400px|Baggege trailer lineup]]<br />
<br />
[[File:Fgfs 2011-10-26 20-46-13-55.jpg|400px|ULD Container trailer linup]][[File:Fgfs 2011-10-16 04-35-08-94.jpg|400px|Short version of the Volvo-FM airport fuel truck]]<br />
<br />
Currently the line includes a small tow truck, Baggage trailer, ULD container trailers, Catering Trucks and a Fuel Truck.<br />
<br />
You can follow the development on the forum: [http://www.flightgear.org/forums/viewtopic.php?f=5&t=13472]<br />
<br />
== Aircraft of the month ==<br />
<br />
Diamond DA42 Twin Star<br />
<br />
[[File:Fgfs-screen-032.png|600px]]<br />
<br />
http://en.wikipedia.org/wiki/Diamond_DA42<br />
<br />
== Glider of the month ==<br />
<br />
Jean Astir Grob G102<br />
<br />
[[File:Astir.png|600px]]<br />
[[File:Fgfs-screen-026.png|600px]]<br />
<br />
== Airport of the month ==<br />
[[File:FJDG.jpg|600px]]<br />
<br />
The nearest airport is about 700 NM away. Around us are about 30 small islands, none with [[radio beacons]], none with an airport but some with a small beach. This Airport has four odd looking pillboxes. If you click they will open, very slowly. Now if you would have a [[Northrop B-2 Spirit |B2 bomber]] you could park your aircraft in it. If you don't have a [[Northrop B-2 Spirit|B2]] you are allowed to land, but only in an emergency. Fake an emergency and get here, bring piña colada and have a party on the beach!<br />
<br />
*It is sooo beautiful here. Oh, where? FJDG, [http://en.wikipedia.org/wiki/Chagos_Archipelago Diego Garcia at Point Marianne]. Perfect for [[VFR]] tours, and a piña colada on the beach.<br />
<br />
== Screenshot of the month ==<br />
[[File:Mount Everest VNTR.jpg]]<br />
*[[Learjet 35-A]] and [http://en.wikipedia.org/wiki/Mount_Everest Mount Everest] viewed from West towards East. Atlas image of the route to [http://en.wikipedia.org/wiki/Tumlingtar_Airport VNTR]. I could see the direction of NDB and knew the altitude of the RW. The RW was not visible till the absolute last moment racing down with airbrakes at max. The landing was a success but I had to change underwear and clean the seat.<br />
<br />
== Suggested flights ==<br />
It's cold where we will go so dress up warm and if we are lucky we might see whales during our flight. Don't fly too high to enjoy the amazing views, and there is a small challenge at the end. The runways we will use are long enough for bigger aircraft (7000+). Total length of the trip will be around 245 NM. So, hop in the cockpit of your favourite airliner.<br />
<br />
Alaska, here we come! Enjoy!<br />
#Park your aircraft on PAKT, [http://www.borough.ketchikan.ak.us/airport/airport_history.htm Ketchikan International], runway 11. The wind is coming from '''South''', change the weather if needed (SE is ok too). <br />
#Fly North towards [[NDB]] Fredericks Point on 372.0 for 94 NM. <br />
#Fly towards [[NDB]] Five Fingers on 295.0 for 39 NM. <br />
#Fly towards [[NDB]] Gustavus on 219.0 for 77 NM. <br />
#Fly towards [[NDB]] Coghlan Island on 212.0 for 32 NM.<br />
#Set the [[ILS]] on 109.9 and land your aircraft (after 4 NM) on PAJN, [http://www.juneau.org/airport/ Juneau International], runway 08.<br />
If you feel warm after this landing, you just crossed a NORAD microwave site, so that is why.<br />
*More amazing flights can be found at [[Suggested Flights]].<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
=== 10,000,000 pageviews ===<br />
On October 29, the FlightGear wiki welcomed it's 10,000,000th (10 millionth) pageview! Coming from five million in October 2010, we doubled in just 12 months time. That is a proof that FlightGear has more users than ever and more users are able to find their way to the wiki. Both things are very nice of course!<br />
<br />
We'd like to thank everyone that donated some free time to create/improve/correct articles and upload images to the wiki. As the wiki is (just like FlightGear) completely dependant on the community we'd like to emphasize that anyone is welcome to help! You can find a short introduction to the wiki at [[Help:Your first article]].<br />
<br />
To 20 million and beyond! We're already well on our way, with {{NUMBEROFVIEWS}} views at this very moment. More statistics are available at [[Special:Statistics]].<br />
<br />
=== Nasal documentation ===<br />
Flug and Hooray revamped the [[Nasal]] documentation, to make it hopefully more comprehensive and more accessible to new programmers. If you think, anything is unclear or missing, please leave a remark at the article's talk page or [http://flightgear.org/forums/viewtopic.php?f=30&t=13811 the forum topic].<br />
<br />
===New articles===<br />
*The article about [[altitude]] has received an update and a fresh lick of paint. Please help to correct the German version.<br />
*[[Aircraft speed]] is a bit more up-to speed now.<br />
*Places to fly, Suggested Flights, Suggested Flights from newsletters and the flights from the main website have all been merged into one gathering place of amazing places you really have to visit one day, soon. Check out [[Suggested Flights]] and feel free to add your secret pearls! <br />
<br />
===New aircraft articles===<br />
===Most popular newsletters===<br />
<br />
== Community news ==<br />
===Reminder: FSweekend===<br />
A team of FlightGear developers will promote FlightGear to the public at the [[FSweekend]] (5 and 6 November 2011), the largest flight simulator event in the world. They highly appreciate it if you are able to stop by. If you are unable to visit [[Lelystad Airport]] (EHLE) in real life, make sure you pay a virtual visit! <br />
<br />
A visit is definitely worth it. The more knowing that Durk Talsma, one of our longtime core developers, will do a one hour presentation on FlightGear.<br />
<br />
[[File:Fgfs-screen-028.png|x125px]][[File:FSweekend_banner_2011.jpg|x125px|link=http://www.fsweekend.com]]<br />
<br />
More information can be found at the event's wiki page: [[FSweekend 2011]].<br />
<br />
=== FlightGear on YouTube ===<br />
Vodoun da Vinci has [http://flightgear.org/forums/viewtopic.php?f=19&t=13823 uploaded a new movie] complete with music soundtrack to demonstrate the latest [[Bombable]] addon. This one primarily features head on attacks by custom [[P-51D Mustang]]s over Sochi, Russia.<br />
<br />
The code in the Mustangs has been hacked to make them aggressive in attacking head on. My favorite style with my FW-190 D9 Dora supplied by Detlef Faber. The clips have been recorded with time set to evening and morning (dusk and dawn) as this provides the kind of dark and contrasting sky that best suits me for hunting.<br />
<br />
Oscar uploaded an [http://www.youtube.com/watch?v=nb0-k60wpKM Aircraft of the Month] video review, based on [http://www.flightgear.org/forums/viewtopic.php?f=4&t=11930&p=139727#p139596 Thorsten's review] on the forums.<br />
<br />
=== FlightGear on Facebook ===<br />
Started in December 2010, [http://www.facebook.com/FlightGear the FlightGear Facebook page] welcomed its 6000th "liker" on October 7! The original plan was to outnumber the likers of [[Pro Flight Simulator]] and the like, but now that we've outnumbered them by far, the Facebook page can be seen as a way to provide a periodic dose of what's new, cool or fun in FlightGear. Over the past months, we've been frequently posting nice screenshots from forummembers.<br />
<br />
Speaking of which, [http://flightgear.org/forums the forum] is still the place to be when you're looking for support.<br />
<br />
=== New tutorials and screencasts ===<br />
[http://icestar-fghangar.web44.net/web/ Icecode's and Star's hangar] which was created on February 2011, is now bringing a new [http://icestar-fghangar.web44.net/web/?q=node/51 Tutorials section] where a new tutorial will be uploaded each week (sometimes more often). Starting with this week's tutorial "[http://icestar-fghangar.web44.net/web/?q=node/54 VOR navigation]". The tutorials are not going to be only limited on how to fly aircrafts but also we'll be showing you tips on how to develop aircrafts, scenery, liveries and many other things. Have fun reading and enjoy your flights!<br />
<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== FlightGear in the news==<br />
FlightGear was featured in the October edition of [http://microsim.over-blog.com/ MicroSim], a French flight simulation magazine. The two paged article (click images below to open larger versions) discussed our latest release 2.4.0. Altough MSFS and X-Plane have better graphics and more complete aircraft, the writer considers FlightGear a worthwhile alternative. <br />
<br />
The next edition of MicroSim will include a tutorial, to guide new users through the program.<br />
<br />
[[File:MicroSim_oct2011_1.png|300px]]<br />
[[File:MicroSim_oct2011_2.png|286px]]<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
*[[Translation requests| To '''translate''' (wiki) we must '''translate translate'''!]] so, Help and translate [[Translation requests| translate]] Wenn Sie Aus Deutschland sind or Jeśli jesteś z Polski, and from anywhere!<br />
**Special thanks to Alexmdv and Michat for their translation work! (And Hamster and so many others)<br />
<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===<br />
...that you can comment on the newsletter in the [http://www.flightgear.org/forums/viewforum.php?f=50 forums]? Help us improve *your* newsletter! Give comments, suggestions and feedback!<br />
<br />
[[Category:FlightGear Newsletter]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_September_2011&diff=35177FlightGear Newsletter September 20112011-09-30T21:53:09Z<p>Osjcag: /* Aircraft of the month */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
The [http://flightgear.simpits.org:8080/ Jenkins Server] has been updated to build FlightGear using Cmake and the last version of Visual Studio. This is probably the way future versions of FlightGear will be built. Installable "nightly" builds are available [http://flightgear.simpits.org:8080/job/Win32-installer-Cmake/lastSuccessfulBuild/artifact/ here].<br />
<br />
{{Non-stable}}<br />
<br />
<br />
=== Local Weather gets to render atmospheric haze ===<br />
<br />
The Local Weather package is currently adding support for the skydome scattering shader, and in the process gets a dedicated terrain shader capable of rendering a low-altitude haze later. The first results are quite encouraging:<br />
<br />
[[File:Skydome-terrain01.jpg]]<br />
<br />
[[File:Skydome-terrain06.jpg]]<br />
<br />
[[File:Skydome-terrain07.jpg]]<br />
<br />
<br />
Currently this code doesn't work with special shaders such as the urban effect or the water reflection and requires to keep track of visibility in a way conceptually different from what Flightgear has been using up to now, so the actual integration may take a bit.<br />
<br />
=== AI Traffic updates ===<br />
[[File:Fgfs-screen-334.png|thumb|San Francisco International becomes busy with traffic.]]<br />
As part of a new initiative to make the FlightGear skies more lively, we are currently in the process of adding 344963 new individual flights, from about 65 airlines to FlightGear's AI system. At the moment of writing, The schedules for the major american carriers (American Airlines, Delta Airlines, and United Airlines), as well as that of one of the Leading European Airlines (British Airways) have been added and more traffic will follow soon.<br />
<br />
=== Starting at the most appropriate parking position ===<br />
At selected airports, it is now possible to let FlightGear decide at which parking it should start. You can do this by passing the commmand line option <nowiki>--parkpos=AVAILABLE</nowiki> to FlightGear. This way, you don't need to worry about the details of whether the parking is of the right type, whether it is large enough, etc etc. <br />
<br />
However, in order to get it to work, you need to set some properties:<br />
<br />
'''/sim/dimensions/radius-m''' should be a nummeric estimate of the size of your aircraft. A small aircraft fits into a large parking, but a large aircraft does not fit into a small parking space. Because the AI part of radius is also used for slightly different purposes (prioritizing gate assignments), the given value may deviate slightly from the real aircraft's size. See [[Aircraft_radii|our wiki for an overview of standard aircraft radii]] currently in use.<br />
'''/sim/aircraft-class''' can be any one of "ga", "cargo", "gate", "mil-fighter", "mil-cargo", or "vtol". See [[Interactive_traffic#A_technical_perspective|our wiki documentation]] for more information.<br />
In addition, the property '''/sim/aircraft-operator''' can be set to a three letter icao airline code. The first two properties are mandatory for the system to work, the last one is optional, but will generally result in a better parking location. <br />
<br />
Fortunately, it is also possible to set these properties in the aircraft's configuration file. Currently, two aircraft have been updated to automatically take advantage of this new system. These are the Boeing 777-200ER, and the Embrear 170. The properties aircraft-class and aircraft-operator can also be changed by FlightGear's livery select mechanism, so that depending on whom you're flying for, you'll spawn at a different part of the airport! See [http://www.flightgear.org/forums/viewtopic.php?f=18&t=13527 the corresponding forum discussion] for more information on how to update the aircraft configuration and corresponding livery select files.<br />
<br />
== Snapshot releases ==<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
*Brisa has hacked into the FlightGear data and with some clever coding he can pull out amazing airport maps we can use for planning. Independent of the operating system of your computer, just a pot of jar to click. [[Airport Diagram Generator|Read more here...]]<br />
<br />
*How would you feel with a true redneck as your co-pilot? He don't say much but he can do most of the flying for you. [[FGFSCopilot|Read more...]]<br />
<br />
