https://wiki.flightgear.org/w/api.php?action=feedcontributions&user=WooT&feedformat=atomFlightGear wiki - User contributions [en]2024-03-29T06:16:26ZUser contributionsMediaWiki 1.39.6https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_May_2010&diff=21755FlightGear Newsletter May 20102010-05-29T12:46:55Z<p>WooT: /* In the hangar */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right}}<br />
<br />
''First, 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.''<br />
<br />
==In the hangar==<br />
===Sukhoi-Gulfstream S21===<br />
The Sukhoi-Gulfstream S21 is being developed by ''xsaint'' and should be out by late May. More information [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7865 here].<br />
<br />
===747-400 updates===<br />
Gijs has been updating "The Queen of the Skies" with overhead panel backlighting, an (this time -thanks to Torsten- stable) autopilot making one of the best airliners in FlightGear even better. In the meantime, effort has been put into the cockpit shell and a 3D model of the upper deck. You can soon walk through the cabin, open the animated lavatory doors and nock on the 747's flightdeck door.<br />
<br />
===Zeppelin LZ 121 "Nordstern"===<br />
Anders is currently working on the Zeppelin LZ 121 ''Nordstern'' and it has the basic parts of the propulsion, ballast and gas systems in place but much work remains on the instrumentation, systems and the 3D model [http://www.gidenstam.org/FlightGear/Airships/#Nordstern].<br />
<br />
===VMX22 Osprey===<br />
The VMX22 was already mentioned in earlier newsletters, but its development progressed and it should be out soon, however unmapped.<br />
More information [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7205 in the forum].<br />
<br />
===Macchi M.33 and Savoia S.21===<br />
Zexe and helijah worked at the Macchi M.33 and Savoia S.21 models. See [http://www.flightgear.org/forums/viewtopic.php?f=4&t=8101 the forum] for more information and the download links.<br />
<br />
===Russian Helicopter Mil Mi-6===<br />
The Mi-6 was updated by Blender3D. It was launched in June 2009, but an update was launched in March.<br />
Download link: [http://www.flightgear.org/forums/viewtopic.php?f=4&t=5251].<br />
<br />
===Romanian WW2 warbird I.A.R.-80A===<br />
A beta version has been finally released. For downloads and other info see [http://flightgear.org/forums/viewtopic.php?f=4&t=7225 the thread] on the forums. <br />
[[Image:iar80-flight.jpg|thumb|IAR-80]]<br />
<br />
===TE Vario available for gliders===<br />
WooT implemented the ilec-sc7, a popular total energy compensated variometer for gliders. It is available in the git data repository. More information can be found [http://www.flightgear.org/forums/viewtopic.php?f=6&t=4706&p=80983#p80983 in the forum].<br />
<br />
==Development News==<br />
Due to a hard drive crash, the FlightGear CVS server is offline. We have full backups so there is no lost information, however, we determined that our efforts would be better spent migrating our repository over to git instead of bringing the old CVS server back online. Onwards and upwards! Please be patient as we migrate our data over to [http://gitorious.org gitorious.org]. Git experts will probably be able to find the simgear and flightgear projects at gitorious and get started right away. We will update this page with specific check out instructions as soon as possible. <br />
<br />
=== Migration to git ===<br />
Since the beginning of the month, the FlightGear project has been in the process of migrating its source code repositories (flightgear, base package, simgear) over to using git instead of CVS [http://www.flightgear.org/cvs.html] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27780.html][http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27810.html][http://flightgear.org/forums/viewtopic.php?f=18&p=79296#p79237], please see [[FlightGear and Git]] for details on how to access these new repositories at gitorious.org<br />
<br />
===Local weather system update===<br />
The local weather system has been updated to version 0.61 by Thorsten. This is mainly a bugfix release and includes speedups in many areas and changes in cloud rendering.<br />
More details [http://www.flightgear.org/forums/viewtopic.php?f=5&t=7358 in the forum].<br />
<br />
===XML Autopilot Enhancements===<br />
Several developers have been collaborating to make the autopilot system more flexible, allowing it express the kind of logic found in modern flight control systems without relying on Nasal helpers or custom C++ code. To this end, the expression syntax (used in XML animations) is now also supported in conditions, and in the autopilot inputs (including references). This enables mathematical and trigonometric functions, and operations like min, max and average, to be used in autopilot logic. Another addition is support for 1-bit storage elements, known as flip-flops in digital electronics, which allows many standard autopilot behaviours to be modelled with simpler, clearer XML and fewer helper properties. RS and JK flip-flop are available, as well as the less common D and T types - the RS type in particular is a good model of the 'arm/disarm' logic found in many automatic flight systems or modes.<br />
<br />
As an test-case for the new features, James is replacing the C++ autobrake logic with and XML version - once this is working reliably it will be installed in more aircraft, and should serve as an example for similar systems, for example auto-spoilers.<br />
<br />
In addition to adding these new features, there's been a concerted effort to document the existing components, and the new ones, and explain how to build a stable, working autopilot. A comprehensive reference page can be found [[Autopilot_Configuration_Reference|here]], and the how-to is [[Howto:_Design_an_autopilot|here]]. Both are works-in-progress, and feedback is appreciated!<br />
<br />
===Face tracking in FlightGear===<br />
[[Image:facetracknoir.jpg|thumb|The FaceTrackNoIR interface.]]<br />
{{Main article|FaceTrackNoIR}}<br />
Thanks to Wim Vriend, Ron Hendriks and our own FlightGear developer Melchior, Windows users are now able to look around by nothing more than rotating their head. This so called "face tracking" tracks the movements and orientation of a face that is captured by a webcam. Through an UDP connection, the tracker data is transmitted to FlightGear and used to move the current view. <br />
<br />
Altough the very first release was this month, the results are already amazing. I can tell you that looking around instead of panning around adds a whole new experience to your flights.<br />
<br />
==Scenery Corner==<br />
===Europe very active===<br />
The scenery development for Europe (like LIME in Italy; EGKK in Britain; EDDF in Germany and others) has been very active. Europe is currently one of the most detailed scenery areas in FlightGear. Further on in this newsletter you can read about the latest addition: London Gatwick.<br />
<br />
===EGKK: Probably the best detailed airport in FlightGear<sup>1</sup>===<br />
[[Image:EGKK_2.png|thumb]]<br />
[[Image:EGKK_3.png|thumb]]<br />
<br />
London Gatwick has been completely modeled at a high level of detail for FlightGear. The airport was modeled by Don Lavelle ''(karla)'' in Blender and consists of well over 70 detailed buildings, features and facilities. The main terminals - north and south - have been accurately detailed with their different style piers and stock jetways. The airport is based on UK CAA 2009 charts and includes the novel passenger air bridge which was re-engineered to clear 747-height tail fins. Many peripheral facilities are also included in this highly detailed airport such as the cargo and maintenance areas and open air car parks which were given a semi-3D effect. Small details such as railings, columns, antennae and rotating radar add to the realistic atmosphere of the scenery. Frame rates will obviously be affected by the wealth of detail but it is expected that pilots will utilize this airport for arrivals, taxiing and departure of commercial aircraft and not for low passes in jet fighters...<br />
<br />
[[TaxiDraw]] was employed to update the existing AI taxiways in the current ''parking.xml'' file and should give a reasonably realistic feature for AI traffic. It is intended to improve the various aspects of taxiways in the near future.<br />
<br />
A useful readme file has been included and also three ''.stg'' files to help the user load Gatwick to the level of detail required.<br />
<br />
So, the UK now has a fully modeled major airport and it is now open to international FG flights - welcome to the UK via London Gatwick!<br />
<br />
Latest images are hosted on http://www.donlavelle.net/flightgear/flightgear18.html<br />
<br />
Available as a direct download on http://www.donlavelle.net/flightgear/airports/EGKK.zip<br />
<br />
<sup>1</sup> after an iconic advertising slogan of the 1970s<br />
<br />
==Aircraft Review: DC-6B==<br />
[[Image:dc-6-over-golden-gate.png|thumb|DC-6B over the Golden Gate]]<br />
[[Image:dc6-cockpit.png|thumb|View of the cockpit]]<br />
The [[Douglas_DC-6|DC-6B]] was one of the world's first long-range commercial aircraft. It served under a variety of operators, and served as Air Force One during the 1950's. Its reliability and toughness has kept examples of it in service today.<br />
<br />
Now, about the FlightGear model. <br />
<br />
Aesthetically speaking, this model is great! The model is highly detailed in various places, and it has an accurate, well made 3D cockpit<br />
All the (old-fashioned) gauges work perfectly, and they look good as well. The control column and rudder pedals are animated too.<br />
My only gripe about the model is the lack of a throttle quadrant.<br />
<br />
The DC-6 flies nicely, too. It isn't too responsive, and isn't too sluggish either. I cannot comment too much about the flying characteristics, however, as (sadly) I've never flown a DC-6 in my life.<br />
<br />
The DC-6 sounds nice as well. From starting to cruising, the engines on this bird are music to any piston engine fan's ears.<br />
<br />
My only complaints about this model are minor, such as the lack of flap and landing gear sounds. Or the lack of seats and/or cargo in the cabin of the DC-6.<br />
<br />
''Review by Armchair Ace''<br />
<br />
==From the community==<br />
===FlightGear on YouTube===<br />
* A very, very nice [http://www.youtube.com/watch?v=TeVS0fXEpb0 video] showcasing some of FlightGear's features has been uploaded by "TheMasterofmod". It covers lots of features, including a [[Howto: Carrier|carrier takeoff]], [[Los Angeles International Airport]] some formation flights and lots more!<br />
* New in the "FlightGear HowTo" serie by Oscar, is a [http://www.youtube.com/watch?v=ECpOWMAazrs crosswind landing tutorial]. Altough his flying skills are not yet top of the notch, his tutorials are! Do not forget to take a look at [http://www.youtube.com/user/osjcag#grid/user/682D29643F18E63A his channel], with all the howtos in one place.<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 />
[[Category:FlightGear Newsletter|2010 05]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_May_2010&diff=21754FlightGear Newsletter May 20102010-05-29T12:41:26Z<p>WooT: /* In the hangar */</p>
<hr />
<div>{{newsletter}}<br />
{{TOC_right}}<br />
<br />
''First, 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.''<br />
<br />
==In the hangar==<br />
===Sukhoi-Gulfstream S21===<br />
The Sukhoi-Gulfstream S21 is being developed by ''xsaint'' and should be out by late May. More information [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7865 here].<br />
<br />
===747-400 updates===<br />
Gijs has been updating "The Queen of the Skies" with overhead panel backlighting, an (this time -thanks to Torsten- stable) autopilot making one of the best airliners in FlightGear even better. In the meantime, effort has been put into the cockpit shell and a 3D model of the upper deck. You can soon walk through the cabin, open the animated lavatory doors and nock on the 747's flightdeck door.<br />
<br />
===Zeppelin LZ 121 "Nordstern"===<br />
Anders is currently working on the Zeppelin LZ 121 ''Nordstern'' and it has the basic parts of the propulsion, ballast and gas systems in place but much work remains on the instrumentation, systems and the 3D model [http://www.gidenstam.org/FlightGear/Airships/#Nordstern].<br />
<br />
===VMX22 Osprey===<br />
The VMX22 was already mentioned in earlier newsletters, but its development progressed and it should be out soon, however unmapped.<br />
More information [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7205 in the forum].<br />
<br />
===Macchi M.33 and Savoia S.21===<br />
Zexe and helijah worked at the Macchi M.33 and Savoia S.21 models. See [http://www.flightgear.org/forums/viewtopic.php?f=4&t=8101 the forum] for more information and the download links.<br />
<br />
===Russian Helicopter Mil Mi-6===<br />
The Mi-6 was updated by Blender3D. It was launched in June 2009, but an update was launched in March.<br />
Download link: [http://www.flightgear.org/forums/viewtopic.php?f=4&t=5251].<br />
<br />
===Romanian WW2 warbird I.A.R.-80A===<br />
[[Image:iar80-flight.jpg|thumb|IAR-80]]<br />
<br />
===TE Vario available for gliders===<br />
WooT implemented the ilec-sc7, a popular total energy compensated variometer for gliders. It is available in the git data repository. More information can be found [http://www.flightgear.org/forums/viewtopic.php?f=6&t=4706&p=80983#p80983 in the forum].<br />
<br />
==Development News==<br />
Due to a hard drive crash, the FlightGear CVS server is offline. We have full backups so there is no lost information, however, we determined that our efforts would be better spent migrating our repository over to git instead of bringing the old CVS server back online. Onwards and upwards! Please be patient as we migrate our data over to [http://gitorious.org gitorious.org]. Git experts will probably be able to find the simgear and flightgear projects at gitorious and get started right away. We will update this page with specific check out instructions as soon as possible. <br />
<br />
=== Migration to git ===<br />
Since the beginning of the month, the FlightGear project has been in the process of migrating its source code repositories (flightgear, base package, simgear) over to using git instead of CVS [http://www.flightgear.org/cvs.html] [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27780.html][http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27810.html][http://flightgear.org/forums/viewtopic.php?f=18&p=79296#p79237], please see [[FlightGear and Git]] for details on how to access these new repositories at gitorious.org<br />
<br />
===Local weather system update===<br />
The local weather system has been updated to version 0.61 by Thorsten. This is mainly a bugfix release and includes speedups in many areas and changes in cloud rendering.<br />
More details [http://www.flightgear.org/forums/viewtopic.php?f=5&t=7358 in the forum].<br />
<br />
===XML Autopilot Enhancements===<br />
Several developers have been collaborating to make the autopilot system more flexible, allowing it express the kind of logic found in modern flight control systems without relying on Nasal helpers or custom C++ code. To this end, the expression syntax (used in XML animations) is now also supported in conditions, and in the autopilot inputs (including references). This enables mathematical and trigonometric functions, and operations like min, max and average, to be used in autopilot logic. Another addition is support for 1-bit storage elements, known as flip-flops in digital electronics, which allows many standard autopilot behaviours to be modelled with simpler, clearer XML and fewer helper properties. RS and JK flip-flop are available, as well as the less common D and T types - the RS type in particular is a good model of the 'arm/disarm' logic found in many automatic flight systems or modes.<br />
<br />
As an test-case for the new features, James is replacing the C++ autobrake logic with and XML version - once this is working reliably it will be installed in more aircraft, and should serve as an example for similar systems, for example auto-spoilers.<br />
<br />
In addition to adding these new features, there's been a concerted effort to document the existing components, and the new ones, and explain how to build a stable, working autopilot. A comprehensive reference page can be found [[Autopilot_Configuration_Reference|here]], and the how-to is [[Howto:_Design_an_autopilot|here]]. Both are works-in-progress, and feedback is appreciated!<br />
<br />
===Face tracking in FlightGear===<br />
[[Image:facetracknoir.jpg|thumb|The FaceTrackNoIR interface.]]<br />
{{Main article|FaceTrackNoIR}}<br />
Thanks to Wim Vriend, Ron Hendriks and our own FlightGear developer Melchior, Windows users are now able to look around by nothing more than rotating their head. This so called "face tracking" tracks the movements and orientation of a face that is captured by a webcam. Through an UDP connection, the tracker data is transmitted to FlightGear and used to move the current view. <br />
<br />
Altough the very first release was this month, the results are already amazing. I can tell you that looking around instead of panning around adds a whole new experience to your flights.<br />