*The [[AI Schedule manager]] is a GUI application that can manage and perform various operations on AI flight schedules, fleets and aircraft, using a database backend, while remaining compatible with the console set of tools. [[AI Schedule manager|Read more...]]<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
All the way back in May, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]].<br />
<br />
=== New aircraft ===<br />
=== Updated aircraft ===<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
<br />
=== New York City ===<br />
[[File:Manhattan terrain.png|thumb|Manhattan visualised by a handmade shapefile and OSM (rail)road data.]]<br />
You might remember the New York City project we mentioned in the [[FlightGear Newsletter January 2011#New York City|January edition]] of the newsletter. Several forum members started a collaborated effort to model the NY skyline. Altough the first results were promising, the number of contributions decreased over the past months. <br />
<br />
From this month on, new efforts are made, including handmade terrain for Manhattan. Please see if you can contribute a model or two. They don't have to be state of the art models; for a skyline mass is what counts most. See [http://flightgear.org/forums/viewtopic.php?f=5&t=10531 the forum] for more details.<br />
<br />
=== X-Plane's 8.50 data format trials ===<br />
Some of you may know that we are using an "old" data format for airports in FG, which results in a poor visual rendering of taxiways at airports. It is currently impossible to make a round/curved taxiway, you have to use plenty of rectangular polygons to make it look curved. <br />
<br />
Well, maybe one day it will be over. [[User:Psadro gm|Psadro gm]] is working hard to experiment with 8.50 support in FG. Have a look at the first results in the [http://www.flightgear.org/forums/viewtopic.php?f=5&t=13240&start=30 forum topic].<br />
<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
Thorsten reviewed both the [[Eurocopter_EC135]] and the [[Zeppelin_NT]] this month. The full reviews can be found [http://www.flightgear.org/forums/viewtopic.php?f=4&t=11930&start=30#p134640 here] on the FlightGear Forums. Oscar uploaded a shorter review of both the planes in a [http://www.youtube.com/watch?v=kY7160m2spw video review] on YouTube.<br />
<br />
== Airport of the month ==<br />
[[File:RJTT Tokyo Haneda intl.jpg]]<br />
<br />
Grain silos? The Arc of Saint Louis in red? In the distance it appears we see the Eiffel Tower? Where are we?<br />
<br />
Carefully recreated in FlightGear, [[Tokyo_Haneda_International_Airport | Tokyo Haneda International Airport]] that I stumbled upon during my trip around the world. The layout is as real as it can get. The only thing missing, work out in Tokyo Bay creating a new runway.<br />
<br />
Visit RJTT in [http://www.tokyo-airport-bldg.co.jp/ real] or in FlightGear. Step into your c172p and fly over Tokyo, I promise amazing buildings and bridges. If you have time, take a course WSW and try to fly over Mount Fuji.<br />
<br />
Low in polygons, any windbag causes more lag as a complete airport.<br />
<br />
== Screenshot of the month ==<br />
[[File:Fgfs-screen-005.png|800px]]<br />
<br />
*LFLG airport ( France ) P.A.F. home base [http://equipe-flightgear.forumactif.com/ link]<br />
*http://www.youtube.com/watch?v=AIliB6FLFvc<br />
<br />
== Screenshot Challenges ==<br />
<br />
We've started to have some screenshot challenges in the forum according to the following rules:<br />
<br />
<i><br />
1) The screenshot must be an actual frame from a running instance of Flightgear. It can be cropped or altered in size, but it may not be altered or postprocessed in any way.<br />
<br />
2) Flightgear however may be altered in any way you wish (in fact, this is explicitly encouraged) - you may modify materials.xml, you may use custom scenery, you may use your own textures, liveries, your own aircraft currently under development, your patch to the core, ... The only condition is that it's understood that whatever you did is eventually made available to others - i.e. in case you have generated a livery which you intend to sell to others, you may not use it here. Any version of Flightgear is okay.<br />
<br />
3) Flightgear does not need to be run in the configuration you actually usually fly with - for the purpose of the screenshot, you may run settings with 1 fps which you would not fly otherwise. <br />
<br />
4) The screenshot must be related to the challenge theme and to aviation (don't just go there with the ufo and take a shot).<br />
</i><br />
<br />
This months winners are:<br />
<br />
<b>Challenge theme 'Forest'</b><br />
<br />
[[File:Screenshot-challenge-1.jpg]]<br />
<br />
<br />
by i4dnf.<br />
<br />
<b>Challenge theme 'Passenger views'</b><br />
<br />
[[File:Screenshot-challenge-2.jpg]]<br />
<br />
by skyop<br />
<br />
and <b>Challenge theme 'Oldtimers'</b><br />
<br />
[[File:Screenshot-challenge-3.jpg]]<br />
<br />
by Sealbhach.<br />
<br />
Congratulations to some exceptional pictures!<br />
<br />
== Suggested flights ==<br />
Traffic lights turn red, gates are closed. The only busy main road to the peninsula is closed and all the cars and trucks are waiting patiently. Waiting for a train to pass? No. Waiting for a plane to pass since the main road crosses a busy runway.<br />
<br />
On both sides water and being crossed by a busy main road can only be one runway: [http://en.wikipedia.org/wiki/Gibraltar_Airport Gibraltar airport]!<br />
<br />
One would expect an ILS installed on such a tricky runway but no, you will have to guess where it is and how far away it is. Not even an ADF points to it. <br />
<br />
Take off from LEMG (Malaga). Go South-West and find the runway of LXGB somewhere to the right of the rock. Happy guessing!<br />
<br />
*More amazing flights can be found here: [[Places to fly]].<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
* [[Places to fly]] is a revisited wiki version of the [http://www.flightgear.org/places.html flightgear.org/places.html] page, with pictures and airport charts.<br />
* Lost in the air? No idea how to navigate with them pesky [[radio beacons]]? No worries maties, help is here: [[Radio navigation]]!<br />
* [[IFR]]= InFraRed? [[VFR]]= VeryFraRed? Nooo, read here: [[Flight rules]].<br />
<br />
===New aircraft articles===<br />
===Most popular newsletters===<br />
<br />
== Community news ==<br />
===Reminder: FSweekend===<br />
With little than two months to go, the largest flight simulator event in the world (the [[FSweekend]] at [[Lelystad Airport]], the Netherlands) is coming close. Make sure to mark the weekend of 5&6 November in your agenda as "occupied". A team of FlightGear developers will be present in Lelystad to promote FlightGear to the public. They highly appreciate it if you are able to stop over at the airport! <br />
<br />
Last year we organised a [[Howto: Multiplayer|multiplayer]] event in cooperation with [[TransGear]], in which FlightGear users from all over the world could virtually visit Lelystad and surrounding airports. We currently have no plans for something similar for this year's event, but we do invite everyone to pay a (virtual) visit and be part of our show.<br />
<br />
More information can be found at the event's wiki page: [[FSweekend 2011]].<br />
<br />
=== FlightGear on YouTube ===<br />
* This nice [http://www.youtube.com/watch?v=nD4yMaszdQk aerobatic flight video] ([[Zlin 50 lx|Zlin]] at LFLG) was uploaded by a member of the [http://equipe-flightgear.forumactif.com/ P.A.F].<br />
* CatchatyouFG uploaded a [http://www.youtube.com/watch?v=U5AMwjwvCvQ video] landing the [[Bombardier CRJ-200LR]] in US Airways Express livery at Ronald Reagan Washington National Airport in submission to Osjcag's monthly FlightGear community challenge.<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
Francesco (brisa) found [http://vimeo.com/27650475 an useful video] on how to model an airliner (or any aircraft) in [[Blender]]. It covers the entire process, from setting up the 3-view diagram as background image to modeling the wings. In addition with [http://helijah.free.fr/flightgear/Creation/Creation-en.htm Emmanuels must-have tutorial], everyone should be able to model an aircraft!<br />
<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_September_2011&diff=35118FlightGear Newsletter September 20112011-09-28T22:34:24Z<p>Osjcag: /* FlightGear on YouTube */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== Development news ==<br />
<br />
The [http://flightgear.simpits.org:8080/ Jenkins Server] has been updated to build FlightGear using Cmake and the last version of Visual Studio. This is probably the way future versions of FlightGear will be built. Installable "nightly" builds are available [http://flightgear.simpits.org:8080/job/Win32-installer-Cmake/lastSuccessfulBuild/artifact/ here].<br />
<br />
{{Non-stable}}<br />
<br />
<br />
=== AI Traffic updates ===<br />
[[File:Fgfs-screen-334.png|thumb|San Francisco International becomes busy with traffic.]]<br />
As part of a new initiative to make the FlightGear skies more lively, we are currently in the process of adding 344963 new individual flights, from about 65 airlines to FlightGear's AI system. At the moment of writing, The schedules for the major american carriers (American Airlines, Delta Airlines, and United Airlines), as well as that of one of the Leading European Airlines (British Airways) have been added and more traffic will follow soon.<br />
<br />
=== Starting at the most appropriate parking position ===<br />
At selected airports, it is now possible to let FlightGear decide at which parking it should start. You can do this by passing the commmand line option <nowiki>--parkpos=AVAILABLE</nowiki> to FlightGear. This way, you don't need to worry about the details of whether the parking is of the right type, whether it is large enough, etc etc. <br />
<br />
However, in order to get it to work, you need to set some properties:<br />
<br />
'''/sim/dimensions/radius-m''' should be a nummeric estimate of the size of your aircraft. A small aircraft fits into a large parking, but a large aircraft does not fit into a small parking space. Because the AI part of radius is also used for slightly different purposes (prioritizing gate assignments), the given value may deviate slightly from the real aircraft's size. See [[Aircraft_radii|our wiki for an overview of standard aircraft radii]] currently in use.<br />
'''/sim/aircraft-class''' can be any one of "ga", "cargo", "gate", "mil-fighter", "mil-cargo", or "vtol". See [[Interactive_traffic#A_technical_perspective|our wiki documentation]] for more information.<br />
In addition, the property '''/sim/aircraft-operator''' can be set to a three letter icao airline code. The first two properties are mandatory for the system to work, the last one is optional, but will generally result in a better parking location. <br />
<br />
Fortunately, it is also possible to set these properties in the aircraft's configuration file. Currently, two aircraft have been updated to automatically take advantage of this new system. These are the Boeing 777-200ER, and the Embrear 170. The properties aircraft-class and aircraft-operator can also be changed by FlightGear's livery select mechanism, so that depending on whom you're flying for, you'll spawn at a different part of the airport! See [http://www.flightgear.org/forums/viewtopic.php?f=18&t=13527 the corresponding forum discussion] for more information on how to update the aircraft configuration and corresponding livery select files.<br />
<br />
== Snapshot releases ==<br />
<br />
== Nasal for newbies ==<br />
<br />
== New software tools and projects ==<br />
*Brisa has hacked into the FlightGear data and with some clever coding he can pull out amazing airport maps we can use for planning. Independent of the operating system of your computer, just a pot of jar to click. [[Airport Diagram Generator|Read more here...]]<br />
<br />
*How would you feel with a true redneck as your co-pilot? He don't say much but he can do most of the flying for you. [[FGFSCopilot|Read more...]]<br />
<br />
*The [[AI Schedule manager]] is a GUI application that can manage and perform various operations on AI flight schedules, fleets and aircraft, using a database backend, while remaining compatible with the console set of tools. [[AI Schedule manager|Read more...]]<br />
<br />
== FlightGear addons and mods ==<br />
<br />
== In the hangar ==<br />
All the way back in May, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]].<br />
<br />
=== New aircraft ===<br />
=== Updated aircraft ===<br />
=== Liveries ===<br />
<br />
== Scenery corner ==<br />
<br />
=== New York City ===<br />
[[File:Manhattan terrain.png|thumb|Manhattan visualised by a handmade shapefile and OSM (rail)road data.]]<br />
You might remember the New York City project we mentioned in the [[FlightGear Newsletter January 2011#New York City|January edition]] of the newsletter. Several forum members started a collaborated effort to model the NY skyline. Altough the first results were promising, the number of contributions decreased over the past months. <br />
<br />
From this month on, new efforts are made, including handmade terrain for Manhattan. Please see if you can contribute a model or two. They don't have to be state of the art models; for a skyline mass is what counts most. See [http://flightgear.org/forums/viewtopic.php?f=5&t=10531 the forum] for more details.<br />
<br />
=== X-Plane's 8.50 data format trials ===<br />
Some of you may know that we are using an "old" data format for airports in FG, which results in a poor visual rendering of taxiways at airports. It is currently impossible to make a round/curved taxiway, you have to use plenty of rectangular polygons to make it look curved. <br />
<br />
Well, maybe one day it will be over. [[User:Psadro gm|Psadro gm]] is working hard to experiment with 8.50 support in FG. Have a look at the first results in the [http://www.flightgear.org/forums/viewtopic.php?f=5&t=13240&start=30 forum topic].<br />
<br />
=== Airports ===<br />
<br />
== Aircraft of the month ==<br />
<br />
== Airport of the month ==<br />
[[File:RJTT Tokyo Haneda intl.jpg]]<br />
<br />
Grain silos? The Arc of Saint Louis in red? In the distance it appears we see the Eiffel Tower? Where are we?<br />
<br />
Carefully recreated in FlightGear, [[Tokyo_Haneda_International_Airport | Tokyo Haneda International Airport]] that I stumbled upon during my trip around the world. The layout is as real as it can get. The only thing missing, work out in Tokyo Bay creating a new runway.<br />
<br />
Visit RJTT in [http://www.tokyo-airport-bldg.co.jp/ real] or in FlightGear. Step into your c172p and fly over Tokyo, I promise amazing buildings and bridges. If you have time, take a course WSW and try to fly over Mount Fuji.<br />
<br />
Low in polygons, any windbag causes more lag as a complete airport.<br />
<br />
== Screenshot of the month ==<br />
[[File:Fgfs-screen-005.png|800px]]<br />
<br />
*LFLG airport ( France ) P.A.F. home base [http://equipe-flightgear.forumactif.com/ link]<br />
*http://www.youtube.com/watch?v=AIliB6FLFvc<br />
<br />
== Suggested flights ==<br />
Traffic lights turn red, gates are closed. The only busy main road to the peninsula is closed and all the cars and trucks are waiting patiently. Waiting for a train to pass? No. Waiting for a plane to pass since the main road crosses a busy runway.<br />
<br />
On both sides water and being crossed by a busy main road can only be one runway: [http://en.wikipedia.org/wiki/Gibraltar_Airport Gibraltar airport]!<br />
<br />
One would expect an ILS installed on such a tricky runway but no, you will have to guess where it is and how far away it is. Not even an ADF points to it. <br />
<br />
Take off from LEMG (Malaga). Go South-West and find the runway of LXGB somewhere to the right of the rock. Happy guessing!<br />
<br />
*More amazing flights can be found here: [[Places to fly]].<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===New articles===<br />
* [[Places to fly]] is a revisited wiki version of the [http://www.flightgear.org/places.html flightgear.org/places.html] page, with pictures and airport charts.<br />
* Lost in the air? No idea how to navigate with them pesky [[radio beacons]]? No worries maties, help is here: [[Radio navigation]]!<br />
* [[IFR]]= InFraRed? [[VFR]]= VeryFraRed? Nooo, read here: [[Flight rules]].<br />
<br />
===New aircraft articles===<br />
===Most popular newsletters===<br />
<br />
== Community news ==<br />
===Reminder: FSweekend===<br />
With little than two months to go, the largest flight simulator event in the world (the [[FSweekend]] at [[Lelystad Airport]], the Netherlands) is coming close. Make sure to mark the weekend of 5&6 November in your agenda as "occupied". A team of FlightGear developers will be present in Lelystad to promote FlightGear to the public. They highly appreciate it if you are able to stop over at the airport! <br />
<br />
Last year we organised a [[Howto: Multiplayer|multiplayer]] event in cooperation with [[TransGear]], in which FlightGear users from all over the world could virtually visit Lelystad and surrounding airports. We currently have no plans for something similar for this year's event, but we do invite everyone to pay a (virtual) visit and be part of our show.<br />
<br />
More information can be found at the event's wiki page: [[FSweekend 2011]].<br />
<br />
=== FlightGear on YouTube ===<br />
* This nice [http://www.youtube.com/watch?v=nD4yMaszdQk aerobatic flight video] ([[Zlin 50 lx|Zlin]] at LFLG) was uploaded by a member of the [http://equipe-flightgear.forumactif.com/ P.A.F].<br />
* CatchatyouFG uploaded a [http://www.youtube.com/watch?v=U5AMwjwvCvQ video] landing the [[Bombardier CRJ-200LR]] in US Airways Express livery at Ronald Reagan Washington National Airport in submission to Osjcag's monthly FlightGear community challenge.<br />
<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
== Useful links ==<br />
Francesco (brisa) found [http://vimeo.com/27650475 an useful video] on how to model an airliner (or any aircraft) in [[Blender]]. It covers the entire process, from setting up the 3-view diagram as background image to modeling the wings. In addition with [http://helijah.free.fr/flightgear/Creation/Creation-en.htm Emmanuels must-have tutorial], everyone should be able to model an aircraft!<br />
<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
=== Did you know ===</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2011&diff=33659FlightGear Newsletter August 20112011-08-28T15:35:49Z<p>Osjcag: /* Aircraft of the month */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== New FlightGear Version Finally Released ==<br />
On August 17 after a year and a half of hard work, [http://www.flightgear.org/announcements/flightgear-v2-4-0-released/ FlightGear v2.4 has finally been released!] Thanks to the key developers that took the lead to overhaul the FlightGear release plan and create a regular release cycle. Thanks also to each and every developer in every portion of the FlightGear community who have contributed to make FlightGear such a success! [http://www.flightgear.org/download/ Please click here to jump to the download page.]<br />
Starting with the v2.4 release, the development of FlightGear will now follow the [[Release Plan]], which will act as a guideline in upcoming development and regular releases of the FlightGear simulator in the form of a six-month development cycle. In other words, if this Release Plan's suggestions are followed thoroughly, stable releases of the simulator will be created twice a year, on the 17th of February and August.<br />
<br />
== FlightGear.org Main Website Updated ==<br />
Along with the [http://www.flightgear.org/announcements/flightgear-v2-4-0-released/ v2.4 release], the [http://www.flightgear.org FlightGear.org] web site has seen a complete overhaul during the month of August. The new website is based on "wordpress" which supports multiple editors and allows for much easier editing and updating of content. One interesting feature of wordpress is the ability to create "posts" and then allow anyone to add their own comments (pending approval.) Newsletter contributors (and anyone else) are invited to create a "post" for the main flightgear.org web site. This is a great way to promote your own project and do so in a context that allows more paragraphs, more detail, and more pictures than can fit in a newsletter article. So please continue to submit newsletter articles, but also please consider developing a longer version for the main web site!<br />
<br />
== Development news ==<br />
<br />
=== AI/ATC interactions ===<br />
[[File:Ehamrwyblock.png|thumb| Heavily congested taxiways at Schiphol after the 777-200 had been blocking active runway 24 for nearly 4 hours.]]<br />
While the preparations for our upcoming release are still going on, development for the next release has already started. In early august code changes were committed, which allow FlightGear users to interact with an artifically intelligent ATC system. Currently it is possible to request startup clearance, permission for push back, as well as taxi-clearances. A brand new, and highly experimental, ground network visualization system makes it possible to taxi from parking to runway along the route given by ATC. Hold position and resume taxi instructions can be be given in order to avoid collisions with other (AI controlled) aircraft. Hand-off to a tower controller, as well as more interactive take offs, are in the planning stages. The aim is to have all stages of IFR commercial aviation traffic under ATC control before the release of flightgear 2.6.0, which is planned for early 2012.<br />
<br />
== Nasal for newbies ==<br />
== New software Tools and Projects ==<br />
=== TerraMaster ===<br />
[http://code.google.com/p/terramaster TerraMaster] is a Java-based application that lets you pick-and-choose which scenery tiles you would like to sync with the FG scenery server. Ideal for those people who prefer to TerraSync preflight rather than inflight.<br />
== FlightGear Addons and Mods ==<br />
== In the Hangar ==<br />
=== New Aircraft ===<br />
[[File:A310-snap.png|thumb| Mahan Air A310-300 over Schiphol.]]<br />
Icecode and Star a few months ago started the development of the [http://wiki.flightgear.org/Airbus_A310-300 Airbus A310-300]. The latest version of the model includes a detailed cockpit and a realistic YAsim FDM. You can view the development progress [http://www.flightgear.org/forums/viewtopic.php?f=4&t=12790 here].<br />
<br />
<br />
<br />
<br />
==== TECNAM P.92 ECHO ====<br />
[[File:Tecnam-P92.PNG|200px|thumb| Tecnam-P92.]]<br />
A french team who likes to be called "The Flightgear France patrol" has been working on many aircrafts. It is composed of many specialists in various fields (3D, texture, FDM, nasal, xml, sound...).<br />
The France patrol is proud to offer you a new airplane: the Tecnam-P92. It is probably the best ultralight aircraft available by now in Flightgear. All the instruments, electrical systems and most of the sound are realistically simulated.<br />
You can download this airplane in [http://helijah.free.fr/flightgear/hangar.htm Helijah's hangar] here as well as in the GIT repository.<br />
This team is currently working on other planes and helos, such as the R44, DC3 C-47 and D510. Those aircrafts can also be found in Helijah's hangar and in GIT.<br />
<br />
<br />
==== GRUMMAN E-2C HAWKEYE ====<br />
[[File:Grumman-E-2C-early-model-20110626.png|200px|thumb| Grumman E-2C Hawkeye.]]<br />
At that time being the bird is in a very early stage of development, but with a little bit of time it could become a very nice carrier based flying ATC, needing (1) a Pilot to stay on station flying flat "8s" against the wind and (2) a skilled Air Controller to "control" the kind of nasty boys one can usually see around the Nimitz. Right now, the model available in Git is very crude (but the Landing gear) and the FDM isn't completely tuned. There is the minimal set of instruments, but no lights and no fancy details in the cockpit yet. Anyway she can already land and take of from a carrier (with day light). This model is coming out of xiii's factory, so be sure it will be over detailed and accurately modeled :-)<br />
<br />
=== Updated aircraft ===<br />
=== Liveries ===<br />
== Scenery corner ==<br />
=== Airports ===<br />
I have started a few models on Helgoland with the airport terminal building (EDXH) with the nearby shop and Mobile home park. <br />
<br />
It is hard to find photos of local landmarks, or interesting buildings there. Anyone who has visited Helgoland and is prepared to show me their photos could make a valuable contribution here. The church would be a welcome addition.<br />
<br />
If you know of any such photos on the internet, which cannot be found by searching with the obvious names, details would also be welcome.<br />
<br />
Any help much appreciated.<br />
<br />
VicMar<br />
<br />
== Aircraft of the month ==<br />
<br />
The Bombardier CRJ700 series was reviewed as this week/month's feature aircraft. You can read the full review at our wiki's [[Bombardier CRJ700 series#Aircraft of the Week.2FMonth|Bombardier CRJ700 series]] article.<br />
The second aircraft reviewed this month, was the M-18 Dromader. You can read the full review at it's wiki page as well: [[PZL-Mielec_M-18_Dromader#Airplane_of_the_Week.2FMonth|PZL-Mielec_M-18_Dromader]], or watch the [http://www.youtube.com/watch?v=5t_upZYrxFw video review] on YouTube.<br />
<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
== Suggested flights ==<br />
Set your plane at LPLA. This was an emergency landing site for the space shuttle so you will have plenty of room to take off.<br />
We will have to fly an odd pattern. The reason for that: If you don't fly to high you will have some amazing views.<br />
<br />
Fly towards and over LPPD. Look out the window and enjoy the view. <br />
Head out towards LPHR. If you feel LPHR coming near, look out the window good, you might have to pull your plane up.<br />
<br />
Happy flying!<br />
<br />
<br />
== Aircraft reviews ==<br />
== Wiki updates ==<br />
== Community news ==<br />
<br />
[http://wiki.flightgear.org/User:Longfly Longfly] is very proud and happy to announce the first official release of the "FlightgGear aircraftlist". After eight months of development it contains exactly '''491 different aircrafts''' for FlightGear with screenshots (click on the thumbnails – not everyone is working yet) and download-links.<br />
<br />
Because it is a very long list (6127 lines of code and many images) it may take very long to load on some slow computers. So I'll implement five subpages with always 100 planes. There is also a filter, so you can get a better overview of your favorite planes.<br />
<br />
The list should be complete but if an aircraft is missing I urge you to report it to me [http://flightgear.bplaced.de/index.php/flugzeugliste/report-a-missing-plane (pm or forum post or mail)] – Thanks! Furthermore feedback, criticism and new ideas are always very welcome in [http://www.flightgear.org/forums/viewtopic.php?f=4&t=10536&start=45 the forum threat].<br />
<br />
<br />
Here it is: [http://flightgear.bplaced.de/aircraftlist/ '''www.flightgear.bplaced.de/aircraftlist/''']<br />
<br />
Have fun exploring it!<br />
<br />
=== Stunt Fridays Monthly Video Challenge ===<br />
Stunt Friday, originally a weekly event, is a monthly event where participants compete to record videos of a given stunt, and compete to create the most interesting video and stunt.<br />
The challenge for August involved landing an aircraft at the notoriously infamous former Kai Tak international airport in Hong Kong.<br />
[[User:Alphamedia|Andrew Yokoyama ("kyokoyama")]] won this month's challenge with a crosswind landing of a BAe Concorde in a storm and heavy crosswinds.<br />
<br />