<br />
==Scenery Corner==<br />
===Europe very active===<br />
The scenery development for Europe (like LIME in Italy; EGKK in Britain; EDDF in Germany and others) has been very active. Europe is currently one of the most detailed scenery areas in FlightGear. Further on in this newsletter you can read about the latest addition: London Gatwick.<br />
<br />
===EGKK: Probably the best detailed airport in FlightGear<sup>1</sup>===<br />
[[Image:EGKK_2.png|thumb]]<br />
[[Image:EGKK_3.png|thumb]]<br />
<br />
London Gatwick has been completely modeled at a high level of detail for FlightGear. The airport was modeled by Don Lavelle ''(karla)'' in Blender and consists of well over 70 detailed buildings, features and facilities. The main terminals - north and south - have been accurately detailed with their different style piers and stock jetways. The airport is based on UK CAA 2009 charts and includes the novel passenger air bridge which was re-engineered to clear 747-height tail fins. Many peripheral facilities are also included in this highly detailed airport such as the cargo and maintenance areas and open air car parks which were given a semi-3D effect. Small details such as railings, columns, antennae and rotating radar add to the realistic atmosphere of the scenery. Frame rates will obviously be affected by the wealth of detail but it is expected that pilots will utilize this airport for arrivals, taxiing and departure of commercial aircraft and not for low passes in jet fighters...<br />
<br />
[[TaxiDraw]] was employed to update the existing AI taxiways in the current ''parking.xml'' file and should give a reasonably realistic feature for AI traffic. It is intended to improve the various aspects of taxiways in the near future.<br />
<br />
A useful readme file has been included and also three ''.stg'' files to help the user load Gatwick to the level of detail required.<br />
<br />
So, the UK now has a fully modeled major airport and it is now open to international FG flights - welcome to the UK via London Gatwick!<br />
<br />
Latest images are hosted on http://www.donlavelle.net/flightgear/flightgear18.html<br />
<br />
Available as a direct download on http://www.donlavelle.net/flightgear/airports/EGKK.zip<br />
<br />
<sup>1</sup> after an iconic advertising slogan of the 1970s<br />
<br />
==Aircraft Review: DC-6B==<br />
[[Image:dc-6-over-golden-gate.png|thumb|DC-6B over the Golden Gate]]<br />
[[Image:dc6-cockpit.png|thumb|View of the cockpit]]<br />
The [[Douglas_DC-6|DC-6B]] was one of the world's first long-range commercial aircraft. It served under a variety of operators, and served as Air Force One during the 1950's. Its reliability and toughness has kept examples of it in service today.<br />
<br />
Now, about the FlightGear model. <br />
<br />
Aesthetically speaking, this model is great! The model is highly detailed in various places, and it has an accurate, well made 3D cockpit<br />
All the (old-fashioned) gauges work perfectly, and they look good as well. The control column and rudder pedals are animated too.<br />
My only gripe about the model is the lack of a throttle quadrant.<br />
<br />
The DC-6 flies nicely, too. It isn't too responsive, and isn't too sluggish either. I cannot comment too much about the flying characteristics, however, as (sadly) I've never flown a DC-6 in my life.<br />
<br />
The DC-6 sounds nice as well. From starting to cruising, the engines on this bird are music to any piston engine fan's ears.<br />
<br />
My only complaints about this model are minor, such as the lack of flap and landing gear sounds. Or the lack of seats and/or cargo in the cabin of the DC-6.<br />
<br />
''Review by Armchair Ace''<br />
<br />
==From the community==<br />
===FlightGear on YouTube===<br />
* A very, very nice [http://www.youtube.com/watch?v=TeVS0fXEpb0 video] showcasing some of FlightGear's features has been uploaded by "TheMasterofmod". It covers lots of features, including a [[Howto: Carrier|carrier takeoff]], [[Los Angeles International Airport]] some formation flights and lots more!<br />
* New in the "FlightGear HowTo" serie by Oscar, is a [http://www.youtube.com/watch?v=ECpOWMAazrs crosswind landing tutorial]. Altough his flying skills are not yet top of the notch, his tutorials are! Do not forget to take a look at [http://www.youtube.com/user/osjcag#grid/user/682D29643F18E63A his channel], with all the howtos in one place.<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 />
[[Category:FlightGear Newsletter|2010 05]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Dual_control&diff=20889Dual control2010-04-12T13:01:21Z<p>WooT: /* Aircraft */</p>
<hr />
<div>'''Dual Control''' is a system for [[FlightGear]] that adds basic support for shared control of an [[aircraft]] over the FlightGear [[Multiplayer Howto|multiplayer network]].<br />
<br />
'''Note:''' [[FlightGear 1.9.0]] or later is needed to use Dual Control.<br />
<br />
==Aircraft==<br />
<br />
Currently there are a small number of aircraft with dual control support:<br />
* [[Zeppelin NT]], pilot and copilot (<tt>ZLT-NT</tt>, <tt>ZLT-NT-copilot</tt>). Available in FlightGear 1.9.0 and later.<br />
* [[Blackburn Buccaneer]], pilot and systems officer (<tt>buccaneer</tt>, <tt>buccaneer-obs</tt>). Available in FlightGear 1.9.0 or later.<br />
* [[Grumman_F-14_Tomcat]], pilot and RIO (<tt>f-14b</tt>, <tt>f-14b-bs</tt>). Available in FlightGear/CVS.<br />
* [[Submarine_Scout]], pilot and observer (<tt>Submarine_Scout</tt>, <tt>Submarine_Scout-observer</tt>). Available in FlightGear/CVS.<br />
* [[Boeing 747-400]], pilot flying and pilot monitoring (<tt>747-400</tt>, <tt>747-400-fo</tt>). Available in FlightGear/CVS.<br />
* [[Storch|Fieseler Fi 156 Storch]], pilot and passenger (<tt>Fi-156-de</tt>, <tt>Fi-156-passenger</tt>). Available in FlightGear/CVS.<br />
* [[ASK-13 sailplane|Schleicher ASK-13 glider]], pilot and passenger (<tt>ask13</tt>, <tt>ask13-passenger</tt>). Available in FlightGear/CVS.<br />
* c172p Skyhawk, pilot and copilot (<tt>c172p-pilot</tt> and <tt>c172p-copilot</tt>). Based on David Megginson's [[Cessna C172|c172p]] single control aircraft. Available from [http://www.gidenstam.org/FlightGear/DualControl/Aircraft the dual-control aircraft hangar]. The tar.gz archive for the aircraft should be extracted in $FG_ROOT/Aircraft/.<br />
<br />
To connect the pilot and copilot selects each other in the Copilot dialog (FlightGear/CVS) or set properties as explained in the usage instructions below.<br />
<br />
Dual control enables a pilot and copilot to jointly fly the aircraft over the FlightGear multiplayer network. Depending on the aircraft the pilot and copilot have shared control over primary flight controls, throttle, mixture and so on. Exactly which controls are shared varies between the aircraft but usually include elevator trim, flaps, brakes, cockpit switches, the radio stack and some instrument settings. The copilot usually has a subset of the full instrumentation (also depending on the aircraft), usually including airspeed, altimeter, VSI, HSI, turn coordinator, engine RPM and the radio stack. Typically Nav/Comm 1 and the first VOR indicator is best controlled by the pilot, while Nav/Comm 2 and the corresponding VOR indicator is faster for the copilot.<br />
<br />
<center><br />
[[Image:ZLT-NT-dual.jpg]]<br />
</center><br />
<center><br />
''Side-by-side presentation of the Zeppelin NT pilot's (left) and copilot's (right) views.''<br />
</center><br />
<br />
==Usage instruction==<br />
The system consists of two "aircraft":<br />
<br />
The pilot uses a special variant of the c172p, <tt>c172p-pilot</tt>. The pilot need to specify the callsign of the copilot (other copilots will be ignored).<br />
For the Zeppelin NT the aircraft names are <tt>ZLT-NT</tt> and <tt>ZLT-NT-copilot</tt>, respectively.<br />
<br />
In the current version the pilot and copilot select can each other in their Co/Pilot selection dialogs available from the "Zeppelin NT/c172p-dual-control"->"MP-(Co)Pilot" menus.<br />
<br />
Alternatively the relevant properties can be set from the command line or via the property browser.<br />
<br />
'''Pilot usage example:'''<br />
fgfs --aircraft=c172p-pilot --prop:/sim/remote/pilot-callsign="someone" <br />
<br />
The copilot uses a special "aircraft", c172p-copilot, which piggybacks on the designated pilot and captures the local control inputs. A current limitation is that only the cockpit views are jitter free. There is also a noticeable delay between control inputs and effect, since they are passed via the the multiplayer protocol. The severity of this delay depend on round trip time and some other factors - the delay seems significantly longer than the round trip time itself which is due to buffering in the MP protocol receiver. That said, I have flown successfully as copilot in a setup with 100-120ms round trip time between both pilot and server and copilot and server (total delay >500ms). Landing is a bit exciting in that case, however.<br />
<br />
'''Copilot usage example:'''<br />
fgfs --aircraft=c172p-copilot --prop:/sim/remote/pilot-callsign="anybody"<br />
Note: External views are jitter prone for the copilot.<br />
<br />
== Developer information ==<br />
<br />
The main part of the Dual Control system is a set of generic [[Nasal scripting language|Nasal]] modules and modified instrument files that form the core of the networked shared control functionality. See the link below for some more information.<br />
<br />
==External links==<br />
<br />
* [http://www.gidenstam.org/FlightGear/DualControl The main page for the Dual Control system.] Check here for the latest information.<br />
<br />
[[Category:FlightGear feature]]<br />
<br />
[[es:Control dual]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Soaring&diff=20888Soaring2010-04-12T12:36:40Z<p>WooT: /* Winch Launches */</p>
<hr />
<div>[[FlightGear]] has several glider models and winch, AI aerotow or [[Doing aerotow over the net|MP aerotow]] launching methods (in addition to the normal "in-air start" method.) See also the [[Improving_Glider_Realism|developers page on Improving Glider Realism]].<br />
<br />
== Gliders ==<br />
{{Gallery|<br />
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|<br />
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|<br />
[[Paraglider]]|Paraglider.jpg|<br />
[[Schweizer 2-33]]|Sgs233.jpg|<br />
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|<br />
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg|<br />
[[ASK-13 sailplane|Schleicher ASK-13]]|Ask13.jpg|<br />
[[SZD-9bis_Bocian-1E|Bocian]]<br />
<br />
}}<br />
<br />
== Winch Launches ==<br />
Winch launches are currently available with the [[SZD-9bis Bocian-1E|Bocian]] ,the [[Schleicher ASK 21|ASK21]] and the [[ASK-13 sailplane|ASK-13]]. With the Bocian, it is possible to click in the scenery on a point where you would like to place a winch; with both, you can use control-w to place a winch directly in front of the glider. Press w to start the launch (in the ASK you need to hold it down) and, once at the top of the tow, release the cable with W.<br />
<br />
== Aerotows ==<br />
<br />
For aerotows, two types are possible - AI or human pilot (via [[Howto: Multiplayer|multiplayer]]). To get an AI aerotow, select either the ASK or Bocian, choose KRHV as your airport and select the KRHV_towing_demo in the "Scenario" list box in [[FGRun]]. You should see a J3 Cub wobble its way towards you from a nearby taxiway, and pause close to your aircraft. Press control-o to hook on to it, and hold tight... the O key releases the cable.<br />
<br />
For a multiplayer aerotow, you obviously need to arrange a tow with a human pilot - full instructions are available here: [[Doing aerotow over the net]]<br />
<br />
Other gliders available for FG which use the [[JSBSim]] (notably the sgs233) or [[UIUC]] [[FDM]]s are not yet capable of winch or aerotow launches. Code to facilitate this has been added to JSBSim since the 1.0 release and it is hoped that JSBSim gliders should be compatible with ground launches in the next release. In the meantime, for such gliders it is necessary to start in the air - the sgs233 does so automatically.<br />
<br />
== Thermals and Sinks ==<br />
[[Image:Pinzgauer.jpg|thumb|right| [[Schleicher ASK 21]] gliding in the [[Pinzgauer Spaziergang]] thermals scenario]]<br />
Thermals and sinks are modeled, but they must be defined individually in a thermal scenario file. To see how this is done it would be best to examine the file called <tt>[[$FG_ROOT]]/AI/thermal_demo.xml</tt>, which sets up 11 thermals and 6 sinks around San Francisco Bay. To learn more about AI scenarios in general, see the related article called [[AI Systems]]. Note that the thermals and sinks exist independently of FlightGear's weather system, so it's possible to have cloud layers that don't match your thermal heights. To prevent this you may want to manually set the cloud layers to match your thermals. Thermal cap clouds are available since about one month ''after'' 0.9.10 was released. If you are using 0.9.10 or earlier you can make cap clouds work by a) fetching the cap cloud model from CVS, and b) adding a <z-m> offset to the cap cloud wrapper file to put the cloud at the right altitude.<br />
<br />
== Extra Soaring Locations ==<br />
A very nice piece of add-on scenery for gliding in the Menden (EDLA) area is available [http://home.arcor.de/vollnhals-bremen/Arnsberg/Arnsberg.html], including the required AI scenario file containing thermals for that area.<br />
<br />
If you want to discover the Austrian alpine region, you might want to read [[Pinzgauer Spaziergang]].<br />
<br />
== Logging your flights ==<br />
<br />
If you log on to a multiplayer server while soaring, then your flight will be recorded at the FGTracker site, like this: [http://fgfs.i-net.hu/modules/fgtracker/?FUNCT=FLIGHT&FLIGHTID=1305&PHPSESSID=b3f9752f0f47468b0df49303e806c288], which makes flight review a snap.<br />
<br />
== Learn the theory ==<br />
<br />
For those wishing to gain a more in-depth knowledge of correct glider operation, the [http://www.faa.gov/library/manuals/aircraft/glider_handbook/ FAA glider handbook] makes good reading.</div>WooThttps://wiki.flightgear.org/w/index.php?title=Soaring&diff=20887Soaring2010-04-12T12:34:04Z<p>WooT: /* Gliders */</p>
<hr />
<div>[[FlightGear]] has several glider models and winch, AI aerotow or [[Doing aerotow over the net|MP aerotow]] launching methods (in addition to the normal "in-air start" method.) See also the [[Improving_Glider_Realism|developers page on Improving Glider Realism]].<br />
<br />
== Gliders ==<br />
{{Gallery|<br />
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|<br />
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|<br />
[[Paraglider]]|Paraglider.jpg|<br />
[[Schweizer 2-33]]|Sgs233.jpg|<br />
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|<br />
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg|<br />
[[ASK-13 sailplane|Schleicher ASK-13]]|Ask13.jpg|<br />
[[SZD-9bis_Bocian-1E|Bocian]]<br />
<br />
}}<br />
<br />
== Winch Launches ==<br />
Winch launches are currently available with the [[SZD-9bis Bocian-1E|Bocian]] and [[Schleicher ASK 21|ASK21]]. With the Bocian, it is possible to click in the scenery on a point where you would like to place a winch; with both, you can use control-w to place a winch directly in front of the glider. Press w to start the launch (in the ASK you need to hold it down) and, once at the top of the tow, release the cable with W.<br />
<br />
== Aerotows ==<br />
<br />
For aerotows, two types are possible - AI or human pilot (via [[Howto: Multiplayer|multiplayer]]). To get an AI aerotow, select either the ASK or Bocian, choose KRHV as your airport and select the KRHV_towing_demo in the "Scenario" list box in [[FGRun]]. You should see a J3 Cub wobble its way towards you from a nearby taxiway, and pause close to your aircraft. Press control-o to hook on to it, and hold tight... the O key releases the cable.<br />
<br />
For a multiplayer aerotow, you obviously need to arrange a tow with a human pilot - full instructions are available here: [[Doing aerotow over the net]]<br />
<br />
Other gliders available for FG which use the [[JSBSim]] (notably the sgs233) or [[UIUC]] [[FDM]]s are not yet capable of winch or aerotow launches. Code to facilitate this has been added to JSBSim since the 1.0 release and it is hoped that JSBSim gliders should be compatible with ground launches in the next release. In the meantime, for such gliders it is necessary to start in the air - the sgs233 does so automatically.<br />
<br />
== Thermals and Sinks ==<br />
[[Image:Pinzgauer.jpg|thumb|right| [[Schleicher ASK 21]] gliding in the [[Pinzgauer Spaziergang]] thermals scenario]]<br />
Thermals and sinks are modeled, but they must be defined individually in a thermal scenario file. To see how this is done it would be best to examine the file called <tt>[[$FG_ROOT]]/AI/thermal_demo.xml</tt>, which sets up 11 thermals and 6 sinks around San Francisco Bay. To learn more about AI scenarios in general, see the related article called [[AI Systems]]. Note that the thermals and sinks exist independently of FlightGear's weather system, so it's possible to have cloud layers that don't match your thermal heights. To prevent this you may want to manually set the cloud layers to match your thermals. Thermal cap clouds are available since about one month ''after'' 0.9.10 was released. If you are using 0.9.10 or earlier you can make cap clouds work by a) fetching the cap cloud model from CVS, and b) adding a <z-m> offset to the cap cloud wrapper file to put the cloud at the right altitude.<br />
<br />
== Extra Soaring Locations ==<br />
A very nice piece of add-on scenery for gliding in the Menden (EDLA) area is available [http://home.arcor.de/vollnhals-bremen/Arnsberg/Arnsberg.html], including the required AI scenario file containing thermals for that area.<br />
<br />
If you want to discover the Austrian alpine region, you might want to read [[Pinzgauer Spaziergang]].<br />
<br />
== Logging your flights ==<br />
<br />
If you log on to a multiplayer server while soaring, then your flight will be recorded at the FGTracker site, like this: [http://fgfs.i-net.hu/modules/fgtracker/?FUNCT=FLIGHT&FLIGHTID=1305&PHPSESSID=b3f9752f0f47468b0df49303e806c288], which makes flight review a snap.<br />
<br />
== Learn the theory ==<br />
<br />
For those wishing to gain a more in-depth knowledge of correct glider operation, the [http://www.faa.gov/library/manuals/aircraft/glider_handbook/ FAA glider handbook] makes good reading.</div>WooThttps://wiki.flightgear.org/w/index.php?title=Aircraft&diff=20886Aircraft2010-04-12T12:30:08Z<p>WooT: /* Gliders, Sailplanes, & Ultralights */</p>
<hr />
<div>This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)<br />
<br />
The examples listed here are officially available from the FlightGear project, and can be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).<br />
<br />
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.<br />
<br />
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!<br />
<br />
===Light civilian aircraft===<br />
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.<br />
{{Gallery|<br />
[[Aerostar 700]]|Aerostar_700.jpg|<br />
[[B&F FK9 Mark 2]]|FK9MK2.jpg|<br />
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|<br />
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|<br />
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|<br />
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|<br />
[[Robin DR400]]|dr400.jpg|<br />
[[Rallye-MS893E]]|Rallye-MS893.jpg<br />
}}<br />
<br />
===Modern Airliners===<br />
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.<br />
<br />
<br />
====Narrowbody & Midsize====<br />
{{Gallery|<br />
[[Airbus A320]]|FirstChoice02.jpg|<br />
[[Concorde]]|Concorde.jpg|<br />
[[Boeing 757]]|757-2002.jpg|<br />
[[Boeing 707]]|707.jpg|<br />
[[Boeing 717]]|717_development.jpg|<br />
[[Boeing 737-100]]|737-100.png|<br />
[[Boeing 727-230]]|727-230.2.jpeg<br />
}}<br />
<br />
====Widebody & Jumbo Airliners====<br />
<br />
{{Gallery|<br />
[[Airbus A340-600]]|Airbus2.jpg|<br />
[[Airbus A380]]|A380.jpg|<br />
[[Boeing 777-200]]|777-200.jpg|<br />
[[Boeing 767-300]]|Shadow.png|<br />
[[Boeing 747-400]]|747-400.jpg|<br />
[[Boeing 787]]|787.jpg|<br />
[[Airbus A350]]|A350.png<br />
}}<br />
<br />
===Helicopters===<br />
{{Main article|Helicopter}}<br />
<br />
Helicopters have fundamentally different controls than fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.<br />
{{Gallery|<br />
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|<br />
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|<br />
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|<br />
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg<br />
}}<br />
<br />
===Gliders, Sailplanes, & Ultralights===<br />
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.<br />
{{Gallery|<br />
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|<br />
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|<br />
[[Paraglider]]|Paraglider.jpg|<br />
[[GDT Hornet (autogyro)]]|Hornet.jpg|<br />
[[Schweizer 2-33]]|Sgs233.jpg|<br />
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|<br />
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg<br />
}}<br />
<br />
===Warbirds===<br />
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.<br />
{{Gallery|<br />
[[Bristol Beaufighter]]|Beaufighter.png|<br />
[[Fokker Dr.I]]|Fokker_DrI.jpg|<br />
[[P-51D Mustang]]|P51d-mustang.png|<br />
[[Nakajima Ki-84]]|ki-84.jpg|<br />
[[Saab J 35Ö Draken|Saab J35Ö Draken]]|Saab_J35.jpg|<br />
[[Sopwith Camel]]|SopwithCamel.jpg|<br />
[[Supermarine Spitfire]]|Spitfire.jpg<br />
}}<br />
<br />
===Carrier-borne aircraft===<br />
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).<br />
<br />
{{Gallery|<br />
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|<br />
[[Blackburn Buccaneer]]|Buccaneer.jpg|<br />
[[Grumman F-14 Tomcat]]|F-14.jpg|<br />
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg<br />
}}<br />
<br />
===NATO military aircraft===<br />
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.<br />
<br />
{{Gallery|<br />
[[Fairchild A-10]]|A-10.jpg|<br />
[[Boeing B-52]]|B-52F.jpg|<br />
[[Boeing E-3 Sentry]]|E-3B.jpg|<br />
[[F-15C Eagle]]|F-15C.jpg|<br />
[[British Aerospace Harrier]]|Harrier.jpg|<br />
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|<br />
[[Northrop T-38]]|Northrop_T-38.jpg|<br />
[[North American OV-10A Bronco]]|OV-10A2.jpg<br />
}}<br />
<br />
===Historical===<br />
Many obscure to famous older aircraft of varying quality are available.<br />
{{Gallery|<br />
[[Couzinet 70]]|Couzinet70.jpg|<br />
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|<br />
[[Douglas DC-3]]|Douglas_DC3.jpg|<br />
[[ComperSwift Comper]]|ComperSwift.jpg|<br />
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|<br />
[[Boeing 314]]|314.jpg|<br />
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|<br />
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg<br />
}}<br />
<br />
===Experimental & Unique===<br />
Experimental and special purpose aircraft. <br />
{{Gallery|<br />
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|<br />
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|<br />
[[North American X-15]]|X15.jpg|<br />
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg<br />
}}<br />
<br />
<br />
<br />
<br />
===Lighter than air aircraft (Available from version 1.9.0)===<br />
<br />
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.<br />
<br />
{{Gallery|<br />
[[Zeppelin NT]]|Zeppelin_NT.jpg|<br />
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|<br />
[[Submarine Scout]]|Submarine_Scout.jpg<br />
}}<br />
<br />
===Science Fiction===<br />
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.<br />
{{Gallery|<br />
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|<br />
[[Bluebird]]|bluebird_hovercraft.jpg<br />
}}<br />
<br />
==Related==<br />
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]<br />
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].<br />
<br />
[[Category:List]]<br />
<br />
[[es:Avión]]<br />
[[fr:Avions]]<br />
[[pt:Avião]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Aircraft&diff=20885Aircraft2010-04-12T12:29:14Z<p>WooT: /* Gliders, Sailplanes, & Ultralights */</p>
<hr />
<div>This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)<br />
<br />
The examples listed here are officially available from the FlightGear project, and can be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).<br />
<br />
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.<br />
<br />
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!<br />
<br />
===Light civilian aircraft===<br />
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.<br />
{{Gallery|<br />
[[Aerostar 700]]|Aerostar_700.jpg|<br />
[[B&F FK9 Mark 2]]|FK9MK2.jpg|<br />
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|<br />
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|<br />
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|<br />
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|<br />
[[Robin DR400]]|dr400.jpg|<br />
[[Rallye-MS893E]]|Rallye-MS893.jpg<br />
}}<br />
<br />
===Modern Airliners===<br />
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.<br />
<br />
<br />
====Narrowbody & Midsize====<br />
{{Gallery|<br />
[[Airbus A320]]|FirstChoice02.jpg|<br />
[[Concorde]]|Concorde.jpg|<br />
[[Boeing 757]]|757-2002.jpg|<br />
[[Boeing 707]]|707.jpg|<br />
[[Boeing 717]]|717_development.jpg|<br />
[[Boeing 737-100]]|737-100.png|<br />
[[Boeing 727-230]]|727-230.2.jpeg<br />
}}<br />
<br />
====Widebody & Jumbo Airliners====<br />
<br />
{{Gallery|<br />
[[Airbus A340-600]]|Airbus2.jpg|<br />
[[Airbus A380]]|A380.jpg|<br />
[[Boeing 777-200]]|777-200.jpg|<br />
[[Boeing 767-300]]|Shadow.png|<br />
[[Boeing 747-400]]|747-400.jpg|<br />
[[Boeing 787]]|787.jpg|<br />
[[Airbus A350]]|A350.png<br />
}}<br />
<br />
===Helicopters===<br />
{{Main article|Helicopter}}<br />
<br />
Helicopters have fundamentally different controls than fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.<br />
{{Gallery|<br />
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|<br />
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|<br />
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|<br />
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg<br />
}}<br />
<br />
===Gliders, Sailplanes, & Ultralights===<br />
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.<br />
{{Gallery|<br />
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|<br />
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|<br />
[[Paraglider]]|Paraglider.jpg|<br />
[[GDT Hornet (autogyro)]]|Hornet.jpg|<br />
[[Schweizer 2-33]]|Sgs233.jpg|<br />
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|<br />
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg|<br />
[[ASK-13 sailplane|Schleicher ASK-13]]|Ask13.jpg<br />
}}<br />
<br />
===Warbirds===<br />
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.<br />
{{Gallery|<br />
[[Bristol Beaufighter]]|Beaufighter.png|<br />
[[Fokker Dr.I]]|Fokker_DrI.jpg|<br />
[[P-51D Mustang]]|P51d-mustang.png|<br />
[[Nakajima Ki-84]]|ki-84.jpg|<br />
[[Saab J 35Ö Draken|Saab J35Ö Draken]]|Saab_J35.jpg|<br />
[[Sopwith Camel]]|SopwithCamel.jpg|<br />
[[Supermarine Spitfire]]|Spitfire.jpg<br />
}}<br />
<br />
===Carrier-borne aircraft===<br />
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).<br />
<br />
{{Gallery|<br />
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|<br />
[[Blackburn Buccaneer]]|Buccaneer.jpg|<br />
[[Grumman F-14 Tomcat]]|F-14.jpg|<br />
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg<br />
}}<br />
<br />
===NATO military aircraft===<br />
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.<br />
<br />
{{Gallery|<br />
[[Fairchild A-10]]|A-10.jpg|<br />
[[Boeing B-52]]|B-52F.jpg|<br />
[[Boeing E-3 Sentry]]|E-3B.jpg|<br />
[[F-15C Eagle]]|F-15C.jpg|<br />
[[British Aerospace Harrier]]|Harrier.jpg|<br />
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|<br />
[[Northrop T-38]]|Northrop_T-38.jpg|<br />
[[North American OV-10A Bronco]]|OV-10A2.jpg<br />
}}<br />
<br />
===Historical===<br />
Many obscure to famous older aircraft of varying quality are available.<br />
{{Gallery|<br />
[[Couzinet 70]]|Couzinet70.jpg|<br />
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|<br />
[[Douglas DC-3]]|Douglas_DC3.jpg|<br />
[[ComperSwift Comper]]|ComperSwift.jpg|<br />
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|<br />
[[Boeing 314]]|314.jpg|<br />
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|<br />
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg<br />
}}<br />
<br />
===Experimental & Unique===<br />
Experimental and special purpose aircraft. <br />
{{Gallery|<br />
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|<br />
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|<br />
[[North American X-15]]|X15.jpg|<br />
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg<br />
}}<br />
<br />
<br />
<br />
<br />
===Lighter than air aircraft (Available from version 1.9.0)===<br />
<br />
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.<br />
<br />
{{Gallery|<br />
[[Zeppelin NT]]|Zeppelin_NT.jpg|<br />
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|<br />
[[Submarine Scout]]|Submarine_Scout.jpg<br />
}}<br />
<br />
===Science Fiction===<br />
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.<br />
{{Gallery|<br />
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|<br />
[[Bluebird]]|bluebird_hovercraft.jpg<br />
}}<br />
<br />
==Related==<br />
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]<br />
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].<br />
<br />
[[Category:List]]<br />
<br />
[[es:Avión]]<br />
[[fr:Avions]]<br />
[[pt:Avião]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Schleicher_ASK_13&diff=20884Schleicher ASK 132010-04-12T12:26:58Z<p>WooT: Created page with '{{infobox Aircraft |image =Ask13.jpg |name =ASK13 sailplane |type =Civilian aircraft |fdm = Yasim |status = alpha |fgname = ASK-13 |authors = Patrice Poly |download = http://www.…'</p>
<hr />
<div>{{infobox Aircraft<br />
|image =Ask13.jpg<br />
|name =ASK13 sailplane<br />
|type =Civilian aircraft<br />
|fdm = Yasim<br />
|status = alpha<br />
|fgname = ASK-13<br />
|authors = Patrice Poly<br />
|download = http://www.bentha.net/fgfs/hangar/ASK13.zip<br />
}}<br />
The ASK 13 is a two-seater glider that was built by Alexander Schleicher. It was and still is widely used for ab-initio training of glider pilots.<br />
You can find more details about this awesome aircraft [http://en.wikipedia.org/wiki/Schleicher_ASK_13 here]<br />
<br />
The FlightGear model of the ASK-13 comes with a basic dual control support. So far this is only a passive passenger view, but yet an instructor can be with his student and help newcomers to discover the joys of soaring by real time piloting advices.<br />
{|<br />
|__TOC__<br />
|}<br />
<br />
== Development status/Issues/Todo ==<br />
Outside:<br />
<br />
* texturing is very basic<br />
<br />
General:<br />
<br />
* Dual Control is now limited to a simple , passive passenger view.<br />
* Passenger view has a very limited audio support.<br />
* FDM is relatively accurate, but could be fine tuned. Testers are welcome !<br />
<br />
<br />
== Related content ==<br />
* [[Howto: Do aerotow over the net]]<br />
* [[Soaring]]<br />
* [[Table of models]]<br />
<br />
[[Category:Aircraft|Schleicher ASK-13]]<br />
[[Category:Civilian aircraft]]<br />
[[Category:Gliders]]<br />
[[Category:Aircraft TODO]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=File:Ask13.jpg&diff=20883File:Ask13.jpg2010-04-12T12:17:56Z<p>WooT: Schleicher ASK-13</p>
<hr />
<div>Schleicher ASK-13</div>WooThttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_April_2010&diff=20882FlightGear Newsletter April 20102010-04-12T12:07:35Z<p>WooT: /* In the hangar */</p>
<hr />
<div>{{newsletter}}<br />
<br />
(Feel free to contribute to next month's newsletter. Have a look at [[:Category:FlightGear Newsletter|the archive]] and in the forum for ideas on what can be included.)<br />
<br />
==In the hangar==<br />
===Aircraft===<br />
====Fokker 50====<br />
The F50 hasn't got totally new functions, but Gijs [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7542 spotted a problem] with the .xml files in the plane, thus making it unable to fly on version 2.0. The .xml files have been patched and are available at the forum. In the mean time both Gijs and gooneybird have created a bunch of excellent new [http://flightgear.org/forums/viewtopic.php?f=13&t=7604 liveries which can be found in the forum].<br />
<br />
====IL-96-400====<br />
The IL96-400 [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7439 was released] on 06 Apr 2010, and is downloadable from UnitedFreeWorld.<br />
<br />
====Boeing 747SP====<br />
The Boeing 747SP, a special ultra-long-haul version of the B747, is being developed by shervin88 on [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7572 the forum]. It is still at an alpha stage.<br />
<br />
====VMX22 Osprey====<br />
The Osprey [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7205 is being revamped] by ot-666, with a totally new model and FDM.<br />
<br />
====Boeing 717====<br />
The 717 is still at a pre-alpha stage at the forum.<br />
<br />
====North American P-51D====<br />
The P-51D, a legendary fighter, was [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7494 remodeled] under JSBSim only by hvengel.<br />
<br />
====C-5====<br />
The C-5 [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7557 is being modeled] by jonbourg.<br />
<br />
====IAR80====<br />
The IAR80 prop [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7225 is near completion].<br />
<br />
====747-8I====<br />
The Boeing 747-8 Intercontinental is being modeled by MOJO.<br />
<br />
====A318====<br />
The A318 is being modeled from the A319. Read more about this project at [http://www.flightgear.org/forums/viewtopic.php?f=4&t=6524 the forum].<br />
<br />
====C-17====<br />
The awesome C-17 has been in work by jonbourg for a while now and it looks great. The model is fantastic and it includes a working cargo door, animation and now fully operating thrust reverse. Upcoming updates will include an airdrop feature and 3D cockpit instrumentation. Also in the works is DATCOM information for a realistic flying experience.<br />
<br />
====P-47N====<br />
Jon Bourgeois (jonbourg) also is currently working on the P-47N from [http://home.comcast.net/~davidculp2/hangar/hangar.html Dave Culp's hangar].<br />