* [http://www.youtube.com/watch?v=HnwFduqGHNM&feature=relmfu Announcement Video]<br />
* [http://www.youtube.com/watch?v=rMX_30khbXg Winner Announcement Video]<br />
* [http://www.youtube.com/watch?v=P21z6aFYeA4 Winning Video: BAe Concorde, British Airways]<br />
<br />
* [http://www.youtube.com/watch?v=JKxI1wYHBy4 Kyokoyama's First Video: B777, Custom Livery]<br />
* [http://www.youtube.com/watch?v=6x3vQ6O6Iek&feature=player_embedded Ernest1984's Video: B787, House Livery]<br />
* [http://www.youtube.com/watch?v=sXLy5GTuE30 CatchatyouFG's Video: A340, Cathay Pacific Airlines]<br />
* [http://www.youtube.com/watch?v=bRoDzuR2rlo&feature=related Youssef's Video: B777, KLM]<br />
* [http://www.youtube.com/watch?v=OkXr36GglEo&feature=player_embedded abc45's First Video: A320, Philippines Airlines]<br />
* [http://www.youtube.com/watch?v=3fxxyFUyyAU&feature=player_embedded abc45's Second Video: A380, Singapore Airlines]<br />
* [http://s979.photobucket.com/albums/ae271/MTshoot/?action=view&current=KaiTak13.mp4 E-Savageair's Video: B747, Cathay Pacific Airlines]<br />
<br />
=== FlightGear on YouTube ===<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
== Did you know==<br />
<br />
<br />
{{Template:Newsletternav}}</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2011&diff=33658FlightGear Newsletter August 20112011-08-28T15:35:14Z<p>Osjcag: /* Aircraft of the month */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right|limit=2}}<br />
<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== New FlightGear Version Finally Released ==<br />
On August 17 after a year and a half of hard work, [http://www.flightgear.org/announcements/flightgear-v2-4-0-released/ FlightGear v2.4 has finally been released!] Thanks to the key developers that took the lead to overhaul the FlightGear release plan and create a regular release cycle. Thanks also to each and every developer in every portion of the FlightGear community who have contributed to make FlightGear such a success! [http://www.flightgear.org/download/ Please click here to jump to the download page.]<br />
Starting with the v2.4 release, the development of FlightGear will now follow the [[Release Plan]], which will act as a guideline in upcoming development and regular releases of the FlightGear simulator in the form of a six-month development cycle. In other words, if this Release Plan's suggestions are followed thoroughly, stable releases of the simulator will be created twice a year, on the 17th of February and August.<br />
<br />
== FlightGear.org Main Website Updated ==<br />
Along with the [http://www.flightgear.org/announcements/flightgear-v2-4-0-released/ v2.4 release], the [http://www.flightgear.org FlightGear.org] web site has seen a complete overhaul during the month of August. The new website is based on "wordpress" which supports multiple editors and allows for much easier editing and updating of content. One interesting feature of wordpress is the ability to create "posts" and then allow anyone to add their own comments (pending approval.) Newsletter contributors (and anyone else) are invited to create a "post" for the main flightgear.org web site. This is a great way to promote your own project and do so in a context that allows more paragraphs, more detail, and more pictures than can fit in a newsletter article. So please continue to submit newsletter articles, but also please consider developing a longer version for the main web site!<br />
<br />
== Development news ==<br />
<br />
=== AI/ATC interactions ===<br />
[[File:Ehamrwyblock.png|thumb| Heavily congested taxiways at Schiphol after the 777-200 had been blocking active runway 24 for nearly 4 hours.]]<br />
While the preparations for our upcoming release are still going on, development for the next release has already started. In early august code changes were committed, which allow FlightGear users to interact with an artifically intelligent ATC system. Currently it is possible to request startup clearance, permission for push back, as well as taxi-clearances. A brand new, and highly experimental, ground network visualization system makes it possible to taxi from parking to runway along the route given by ATC. Hold position and resume taxi instructions can be be given in order to avoid collisions with other (AI controlled) aircraft. Hand-off to a tower controller, as well as more interactive take offs, are in the planning stages. The aim is to have all stages of IFR commercial aviation traffic under ATC control before the release of flightgear 2.6.0, which is planned for early 2012.<br />
<br />
== Nasal for newbies ==<br />
== New software Tools and Projects ==<br />
=== TerraMaster ===<br />
[http://code.google.com/p/terramaster TerraMaster] is a Java-based application that lets you pick-and-choose which scenery tiles you would like to sync with the FG scenery server. Ideal for those people who prefer to TerraSync preflight rather than inflight.<br />
== FlightGear Addons and Mods ==<br />
== In the Hangar ==<br />
=== New Aircraft ===<br />
[[File:A310-snap.png|thumb| Mahan Air A310-300 over Schiphol.]]<br />
Icecode and Star a few months ago started the development of the [http://wiki.flightgear.org/Airbus_A310-300 Airbus A310-300]. The latest version of the model includes a detailed cockpit and a realistic YAsim FDM. You can view the development progress [http://www.flightgear.org/forums/viewtopic.php?f=4&t=12790 here].<br />
<br />
<br />
<br />
<br />
==== TECNAM P.92 ECHO ====<br />
[[File:Tecnam-P92.PNG|200px|thumb| Tecnam-P92.]]<br />
A french team who likes to be called "The Flightgear France patrol" has been working on many aircrafts. It is composed of many specialists in various fields (3D, texture, FDM, nasal, xml, sound...).<br />
The France patrol is proud to offer you a new airplane: the Tecnam-P92. It is probably the best ultralight aircraft available by now in Flightgear. All the instruments, electrical systems and most of the sound are realistically simulated.<br />
You can download this airplane in [http://helijah.free.fr/flightgear/hangar.htm Helijah's hangar] here as well as in the GIT repository.<br />
This team is currently working on other planes and helos, such as the R44, DC3 C-47 and D510. Those aircrafts can also be found in Helijah's hangar and in GIT.<br />
<br />
<br />
==== GRUMMAN E-2C HAWKEYE ====<br />
[[File:Grumman-E-2C-early-model-20110626.png|200px|thumb| Grumman E-2C Hawkeye.]]<br />
At that time being the bird is in a very early stage of development, but with a little bit of time it could become a very nice carrier based flying ATC, needing (1) a Pilot to stay on station flying flat "8s" against the wind and (2) a skilled Air Controller to "control" the kind of nasty boys one can usually see around the Nimitz. Right now, the model available in Git is very crude (but the Landing gear) and the FDM isn't completely tuned. There is the minimal set of instruments, but no lights and no fancy details in the cockpit yet. Anyway she can already land and take of from a carrier (with day light). This model is coming out of xiii's factory, so be sure it will be over detailed and accurately modeled :-)<br />
<br />
=== Updated aircraft ===<br />
=== Liveries ===<br />
== Scenery corner ==<br />
=== Airports ===<br />
I have started a few models on Helgoland with the airport terminal building (EDXH) with the nearby shop and Mobile home park. <br />
<br />
It is hard to find photos of local landmarks, or interesting buildings there. Anyone who has visited Helgoland and is prepared to show me their photos could make a valuable contribution here. The church would be a welcome addition.<br />
<br />
If you know of any such photos on the internet, which cannot be found by searching with the obvious names, details would also be welcome.<br />
<br />
Any help much appreciated.<br />
<br />
VicMar<br />
<br />
== Aircraft of the month ==<br />
<br />
The Bombardier CRJ700 series was reviewed as this week/month's feature aircraft. You can read the full review at our wiki's [[Bombardier CRJ700 series#Aircraft of the Week.2FMonth|Bombardier CRJ700 series]] article.<br />
The second aircraft reviewed this month, was the M-18 Dromader. You can read the full review at it's wiki page as well: [[PZL-Mielec_M-18_Dromader#Airplane_of_the_Week.2FMonth]], or watch the [http://www.youtube.com/watch?v=5t_upZYrxFw video review] on YouTube.<br />
<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
== Suggested flights ==<br />
Set your plane at LPLA. This was an emergency landing site for the space shuttle so you will have plenty of room to take off.<br />
We will have to fly an odd pattern. The reason for that: If you don't fly to high you will have some amazing views.<br />
<br />
Fly towards and over LPPD. Look out the window and enjoy the view. <br />
Head out towards LPHR. If you feel LPHR coming near, look out the window good, you might have to pull your plane up.<br />
<br />
Happy flying!<br />
<br />
<br />
== Aircraft reviews ==<br />
== Wiki updates ==<br />
== Community news ==<br />
<br />
[http://wiki.flightgear.org/User:Longfly Longfly] is very proud and happy to announce the first official release of the "FlightgGear aircraftlist". After eight months of development it contains exactly '''491 different aircrafts''' for FlightGear with screenshots (click on the thumbnails – not everyone is working yet) and download-links.<br />
<br />
Because it is a very long list (6127 lines of code and many images) it may take very long to load on some slow computers. So I'll implement five subpages with always 100 planes. There is also a filter, so you can get a better overview of your favorite planes.<br />
<br />
The list should be complete but if an aircraft is missing I urge you to report it to me [http://flightgear.bplaced.de/index.php/flugzeugliste/report-a-missing-plane (pm or forum post or mail)] – Thanks! Furthermore feedback, criticism and new ideas are always very welcome in [http://www.flightgear.org/forums/viewtopic.php?f=4&t=10536&start=45 the forum threat].<br />
<br />
<br />
Here it is: [http://flightgear.bplaced.de/aircraftlist/ '''www.flightgear.bplaced.de/aircraftlist/''']<br />
<br />
Have fun exploring it!<br />
<br />
=== Stunt Fridays Monthly Video Challenge ===<br />
Stunt Friday, originally a weekly event, is a monthly event where participants compete to record videos of a given stunt, and compete to create the most interesting video and stunt.<br />
The challenge for August involved landing an aircraft at the notoriously infamous former Kai Tak international airport in Hong Kong.<br />
[[User:Alphamedia|Andrew Yokoyama ("kyokoyama")]] won this month's challenge with a crosswind landing of a BAe Concorde in a storm and heavy crosswinds.<br />
<br />
* [http://www.youtube.com/watch?v=HnwFduqGHNM&feature=relmfu Announcement Video]<br />
* [http://www.youtube.com/watch?v=rMX_30khbXg Winner Announcement Video]<br />
* [http://www.youtube.com/watch?v=P21z6aFYeA4 Winning Video: BAe Concorde, British Airways]<br />
<br />
* [http://www.youtube.com/watch?v=JKxI1wYHBy4 Kyokoyama's First Video: B777, Custom Livery]<br />
* [http://www.youtube.com/watch?v=6x3vQ6O6Iek&feature=player_embedded Ernest1984's Video: B787, House Livery]<br />
* [http://www.youtube.com/watch?v=sXLy5GTuE30 CatchatyouFG's Video: A340, Cathay Pacific Airlines]<br />
* [http://www.youtube.com/watch?v=bRoDzuR2rlo&feature=related Youssef's Video: B777, KLM]<br />
* [http://www.youtube.com/watch?v=OkXr36GglEo&feature=player_embedded abc45's First Video: A320, Philippines Airlines]<br />
* [http://www.youtube.com/watch?v=3fxxyFUyyAU&feature=player_embedded abc45's Second Video: A380, Singapore Airlines]<br />
* [http://s979.photobucket.com/albums/ae271/MTshoot/?action=view&current=KaiTak13.mp4 E-Savageair's Video: B747, Cathay Pacific Airlines]<br />
<br />
=== FlightGear on YouTube ===<br />
=== New tutorials and screencasts ===<br />
=== Forum news ===<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
=== FlightGear events ===<br />
<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
=== Call for volunteers ===<br />
* The [[OpenRadar]] project is looking for a new maintainer.<br />
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.<br />
<br />
== Did you know==<br />
<br />
<br />
{{Template:Newsletternav}}</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_September_2010&diff=24216FlightGear Newsletter September 20102010-09-23T20:06:25Z<p>Osjcag: </p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right}}<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== FlightGear events ==<br />
== Development news ==<br />
<br />
===Local Weather v0.85===<br />
The [http://www.phy.duke.edu/~trenk/files/local_weather_fgfs2.0.0_v0.85.tgz version 0.85] (also on GIT) of the Local Weather package is out - with new cloud types and textures and most importantly a significant performance gain over previous versions. There is a new menu to allow the user at runtime to specify cloud visual ranges, so that the impact on framerate can be adjusted to the situation.<br />
<br />
The increased performance means that 3d clouds on fast systems can be rendered out to 45 km, and high altitude 2d cloud sheets sometimes up to 80 km - vastly improving the visual impression of the sky from airliner altitudes.<br />
<br />
In addition, some bugs in the wind modelling and long-range weather patterns have been ironed out - with Flightgear 2.0.0, the package performs good in tests.<br />
<br />
In the works: <br />
* better hard-coded support for e.g. terrain sampling<br />
* a METAR interface to use real-time weather and wind data<br />
* full dynamics of the life cycle of convective clouds as they drift over the terrain<br />
* and as always - improvements to cloud placement algorithms and cloud textures<br />
<br />
Stay tuned! <br />
<br />
A small feature gallery:<br />
<gallery><br />
Image:local_weather_0.85_01.jpg| Cumulus and Cirrocumulus clouds (Local Weather v0.85)<br />