<br />
====Quest Kodiak 100====<br />
The Quest Kodiak is a modern STOL turboprop single built to be a back-country aircraft to help in areas in which humanitarian help is needed. At the moment exists a basic FDM and an outside 3D model with animations of it. We are currently working on the cockpit. If you want to help developing please write a mail to not.everyone.lives [at] googlemail [dot] com. You can download the Kodiak [http://takhadnotor.github.com/kodiak/ from here]. Also a [http://www.flightgear.org/forums/viewtopic.php?f=4&t=6804 forum thread] represents the project.<br />
<br />
====B-29 Superfortress====<br />
The original author of the B-29 model is not active in FlightGear at the moment due to the pressures of real-life work. So Vivian Meazza has been busy with bringing the B-29 model up-to-date. The ambient light levels have been brought into line with current practice and the YASim FDM has been lightly worked over. Some effects have been added: the reflective effect, exhaust staining, and contrails.<br />
<br />
====ASK-13 Glider====<br />
The gliders fleet is growing, with this Schleicher twin seat glider. See [http://www.flightgear.org/forums/viewtopic.php?f=4&t=7531 this thread] for details.<br />
<br />
===Liveries===<br />
Just two months after its (re)launch, the [http://liveries.flightgear.org livery database] has been visited by more than a 1000 unique visitors, from 74 different countries. Together they have viewed over 22.000 pages. As of April, more than 200 liveries are available and the database is still expanding.<br />
<br />
==CVS news==<br />
<br />
=== New and improved shaders===<br />
[[Image:B29 shader.jpg|thumb|New Reflection Shader applied to the B29. It shows a shiny, high-reflective blank metal, which can be achieved now with the new shader.]]<br />
<br />
[[Image:EC135 shader2.jpg|thumb|New Reflection Shader applied to the Ec135 for testing. It is here controlled by a greymap, but could be controlled by the materials setting as well]]<br />
<br />
Frederic Bouvier improved the Urban Shader - it now supports nightlighting and snow as well. He improved the landmass-shader too, which gives us a more realistic 3d-look to the forest. There is also a new slider in the rendering settings to adjust the level of eye-candy to the available hardware power.<br />
<br />
Vivian Meazza added a Reflection Shader. This now gives us shiny surfaces on any object. So you can now have shiny blank metals, or a glossy coating like we can see on cars and modern aircraft, or shiny windows, which even show a nice rainbow effect (like the Airbus shows). These effects are completely configurable and can be controlled in many ways.<br />
<br />
It support Cubemaps as well, and as this influences the look of the shader effect a lot, people are invited to create as many and different as we could need.<br />
<br />
Finally, there is a wiki article ([[Howto:_Use_The_Normal_Map_Effect_in_Aircraft]]) on using the normal mapping shader, which is very useful for adding bump maps to aircraft. The standard Cessna 172p already uses this effect to show the rivets on the wings and fuselage.<br />
<br />
===Weather development very active===<br />
In the end of March and start of April, lots of developers have released, [http://www.flightgear.org/forums/viewtopic.php?f=5&t=7358 in the forum], contributions to a local weather system.<br />
<br />
The aim of a local weather system is to simulate weather phenomena tied to specific locations. Examples for this are a thunderstorm, a rainfront or thermal development. In the case of the thunderstorm, severe rain and turbulence occur in a location a few kilometers in scale, i.e. one can easily view it 'from outside' or fly in and out of this region. Similarly, the development of thermal convection clouds is strongly tied to features of the terrain - thermal development does not occur easily over open water or snow, but it is strong over rock or similar surfaces which heat in the sun. Finally, a rainfront is a phenomenon like a thunderstorm that divides the sky into two regions - one with essentially good visibility and clear sky, the other with severe clouds and rain, and both are visible at the same time.<br />
<br />
This is in contrast to the current standard weather system of Flightgear where weather changes affect the weather everywhere in the simulated world and are (with few exceptions) not tied to specific locations. In such a system, it is impossible to observe e.g. the approach of a rainfront while flying in sunshine. In contrast, the local weather system allows for visual impressions such as the following:<br />
<br />
<center><br />
[[File:Clouds-nimbostratus.jpg|500px]]<br />
</center><br />
<br />
The [http://www.phy.duke.edu/~trenk/files/local_weather_fgfs2.0.0_v0.51.tgz current release v0.51] is still limited to simulating weather in a 40x40 km tile, but supports placement of regions in which visibility, rain, snow and thermal lift are set, as well as interpolation of visibility, pressure, temperature and dewpoint between preset weather stations. The system also automatically creates thermals below convective clouds which can be utilized by gliders using a CVS patch, thus providing greatly enhanced soaring capability. More details in the forum or in the Wiki article [[A local weather system]].<br />
<br />
Help with texturing cloud models, developing and improving shader effects, testing, merging with the C++ code or increasing the library of available weather tiles is highly appreciated!<br />
<br />
===New dogfighting scenarios available!===<br />
Developers been interested in developing dogfighting scenarios over the month. Some AI balloon experiments have been released too.<br />
<br />
==Scenery Corner==<br />
===Malpensa being developed===<br />
The Milan/Malpensa airport is being developed by brisa [http://www.flightgear.org/forums/viewtopic.php?f=5&t=2852 here].<br />
<br />
==Multiplayer news==<br />
<br />
==Community news==<br />
<br />
==And finally==<br />
Did you know, that the visibility of FlightGear's menubar can toggled by hitting the F10 key? Or start your FlightGear with --prop:/sim/menubar/autovisibility/enabled=1 once. The menubar automatically pops up when your mouse is near the top edge of the FlightGear window. A click with the left mouse button hides the menubar again. If you have autosave on (which is on by default), this feature will be enabled every time you start FlightGear.<br />
<br />
[[Category:FlightGear Newsletter|2010 04]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Fr/Tutoriel:_Usage_de_l%27effet_de_Normal_Maps&diff=20881Fr/Tutoriel: Usage de l'effet de Normal Maps2010-04-12T11:51:25Z<p>WooT: propagating translation of english original, and replacing the page to ensure french version is available</p>
<hr />
<div>Flightgear 2.0 marque l'apparition des "Effets", une façon efficace d'utiliser les Shaders dans FG, sans avoir à écrire de code C. Depuis Mars 2010, la version CVS de Flightgear inclut un effet nommé "BumpSpec"(Effects/bumpspec.eff), qui gère le déplacement de surface par "normal maps" ainsi que le mapping de spécularité. Ce tutoriel décrit comment appliquer cet effet à un aeronef dans FlightGear. Une approche similaire pourrait aussi aussi être utilisée pour appliquer d'autres effets.<br />
<br />
<br />
Si vous ne savez pas ce qu'est une "normal map", vous pouvez l'apprendre [http://fr.wikipedia.org/wiki/Normal_mapping ici]<br />
<br />
<br />
== Créer une "normal map" ==<br />
<br />
Pour créer une Normal Map, il existe plusieurs solutions.<br />
<br />
On peut envisager une approche "2D" du problème . On utilisera alors un programme pour convertir une carte de relief en un mapping de normales. Il existe un bon plugin GIMP pour cette opération. Il est accessible [http://nifelheim.dyndns.org/~cocidius/normalmap/ ici]<br />
<br />
Une autre approche consiste à modéliser un modèle à haute densité de points dans un programme d'édition 3D, à générer une carte de normales depuis ce modèle, et appliquer cette carte à un modèle allégé. Vous pourrez trouver plus de renseignement sur cette méthode appliquée à Blender [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps ici]<br />
<br />
<br />
=== Voyons d'abord l'approche "2D": ===<br />
<br />
Une fois que vous avez installé le plugin GIMP "normalmap", vous allez créer la carte de normales ainsi :<br />
<br />
<br />
# Identifiez un objet auquel vous voulez ajouter l'effet de normal mapping, en utilisant Blender, AC3D, etc...<br />
# Trouvez la portion de la texture utilisée par cet objet. Du fait que, la plupart du temps, les textures sont organisées de façon intelligible, cela ne devrait pas poser de problème. On utilisera le même mapping UV pour la carte de normales.<br />
# Ouvrez la texture de couleurs dans GIMP et créez un nouveau calque noir par dessus. On utilisera la texture existant comme un guide pour créer la carte de normales.<br />
# Ajustez l'opacité du nouveau calque, de sorte que vous pouvez voir la texture de couleurs en dessous. Le nouveau calque sera une carte de relief de l'objet. Le NOIR représente les points les plus bas, le BLANC, les points les plus élevés par rapport à la surface moyenne de l'objet. Pour l'instant, le calque étant tout noir, tous les points sont au niveau le plus bas.<br />
# A présent, utilisez la technique de dessin qui vous semble la plus appropriée pour définir la hauteur de déplacement. Si vous souhaitez des arètes franches, utilisez un outil de dessin au contour dur. <br />
<br />
<br />
# Une fois que vous êtes satisfait de votre carte de relief, supprimez le calque de fond, et rétablissez l'opacité du calque superieur à 100 %. Sauvez en tant que nouveau fichier.<br />
# Maitenant il va falloir convertir la carte de relief en carte de normales. Pour ce faire, utilisez Filtres->Normalmap. Si ce filtre n'est pas accessible, vous avez mal installé le plugin...Veuillez suivre de nouveau les instructions citées plus haut.<br />
# Les options par défaut du plugin devraient fonctionner sans problème, si ce n'est que vous devrez inverser l'axe Y ( Dans OpenGL, l'origine des axes est en haut a gauche, et non en haut à droite comme le suppose le plugin GIMP ). Quoi qu'il en soit, l'auteur du plugin GIMP préconise l'emploi de l'option Prewitt 5x5. Lorsque vous êtes satisfait des options, cliquez sur "OK", et la teinte générale de votre image va tourner au bleu, avec de jolies irisations arc en ciel là où vous avez dessiné votre carte de relief en blanc. Vous êtes en présence de votre "normal map".<br />
# Sauvez l'image en tant que fichier png, dans le répertoire de votre avion, et notez bien le chemin complet de cette image.<br />
<br />
<br />
<br />
=== Voyons ensuite l'approche 3D, dans blender. ===<br />
( ceci est une autre solution, et ne necessite pas de suivre les explications précedentes )<br />
<br />
<br />
# Dans Blender, vous avez modélisé un modèle à faible densité de points. C'est ce modèle qui sera exporté vers FG, appellons le "low poly".<br />
# Créez un mappage UV pour cet objet ( edit mode, select all, U ) , puis associez une nouvelle image à ce mappage ( UV/image editor, new )<br />
# Dupliquez l'objet "low poly". Nous appellerons cette nouvelle copie "high poly" .<br />
# Ajoutez des détails à la copie "high poly", là où c'est nécessaire. ( sans la déplacer ! cette méthode nécessite que les deux objets aient le même centre ! utilisez éventuellement des calques pour simplifier la vision lors du travail ) Vous pouvez utiliser "multires", ou bien des déformeurs subsurface, ou bien encore vous pouvez le faire "à la main". Les fonctions de sculpture de Blender sont appréciables également! La méthode employée ne dépend que de vous, et de vos habitudes de travail.<br />
<br />
<br />
Lorsque vous êtes satisfait du niveau de détail du "high poly" , il va s'agir de créer la carte de normales de cette copie , et de la transférer au "low poly". L'interface puissante de Blender permet d'effectuer ceci en une seule opération :<br />
<br />
# En mode Objet , séléctionnez d'abord l'objet "high poly", PUIS, "SHIFT-selectionnez" l'objet "low Poly" pour l'ajouter à la séléction.<br />
# Dans la fenêtre de boutons "scene" ( F10 ) , cliquez sur l'onglet "bake", et assurez vous de séléctionner les options "selected to active", "normals". Dans le menu déroulant sous les options "dist" et "bias", choisissez comme espace de normales l'option 'tangent'. Vous pouvez laisser 'quad split auto' tel quel.<br />
# Il est bon d'indiquer une marge de bavure dans 'margin', afain de s'assurer que la texture couvre bien toute la surface des faces. Une douzaine de pixels suffisent dans la plupart des cas pour FlightGear.<br />
# Lorsque tout est prêt, cliquez sur le gros bouton "bake". Si vous avez bien suivi les instructions précédentes, vous devriez voir apparaitre votre normal map dans l'UV/image editor. Sauvez l'image au format png, et retenez bien où vous l'avez sauvée.<br />
<br />
<br />
Malheureusement, l'espace de travail de blender et l'espace de travail du shader de FlightGear sont différents.... il va falloir inverser les axes X et Y de la carte de normales sous peine de voir votre effet inversé... C'est très simple :<br />
<br />
# Ouvrez votre image dans gimp, suivez le menu "Couleurs -> Composants -> Décomposer". Choisissez l'option 'RVB', ainsi que 'décomposer en calques'. Cliquez sur valider.<br />
# Dans la nouvelle image qui s'ouvre, inversez les valeurs pour les claques ROUGE ( red ) et VERT ( green ).<br />
# Puis de nouveau, "Couleurs -> Composants", mais cette fois "Recomposer". Choisissez l'option 'RVB', et validez. <br />
# Une nouvelle image s'ouvre , fort semblable à votre carte d'origine, mais avec cependant des differences. Sauvez cette image.<br />
<br />
<br />
Bien que la dominante bleue soit conservée, en observant bien, vous constaterez que les niveaux de rouge et de vert ont été inversés. Votre nouvelle carte est maintenant prête à etre utilisée par le shader dans Flighgear. <br />
<br />
<br />
Bien que plus compliquée, cette méthode permet de génerer des effets de déplacement fort complexes, et d'une façon bien plus précise que la simple conversion de carte de relief. Il est ainsi possible de travailler sur les 3 axes, de créer des recouvrements, des zones concaves, etc... etc...tout en gardant le control total sur la "quantité de déplacement" désirée, simplement lors du modelage de l'objet "high poly".<br />
Vous pouvez voir un tutoriel de cette technique en images [http://vi-wer.de.tl/Normalmap-Tutorial.htm ici]<br />
<br />
== Créer l'effet de Normales dans Flighgear ==<br />
<br />
<br />
Maintenant que nous avons notre carte de normales, nous devons l'appliquer au modèle. Pour ce faire, nous devons créer un nouvel effet, basé sur le fichier existant : Effect/bumpsec.eff, puis nous devrons l'appliquer à l'objet correspondant dans le modèle.<br />
<br />
# Ouvrez Effects/bumpspec.eff dans un éditeur de texte. Quelques indications en anglais dans le texte peuvent vous aider<br />
# Copiez le premier bloc XML ( entre les balises <PropertyList> et </PropertyList> ) dans un nouveau fichier .eff, dans le répertoire de votre aéronef.<br />
# Editez ce nouveau fichier de sorte qu'il ait des balises <name> et <image> appropriées. Par exemple dans ce cas nous avons créé l'effet Aircraft/c172p/Models/Effects/bumpspec, et nous utilisons la carte de normales Aircraft/c172p/Models/Liveries/wing-normal.png :<br />
<br />
<PropertyList><br />
<name>Aircraft/c172p/Models/Effects/bumpspec</name><br />
<inherits-from>Effects/bumpspec</inherits-from><br />
<parameters><br />
<texture n="2"><br />
<image>Aircraft/c172p/Models/Liveries/wing-normal.png</image><br />
<filter>linear-mipmap-linear</filter><br />
<wrap-s>repeat</wrap-s><br />
<wrap-t>repeat</wrap-t><br />
<internal-format>normalized</internal-format><br />
</texture><br />
</parameters><br />
</PropertyList><br />
<br />
Maintenant nous disposons d'un nouvel effet, basé sur l'original : Effects/bumpspec.eff, mais qui utilise sa propre carte de normales.<br />
<br />
<br />
== Appliquer l'effet au modèle ==<br />
<br />
Pour terminer, nous devons appliquer l'effet au modèle. C'est très simple. Il suffit d'ajouter une section au fichier .xml de votre modèle, pour indiquer quel effet utiliser, et à quel(s) objet(s) cela doit s'appliquer.<br />
<br />
Par exemple :<br />
<br />
<effect><br />
<inherits-from>Aircraft/c172p/Models/Effects/bumpspec</inherits-from><br />
<object-name>wing_1</object-name><br />
</effect><br />
<br />
A présent, lancez FLightGear avec votre nouveau modèle et admirez le résultat:<br />
<br />
<br />
<br />
<br />
<br />
== Notes finales ==<br />
<br />
* La carte de normales utilise le même espace de coordinées UV que la texture de couleurs. Cependant, l'echelle peut etre différente, vous pouvez donc utiliser une image plus petite ou plus grande si nécessaire.<br />
* Il est nécessaire de créer un nouvel effet pour chaque carte de normales. Dans les faits, cela signifie que si vous avez deux objets, qui utilisent chacun une carte différente, vous devrez définir deux effets distincts.<br />
* Le shader bumpspec.eff utilise le canal alpha de l'image ( transparence ) pour définir le niveau de spécularité de de chaque point ( défini par shininess dans les fichiers .ac ). Ceci peut etre utilisé pour rendre brillantes les parties extrudées.<br />