Image:local_weather_0.85_02.jpg| Cirrus and Cirrostratus clouds heralding a warmfront (Local Weather v0.85)<br />
Image:local_weather_0.85_03.jpg| 45 km cloud visibility range (Local Weather v0.85)<br />
Image:local_weather_0.85_04.jpg| Realistic cloud bottoms (Local Weather v0.85)<br />
Image:local_weather_0.85_05.jpg| Cumulus and Altocumulus clouds (Local Weather v0.85)<br />
Image:local_weather_0.85_06.jpg| Multiple 3d layered clouds (Local Weather v0.85)<br />
</gallery><br />
<br />
[[File:new_weather_dialog.png|thumb|200px|The new weather dialog]]<br />
=== Weather supporting core code ===<br />
The weather supporting core of FlightGear [http://gitorious.org/fg/flightgear/commit/5c6fe952598053fa63631fc0161d666f22a50f51 has been modified] during the last weeks to better support new weather models like the above mentioned Local Weather system. Data flow between environment systems is now defined in XML config files using well [[Autopilot Configuration Reference|known syntax and elements from the autopilot]]. Complex rules using predefined filters and arbitrary expressions can be defined without the need for C++ or Nasal coding.<br />
Along with this patch comes a unified weather settings dialog, combining previous dialogs for weather conditions, scenario, clouds and precipitation. Further plans are to integrate a new real world data source [http://www.navlost.eu/nwxs/doc/desc/ NWX], providing METAR, aloft and temperature at altitude.<br />
<br />
=== Download & Compile script ===<br />
For the Debian/Ubuntu users, an improvement to the [[Scripted Compilation on Linux Debian/Ubuntu|download and compile]]. If svn/git compilation fails from lates revisions (generally caused by sources among different softwares not in sync) you can still compile and obtain the lates known compiling version using the -s switch.<br />
<br />
Beware that this feature is under testing, but should work fine.<br />
<br />
[[File:AIWingmenandAITanker.jpg|thumb|200px|AIWingmen and AITanker]]<br />
=== AI Objects ===<br />
Some of the AI code has been revisited and tidied up, in a somewhat vain attempt to reduce the impact on frame rate. The facilities in Slaved Ballistic Objects, Wingmen, Ground Vehicles, and Escorts have been generalized. Now, any of these types can be subordinated, or parented, on any AI object which has a <name> tag. Thus, a wingman can be formated on a an AI Tanker, and can have a slaved droptank.<br />
<br />
A Wingman can be formated on a Wingman to build larger formations, of which an example is shown by [http://www.youtube.com/v/YaBghBIZZWI this video].<br />
<br />
With careful choice of options and locations frame rates can be kept at a reasonable level. Analysis has shown that the tall pole in the tent is the code which measures Altitude Above Ground Level. This is known to be code that is heavy on framerate and which is used extensively in the AI code. It might be possible to get a cheaper, simpler version of this function which would improve the impact on framerate. Hopefully, this will be the next stage of development.<br />
<br />
[[File:FlightPlan_Generator1.png|thumb|270px|A taxi-script example]]<br />
===AI FlightPlan Generator===<br />
This web-based tool let's you create the waypoint scripts for AI Traffic. In stead of looking up coordinates for every waypoint to add in a flightplan, you can scroll around the earth (Google Maps interface) and add waypoints from there. Every waypoint added will appear in a list of waypoints at the bottom of the screen, where the altitude, speed, on-ground, gear-down and flaps-down properties can be changed.<br />
<br />
When the waypoint is finished, it can be exported to an XML code which then can be used in an AI Scenario.<br />
<br />
The AI FlightPlan Generator can be found here: [http://bit.ly/FlightPlanGenerator]<br />
<br />
<gallery><br />
Image:FlightPlan_Generator_Output.png| XML output<br />
Image:FlightPlan-altitude-edit.png| Importing waypoints<br />
Image:FlightPlan-altitude.png| The Altitude editing window<br />
</gallery><br />
<br />
[[File:Water shader Ju 52.jpg|thumb|270px|[[Junkers Ju 52]] flying over a lake in the French custom scenery.]]<br />
===Water shader improvements===<br />
Our all-time favourite shader-artist, Gral, picked up yet another project. This time it is something that covers over 70% of the entire scenery and is thus of great importance in a flight simulator: water. The new shader includes more realistic wave movements and much nicer sun "reflections". The extreme goal is to have real-time reflective water, which is still a long way to go, but with Gral's latest improvements we've at least made a step into the right direction. Transatlantic or Carribean flights have never been so exiting in FlightGear!<br />
<br />
=== FlightGear, JSBSim, and SciCos/SciLab ===<br />
James Goppert (an Aero Engineering graduate student at Purdue) has been doing some fascinating work using JSBSim integrated with SciCos, along with having added some new trimming algorithms and code to JSBSim. The [http://www.purduehsl.dynalias.com/index.php?page=unmanned-vehicles Purdue Flight Dynamics and Control / Hybrid Systems Lab web page] features an interesting demo video. You can also see the [http://www.youtube.com/user/jgoppert?feature=mhum#p/u/6/-B0nQbcyo-o video directly on YouTube].<br />
<br />
And here’s another video from James, [http://www.youtube.com/watch?v=mHN-Vb9l0v8 ArduPilotMega Hardware in the Loop with SciCos/SciLab].<br />
<br />
=== New MIL-STD Turbulence Model for JSBSim ===<br />
<br />
Andreas Gaeb has added to JSBSim an initial release of the turbulence models from [http://cafefoundation.org/v2/pdf_tech/Flying.Qualities/PAV.FlyQual.Mil1797A.pdf MILSTD-1797A] and [http://jagger.berkeley.edu/~pack/certify/sharedpapers/8785c.pdf MIL-F-8785C] as described in [http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19980028448_1998081596.pdf NASA Contractor Report NASA CR-1998-206937].<br />
Both the MILSTD and the Tustin transform versions are included.<br />
<br />
To do a quick test, set the following properties:<br />
*atmosphere/turb-type=4<br />
*atmosphere/turbulence/milspec/windspeed_at_20ft_AGL-fps=50<br />
*atmosphere/turbulence/milspec/severity=4<br />
which should give moderate turbulence conditions. Further options can be found in the documentation in the header file (FGAtmosphere.h) in the JSBSim source code distribution.<br />
<br />
In early tests of the code, both turbulence versions were seen to give reasonable results for large aircraft. For RC model size aircraft, the MIL-STD version is reasonable as well, while the Tustin version tends to diverge.<br />
<br />
=== JSBSim, and Matlab ===<br />
<br />
Brian Mills and Agostino De Marco have been working at preparing a new release of a Matlab SFunction that wraps JSBSim.<br />
<br />
Where the project is now:<br />
*New release ready to compile and test for 32-bit Windows.<br />
*Some bugs have been fixed (with a couple more to squash).<br />
*Finally have some user documentation.<br />
*The GUI and trim feature are now nicely integrated and the user experience is much better.<br />
*The GUI is now tabbed/multi-paned and much more powerful.<br />
*The project size is pared down considerably and the file duplication is gone.<br />
*The Visual Studio project files have been fixed for better portability.<br />
<br />
Where the project is going:<br />
*[http://www.simauthor.com/flightviz.html FlightViz visualization tool] is currently in work.<br />
*Environmental parameters (winds, wind-shear etc) controlled by the GUI.<br />
*Data plotting and initial trimmed control inputs prediction.<br />
*Closed-loop PID stabilization for finding trim points.<br />
*Improvements to trim function.<br />
*Flight profile scripting controllable from the GUI.<br />
*Linux compiled version.<br />
*Improve the documentation.<br />
*Author a white paper.<br />
<br />
This gives an overall picture of the current and future scope of the project. The JSBSim SFunction should become a very useful tool for flight model development and research. Agostino is also working an a MEX file (Matlab Executable) that wraps JSBSim. <br />
<br />
==Nasal syntax highlighting file for Notepad++ users ==<br />
<br />
Forum member c.harms has created a syntax highlighting file for Notepad++ users, please check out http://flightgear.org/forums/viewtopic.php?f=30&t=9260&p=95391#p92127 to download the file and for installation instructions.<br />
<br />
== Nasal for newbies: OOP ==<br />
OOP is all about creating "things" (i.e. a cloud) with "actions" (transform,draw,update) (or "messages").<br />
Where a class (or hash in Nasal) is the "template" for a "thing" containing a number of member fields.<br />
So the class only describes the "layout" or properties of objects that can be created. To actually use a class, it has to be "instantiated" which means creating an object using a specific "template class" (or even several different classes).<br />
<br />
These member fields can be variables (e.g. lat, lon, alt) or functions (setAlt, setPos).<br />
And the actual instance (cloud[n] in the property tree) of such a thing is then called an "object".<br />
Functions that work with instance specific state are called "methods", they may refer to instance specific state using a "self reference" (me) in Nasal, that ensures that access to a field or method is using the right instance specific data.<br />
<br />
In OOP, internal state is managed by wrapping everything in a class using accessor functions for modifying and getting internal values.<br />
So internal state would in turn only be modified by an abstract interface: class "methods", instead of directly accessing class-internal fields.<br />
<br />
This provides a way for managing access to a member variable (field), such an abstract interface is also useful for keeping logics private, and internal. For example, the name of a variable "altitude" can be easily changed internally to "altitude_ft", without having to rename all users of the class - simply because all other code will refer to the methods providing access to the field.<br />
<br />
For example, instead of doing something like cloud.lat=10.22; cloud.lon=43.22; you would have a method accepting lat/lon variables: cloud.setPos(lat, lon);<br />
<br />
That means that the actual variables containing the values for lat/lon are not exposed or used outside the actual object. This is called encapsulation and provides you with a way to manage state and ensure that internal state is valid at all times, because other code may only use the external interface.<br />
<br />
This allows you for example to simply rename a class variable, without having to change any of the code that uses the object, because other code only uses class methods.<br />
<br />
Another important thing in OOP is separation of concerns, i.e. you don't want to end up with huge bloated "super classes" that manage all sorts of different state, but instead use different classes where appropriate to split code into abstract "modules" with well defined responsibilities.<br />
<br />
So, one of the very first steps to convert procedural code to OOP code would be to group your code into a number of logical "classes" (e.g. cloud, cloud field ).<br />
<br />
Classes may be composed of other classes, i.e. a "cloud field" class would in turn contain "cloud" classes.<br />
This is then called "composition".<br />
<br />
Another way is inheritance, where a type may inherit properties (fields:variables and methods) from a "parent" class. Imagine it like taking a "template" for the class and then saying "make a new class using this template".<br />
<br />
Inheritance has the added advantage of providing a means to customize class behavior without having to modify the actual class, because all member fields can be parametrized.<br />
<br />
For example, a "cumulus" cloud class could be derived from the "cloud" class, just by parametrizing it (different cloud model, different texture, different transformations), without touching anything in the actual "cloud" class.<br />
<br />
This is basically how OOP may be understood: things are classified according to "is a" or "has a" relationship.<br />
<br />
Of course, one may still use objects like conventional variables for passing and returning parameters.<br />
<br />
== New software tools ==<br />
== FlightGear addons and mods ==<br />
== In the hangar ==<br />
===BAe-146===<br />
"Pilot Penguin" and "[[User:Nickyivyca|nickyivyca]]" have begun work on the BAe-146. Pilot Penguin will be doing mostly 3D work, and nick will be doing mostly FDM and systems work. [http://flightgear.org/forums/viewtopic.php?f=4&t=9494&start=15 See the forum thread for more info.]<br />
<br />
===Launch Vehicles: Jupiter J-246, and NASA Ares-1===<br />
Gérard has taken some [http://www.nasa.gov/multimedia/3d_resources/models.html NASA 3D models] and prepared them for use with FlightGear. The historic [http://en.wikipedia.org/wiki/Kennedy_Space_Center_Launch_Complex_39 Kennedy Space Center Launch Complex 39] 3D model has been prepared, as well as the [http://www.nasa.gov/mission_pages/constellation/ares/aresl/index.html Ares-1 launch vehicle] 3D model. Jon Berndt ([http://www.jsbsim.org JSBSim Project] Development Coordinator) has built an approximate Ares-1 flight model based on publicly available information. Resting on the launch pad.]]<br />
Work is progressing on getting that flight model integrated with the 3D model.<br />
<gallery><br />
Image:Ares-1.jpg|Ares-1 Launch Vehicle resting on the launch pad<br />
Image:CLV_090606-3D.jpg|DIRECT J-246 Launch Vehicle<br />
Image:launch complex 39-img1.jpg|Launch Complex 39<br />
</gallery><br />
Gérard has also fabricated a model of the notional DIRECT launch vehicle variant known as the "Jupiter" J-246, shown in this [http://www.launchcomplexmodels.com/Direct/documents/Baseball_Cards/J246-41.4003.10050_CLV_090606.pdf informational flyer]. Jon has created an approximate flight model for this vehicle, as well.<br />
<br />
===Livery hangar reaches 300===<br />