* Si vous trouvez que l'effet est trop prononcé, vous pouvez varier l'option "scaling" dans le plugin normalmap de GIMP. <0.1> donne de bons résultats pour un effet de rivets.<br />
* Assurez vous que toutes les faces de l'objet auquel vous appliquez l'effet sont bien associées à une texture, sinon vous allez provoquer un crash au niveau de la couche OpenGL ( au dessous de OSG ) , car les vecteurs tangents et binormaux de l'effet sont calculés en utilisant les coordonnées du mapping UV de l'objet. Si vous essayez de fournir un objet non texturé au générateur, celui ci retournera un vecteur nul par défaut, et lorsqu'il passera ce vecteur nul au pilote, on obtiendra une erreur de segmentation.<br />
<br />
[[en:Howto: Use The Normal Map Effect in Aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&diff=20871Howto:Use the normal map effect in aircraft2010-04-12T00:23:52Z<p>WooT: </p>
<hr />
<div>FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear CVS has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.<br />
<br />
<br />
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].<br />
<br />
==Creating the Normal Map==<br />
<br />
To create the Normal Map, there are two options.<br />
<br />
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.<br />
<br />
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender, [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]<br />
<br />
<br />
<br />
=== Lets see the 2D approach first: ===<br />
<br />
Once you have the GIMP plugin installed, create the normal map as follows.<br />
<br />
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. <br />
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.<br />
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.<br />
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.<br />
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.<br />
<br />
[[Image:normalmap1.png|thumb|Height Map with original texture]]<br />
<br />
<br />
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.<br />
# Now we need to convert the height map to a normal map. To do this, use Filters->Map->Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.<br />
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.<br />
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.<br />
<br />
<br />
<br />
<br />
=== Now lets see the 3D approach ===<br />
( this method is independent of the above instruction, and can be done apart )<br />
<br />
<br />
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it "low poly"<br />
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )<br />
# Duplicate the "low poly" object, and call the new copy "High poly".<br />
# Add details to the "high poly" model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use "multires", or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !<br />
<br />
<br />
Once you are satisfied with the detail level of the "high poly" copy, it is time to create the normal map from this copy, and to transfer it to the "low poly" copy. Blender's powerful interface allows to do this in a single operation :<br />
<br />
# In object mode, FIRST select the "high poly" object, THEN "SHIFT-select" the "low poly" object to add it to the selection.<br />
# In the "scene" buttons ( F10 ) , click on the "bake" tab, and make sure you check the "selected to active" and "normals" options. In the menu under "dist" and "bias", choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.<br />
# It is wise to specify a bleeding margin in the "margin" option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.<br />
# When everything is set, click the big "bake" button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.<br />
<br />
<br />
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :<br />
<br />
# Open your normal map in GIMP, and go to "Colors -> Components -> Decompose". Choose the RVB option, and "decompose as layers". Validate.<br />
# In the new image that opens, invert the values in the RED and GREEN layers.<br />
# Again, go to "Colors -> Components", but now, "Compose". Choose the RVB option.<br />
# A new image opens, quite similar to the original, but with slight differences. Save this image.<br />
<br />
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.<br />
<br />
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]<br />
<br />
<br />
[[Image:normalmap2.png|thumb|Final normal map]]<br />
<br />
==Creating the Normal Map Effect==<br />
<br />
No we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.<br />
<br />
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.<br />
# Copy the first set of XML (between the <PropertyList> and </PropertyList> tags into a new .eff file in your aircraft directory.<br />
# Edit the new file so that it has an appropriate <name> entry and an <image> entry that matches the normal map you created above. For example, in this case we've createed the effect Aircraft/c172p/Models/Effects/bumpspec, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.<br />
<br />
<code><br />
<PropertyList><br />
<name>Aircraft/c172p/Models/Effects/bumpspec</name><br />
<inherits-from>Effects/bumpspec</inherits-from><br />
<parameters><br />
<texture n="2"><br />
<image>Aircraft/c172p/Models/Liveries/wing-normal.png</image><br />
<filter>linear-mipmap-linear</filter><br />
<wrap-s>repeat</wrap-s><br />
<wrap-t>repeat</wrap-t><br />
<internal-format>normalized</internal-format><br />
</texture><br />
</parameters><br />
</PropertyList><br />
</code><br />
<br />
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.<br />
<br />
==Applying the Effect to the model==<br />
<br />
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.<br />
<br />
For example:<br />
<code><br />
<effect><br />
<inherits-from>Aircraft/c172p/Models/Effects/bumpspec</inherits-from><br />
<object-name>wing_1</object-name><br />
</effect><br />
</code><br />
<br />
Now load your model and admire the Effect:<br />
<br />
[[Image:normalmap3.png|thumb|Cessna with normal map]]<br />
<br />
==Final Notes==<br />
<br />
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. <br />
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.<br />
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.<br />
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.<br />
<br />
[[fr:Tutoriel: Usage de l'effet de Normal Maps]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&diff=20870Howto:Use the normal map effect in aircraft2010-04-12T00:22:11Z<p>WooT: </p>
<hr />
<div>FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear CVS has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.<br />
<br />
<br />
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].<br />
<br />
==Creating the Normal Map==<br />
<br />
To create the Normal Map, there are two options.<br />
<br />
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.<br />
<br />
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender, [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]<br />
<br />
<br />
<br />
=== Lets see the 2D approach first: ===<br />
<br />
Once you have the GIMP plugin installed, create the normal map as follows.<br />
<br />
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. <br />
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.<br />
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.<br />
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.<br />
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.<br />
<br />
[[Image:normalmap1.png|thumb|Height Map with original texture]]<br />
<br />
<br />
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.<br />
# Now we need to convert the height map to a normal map. To do this, use Filters->Map->Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.<br />
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.<br />
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.<br />
<br />
<br />
<br />
<br />
=== Now lets see the 3D approach ===<br />
( this method is independent of the above instruction, and can be done apart )<br />
<br />
<br />
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it "low poly"<br />
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )<br />
# Duplicate the "low poly" object, and call the new copy "High poly".<br />
# Add details to the "high poly" model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use "multires", or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !<br />
<br />
<br />
Once you are satisfied with the detail level of the "high poly" copy, it is time to create the normal map from this copy, and to transfer it to the "low poly" copy. Blender's powerful interface allows to do this in a single operation :<br />
<br />
# In object mode, FIRST select the "high poly" object, THEN "SHIFT-select" the "low poly" object to add it to the selection.<br />
# In the "scene" buttons ( F10 ) , click on the "bake" tab, and make sure you check the "selected to active" and "normals" options. In the menu under "dist" and "bias", choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.<br />
# It is wise to specify a bleeding margin in the "margin" option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.<br />
# When everything is set, click the big "bake" button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.<br />
<br />
<br />
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :<br />
<br />
# Open your normal map in GIMP, and go to "Colors -> Components -> Decompose". Choose the RVB option, and "decompose as layers". Validate.<br />
# In the new image that opens, invert the values in the RED and GREEN layers.<br />
# Again, go to "Colors -> Components", but now, "Compose". Choose the RVB option.<br />
# A new image opens, quite similar to the original, but with slight differences. Save this image.<br />
<br />
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.<br />
<br />
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]<br />
<br />
<br />
[[Image:normalmap2.png|thumb|Final normal map]]<br />
<br />
==Creating the Normal Map Effect==<br />
<br />
No we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.<br />
<br />
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.<br />
# Copy the first set of XML (between the <PropertyList> and </PropertyList> tags into a new .eff file in your aircraft directory.<br />
# Edit the new file so that it has an appropriate <name> entry and an <image> entry that matches the normal map you created above. For example, in this case we've createed the effect Aircraft/c172p/Models/Effects/bumpspec, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.<br />
<br />
<code><br />
<PropertyList><br />
<name>Aircraft/c172p/Models/Effects/bumpspec</name><br />
<inherits-from>Effects/bumpspec</inherits-from><br />
<parameters><br />
<texture n="2"><br />
<image>Aircraft/c172p/Models/Liveries/wing-normal.png</image><br />
<filter>linear-mipmap-linear</filter><br />
<wrap-s>repeat</wrap-s><br />
<wrap-t>repeat</wrap-t><br />
<internal-format>normalized</internal-format><br />
</texture><br />
</parameters><br />
</PropertyList><br />
</code><br />
<br />
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.<br />
<br />
==Applying the Effect to the model==<br />
<br />
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.<br />
<br />
For example:<br />
<code><br />
<effect><br />
<inherits-from>Aircraft/c172p/Models/Effects/bumpspec</inherits-from><br />
<object-name>wing_1</object-name><br />
</effect><br />
</code><br />
<br />
Now load your model and admire the Effect:<br />
<br />
[[Image:normalmap3.png|thumb|Cessna with normal map]]<br />
<br />
==Final Notes==<br />
<br />
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. <br />
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.<br />
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.<br />
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.<br />
<br />
[[fr:Tutoriel : Usage de l'effet de Normal Maps]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&diff=20867Howto:Use the normal map effect in aircraft2010-04-12T00:19:31Z<p>WooT: </p>
<hr />
<div>FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear CVS has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.<br />
<br />
<br />
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].<br />
<br />
==Creating the Normal Map==<br />
<br />
To create the Normal Map, there are two options.<br />
<br />
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.<br />
<br />
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender, [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]<br />
<br />
<br />
<br />
=== Lets see the 2D approach first: ===<br />
<br />
Once you have the GIMP plugin installed, create the normal map as follows.<br />
<br />
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. <br />
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.<br />
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.<br />
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.<br />
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.<br />
<br />
[[Image:normalmap1.png|thumb|Height Map with original texture]]<br />
<br />
<br />
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.<br />
# Now we need to convert the height map to a normal map. To do this, use Filters->Map->Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.<br />
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.<br />
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.<br />
<br />
<br />
<br />
<br />
=== Now lets see the 3D approach ===<br />
( this method is independent of the above instruction, and can be done apart )<br />
<br />
<br />
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it "low poly"<br />
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )<br />
# Duplicate the "low poly" object, and call the new copy "High poly".<br />
# Add details to the "high poly" model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use "multires", or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !<br />
<br />
<br />
Once you are satisfied with the detail level of the "high poly" copy, it is time to create the normal map from this copy, and to transfer it to the "low poly" copy. Blender's powerful interface allows to do this in a single operation :<br />
<br />
# In object mode, FIRST select the "high poly" object, THEN "SHIFT-select" the "low poly" object to add it to the selection.<br />
# In the "scene" buttons ( F10 ) , click on the "bake" tab, and make sure you check the "selected to active" and "normals" options. In the menu under "dist" and "bias", choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.<br />
# It is wise to specify a bleeding margin in the "margin" option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.<br />
# When everything is set, click the big "bake" button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.<br />
<br />
<br />
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :<br />
<br />
# Open your normal map in GIMP, and go to "Colors -> Components -> Decompose". Choose the RVB option, and "decompose as layers". Validate.<br />
# In the new image that opens, invert the values in the RED and GREEN layers.<br />
# Again, go to "Colors -> Components", but now, "Compose". Choose the RVB option.<br />
# A new image opens, quite similar to the original, but with slight differences. Save this image.<br />
<br />
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.<br />
<br />
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]<br />
<br />
<br />
[[Image:normalmap2.png|thumb|Final normal map]]<br />
<br />
==Creating the Normal Map Effect==<br />
<br />
No we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.<br />
<br />
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.<br />
# Copy the first set of XML (between the <PropertyList> and </PropertyList> tags into a new .eff file in your aircraft directory.<br />
# Edit the new file so that it has an appropriate <name> entry and an <image> entry that matches the normal map you created above. For example, in this case we've createed the effect Aircraft/c172p/Models/Effects/bumpspec, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.<br />
<br />
<code><br />
<PropertyList><br />
<name>Aircraft/c172p/Models/Effects/bumpspec</name><br />
<inherits-from>Effects/bumpspec</inherits-from><br />
<parameters><br />
<texture n="2"><br />
<image>Aircraft/c172p/Models/Liveries/wing-normal.png</image><br />
<filter>linear-mipmap-linear</filter><br />
<wrap-s>repeat</wrap-s><br />
<wrap-t>repeat</wrap-t><br />
<internal-format>normalized</internal-format><br />
</texture><br />
</parameters><br />
</PropertyList><br />
</code><br />
<br />
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.<br />
<br />
==Applying the Effect to the model==<br />
<br />
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.<br />
<br />
For example:<br />
<code><br />
<effect><br />
<inherits-from>Aircraft/c172p/Models/Effects/bumpspec</inherits-from><br />
<object-name>wing_1</object-name><br />
</effect><br />
</code><br />
<br />
Now load your model and admire the Effect:<br />
<br />
[[Image:normalmap3.png|thumb|Cessna with normal map]]<br />
<br />
==Final Notes==<br />
<br />
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. <br />
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.<br />
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.<br />
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.<br />
<br />
[[fr:Howto: Use The Normal Map Effect in Aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&diff=20860Howto:Use the normal map effect in aircraft2010-04-11T23:54:02Z<p>WooT: /* Creating the Normal Map */</p>
<hr />
<div>FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear CVS has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.<br />
<br />
<br />
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].<br />
<br />
==Creating the Normal Map==<br />
<br />
To create the Normal Map, there are two options.<br />
<br />
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.<br />
<br />
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender, [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]<br />
<br />
<br />
<br />
=== Lets see the 2D approach first: ===<br />
<br />
Once you have the GIMP plugin installed, create the normal map as follows.<br />
<br />
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. <br />
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.<br />
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.<br />
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.<br />
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.<br />
<br />
[[Image:normalmap1.png|thumb|Height Map with original texture]]<br />
<br />
<br />
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.<br />
# Now we need to convert the height map to a normal map. To do this, use Filters->Map->Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.<br />
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.<br />
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.<br />
<br />
<br />
<br />
<br />
=== Now lets see the 3D approach ===<br />
( this method is independent of the above instruction, and can be done apart )<br />
<br />
<br />
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it "low poly"<br />
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )<br />
# Duplicate the "low poly" object, and call the new copy "High poly".<br />
# Add details to the "high poly" model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use "multires", or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !<br />
<br />
<br />
Once you are satisfied with the detail level of the "high poly" copy, it is time to create the normal map from this copy, and to transfer it to the "low poly" copy. Blender's powerful interface allows to do this in a single operation :<br />
<br />
# In object mode, FIRST select the "high poly" object, THEN "SHIFT-select" the "low poly" object to add it to the selection.<br />
# In the "scene" buttons ( F10 ) , click on the "bake" tab, and make sure you check the "selected to active" and "normals" options. In the menu under "dist" and "bias", choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.<br />
# It is wise to specify a bleeding margin in the "margin" option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.<br />
# When everything is set, click the big "bake" button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.<br />
<br />
<br />
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :<br />
<br />
# Open your normal map in GIMP, and go to "Colors -> Components -> Decompose". Choose the RVB option, and "decompose as layers". Validate.<br />
# In the new image that opens, invert the values in the RED and GREEN layers.<br />
# Again, go to "Colors -> Components", but now, "Compose". Choose the RVB option.<br />
# A new image opens, quite similar to the original, but with slight differences. Save this image.<br />
<br />
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.<br />
<br />
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]<br />
<br />
<br />
[[Image:normalmap2.png|thumb|Final normal map]]<br />
<br />
==Creating the Normal Map Effect==<br />
<br />
No we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.<br />
<br />
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.<br />
# Copy the first set of XML (between the <PropertyList> and </PropertyList> tags into a new .eff file in your aircraft directory.<br />
# Edit the new file so that it has an appropriate <name> entry and an <image> entry that matches the normal map you created above. For example, in this case we've createed the effect Aircraft/c172p/Models/Effects/bumpspec, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.<br />
<br />
<code><br />
<PropertyList><br />
<name>Aircraft/c172p/Models/Effects/bumpspec</name><br />
<inherits-from>Effects/bumpspec</inherits-from><br />
<parameters><br />
<texture n="2"><br />
<image>Aircraft/c172p/Models/Liveries/wing-normal.png</image><br />
<filter>linear-mipmap-linear</filter><br />
<wrap-s>repeat</wrap-s><br />
<wrap-t>repeat</wrap-t><br />
<internal-format>normalized</internal-format><br />
</texture><br />
</parameters><br />
</PropertyList><br />
</code><br />
<br />
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.<br />
<br />
==Applying the Effect to the model==<br />
<br />
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.<br />
<br />
For example:<br />
<code><br />
<effect><br />
<inherits-from>Aircraft/c172p/Models/Effects/bumpspec</inherits-from><br />
<object-name>wing_1</object-name><br />
</effect><br />
</code><br />
<br />
Now load your model and admire the Effect:<br />
<br />
[[Image:normalmap3.png|thumb|Cessna with normal map]]<br />
<br />
==Final Notes==<br />
<br />
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. <br />
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.<br />
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.<br />
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.</div>WooThttps://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&diff=20859Howto:Use the normal map effect in aircraft2010-04-11T23:53:17Z<p>WooT: /* Creating the Normal Map */</p>
<hr />
<div>FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear CVS has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.<br />
<br />
<br />
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].<br />
<br />
==Creating the Normal Map==<br />
<br />
To create the Normal Map, there are two options.<br />
<br />
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.<br />
<br />
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender, [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]<br />
<br />
<br />
<br />
=== Lets see the 2D approach first: ===<br />
<br />
Once you have the GIMP plugin installed, create the normal map as follows.<br />
<br />
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. <br />
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.<br />
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.<br />
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.<br />
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.<br />
<br />
[[Image:normalmap1.png|thumb|Height Map with original texture]]<br />
<br />
<br />
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.<br />
# Now we need to convert the height map to a normal map. To do this, use Filters->Map->Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.<br />
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.<br />
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.<br />
<br />
<br />
<br />
<br />
=== Now lets see the 3D approach ===<br />
( this method is independent of the above instruction, and can be done apart )<br />
<br />
<br />
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it "low poly"<br />
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )<br />
# Duplicate the "low poly" object, and call the new copy "High poly".<br />
# Add details to the "high poly" model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use "multires", or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !<br />
<br />
<br />
Once you are satisfied with the detail level of the "high poly" copy, it is time to create the normal map from this copy, and to transfer it to the "low poly" copy. Blender's powerful interface allows to do this in a single operation :<br />
<br />
# In object mode, FIRST select the "high poly" object, THEN "SHIFT-select" the "low poly" object to add it to the selection.<br />
# In the "scene" buttons ( F10 ) , click on the "bake" tab, and make sure you check the "selected to active" and "normals" options. In the menu under "dist" and "bias", choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.<br />
# It is wise to specify a bleeding margin in the "margin" option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.<br />
# When everything is set, click the big "bake" button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.<br />
<br />
<br />
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :<br />
<br />
# Open your normal map in GIMP, and go to "Colors -> Components -> Decompose". Choose the RVB option, and "decompose as layers". Validate.<br />
# In the new image that opens, invert the values in the RED and GREEN layers.<br />
# Again, go to "Colors -> Components", but now, "Compose". Choose the RVB option.<br />
# A new image opens, quite similar to the original, but with slight differences. Save this image.<br />
<br />
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.<br />
<br />
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]<br />
<br />
<br />
[[Image:normalmap2.png|thumb|Final normal map]]<br />
<br />
==Creating the Normal Map Effect==<br />
<br />
No we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.<br />
<br />
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.<br />
# Copy the first set of XML (between the <PropertyList> and </PropertyList> tags into a new .eff file in your aircraft directory.<br />
# Edit the new file so that it has an appropriate <name> entry and an <image> entry that matches the normal map you created above. For example, in this case we've createed the effect Aircraft/c172p/Models/Effects/bumpspec, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.<br />
<br />
<code><br />
<PropertyList><br />
<name>Aircraft/c172p/Models/Effects/bumpspec</name><br />
<inherits-from>Effects/bumpspec</inherits-from><br />
<parameters><br />
<texture n="2"><br />
<image>Aircraft/c172p/Models/Liveries/wing-normal.png</image><br />
<filter>linear-mipmap-linear</filter><br />
<wrap-s>repeat</wrap-s><br />
<wrap-t>repeat</wrap-t><br />
<internal-format>normalized</internal-format><br />
</texture><br />
</parameters><br />
</PropertyList><br />
</code><br />
<br />
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.<br />
<br />
==Applying the Effect to the model==<br />
<br />
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.<br />
<br />
For example:<br />
<code><br />
<effect><br />
<inherits-from>Aircraft/c172p/Models/Effects/bumpspec</inherits-from><br />
<object-name>wing_1</object-name><br />
</effect><br />
</code><br />
<br />
Now load your model and admire the Effect:<br />
<br />
[[Image:normalmap3.png|thumb|Cessna with normal map]]<br />
<br />
==Final Notes==<br />
<br />
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. <br />
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.<br />
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.<br />
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.</div>WooThttps://wiki.flightgear.org/w/index.php?title=Howto:Use_the_normal_map_effect_in_aircraft&diff=20857Howto:Use the normal map effect in aircraft2010-04-11T23:38:06Z<p>WooT: /* Creating the Normal Map */</p>
<hr />
<div>FlightGear 2.0.0 introduces Effects, a powerful way to use Shaders within FG without having to write C code. As of March 2010, FlightGear CVS has a Normal Map effect (Effects/bumpspec.eff), which provides both bump mapping and specular mapping. This Howto provides a tutorial on using this Effect for aircraft. Similar techniques can be used to use other Effects on aircraft.<br />
<br />
<br />
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].<br />
<br />
==Creating the Normal Map==<br />
<br />
To create the Normal Map, there are two options.<br />
<br />
We can use a plugin that can convert a 2D texture representing height to a set of normals. There is a good [http://registry.gimp.org/node/69 normalmap plugin] for GIMP available. Those on Ubuntu should be able to install it directly from the package manager.<br />
<br />
On the other hand, we can create a high polygon density model of the object in a 3D editor, and generate the normal map from this model. You can find more informations on this approach , applied to blender, [http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps here]<br />
<br />
<br />
<br />
Lets see the 2D approach first:<br />
<br />
Once you have the GIMP plugin installed, create the normal map as follows.<br />
<br />
# Identify an object that you intend to apply the normal map to using Blender AC3D etc. <br />
# Find the part of the texture (the texture coordinates) that apply to the object. Given that most aircraft textures are sensibly organized, this should be straightforward. The same texture coordinates will be used for the normal map.<br />
# Open the texture in GIMP and create a new layer with black as the background color. We'll use the existing texture as a guide to creating the normalmap.<br />
# Adjust the opacity of the new layer so you can see the texture underneath. This layer will be a height map, with black representing low points, and white representing very raised points. So, at the moment the entire height map is at sea level.<br />
# Now use whatever painting technique you wish to draw the height. If you want well-defined edges, draw using a sharp-edged tool.<br />
<br />
[[Image:normalmap1.png|thumb|Height Map with original texture]]<br />
<br />
<br />
# Once you are satisfied with your height map, delete the background layer, increase the opacity back to 100% and save it as a new file.<br />
# Now we need to convert the height map to a normal map. To do this, use Filters->Map->Normalmap. If this is not present, you haven't installed the normalmap plugin as described above.<br />
# The default options will work fine, except that you should invert the Y axis (as OpenGL vectors origin is the bottom left rather than top left). However, the author of the plugin recommends the Prewitt 5x5 filter. Once you are happy with the options, press OK, and your image should turn generally blue, but with some strange colours around the areas that you coloured white. This is the normal map.<br />
# Save off the normal map as a new png file in your aircraft directory, remembering the correct path.<br />
<br />
<br />
<br />
<br />
Now lets see the 3D approach ( this method is independent of the above instruction, and can be done apart )<br />
<br />
<br />
# In Blender, you created a low poly count model. This is the one that will be exported to FlightGear. Let's call it "low poly"<br />
# Create a UV mapping for this object ( edit mode, select all, U ), then associate a new image to this UV mapping ( UV/image editor, new )<br />
# Duplicate the "low poly" object, and call the new copy "High poly".<br />
# Add details to the "high poly" model, where needed. ( don't MOVE the new copy ! This methods needs that both copies share the same center to work. You could use layers to clarify the viewport when working). You could use "multires", or subsurf modifiers, or you could even do the job by hand. The sculpture tools of blender can be handy too. The workflow depends only on your habits !<br />
<br />
<br />
Once you are satisfied with the detail level of the "high poly" copy, it is time to create the normal map from this copy, and to transfer it to the "low poly" copy. Blender's powerful interface allows to do this in a single operation :<br />
<br />
# In object mode, FIRST select the "high poly" object, THEN "SHIFT-select" the "low poly" object to add it to the selection.<br />
# In the "scene" buttons ( F10 ) , click on the "bake" tab, and make sure you check the "selected to active" and "normals" options. In the menu under "dist" and "bias", choose 'tangent' as the normal space. You can leave 'quad split auto' at the bottom.<br />
# It is wise to specify a bleeding margin in the "margin" option, to ensure the texture will cover the faces entirely. A dozen pixels is usually enough for FG.<br />
# When everything is set, click the big "bake" button. If you followed the instructions carefully, you should see your normal map appear in the UV/image editor. Save it as a png file, and remember where you saved it.<br />
<br />
<br />
Unfortunately, the space axes of blender and those of the FlightGear shader are different... You will need to invert the X and Y axes of your normal map, or the effect will look inverted. This is easy :<br />
<br />
# Open your normal map in GIMP, and go to "Colors -> Components -> Decompose". Choose the RVB option, and "decompose as layers". Validate.<br />
# In the new image that opens, invert the values in the RED and GREEN layers.<br />
# Again, go to "Colors -> Components", but now, "Compose". Choose the RVB option.<br />
# A new image opens, quite similar to the original, but with slight differences. Save this image.<br />
<br />
While the main blue tone remains, if you look closely , you will notice that the red and green levels have been inverted. Your normal map is now ready to be used by the FlightGear shader.<br />
<br />