Early September, the [http://liveries.flightgear.org/ FlightGear Livery Database] welcomed its [http://liveries.flightgear.org/liveries.php?id=301 300th livery]! It is a livery of the Polish Air Force's [[Lockheed C130]], created by Maciej Zgódka, one of the latest additions to the painters-team. In the same time, the database was upgraded with a couple of new "features":<br />
* thumbnails of liveries pop up when you hover over a link.<br />
* a contact page was added, to ease contacting the database maintainer.<br />
* each livery has a "Report this livery" button, through which visitors can notify the maintainer of a broken download, incorrect or unknown author, licensing issues etc.<br />
<br />
I would like to emphasize that lots of liveries are not yet assigned an author. Please check for yourself if there is any [http://liveries.flightgear.org/authors.php unknown-author-livery] of which you known/are the author. Lots of liveries are still in the need for a thumbnail, so those are welcome as well.<br />
<br />
== Scenery corner ==<br />
===Historic Nike Hercules Missile Sites===<br />
[[File:nike missile site3.png|thumb|One of 3 Sites.]]<br />
Jack Mermod has begun modeling Historical Nike Hercules Missile Sites. They will all be in the Bay Area. These Sites were the last stand of defense in the event of a Soviet Bombing. You can still find evidence of these sites today, and they are a important part of history. Each Site has a helipad, in hopes of attracting helicopter pilots to come and explore the sights. So far there are 3 sites that have been made and placed into flightgear, and the plan is to make 12. The sites will hopefully be available through terrasync soon, but for now you can [http://www.flightgear.org/forums/viewtopic.php?f=5&t=9521 watch this forum topic] to see updates for the sites and download them.<br />
<br />
===UK Football Stadiums===<br />
[[File:Emiratesstadium.jpg|thumb|Emirates Stadium in Flightgear]]<br />
Andyramone has completed and submitted three football stadiums to the scenery database. These include Carrow Road (Norwich), Emirates Stadium (Arsenal) and Stamford Bridge (Chelsea.) Portman Road (Ipswich) and White Hart Lane (Tottenham) are complete and will be submitted to the scenery database this month. The project will continue later this year with more London stadiums including Wembley on the to do list. <br />
<br />
===Liverpool John Lennon Airport===<br />
Andyramone has begun modeling Liverpool Airport (EGGP) in the UK. The terminal is completed and will be submitted to the database this month. Work has already begun on the control tower.<br />
<br />
===KSFO Terminal 2===<br />
[[San Francisco International Airport]]'s Terminal 2 has been fully remodelled by Karla in Blender 2.49b, using handmade textures in Gimp 2.46. New additions include: linking wings, antennae, railings, supports, ground floors interiors, ATC equipment, vigilant controller, architecture, light masts and night textures.<br />
<br />
It has been released and is available via [[TerraSync]].<br />
<br />
After improving the terminal, Karla wrote a howto on how to create realistic textures for buildings. More on that in the [[#Wiki updates|Wiki updates]] section of this newsletter.<br />
<br />
===Dublin Airport===<br />
"eag1e" (on the forum, D-ELLE callsign) is working on the buildings of [[Dublin Airport]] (EIDW). The airport seems quite well advanced, it has been submitted to the model repository and it is available for direct download at [http://www.knatterkasten.de/ knatterkasten.de].<br />
<br />
See the [http://www.flightgear.org/forums/viewtopic.php?f=5&t=8874 forum post] for more info.<br />
<br />
===Innsbruck ÖAMTC helicopter base===<br />
[[File:LOWI_oamtc_helicopter_base.jpg|thumb|Innsbruck ÖAMTC helicopter base]]<br />
The ÖAMTC and Flugpolizei (police) Helicopter base at Innsbruck airport (LOWI) is currently under development by ot-666. Most likely it will be outfitted with moving helipads that are under development by HHS.<br />
<br />
===Power plants===<br />
Power plants, with their red and white striped tall stacks, are outstanding visual aids for VFR flying.<br />
<br />
Scighera has modeled two Italian power plants in Blender :<br />
* "'''ENEL Piombino 4x330 MW Power Plant'''", located in Piombino, right in front of the Isola d'Elba (Tuscany, Italy). It represent the standard Italian heavy fuel oil fired 330 MW unit of the early 70ies, with 220 m high stacks provided with red obstruction lights. The model includes a Fuel oil unloading pier, with a mooring tankership<br />
* "'''a2a 1000 MW Combined Cycle Power Plant'''" located in Cassano d'Adda (Lombardy, Italy, 30 km away from Milano Linate (LIME)). The plant is provided with 3 Turbogas, 3 Heat Recovery Steam Generators feeding the pre-existing steam turbines. There is a 220 m high red & white striped stack and a lower 80 m stack.<br />
<br />
The models have been submitted to the models repository (Piombino is already available via [[TerraSync]]), and available for download at [http://digilander.libero.it/scighera_fg/index.html Scighera's website].<br />
<br />
scighera is also working on the '''Poolbeg Power Plant''', on the Dublin peninsula, very close to Dublin Airport (EIDW); the plant has two outstanding 208 m high stacks ...<br />
<br />
<gallery><br />
Image:ENEL-Piombino-1.jpg| ENEL Piombino 4x330 MW Power Plant<br />
Image:Cassano.jpg| Cassano d'Adda 1000MW Power Plant<br />
Image:PoolbegPP-01.jpg|Poolbeg Power Station (Dublin) in progress<br />
</gallery><br />
<br />
[[File:VadoLigureHarbor.jpg|thumb|Vado Ligure Container Ship Terminal]]<br />
<br />
===Harbors===<br />
Harbors, with their huge cranes and long peers, may be as well noticeable landmarks for VFR flying. Scighera is presently working on the model of Vado Ligure Harbor, having completed the Container unloading pier.<br />
<br />
== Video of the month ==<br />
Inspired by an idea posted by Mogthor, redneck has turned a part of the "Getting started" manual into a series of youtube videos, please see: http://flightgear.org/forums/viewtopic.php?f=25&t=9476&p=96015#p96015<br />
<br />
[[File:Clip0437_0002.jpg]] [[File:Clip0437_0001.jpg]]<br />
<br />
== Aircraft of the month ==<br />
<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
<br />
== Suggested flights ==<br />
===Hawai'i===<br />
[[Image:Maui03.jpg|thumb]]<br />
Do you use [[TerraSync]]? If so, try a flight around Hawaii! Take off from PHNL in a light aircraft and head west until you hit Pearl Harbor; a right turn north will take you post the USS Arizona Memorial, and the Punchbowl Crater will be to your right. Or, fly east from PHNL past volcanic craters Diamond Head and Koko Head. If you follow the O'ahu coastline north from Koko Head, you can land at either old World War II airbase Bellows Field (now a wildlife reserve in real life) or at Keahole MCAS.<br />
<br />
For a potentially more scenic route, fly east toward Molokai, and stay to the north (left) of the island. The northern part of Molokai features huge sea cliffs and a tiny airstrip on the Kalaupapa peninsula - the peninsula being the only respite from the cliffs. A former leper colony existed near the airstrip!<br />
<br />
Also of interest are the volcanoes on Maui and the 'Big Island' of Hawai'i - flying VFR in a small plane from PHTO to PHKO over the plateau between Mauna Kea and Mauna Loa can be a challenge, as you have to take off from sea level, fly through a pass of 6500 feet, and then drop back down to sea level to land! The Hana coast of northern Maui is also a nice flight - a circumnavigation of Haleakala, starting and ending at PHOG, is quite a nice flight.<br />
<br />
The islands will be available through the download center with the next major scenery release, but for now, fire up [[TerraSync]] and your favorite VFR aircraft and have a blast.<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===Creating realistic textures for buildings===<br />
Texture and modelling artist karla, who recently [[#KSFO Terminal 2|remodeled terminal 2 of KSFO]], wrote a nice article on how to create (photo) realistic textures for buildings. The article explains the texturing process from start to end. Several techniques for creating light-effects, non-repeating surfaces and making faces look weathered are discussed and explained step by step.<br />
<br />
Read the howto at [[Howto: Texture a building]] and provide the FlightGear community with some nice scenery additions!<br />
<br />
===Creating cumulus cloud textures for the weather system ===<br />
WooT has provided a short tutorial on extracting cumulus cloud textures from images. This will be useful for providing improved textures for the local weather system. Read the howto at [[Howto:Cumulus cloud texture extraction]].<br />
<br />
===Running FlightGear on less modern hardware ===<br />
A number of recent forum discussions were about running FlightGear on older hardware, we have now created a new article that focuses on just that: [[Howto: Build a cheap FlightGear box]].<br />
<br />
== Community news ==<br />
=== FlightGear on youtube ===<br />
* Ten students at NASA's LARSS (Langley Aerospace Research Summer Scholars), put together [http://www.youtube.com/watch?v=YmnFP-1UlSY an autonomous robotics lab], using mostly open source tools. One of which is a FlightGear Multiplayer Server. <br />
<br />
[http://www.youtube.com/watch?v=XkeApfVUnVk&feature=PlayList&p=3B31CCD15245D0AA&playnext_from=PL&index=0&playnext=1 Watch the FlightGear PlayList] for a collection of all (somewhat) quality FlightGear videos ever uploaded to YouTube.<br />
<br />
=== Forum news ===<br />
<br />
Thanks to Gijs, we have now a new sub forum for all issues related to building FlightGear from source. Hopefully, this will make it easier for new users (and developers!) to get support for compiling FlightGear. So if you are having problems building FlightGear from source, please check out http://flightgear.org/forums/viewforum.php?f=45<br />
<br />
=== New Spanish-Latin American FG community website ===<br />
<br />
NiTuS and El Flauta have created ''[http://www.vivefg.org| Vive FG!]'' (translation: Live FG!), a new version of the Spanish-Latin American FG community website. Powered by Joomla!, it's now much more dynamic and clearer than the previous one, including many FG tutorials about aircraft, scenery and FG-itself-related ''how-to'', as well as additional aircraft and sceneries created by the community, and much more. We encourage everyone to come in, regardless the language you speak!<br />
<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
<br />
== Useful links ==<br />
== And finally ... ==<br />
Next [http://www.fsweekend.com/ FSWeekend] event takes place November 6 & 7th 2010. Mark this date in your calendar and expect an outstanding presentation of FlightGear's features at [[Lelystad_Airport|Lelystad's airport]].<br />
<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
===Reminder: FSweekend===<br />
With just two months togo, the largest flight simulator event in the world (the [[FSweekend]] at [[Lelystad Airport]], the Netherlands) is coming close. Make sure to mark the weekend of 6&7 November in your agenda as "occupied". A team of FlightGear developers will be present in Lelystad to promote FlightGear to the public. They highly appreciate it if you are able to stop over at the airport! <br />
<br />
Last year we organised a [[Howto: Multiplayer|multiplayer]] event in which FlightGear users from all over the world could virtually visit Lelystad. Something similar for this year is currently being discussed. Expect more details in next month's newsletter.<br />
<br />
=== Reminder: Google's Summer of Code 2011 ===<br />
We would like to remind all readers that the FlightGear project is planning to participate in [[GSoC]] 2011. However, doing that really requires a fair amount of work, planning and organizing. This is not something that can be done by a single person. It really needs a coordinated team effort, or otherwise FlightGear won't be able to apply/participate at all.<br />
<br />
So all users are invited to help us progress further with our preparations for GSoC 2011. If you have any questions or other feedback, please use the forum to [http://flightgear.org/forums/viewforum.php?f=38 get in touch].<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter|2010 09]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_September_2010&diff=24214FlightGear Newsletter September 20102010-09-23T19:46:41Z<p>Osjcag: </p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right}}<br />
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''<br />
<br />
== FlightGear events ==<br />
== Development news ==<br />
<br />
===Local Weather v0.85===<br />
The [http://www.phy.duke.edu/~trenk/files/local_weather_fgfs2.0.0_v0.85.tgz version 0.85] (also on GIT) of the Local Weather package is out - with new cloud types and textures and most importantly a significant performance gain over previous versions. There is a new menu to allow the user at runtime to specify cloud visual ranges, so that the impact on framerate can be adjusted to the situation.<br />
<br />
The increased performance means that 3d clouds on fast systems can be rendered out to 45 km, and high altitude 2d cloud sheets sometimes up to 80 km - vastly improving the visual impression of the sky from airliner altitudes.<br />
<br />
In addition, some bugs in the wind modelling and long-range weather patterns have been ironed out - with Flightgear 2.0.0, the package performs good in tests.<br />
<br />
In the works: <br />
* better hard-coded support for e.g. terrain sampling<br />
* a METAR interface to use real-time weather and wind data<br />
* full dynamics of the life cycle of convective clouds as they drift over the terrain<br />
* and as always - improvements to cloud placement algorithms and cloud textures<br />
<br />
Stay tuned! <br />
<br />
A small feature gallery:<br />
<gallery><br />