Despite it is more complex, this method allows to generate complicated displacement effects, in a much more accurate way than using converted relief maps. This way it is possible to work on 3 axes, to simulate folds, concave zones, etc...etc, all this keeping total control on the desired effect amount, just be sculpting the high poly model accordingly. You can see an image tutorial of this technique [http://vi-wer.de.tl/Normalmap-Tutorial.htm here]<br />
<br />
<br />
[[Image:normalmap2.png|thumb|Final normal map]]<br />
<br />
==Creating the Normal Map Effect==<br />
<br />
No we have our normal map, we need to apply it to the aircraft. To do this, we need to create a new effect, based on the existing Effect/bumpspec.eff, and then apply it to the correct object in the model.<br />
<br />
# Open Effect/bumpspec.eff. You'll find some instructions at the top of the file.<br />
# Copy the first set of XML (between the <PropertyList> and </PropertyList> tags into a new .eff file in your aircraft directory.<br />
# Edit the new file so that it has an appropriate <name> entry and an <image> entry that matches the normal map you created above. For example, in this case we've createed the effect Aircraft/c172p/Models/Effects/bumpspec, and are using the normal map Aircraft/c172p/Models/Liveries/wing-normal.png.<br />
<br />
<code><br />
<PropertyList><br />
<name>Aircraft/c172p/Models/Effects/bumpspec</name><br />
<inherits-from>Effects/bumpspec</inherits-from><br />
<parameters><br />
<texture n="2"><br />
<image>Aircraft/c172p/Models/Liveries/wing-normal.png</image><br />
<filter>linear-mipmap-linear</filter><br />
<wrap-s>repeat</wrap-s><br />
<wrap-t>repeat</wrap-t><br />
<internal-format>normalized</internal-format><br />
</texture><br />
</parameters><br />
</PropertyList><br />
</code><br />
<br />
Now we have a new effect, which is based on the original Effects/bumpspec.eff, but which uses our own normalmap.<br />
<br />
==Applying the Effect to the model==<br />
<br />
Finally, we need to apply the Effect to the model. This is very straightforward. Simply add a section to the model .xml file indicating the Effect you want to use and the object it should apply to.<br />
<br />
For example:<br />
<code><br />
<effect><br />
<inherits-from>Aircraft/c172p/Models/Effects/bumpspec</inherits-from><br />
<object-name>wing_1</object-name><br />
</effect><br />
</code><br />
<br />
Now load your model and admire the Effect:<br />
<br />
[[Image:normalmap3.png|thumb|Cessna with normal map]]<br />
<br />
==Final Notes==<br />
<br />
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. <br />
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects.<br />
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.<br />
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.</div>WooThttps://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_January_2010&diff=19230FlightGear Newsletter January 20102010-01-25T20:07:32Z<p>WooT: /* Addons */</p>
<hr />
<div>{{newsletter}}<br />
<br />
This is the draft of the next edition of the [[FlightGear]] Newsletter. Please feel free to edit and add your contribution.<br />
<br />
The October edition of the newsletter has seen over 11.000 views in just three months!<br />
<br />
==What's new in CVS==<br />
<br />
==In the hangar==<br />
===Liveries===<br />
For over a year, realistically (meaning: they exist, have existed, or will exist on the corresponding aircraft with the corresponding airline) FlightGear liveries have been available from [http://flightgear.oxyhost.com this website]. Due to the increasing amount of visitors and liveries, the website has moved to a new server, resulting in much faster downloads. The server switch was a good oppurtunity to re-design the website and its internal structure. It used to be a simple list, now it is as a fully functional database, improving the use and maintainablity significantly. The database can be searched by aircraft, airline or author.<br />
<br />
Everyone is free to upload his/her liveries, which can be done through [http://liveries.flightgear.org/contribute.php this page].<br />
<br />
[http://liveries.flightgear.org Visit the new livery database]<br />
<br />
===Aircraft===<br />
<br />
====Bell UH-1 ====<br />
[[File:Fgfs-screen-740.jpg|thumb|270px|Bell UH-1]]<br />
The [[Bell UH-1]], originally created by Helijah, has now been improved.<br />
Most all of the model, including the exterior and interior have been redone using drawings freely available from a real flight manual. <br />
The [[FDM]], created by Maik Justus, is based on real data and measurements done by NASA.<br />
<br />
It is a first release and the author plans to continue, as soon he has finished some other projects.<br />
<br />
It is compatible with 1.9.1 and later!<br />
<br />
'''Features;'''<br />
<br />
*besides the BO105 it is the most realistic fdm!<br />
*nice shaded interior textures!<br />
*higher resolution of the textures!<br />
*accurate and correct proportions of the models<br />
*the beginnings of a realistic cockpit!<br />
*original sound!<br />
<br />
and finally: tested and supported by a real Bell UH-1 Navy Pilot! <br />
<br />
'''Known Issues:'''<br />
<br />
*poor engine simulation- no autorotation possible (clutch simulation missing!)<br />
*panel not ready- needs detailed pictures of the middle panel of the engine instrumentation<br />
*no lights yet<br />
*no gun/ rocket sounds<br />
*missing parts in the cockpit like stick, pedals, overhead etc....<br />
*Only one livery for the Gunship<br />
<br />
'''Important for Repainters:'''<br />
There are two livery-folders:<br />
<br />
-Gunship<br />
<br />
-UH1-D<br />
<br />
Please make sure that you choose the right folder. <br />
<br />
Have fun! <br />
<br />
Thanks to JAG007, Helijah; Maik Justus, MOJO!<br />
<br />
====Boeing 767-300 near its primary release====<br />
{{Main article|Boeing 767-300}}<br />
[[File:Airport2.png|thumb|270px|767-300 Exterior view with open cargo and front passenger doors, displaying its passenger stairways]]<br />
[[File:Arkefly.jpg|thumb|270px|767-300 Exterior view with gear up]]<br />
For a while the 767-300 has been a slow moving project, due to Isaías V. Preste temporarily leaving the forum and all FlightGear works. Liam has yet continued on from where Prestes left off, given a complete overhall to the old FDM, added plenty of new features and started animations. Thanks to the whole FlightGear community for providing some nice liveries, sounds, and other assistance to questions, With luck it should be submitted to CVS before the next release of FlightGear, with some new features not yet seen on many other Aircraft in FlightGear. This is a truly promising project!<br />
<br />
====Boeing 737-100 updates====<br />
{{Main article|Boeing 737-100}}<br />
[[File:737-100_outside.jpg|thumb|270px|737-100 Outside view with open doors]]<br />
[[File:737-100_cockpit.jpg|thumb|270px|737-100 Cockpit view from pilot seat]]<br />
Since October we have had the 737-100 by helijah in CVS. <br />
The aircraft has now been further improved.<br />
Mike (aka D-SKY1) is building the autopilot, updating the 3D models, and the following changes were implemented:<br />
<br />
* FDM refined<br />
* Working instruments in front panel<br />
* Doors (front and back) open with the keys D and Shift-D<br />
* Front door also extends stairs<br />
* Detailed overhead panel (not yet wired)<br />
* Detailed pedestal (not yet wired)<br />
* Autopilot incl. ILS approach (partly wired) [http://imagebin.ca/view/uaxeKd.html (actual screenshot of the glareshield)]<br />
* Several liveries available via menu:<br />
** Lufthansa<br />
** Canadian<br />
** Continental<br />
** Qatar<br />
** Swiss Air<br />
** Air France<br />
** Alitalia<br />
** KLM<br />
** Kuwait Airways<br />
** Boeing Prototype-Livery<br />
<br />
==Scenery Corner==<br />
===Manila===<br />
The Airport of Manila, Philippines (RPLL) has been improved. Besides Terminals 1 and 2, Terminal 3 has now been added. The Tower has also been redesigned to more accurately reflect the original. Many shared models on the ground have been added and as always all buildings are [[Howto:|illuminated]] at night and [[Howto:_Add_smooth_("Ambient_Occlusion")_shadows_in_Blender|ambient occlusion]] has been added to all new textures.<br />
<br />
===San Francisco International Airport===<br />
[[File:KSFO.jpg|thumb|270px|Overview of the SFO airport.]]<br />
{{Main article|San Francisco International Airport}}<br />
With the upcoming release in mind, FlightGear's main airport has been populated with more buildings than ever before. Dock your plane at one of the many gates, follow the airtrain as it moves from station to station, land your helicopter in the famous parkingarea hole or simply enjoy the visuals on final. In addition to this, the terrain has been refined, especially the bay area. These changes will be available with the next scenery release.<br />
<br />
==Community News==<br />
===FlightGear Wiki===<br />
On 4 January 2010, the 900th article was added to the wiki! Back in May 2009, the 700th article was welcomed, which means an average of 1 article is created each day. A big "thank you" to all those who helped to extend and improve the wiki over the past years!<br />
<br />
* More wiki stats can be found [[Special:Statistics|here]]<br />
* Read the article at [[Howto: Add details to your airport]].<br />
<br />
===Virtual Airline News===<br />
<br />
==Addons==<br />
===FgcomGui, an interface to fgcom===<br />
<br />
[[FGCOM]] is an external program which works hands in hands with flightgear to provide radio communication, in particular for multiplayer users.<br />
The feedback on various forums and IRC shows that a lot of people, who are not specially at ease with command line usage, find it difficult to setup and launch FGCOM,<br />
this is where a new little piece of code comes to rescue :<br />
<br />
Tuxklok created [http://code.google.com/p/fgcomgui FgcomGui], a simple gui front end to fgcom, which aims to make using fgcom easy and friendly.<br />
<br />
FgcomGui is currently developed and tested under Windows and Linux environments, but it seems a Mac version is to be expected.<br />
<br />
Installation is described on the author's [http://code.google.com/p/fgcomgui/ Google Code page], but it can be worth mentionning that so far the linux build is only optimized for Ubuntu users. Other distribution users can take a look at [http://www.flightgear.org/forums/viewtopic.php?f=6&t=5746&st=0&sk=t&sd=a&sid=24ffbc024ff4c0379fb8b0515aaa4a00&start=135 this forum] for some hints about how to build in their environment. <br />
<br />
Once installed, FgcomGui does just what you would expect : using your mouse and a few clicks, you can drive fgcom painlessly, from initial setup, testing, to normal usage. You can even set a few options with nice menus, notably the audio volumes and the port used to talk to fgcom.<br />
<br />
[[File:fgcomgui.png]]<br />
<br />
FgcomGui even docks as a tray icon, making it possible to monitor its status while flying, and easily stop it or restart it if needed.<br />
<br />
So if you feel fgcom is a bit difficult to use from command line, or you are just willing an easier FG pilot life, don't wait anymore and [http://code.google.com/p/fgcomgui try it] !<br />
Hopefully this will be a step towards a more generalized use of radio communications in networked flight, which are a great improvement for simulation realism.<br />
<br />
==Useful links==<br />
<br />
==And finally....==<br />
<br />
[[Category:FlightGear Newsletter|2010 01]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=File:Fgcomgui.png&diff=19229File:Fgcomgui.png2010-01-25T19:58:44Z<p>WooT: </p>
<hr />
<div></div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11736Rallye-MS893E2009-04-03T00:00:40Z<p>WooT: /* External Links */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|-<br />
|Shift-D<br />
|Open/Close Canopy<br />
|-<br />
|d<br />
|Aileron Trim Left<br />
|-<br />
|f<br />
|Aileron Trim Right<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*FDM <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
*battery level display is missing<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
*[http://richard.ferriere.free.fr/archives/essai/rallye.pdf A nice (french) text about the rallye history]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11735Rallye-MS893E2009-04-02T22:51:39Z<p>WooT: </p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|-<br />
|Shift-D<br />
|Open/Close Canopy<br />
|-<br />
|d<br />
|Aileron Trim Left<br />
|-<br />
|f<br />
|Aileron Trim Right<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*FDM <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
*battery level display is missing<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11722Rallye-MS893E2009-04-02T10:27:03Z<p>WooT: /* TODO */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|-<br />
|Shift-D<br />
|Open/Close Canopy<br />
|-<br />
|d<br />
|Aileron Trim Left<br />
|-<br />
|f<br />
|Aileron Trim Right<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*ambiant settings<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
*battery level display is missing<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11721Rallye-MS893E2009-04-02T05:49:59Z<p>WooT: /* Controls */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|-<br />
|Shift-D<br />
|Open/Close Canopy<br />
|-<br />
|d<br />
|Aileron Trim Left<br />
|-<br />
|f<br />
|Aileron Trim Right<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*ambiant settings<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
*battery level display is missing<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11720Rallye-MS893E2009-04-02T05:48:39Z<p>WooT: /* TODO */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*ambiant settings<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
*battery level display is missing<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11719Rallye-MS893E2009-04-01T23:39:40Z<p>WooT: /* TODO */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*aileron trim<br />
*ambiant settings<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
*battery level display is missing<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11717Rallye-MS893E2009-04-01T18:00:45Z<p>WooT: /* TODO */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*aileron trim<br />
*default FOV 55, more views<br />
*when you turn your head full left, you go 'beyond' the plexi of the canopy<br />
*ambiant settings<br />
*png instead of rgb textures<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*ADF knob is not easy to use<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
*battery level display is missing<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11716Rallye-MS893E2009-04-01T17:59:04Z<p>WooT: /* TODO */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*aileron trim<br />
*default FOV 55, more views<br />
*when you turn your head full left, you go 'beyond' the plexi of the canopy<br />
*ambiant settings<br />
*png instead of rgb textures<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*A proper electrical and instrumentation setup<br />
*Lights<br />
*clickable panel regions<br />
*ADF knob is not easy to use<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11712Rallye-MS893E2009-04-01T08:39:50Z<p>WooT: </p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a [[Howto:_Do_aerotow_over_the_net|towplane]] for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*aileron trim<br />
*A proper electrical and instrumentation setup<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*Lights<br />
*clickable panel regions<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Table_of_models&diff=11711Table of models2009-04-01T08:37:20Z<p>WooT: </p>
<hr />
<div>Includes [[GPL license]]d [[aircraft]] & [[vehicle]]s for [[FlightGear]]. For the most part it currently excludes third-party [[FlightGear hangars|hangars]] that are not on CVS, non-free, or Creative Commons licensed items. The list is updated to aircraft that work with [[FlightGear 1.9.0|1.9.0]]. Aircraft that worked with [[FlightGear 1.0]] are also shown. Stale/abandoned models from FG development are not listed or are struck out. Be aware when installing any aircraft of the compatibility differences between [[FlightGear 0.9.10 aircraft|FG 0.9.10]], FG 1.0.0, FG [[CVS]] and aircraft intended for those versions. <br />
<br />
FlightGear model features, quality, and compatibility vary significantly; their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects although many of these have become deprecated. The list includes some aircraft that are in development, but not available yet. UD mean its unreleased development (not on CVS), CD means its on CVS but incomplete.<br />
<br />
The default list order is not solely based on the aircraft manufacturer(s) for various reasons, but with the sort key such an ordering can be obtained. Note that there can be more than one FG model for the same aircraft or more then one variant for a model installation.<br />
<br />
*1.9 in the fourth column means the aircraft was released with FlightGear version 1.9, and should be available from [[http://www.flightgear.org/Downloads/aircraft/ the main FlightGear site]]. If not, the list may not be up to do date, or if it is, the model is either stale or new and only supported by [[FlightGear CVS]].<br />
* '''A:''' fixed wing or aircraft<br />
* '''AG:''' glider, sailplane<br />