Image:local_weather_0.85_01.jpg| Cumulus and Cirrocumulus clouds (Local Weather v0.85)<br />
Image:local_weather_0.85_02.jpg| Cirrus and Cirrostratus clouds heralding a warmfront (Local Weather v0.85)<br />
Image:local_weather_0.85_03.jpg| 45 km cloud visibility range (Local Weather v0.85)<br />
Image:local_weather_0.85_04.jpg| Realistic cloud bottoms (Local Weather v0.85)<br />
Image:local_weather_0.85_05.jpg| Cumulus and Altocumulus clouds (Local Weather v0.85)<br />
Image:local_weather_0.85_06.jpg| Multiple 3d layered clouds (Local Weather v0.85)<br />
</gallery><br />
<br />
[[File:new_weather_dialog.png|thumb|200px|The new weather dialog]]<br />
=== Weather supporting core code ===<br />
The weather supporting core of FlightGear [http://gitorious.org/fg/flightgear/commit/5c6fe952598053fa63631fc0161d666f22a50f51 has been modified] during the last weeks to better support new weather models like the above mentioned Local Weather system. Data flow between environment systems is now defined in XML config files using well [[Autopilot Configuration Reference|known syntax and elements from the autopilot]]. Complex rules using predefined filters and arbitrary expressions can be defined without the need for C++ or Nasal coding.<br />
Along with this patch comes a unified weather settings dialog, combining previous dialogs for weather conditions, scenario, clouds and precipitation. Further plans are to integrate a new real world data source [http://www.navlost.eu/nwxs/doc/desc/ NWX], providing METAR, aloft and temperature at altitude.<br />
<br />
=== Download & Compile script ===<br />
For the Debian/Ubuntu users, an improvement to the [[Scripted Compilation on Linux Debian/Ubuntu|download and compile]]. If svn/git compilation fails from lates revisions (generally caused by sources among different softwares not in sync) you can still compile and obtain the lates known compiling version using the -s switch.<br />
<br />
Beware that this feature is under testing, but should work fine.<br />
<br />
[[File:AIWingmenandAITanker.jpg|thumb|200px|AIWingmen and AITanker]]<br />
=== AI Objects ===<br />
Some of the AI code has been revisited and tidied up, in a somewhat vain attempt to reduce the impact on frame rate. The facilities in Slaved Ballistic Objects, Wingmen, Ground Vehicles, and Escorts have been generalized. Now, any of these types can be subordinated, or parented, on any AI object which has a <name> tag. Thus, a wingman can be formated on a an AI Tanker, and can have a slaved droptank.<br />
<br />
A Wingman can be formated on a Wingman to build larger formations, of which an example is shown by [http://www.youtube.com/v/YaBghBIZZWI this video].<br />
<br />
With careful choice of options and locations frame rates can be kept at a reasonable level. Analysis has shown that the tall pole in the tent is the code which measures Altitude Above Ground Level. This is known to be code that is heavy on framerate and which is used extensively in the AI code. It might be possible to get a cheaper, simpler version of this function which would improve the impact on framerate. Hopefully, this will be the next stage of development.<br />
<br />
[[File:FlightPlan_Generator1.png|thumb|270px|A taxi-script example]]<br />
===AI FlightPlan Generator===<br />
This web-based tool let's you create the waypoint scripts for AI Traffic. In stead of looking up coordinates for every waypoint to add in a flightplan, you can scroll around the earth (Google Maps interface) and add waypoints from there. Every waypoint added will appear in a list of waypoints at the bottom of the screen, where the altitude, speed, on-ground, gear-down and flaps-down properties can be changed.<br />
<br />
When the waypoint is finished, it can be exported to an XML code which then can be used in an AI Scenario.<br />
<br />
<gallery><br />
Image:FlightPlan_Generator_Output.png| XML output<br />
Image:FlightPlan-altitude-edit.png| Importing waypoints<br />
Image:FlightPlan-altitude.png| The Altitude editing window<br />
</gallery><br />
<br />
[[File:Water shader Ju 52.jpg|thumb|270px|[[Junkers Ju 52]] flying over a lake in the French custom scenery.]]<br />
===Water shader improvements===<br />
Our all-time favourite shader-artist, Gral, picked up yet another project. This time it is something that covers over 70% of the entire scenery and is thus of great importance in a flight simulator: water. The new shader includes more realistic wave movements and much nicer sun "reflections". The extreme goal is to have real-time reflective water, which is still a long way to go, but with Gral's latest improvements we've at least made a step into the right direction. Transatlantic or Carribean flights have never been so exiting in FlightGear!<br />
<br />
=== FlightGear, JSBSim, and SciCos/SciLab ===<br />
James Goppert (an Aero Engineering graduate student at Purdue) has been doing some fascinating work using JSBSim integrated with SciCos, along with having added some new trimming algorithms and code to JSBSim. The [http://www.purduehsl.dynalias.com/index.php?page=unmanned-vehicles Purdue Flight Dynamics and Control / Hybrid Systems Lab web page] features an interesting demo video. You can also see the [http://www.youtube.com/user/jgoppert?feature=mhum#p/u/6/-B0nQbcyo-o video directly on YouTube].<br />
<br />
And here’s another video from James, [http://www.youtube.com/watch?v=mHN-Vb9l0v8 ArduPilotMega Hardware in the Loop with SciCos/SciLab].<br />
<br />
=== New MIL-STD Turbulence Model for JSBSim ===<br />
<br />
Andreas Gaeb has added to JSBSim an initial release of the turbulence models from [http://cafefoundation.org/v2/pdf_tech/Flying.Qualities/PAV.FlyQual.Mil1797A.pdf MILSTD-1797A] and [http://jagger.berkeley.edu/~pack/certify/sharedpapers/8785c.pdf MIL-F-8785C] as described in [http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19980028448_1998081596.pdf NASA Contractor Report NASA CR-1998-206937].<br />
Both the MILSTD and the Tustin transform versions are included.<br />
<br />
To do a quick test, set the following properties:<br />
*atmosphere/turb-type=4<br />
*atmosphere/turbulence/milspec/windspeed_at_20ft_AGL-fps=50<br />
*atmosphere/turbulence/milspec/severity=4<br />
which should give moderate turbulence conditions. Further options can be found in the documentation in the header file (FGAtmosphere.h) in the JSBSim source code distribution.<br />
<br />
In early tests of the code, both turbulence versions were seen to give reasonable results for large aircraft. For RC model size aircraft, the MIL-STD version is reasonable as well, while the Tustin version tends to diverge.<br />
<br />
=== JSBSim, and Matlab ===<br />
<br />
Brian Mills and Agostino De Marco have been working at preparing a new release of a Matlab SFunction that wraps JSBSim.<br />
<br />
Where the project is now:<br />
*New release ready to compile and test for 32-bit Windows.<br />
*Some bugs have been fixed (with a couple more to squash).<br />
*Finally have some user documentation.<br />
*The GUI and trim feature are now nicely integrated and the user experience is much better.<br />
*The GUI is now tabbed/multi-paned and much more powerful.<br />
*The project size is pared down considerably and the file duplication is gone.<br />
*The Visual Studio project files have been fixed for better portability.<br />
<br />
Where the project is going:<br />
*[http://www.simauthor.com/flightviz.html FlightViz visualization tool] is currently in work.<br />
*Environmental parameters (winds, wind-shear etc) controlled by the GUI.<br />
*Data plotting and initial trimmed control inputs prediction.<br />
*Closed-loop PID stabilization for finding trim points.<br />
*Improvements to trim function.<br />
*Flight profile scripting controllable from the GUI.<br />
*Linux compiled version.<br />
*Improve the documentation.<br />
*Author a white paper.<br />
<br />
This gives an overall picture of the current and future scope of the project. The JSBSim SFunction should become a very useful tool for flight model development and research. Agostino is also working an a MEX file (Matlab Executable) that wraps JSBSim. <br />
<br />
==Nasal syntax highlighting file for Notepad++ users ==<br />
<br />
Forum member c.harms has created a syntax highlighting file for Notepad++ users, please check out http://flightgear.org/forums/viewtopic.php?f=30&t=9260&p=95391#p92127 to download the file and for installation instructions.<br />
<br />
== Nasal for newbies: OOP ==<br />
OOP is all about creating "things" (i.e. a cloud) with "actions" (transform,draw,update) (or "messages").<br />
Where a class (or hash in Nasal) is the "template" for a "thing" containing a number of member fields.<br />
So the class only describes the "layout" or properties of objects that can be created. To actually use a class, it has to be "instantiated" which means creating an object using a specific "template class" (or even several different classes).<br />
<br />
These member fields can be variables (e.g. lat, lon, alt) or functions (setAlt, setPos).<br />
And the actual instance (cloud[n] in the property tree) of such a thing is then called an "object".<br />
Functions that work with instance specific state are called "methods", they may refer to instance specific state using a "self reference" (me) in Nasal, that ensures that access to a field or method is using the right instance specific data.<br />
<br />
In OOP, internal state is managed by wrapping everything in a class using accessor functions for modifying and getting internal values.<br />
So internal state would in turn only be modified by an abstract interface: class "methods", instead of directly accessing class-internal fields.<br />
<br />
This provides a way for managing access to a member variable (field), such an abstract interface is also useful for keeping logics private, and internal. For example, the name of a variable "altitude" can be easily changed internally to "altitude_ft", without having to rename all users of the class - simply because all other code will refer to the methods providing access to the field.<br />
<br />
For example, instead of doing something like cloud.lat=10.22; cloud.lon=43.22; you would have a method accepting lat/lon variables: cloud.setPos(lat, lon);<br />
<br />
That means that the actual variables containing the values for lat/lon are not exposed or used outside the actual object. This is called encapsulation and provides you with a way to manage state and ensure that internal state is valid at all times, because other code may only use the external interface.<br />
<br />
This allows you for example to simply rename a class variable, without having to change any of the code that uses the object, because other code only uses class methods.<br />
<br />
Another important thing in OOP is separation of concerns, i.e. you don't want to end up with huge bloated "super classes" that manage all sorts of different state, but instead use different classes where appropriate to split code into abstract "modules" with well defined responsibilities.<br />
<br />
So, one of the very first steps to convert procedural code to OOP code would be to group your code into a number of logical "classes" (e.g. cloud, cloud field ).<br />
<br />
Classes may be composed of other classes, i.e. a "cloud field" class would in turn contain "cloud" classes.<br />
This is then called "composition".<br />
<br />
Another way is inheritance, where a type may inherit properties (fields:variables and methods) from a "parent" class. Imagine it like taking a "template" for the class and then saying "make a new class using this template".<br />
<br />
Inheritance has the added advantage of providing a means to customize class behavior without having to modify the actual class, because all member fields can be parametrized.<br />
<br />
For example, a "cumulus" cloud class could be derived from the "cloud" class, just by parametrizing it (different cloud model, different texture, different transformations), without touching anything in the actual "cloud" class.<br />
<br />
This is basically how OOP may be understood: things are classified according to "is a" or "has a" relationship.<br />
<br />
Of course, one may still use objects like conventional variables for passing and returning parameters.<br />
<br />
== New software tools ==<br />
== FlightGear addons and mods ==<br />
== In the hangar ==<br />
===BAe-146===<br />
"Pilot Penguin" and "[[User:Nickyivyca|nickyivyca]]" have begun work on the BAe-146. Pilot Penguin will be doing mostly 3D work, and nick will be doing mostly FDM and systems work. [http://flightgear.org/forums/viewtopic.php?f=4&t=9494&start=15 See the forum thread for more info.]<br />
<br />
===Launch Vehicles: Jupiter J-246, and NASA Ares-1===<br />
Gérard has taken some [http://www.nasa.gov/multimedia/3d_resources/models.html NASA 3D models] and prepared them for use with FlightGear. The historic [http://en.wikipedia.org/wiki/Kennedy_Space_Center_Launch_Complex_39 Kennedy Space Center Launch Complex 39] 3D model has been prepared, as well as the [http://www.nasa.gov/mission_pages/constellation/ares/aresl/index.html Ares-1 launch vehicle] 3D model. Jon Berndt ([http://www.jsbsim.org JSBSim Project] Development Coordinator) has built an approximate Ares-1 flight model based on publicly available information. Resting on the launch pad.]]<br />
Work is progressing on getting that flight model integrated with the 3D model.<br />
<gallery><br />
Image:Ares-1.jpg|Ares-1 Launch Vehicle resting on the launch pad<br />
Image:CLV_090606-3D.jpg|DIRECT J-246 Launch Vehicle<br />
Image:launch complex 39-img1.jpg|Launch Complex 39<br />
</gallery><br />
Gérard has also fabricated a model of the notional DIRECT launch vehicle variant known as the "Jupiter" J-246, shown in this [http://www.launchcomplexmodels.com/Direct/documents/Baseball_Cards/J246-41.4003.10050_CLV_090606.pdf informational flyer]. Jon has created an approximate flight model for this vehicle, as well.<br />
<br />
===Livery hangar reaches 300===<br />
Early September, the [http://liveries.flightgear.org/ FlightGear Livery Database] welcomed its [http://liveries.flightgear.org/liveries.php?id=301 300th livery]! It is a livery of the Polish Air Force's [[Lockheed C130]], created by Maciej Zgódka, one of the latest additions to the painters-team. In the same time, the database was upgraded with a couple of new "features":<br />
* thumbnails of liveries pop up when you hover over a link.<br />
* a contact page was added, to ease contacting the database maintainer.<br />
* each livery has a "Report this livery" button, through which visitors can notify the maintainer of a broken download, incorrect or unknown author, licensing issues etc.<br />
<br />
I would like to emphasize that lots of liveries are not yet assigned an author. Please check for yourself if there is any [http://liveries.flightgear.org/authors.php unknown-author-livery] of which you known/are the author. Lots of liveries are still in the need for a thumbnail, so those are welcome as well.<br />
<br />
== Scenery corner ==<br />
===Historic Nike Hercules Missile Sites===<br />
[[File:nike missile site3.png|thumb|One of 3 Sites.]]<br />
Jack Mermod has begun modeling Historical Nike Hercules Missile Sites. They will all be in the Bay Area. These Sites were the last stand of defense in the event of a Soviet Bombing. You can still find evidence of these sites today, and they are a important part of history. Each Site has a helipad, in hopes of attracting helicopter pilots to come and explore the sights. So far there are 3 sites that have been made and placed into flightgear, and the plan is to make 12. The sites will hopefully be available through terrasync soon, but for now you can [http://www.flightgear.org/forums/viewtopic.php?f=5&t=9521 watch this forum topic] to see updates for the sites and download them.<br />
<br />
===UK Football Stadiums===<br />
[[File:Emiratesstadium.jpg|thumb|Emirates Stadium in Flightgear]]<br />
Andyramone has completed and submitted three football stadiums to the scenery database. These include Carrow Road (Norwich), Emirates Stadium (Arsenal) and Stamford Bridge (Chelsea.) Portman Road (Ipswich) and White Hart Lane (Tottenham) are complete and will be submitted to the scenery database this month. The project will continue later this year with more London stadiums including Wembley on the to do list. <br />
<br />
===Liverpool John Lennon Airport===<br />
Andyramone has begun modeling Liverpool Airport (EGGP) in the UK. The terminal is completed and will be submitted to the database this month. Work has already begun on the control tower.<br />
<br />
===KSFO Terminal 2===<br />
[[San Francisco International Airport]]'s Terminal 2 has been fully remodelled by Karla in Blender 2.49b, using handmade textures in Gimp 2.46. New additions include: linking wings, antennae, railings, supports, ground floors interiors, ATC equipment, vigilant controller, architecture, light masts and night textures.<br />
<br />
It has been released and is available via [[TerraSync]].<br />
<br />
After improving the terminal, Karla wrote a howto on how to create realistic textures for buildings. More on that in the [[#Wiki updates|Wiki updates]] section of this newsletter.<br />
<br />
===Dublin Airport===<br />
"eag1e" (on the forum, D-ELLE callsign) is working on the buildings of [[Dublin Airport]] (EIDW). The airport seems quite well advanced, it has been submitted to the model repository and it is available for direct download at [http://www.knatterkasten.de/ knatterkasten.de].<br />
<br />
See the [http://www.flightgear.org/forums/viewtopic.php?f=5&t=8874 forum post] for more info.<br />
<br />
===Innsbruck ÖAMTC helicopter base===<br />
[[File:LOWI_oamtc_helicopter_base.jpg|thumb|Innsbruck ÖAMTC helicopter base]]<br />
The ÖAMTC and Flugpolizei (police) Helicopter base at Innsbruck airport (LOWI) is currently under development by ot-666. Most likely it will be outfitted with moving helipads that are under development by HHS.<br />
<br />
===Power plants===<br />
Power plants, with their red and white striped tall stacks, are outstanding visual aids for VFR flying.<br />
<br />
Scighera has modeled two Italian power plants in Blender :<br />
* "'''ENEL Piombino 4x330 MW Power Plant'''", located in Piombino, right in front of the Isola d'Elba (Tuscany, Italy). It represent the standard Italian heavy fuel oil fired 330 MW unit of the early 70ies, with 220 m high stacks provided with red obstruction lights. The model includes a Fuel oil unloading pier, with a mooring tankership<br />
* "'''a2a 1000 MW Combined Cycle Power Plant'''" located in Cassano d'Adda (Lombardy, Italy, 30 km away from Milano Linate (LIME)). The plant is provided with 3 Turbogas, 3 Heat Recovery Steam Generators feeding the pre-existing steam turbines. There is a 220 m high red & white striped stack and a lower 80 m stack.<br />
<br />
The models have been submitted to the models repository (Piombino is already available via [[TerraSync]]), and available for download at [http://digilander.libero.it/scighera_fg/index.html Scighera's website].<br />
<br />
scighera is also working on the '''Poolbeg Power Plant''', on the Dublin peninsula, very close to Dublin Airport (EIDW); the plant has two outstanding 208 m high stacks ...<br />
<br />
<gallery><br />
Image:ENEL-Piombino-1.jpg| ENEL Piombino 4x330 MW Power Plant<br />
Image:Cassano.jpg| Cassano d'Adda 1000MW Power Plant<br />
Image:PoolbegPP-01.jpg|Poolbeg Power Station (Dublin) in progress<br />
</gallery><br />
<br />
[[File:VadoLigureHarbor.jpg|thumb|Vado Ligure Container Ship Terminal]]<br />
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===Harbors===<br />
Harbors, with their huge cranes and long peers, may be as well noticeable landmarks for VFR flying. Scighera is presently working on the model of Vado Ligure Harbor, having completed the Container unloading pier.<br />
<br />
== Video of the month ==<br />
Inspired by an idea posted by Mogthor, redneck has turned a part of the "Getting started" manual into a series of youtube videos, please see: http://flightgear.org/forums/viewtopic.php?f=25&t=9476&p=96015#p96015<br />
<br />
[[File:Clip0437_0002.jpg]] [[File:Clip0437_0001.jpg]]<br />
<br />
== Aircraft of the month ==<br />
<br />
== Airport of the month ==<br />
== Screenshot of the month ==<br />
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== Suggested flights ==<br />
===Hawai'i===<br />
[[Image:Maui03.jpg|thumb]]<br />
Do you use [[TerraSync]]? If so, try a flight around Hawaii! Take off from PHNL in a light aircraft and head west until you hit Pearl Harbor; a right turn north will take you post the USS Arizona Memorial, and the Punchbowl Crater will be to your right. Or, fly east from PHNL past volcanic craters Diamond Head and Koko Head. If you follow the O'ahu coastline north from Koko Head, you can land at either old World War II airbase Bellows Field (now a wildlife reserve in real life) or at Keahole MCAS.<br />
<br />
For a potentially more scenic route, fly east toward Molokai, and stay to the north (left) of the island. The northern part of Molokai features huge sea cliffs and a tiny airstrip on the Kalaupapa peninsula - the peninsula being the only respite from the cliffs. A former leper colony existed near the airstrip!<br />
<br />
Also of interest are the volcanoes on Maui and the 'Big Island' of Hawai'i - flying VFR in a small plane from PHTO to PHKO over the plateau between Mauna Kea and Mauna Loa can be a challenge, as you have to take off from sea level, fly through a pass of 6500 feet, and then drop back down to sea level to land! The Hana coast of northern Maui is also a nice flight - a circumnavigation of Haleakala, starting and ending at PHOG, is quite a nice flight.<br />
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The islands will be available through the download center with the next major scenery release, but for now, fire up [[TerraSync]] and your favorite VFR aircraft and have a blast.<br />
<br />
== Aircraft reviews ==<br />
<br />
== Wiki updates ==<br />
===Creating realistic textures for buildings===<br />
Texture and modelling artist karla, who recently [[#KSFO Terminal 2|remodeled terminal 2 of KSFO]], wrote a nice article on how to create (photo) realistic textures for buildings. The article explains the texturing process from start to end. Several techniques for creating light-effects, non-repeating surfaces and making faces look weathered are discussed and explained step by step.<br />
<br />
Read the howto at [[Howto: Texture a building]] and provide the FlightGear community with some nice scenery additions!<br />
<br />
===Creating cumulus cloud textures for the weather system ===<br />
WooT has provided a short tutorial on extracting cumulus cloud textures from images. This will be useful for providing improved textures for the local weather system. Read the howto at [[Howto:Cumulus cloud texture extraction]].<br />
<br />
===Running FlightGear on less modern hardware ===<br />
A number of recent forum discussions were about running FlightGear on older hardware, we have now created a new article that focuses on just that: [[Howto: Build a cheap FlightGear box]].<br />
<br />
== Community news ==<br />
=== FlightGear on youtube ===<br />
* Ten students at NASA's LARSS (Langley Aerospace Research Summer Scholars), put together [http://www.youtube.com/watch?v=YmnFP-1UlSY an autonomous robotics lab], using mostly open source tools. One of which is a FlightGear Multiplayer Server. <br />
<br />
[http://www.youtube.com/watch?v=XkeApfVUnVk&feature=PlayList&p=3B31CCD15245D0AA&playnext_from=PL&index=0&playnext=1 Watch the FlightGear PlayList] for a collection of all (somewhat) quality FlightGear videos ever uploaded to YouTube.<br />
<br />
=== Forum news ===<br />
<br />
Thanks to Gijs, we have now a new sub forum for all issues related to building FlightGear from source. Hopefully, this will make it easier for new users (and developers!) to get support for compiling FlightGear. So if you are having problems building FlightGear from source, please check out http://flightgear.org/forums/viewforum.php?f=45<br />
<br />
=== New Spanish-Latin American FG community website ===<br />
<br />
NiTuS and El Flauta have created ''[http://www.vivefg.org| Vive FG!]'' (translation: Live FG!), a new version of the Spanish-Latin American FG community website. Powered by Joomla!, it's now much more dynamic and clearer than the previous one, including many FG tutorials about aircraft, scenery and FG-itself-related ''how-to'', as well as additional aircraft and sceneries created by the community, and much more. We encourage everyone to come in, regardless the language you speak!<br />
<br />
=== Multiplayer ===<br />
=== Virtual airlines ===<br />
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== Useful links ==<br />
== And finally ... ==<br />
Next [http://www.fsweekend.com/ FSWeekend] event takes place November 6 & 7th 2010. Mark this date in your calendar and expect an outstanding presentation of FlightGear's features at [[Lelystad_Airport|Lelystad's airport]].<br />
<br />
=== Contributing ===<br />
One of the regular thoughts expressed on the FlightGear forums is "I'd like to contribute but I don't know how to program, and I don't have the time". Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. <br />
<br />
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].<br />
<br />
===Reminder: FSweekend===<br />
With just two months togo, the largest flight simulator event in the world (the [[FSweekend]] at [[Lelystad Airport]], the Netherlands) is coming close. Make sure to mark the weekend of 6&7 November in your agenda as "occupied". A team of FlightGear developers will be present in Lelystad to promote FlightGear to the public. They highly appreciate it if you are able to stop over at the airport! <br />
<br />
Last year we organised a [[Howto: Multiplayer|multiplayer]] event in which FlightGear users from all over the world could virtually visit Lelystad. Something similar for this year is currently being discussed. Expect more details in next month's newsletter.<br />
<br />
=== Reminder: Google's Summer of Code 2011 ===<br />
We would like to remind all readers that the FlightGear project is planning to participate in [[GSoC]] 2011. However, doing that really requires a fair amount of work, planning and organizing. This is not something that can be done by a single person. It really needs a coordinated team effort, or otherwise FlightGear won't be able to apply/participate at all.<br />
<br />
So all users are invited to help us progress further with our preparations for GSoC 2011. If you have any questions or other feedback, please use the forum to [http://flightgear.org/forums/viewforum.php?f=38 get in touch].<br />
<br />
=== Did you know ===<br />
<br />
[[Category:FlightGear Newsletter|2010 09]]</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=File:FlightPlan-altitude.png&diff=24213File:FlightPlan-altitude.png2010-09-23T19:44:21Z<p>Osjcag: The options to edit the altitude for each waypoint.</p>
<hr />
<div>The options to edit the altitude for each waypoint.</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=File:FlightPlan-altitude-edit.png&diff=24212File:FlightPlan-altitude-edit.png2010-09-23T19:42:32Z<p>Osjcag: FlightPlan Altitude edit option.</p>
<hr />
<div>FlightPlan Altitude edit option.</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=File:FlightPlan_Generator_Output.png&diff=24211File:FlightPlan Generator Output.png2010-09-23T19:36:48Z<p>Osjcag: The XML output of the FlightGear FlightPlan Generator.</p>
<hr />
<div>The XML output of the FlightGear FlightPlan Generator.</div>Osjcaghttps://wiki.flightgear.org/w/index.php?title=File:FlightPlan_Generator1.png&diff=24210File:FlightPlan Generator1.png2010-09-23T19:31:50Z<p>Osjcag: A Screenshot of the work-in-progress FlightPlan Generator.</p>
<hr />
<div>A Screenshot of the work-in-progress FlightPlan Generator.</div>Osjcag