* '''AZ:''' airship, balloon, lighter-than-air, <br />
*'''H:''' helicopter<br />
* '''RC:''' remote controlled<br />
* '''V:''' vehicle<br />
*'''F:''' fictional/fantasy/fun <br />
<!--If your trying to find a model in the table, the top section is roughly sorted by just model number, and below I think the X planes it goes by alpha order with make 1st. Its not a rule, it just worked out it was easier (like to compare to CVS) --><br />
{| class="wikitable sortable" border="1" cellspacing="0" <br />
|-<br />
! style="background:#efefef" | <br />
! style="background:#efefef" | Model <br />
! style="background:#efefef" |<br />
! style="background:#efefef" |<br />
! style="background:#efefef" |<br />
! style="background:#efefef" | [[FDM]]<br />
|-<br />
|A|| [[14bis]] || || 1.9 || ||[[YASim]]<br />
|-<br />
|A|| [[Boeing 314]]-A ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[Boeing 707]] ||1||1.9 || ||[[JSBSim]]<br />
|- <br />
|A|| [[Boeing 737-300]] ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[Boeing 747-100]] ||1||1.9 || ||[[JSBSim]],[[YASim]] <br />
|-<br />
|A|| [[Boeing 747-200]] ||1||1.9 || ||[[JSBSim]]<br />
|-<br />
|A|| [[Boeing 747-400]] || || || ||[[JSBSim]]<br />
|-<br />
|A|| [[Boeing 777-200]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Boeing 787-8]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Airbus A300]] ||1||1.9 || ||[[JSBSim]]<br />
|-<br />
|A|| [[Airbus A300-600ST]] || || || U || ---------<br />
|-<br />
|A|| [[Airbus A320]] ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[Airbus A330]] || || || U || ---------<br />
|-<br />
|A|| [[Airbus A340]] || || || U || ---------<br />
|-<br />
|A|| [[Airbus A380]] || || || CD ||[[JSBSim]]<br />
|-<br />
|A|| [[Antonov An-2]] ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[Tupolev ANT-20]] || || 1.9 || ||[[YASim]]<br />
|-<br />
|A|| [[Antonov AN-24RV|Antonov An-24RV]]<br />
|-<br />
|A|| [[Antonov An-225]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Douglas A-4|Douglas A-4 Skyhawk]] ||1||1.9 || ||[[YASim]], [[UIUC]] <br />
|-<br />
|A|| [[A-6 Intruder|Grumman A-6E Intruder]] ||1||1.9 || ||[[YASim]]<br />
|-<br />
|A|| [[Fairchild A-10|Fairchild A-10 Thunderbolt II]] (later Boeing) ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[B-1B|Rockwell B-1B Lancer]] (later Boeing) ||1||1.9 || <br />
|-<br />
|A|| [[B-2 Spirit|Northrop B-2 Spirit]] ||1||1.9 ||<br />
|-<br />
|A|| [[Boeing B-17 Flying Fortress]] || || 1.9<br />
|-<br />
|A|| [[B-29 Superfortress|Boeing B-29 Superfortress]] ||1||1.9 || ||[[JSBSim]], [[YASim]] <br />
|- <br />
|A|| [[Boeing B-52|Boeing B-52F Stratofortress]] ||1||1.9 || <br />
|-<br />
|A|| [[Lockheed SR-71 Blackbird]] (2 FG versions)||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Grumman C-2 Greyhound]] || || 1.9||<br />
|-<br />
|AG|| [[Glaser-Dirks DG-300]] || || 1.9|| ||[[YASim]]<br />
|- <br />
|A|| [[Lockheed C-130 Hercules]] ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[KC-135|Boeing KC-135E Stratotanker]] ||1||1.9 || <br />
|-<br />
|A|| [[E-3 Sentry|Boeing E-3B Sentry]] ||1||1.9 ||<br />
|-<br />
|A|| [[F4U Corsair|Chance Vought F4U Corsair]] ||1|| 1.9||<br />
|-<br />
|A|| [[Lockheed P-38 Lightning]] & F-5B ||1||1.9 || <br />
|-<br />
|A|| [[P-51D|North American P-51D Mustang]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[F-80 Shooting Star|Lockheed F-80C Shooting Star]] (P-80) ||1||1.9 || <br />
|-<br />
|A|| [[F-86 Sabre|North American F-86F Sabre]] ||1||1.9 ||<br />
|-<br />
|A|| [[F-8 Crusader|Vought F-8 Crusader]] || || 1.9 ||<br />
|-<br />
|A|| [[Grumman F-14 Tomcat|Grumman F-14B Tomcat]] ||1 ||1.9 ||<br />
|-<br />
|A|| <s>[[McDonnell Douglas F-15 Eagle]] </s> (FDM only) ||1|| <br />
|-<br />
|A|| [[McDonnell Douglas F-15C Eagle]] (later Boeing) ||1||1.9 ||<br />
|-<br />
|A|| [[General Dynamics F-16|F-16 Falcon]] (later Lockheed Martin) ||1||1.9 ||<br />
|-<br />
|A|| [[F/A-18 Hornet|McDonnell Douglas F/A-18 Hornet]] (later Boeing) ||1||1.9 ||<br />
|-<br />
|A|| [[Northrop/McDonnell Douglas YF-23|Northrop YF-23]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Lockheed F-104 Starfighter]] ||1||1.9 ||<br />
|-<br />
|A|| [[Republic F-105 Thunderchief]] (Not-GPL) || || 1.9 || ||[[FlightGear Hangar|3rd Party]]<br />
|-<br />
|A|| [[Convair F-106 Delta Dart]] || || || C<br />
|-<br />
|A|| [[F-117 Nighthawk|Lockheed F-117 Nighthawk]] || || ||<br />
|-<br />
|H|| [[Sikorsky S51|Sikorsky S-51]](R-5) ||1||1.9 || <br />
|-<br />
|H|| [[Boeing-Vertol H21C|Boeing-Vertol H-21C]] ||1||1.9 ||<br />
|-<br />
|H|| [[Piasecki HUP-3|Piasecki HUP-3 Retriever]] (H-25) ||1||1.9 ||<br />
|-<br />
|H|| [[Sikorsky S58|Sikorsky S-58]](H-34) ||1||1.9 || ||[[YASim]] <br />
|-<br />
|H|| [[CH-47 Chinook|Boeing CH-47 Chinook]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|H|| [[Sikorsky CH-53E Super Stallion]] (S-80) ||1||1.9 || || [[YASim]] (FDM only) <br />
|-<br />
|H|| [[Sikorsky UH60|Sikorsky UH-60 Blackhawk]] (S-70)||1||1.9 || ||[[YASim]]<br />
|-<br />
|H|| [[AH-64 Apache|Hughes AH-64 Apache]] (later Boeing) || ||1.9 <br />
|-<br />
|A|| [[Cessna T-37]] ||1|| 1.9|| <br />
|-<br />
|A|| [[Northrop T-38|Northrop T-38 Talon]] ||1||1.9 ||<br />
|-<br />
|A || [[Grumman TBF Avenger|Grumman TBF Avenger]] (General Motors TBM) || ||1.9 ||<br />
|-<br />
|A|| [[OV-10|North American OV-10 Bronco]] ||1||1.9 || <br />
|-<br />
|A|| [[Bell Boeing V22 Osprey|Bell-Boeing V-22 Osprey]] ||1||1.9 ||<br />
|-<br />
|A|| [[Douglas X-3|Douglas X-3 Stiletto]] ||1||1.9 || ||[[YASim]] <br />
|- <br />
|A|| [[North American X-15]] ||1|| 1.9|| <br />
|- <br />
|A|| [[Martin-Marietta X-24|Martin-Marietta X-24B]] ||1||1.9 || ||[[JSBSim]] <br />
|- <br />
|A|| [[Piper Aerostar|Aerostar Super 700]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Aeroprakt A24 Viking]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|H|| [[Aérospatiale Alouette II]] (SA 318C) ||1||1.9 || ||[[YASim]] <br />
|-<br />
|H|| [[Aérospatiale Alouette III]] (SA 316) ||1||1.9 || ||[[YASim]] <br />
|-<br />
|H|| [[Aérospatiale Super Frelon]] (SA 321) ||1||1.9 || ||[[YASim]] <br />
|-<br />
|AG|| [[Airwave Xtreme 150]] hang glider ||1||1.9 || ||[[UIUC]] <br />
|-<br />
|A|| [[Arado Ar 234]] || || 1.9 <br />
|-<br />
|A|| [[Arsenal VG-33]] ||1||1.9 || <br />
|-<br />
|A|| [[B&F FK9 Mark 2]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|H|| [[Bell 206|Bell 206 JetRanger]] || <br />
|-<br />
|A|| [[BAC TSR-2 Prototype]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Beech 99|Beechcraft 99]] ||1||1.9|| ||[[YASim]], [[UIUC]] || <br />
|- <br />
|A|| [[Beechcraft 1900|Beechcraft B1900D]] ||1||1.9 |||| [[YASim]] <br />
|-<br />
|A|| [[Beechcraft Starship|Beechcraft Starship I]] ||1|| 1.9|| ||[[YASim]] <br />
|-<br />
|A|| [[Bernard HV220]] || || 1.9|| ||[[YASim]]<br />
|-<br />
|AG|| [[PZL Bielsko SZD-9 Bocian|Bielsko SZD-9 Bocian]] (Glider) ||1||1.9 ||<br />
|-<br />
|A|| [[Blohm & Voss BV 141|Blohm & Voss Bv 141]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Blackburn Buccaneer]] S2 ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Bleriot XI]] ||1|| 1.9|| || [[YASim]] <br />
|-<br />
|A|| [[Bombardier CRJ-200]] || ||1.9 ||<br />
|-<br />
|A|| [[Eurofighter Typhoon]] || ||1.9 ||<br />
|- <br />
|A|| [[Bristol Beaufighter]] ||1 || 1.9 || <br />
|-<br />
|A|| [[Bugatti 100|Bugatti 100P]] ||1|| 1.9|| ||[[YASim]]<br />
|-<br />
|A|| [[Caudron C.684]] || ||1.9 ||<br />
|-<br />
|A|| [[Cessna 150|Cessna 150L]] ||1||1.9 ||<br />
|-<br />
|A|| [[Cessna C172|Cessna 172P Skyhawk]] (1981 model) ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| <s> Cessna 172LE Skyhawk </s> ([[JSBSim]]) ||<br />
|-<br />
|A|| [[Cessna 172R Skyhawk]] ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[Cessna 182|Cessna 182 Skylane]] ||1||1.9 || <br />
|-<br />
|A|| [[Cessna 182RG|Cessna 182RG]] (c. 1978) ||1|| 1.9|| <br />
|-<br />
|A|| [[Cessna 310]]R (1979 model) ||1||1.9 || <br />
|-<br />
|A|| [[Cessna 310|Cessna U-3A]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Cessna 550 Citation II]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Cessna Citation|Cessna Citation Bravo]] ||1||1.9 || ||[[YASim]] <br />
|- <br />
|A|| [[Cessna Citation X]] ||1|| 1.9||<br />
|- <br />
|A|| [[Cirrus SR20|Cirrus SR20]](fdm only) ||1|| 1.9||<br />
|-<br />
|AG || [[Colditz Cock|Colditz Escape Glider]] ||1||1.9 || <br />
|-<br />
|A|| [[Colomban Cricri|Cri-Cri]] (Colomban MC-15 Cri-Cri) ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Comper Swift]] ||1|| 1.9|| ||[[YASim]]|| <br />
|- <br />
|A|| [[Concorde]] (v2.5) ||1||1.9 || <br />
|-<br />
|A|| [[Couzinet 70]] || ||1.9 || ||[[YASim]]<br />
|-<br />
|A|| [[Dassault/Dornier Alpha Jet]] ||1|| 1.9|| ||[[YASim]] <br />
|-<br />
|A|| [[Dassault Mirage 2000]] ||1||1.9 || <br />
|-<br />
|A|| [[Deperdussin]] || || || C || <br />
|-<br />
|AG|| [[Der Kleine Uhu]] || || || C || model glider<br />
|-<br />
|A|| [[Diamond DA20-A1 Katana]] || || D || ||[[JSBSim]]<br />
|-<br />
|A|| [[Diamond DA20-C1 Eclipse]] || || D || ||[[JSBSim]]<br />
|-<br />
|A|| [[Douglas DC-3]] (C-47) ||1||1.9 || <br />
|-<br />
|A|| [[Douglas DC-6]] || || 1.9 || ||[[JSBSim]]<br />
|-<br />
|A|| [[Dornier Do 335]] ||1||1.9 || <br />
|-<br />
|A|| [[Dornier Do R]] ||1 || 1.9 ||<br />
|-<br />
|A|| [[Dornier Do X]] ||1|| 1.9|| ||[[YASim]] || <br />
|- <br />
|A|| [[de Havilland Canada DHC-2 Beaver]]||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[de Havilland Canada DHC-3 Otter]]||1||1.9 ||<br />
|-<br />
|A|| [[de Havilland Canada DHC-6 Twin Otter]] || || 1.9<br />
|-<br />
|A|| [[de Havilland DH.88 Comet]] || ||1.9|| ||[[YASim]] <br />
|-<br />
|A|| [[de Havilland DH.89 Dragon Rapide]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[de Havilland DH.91 Albatross]] || || 1.9<br />
|-<br />
|A|| [[de Havilland Mosquito|de Havilland DH.98 Mosquito]] ||1||1.9 || <br />
|-<br />
|A|| [[de Havilland DH.110 Sea Vixen]] FAW 2 ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[English Electric Canberra]] B(I)8 ||1||1.9 || ||[[YASim]] <br />
|- <br />
|A|| [[English Electric Lightning]] F.1A ||1||1.9 || <br />
|- <br />
|H|| [[Eurocopter EC 135]] ||1||1.9 || <br />
|-<br />
|A|| [[Ercoupe 415-C]] || || 1.9|| ||[[JSBSim]] <br />
|-<br />
|H|| [[Eurocopter Ecureuil|Ecureuil AS 350]] || ||1.9 <br />
|-<br />
|A|| [[Farman IV]] ||1||1.9 || ||[[YASim]] || <br />
|-<br />
|A|| [[Fieseler Fi 156|Fieseler Fi-156 Storch]] ||1||1.9 || <br />
|-<br />
|A|| [[Focke-Wulf Fw 44|Focke Wulf Fw 44 Stieglitz]] (1937) || || 1.9 || || [[YASim]]<br />
|-<br />
|A|| [[Focke-Wulf Fw 190|Focke-Wulf Fw-190 A8]] ||1||1.9 || <br />
|- <br />
|A|| [[Fokker 50]] ||1||1.9 || <br />
|-<br />
|A|| [[Fokker 70]] ||1||1.9|| || [[JSBSim]] <br />
|-<br />
|A|| [[Fokker 100]] ||1||1.9 || || [[JSBSim]] <br />
|-<br />
|A|| [[Fokker Dr.I|Fokker Dr.1]] ||1||1.9 || || [[UIUC]] <br />
|-<br />
|A || [[GDT Hornet (autogyro)|GDT Hornet Autogyro]] ||1||1.9 || <br />
|-<br />
|A || [[Gee Bee]] || || 1.9 || <br />
|-<br />
|A || [[Grob G 109]] (motor-glider) || || 1.9 || <br />
|-<br />
|A|| [[Grob G 115]] ||1|| 1.9|| ||[[YASim]] || <br />
|---<br />
|A|| [[Grumman Albatross]] ||1||1.9 || <br />
|-<br />
|A|| [[Hamburger Flugzeugbau HFB 320 Hansa Jet ]] || || 1.9<br />
|-<br />
|A|| [[British Aerospace Harrier|British Aerospace Sea Harrier FA2]] ||1|| 1.9|| ||[[YASim]] || <br />
|- <br />
|A|| [[Hawker Hurricane|Hawker Hurricane IIb]] ||1||1.9 ||<br />
|-<br />
|A|| [[Hawker Hunter]] GA11 ||1|| 1.9|| ||[[YASim]]<br />
|-<br />
|A|| [[Hawker Seahawk]] FGA6 ||1||1.9 ||<br />
|-<br />
|A|| [[HondaJet|Honda HondaJet]] ||1||1.9 || ||[[JSBSim]], [[YASim]]<br />
|-<br />
|A|| [[Hughes H-1 Racer]] || || 1.9|| ||[[YASim]]<br />
|-<br />
|A|| [[Hughes H-4 Hercules]] (HK-1) ||1||1.9 || ||[[YASim]], [[JSBSim]] <br />
|-<br />
|A|| [[Hughes XF-11]] || || 1.9|| <br />
|-<br />
|A|| Issoire [[APM 20 Lionceau]] ||1||1.9 || ||[[YASim]] || <br />
|-<br />
|A|| [[Junkers Ju 52|Junkers Ju 52/3m]] ||1||1.9 || <br />
|-<br />
|H|| [[Kawasaki OH-1]] || ||1.9 ||<br />
|-<br />
|A|| [[Kawasaki T-4|Kawasaki T-4 "Blue Impulse"]] ||1||1.9 || ||[[JSBSim]], [[YASim]] <br />
|-<br />
|A|| [[Kyushu J7W]] ||1||1.9 || <br />
|-<br />
|A|| [[Lockheed Constellation]](Lockheed 1049) ||1||1.9 || <br />
|-<br />
|A|| [[Lockheed L-1011-250]](Lockheed Tristar) || ||UD ||<br />
|-<br />
|A|| [[McDonnell Douglas MD-11|McDonnell Douglas MD-11]] ||1||1.9 ||<br />
|-<br />
|A|| [[McDonnell Douglas MD-80|McDonnell Douglas MD-83]] ||1||UD|| ||[[JSBSim]] <br />
|-<br />
|A|| [[Macchi M.C.72|Macchi Castoldi M.C. 72]] || || 1.9|| ||[[YASim]] <br />
|-<br />
|AG|| [[Mainair Flash 2 Alpha]] ||1|| 1.9|| <br />
|-<br />
|H|| [[MBB Bo 105]] ||1||1.9 || ||[[YASim]]<br />
|-<br />
|A|| [[Messerschmitt Bf 109|Messerschmitt Bf 109 G14]] ||1||1.9 || || <br />
|-<br />
|A|| [[Messerschmitt Me 262]] ||1||1.9|| ||[[YASim]] ||<br />
|-<br />
|A|| [[MiG-15]]bis ||1|| 1.9|| ||[[YASim]] || <br />
|-<br />
|A|| [[MiG-29 Fulcrum]] || || 1.9<br />
|-<br />
|A|| [[Moyes Dragonfly]] (Bailey, LiteFlite) ||1||1.9 || <br />
|-<br />
|A|| [[A6M Zero|Mitsubishi A6M Zero]] ||1||1.9 || <br />
|-<br />
|A|| [[Nakajima Ki-84]] ''Hayate'' ("Gale")('Frank') ||1|| 1.9 || <br />
|-<br />
|A|| [[Nord Noratlas]] ||1||1.9 || <br />
|-<br />
|A|| [[UTIAS Ornithopter No.1|Ornithopter No.1]] (UTIAS) ||1|| 1.9|| ||[[UIUC]] <br />
|-<br />
|AG|| [[Paraglider]] ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[Payen Pa 100]] ||1||1.9 || ||[[YASim]] || <br />
|-<br />
|A|| [[PBY Catalina|Consolidated Aircraft PBY-6 Catalina]] ||1||1.9 ||<br />
|-<br />
|A|| [[Piaggio P180 Avanti|Piaggio P180 Avanti II]] (FDM only) || 1 ||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Pilatus PC-6 Porter]] || || 1.9<br />
|-<br />
|A|| [[Pilatus PC-7]] ||1||1.9|| <br />
|- <br />
|A|| [[Piper J3 Cub]] (J3C-65, 1946 model) <sup>091</sup> ||1||1.9 ||<br />
|- <br />
|A|| [[Piper PA-24 Comanche|Piper PA-24 Comanche 250]] (1962 model) ||1||1.9 || <br />
|-<br />
|A|| [[Piper Cherokee|Piper PA-28 Cherokee Warrior II]] (1979 model) ||1||1.9 || <br />
|-<br />
|A|| [[Piper PA-34 Seneca|Piper PA-34-200T Seneca II]] ||1||1.9 || ||[[JSBSim]], [[YASim]] <br />
|- <br />
|A|| [[Pitts Special|Pitts S1C]] ||1||1.9 || <br />
|-<br />
|A|| [[Rallye-MS893E]] || || ||UD||[[YASim]]<br />
|-<br />
|A|| [[Robin DR400]] || || 1.9 || <br />
|-<br />
|H|| [[Robinson R22]] ||1||1.9 || ||[[YASim]]<br />
|-<br />
|A || [[Ryan NYP]] (Spirit of St. Lois) ||1||1.9 || ||[[JSBSim]], [[YASim]]<br />
|-<br />
|A || [[Rutan Quickie 2]] || || 1.9 || <br />
|-<br />
|A || [[Rutan Model 61 Long-EZ]] || || 1.9 || <br />
|-<br />
|A|| [[Saab Draken|Saab J35Ö Draken]] (J35oe) ||1||1.9 || <br />
|-<br />
|A|| [[Aermacchi S-211|Siai Marchetti S.211]] ||1|| 1.9|| || [[UIUC]] (FDM only) <br />
|-<br />
|AG || [[Schweizer 2-33]] (TG-4) (Glider) ||1||1.9 || <br />
|-<br />
|AG || [[ASW-20 sailplane|Schleicher ASW 20]] (Single Glider) ||1||1.9 || ||[[UIUC]] <br />
|- <br />
|AG || [[Schleicher ASK 21]] (Glider) ||1||1.9 || <br />
|-<br />
|A || [[Short SC.7 Skyvan]] || || || C<br />
|-<br />
|H|| [[Sikorsky S76C|Sikorsky S-76C++]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Best Off Skyranger|Skyranger]] || ||1.9 || ||[[JSBSim]], [[YASim]]<br />
|-<br />
|A|| [[Space Shuttle]] (FDM only) ||1||1.9 || ||[[JSBSim]] <br />
|-<br />
|A|| [[Sopwith Camel]] 1F.1 ||1||1.9 || ||[[JSBSim]], [[YASim]] <br />
|-<br />
|A|| [[Soko J-22 Orao]] / IAR-93 ||1||1.9 || || <br />
|-<br />
|A|| [[Stampe SV.4]] || || 1.9 ||<br />
|-<br />
|A|| [[Sud Aviation SE 210 Caravelle]] || || 1.9 ||<br />
|-<br />
|A|| [[Supermarine S.6B]] || || 1.9 || <br />
|-<br />
|A|| [[Supermarine Seafire|Supermarine Seafire MkIIIc]] ||1||1.9 || <br />
|-<br />
|A|| [[Supermarine Spitfire|Supermarine Spitfire IIa]] ||1|| 1.9|| <br />
|-<br />
|A|| [[Supermarine Spitfire Mk IX]] ||1||1.9 || <br />
|-<br />
|A|| [[Sukhoi Su-26]]M ||1||1.9 || <br />
|-<br />
|A|| [[Sukhoi Su-37|Sukhoi Flanker-F]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Tupolev 114|Tupolev Tu-114]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Tupolev 154|Tupolev Tu-154]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Velocity XL]] || || 1.9 || <br />
|-<br />
|A|| [[Vickers Vimy]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|A|| [[Avro Vulcan|Avro Vulcan B.2]] ||1||1.9 ||<br />
|-<br />
|H|| [[Lynx WG13|Westland Lynx WG13]] ||1|| 1.9|| || [[YASim]]<br />
|-<br />
|A|| [[Wright Flyer|Wright Flyer 1903]] ||1||1.9 || ||[[UIUC]] <br />
|-<br />
|A|| [[Zivko Edge 540]] || ||1.9 || ||[[JSBSim]]<br />
|-<br />
|A|| [[Zlin Z-50|Zlin Z-50LX]] ||1||1.9 || || [[YASim]] <br />
|-<br />
|AZ|| [[Submarine Scout]] || ||1.9|| ||[[JSBSim]]<br />
|-<br />
|AZ || [[Zeppelin NT]] || ||1.9|| ||[[JSBSim]]<br />
|-<br />
|AZ || [[ZF Navy free balloon]] || ||1.9|| ||[[JSBSim]]<br />
|-<br />
|RC|| [[Rascal 110]] (R/C)* ||1|| 1.9|| ||[[YASim]], [[JSBSim]] <br />
|-<br />
|RC|| [[Malolo1 (R/C)]] ||1|| 1.9||<br />
|-<br />
|RC|| <s> Manta (R/C) (FDM only) </s> || <br />
|-<br />
|RC|| [[YardStik]] (R/C) ||1||1.9 || <br />
|-<br />
|V|| [[Snowplow]] (Truck)(+AI) ||1||1.9 ||<br />
|-<br />
|V|| [[Deux Chevaux Citroen]] (2CV) || || 1.9 ||<br />
|-<br />
|V|| [[Jeep]] ||1||1.9 || ||[[YASim]] <br />
|-<br />
|V|| [[Pushback]]||1||1.9 || ||<br />
|-<br />
|V|| [[Follow me]]||1|| 1.9|| ||<br />
|-<br />
|V|| [[Mobile Stairs]]||1||1.9 || ||<br />
|-<br />
|V || [[M113AS3]]||1||1.9 || ||<br />
|-<br />
|F|| [[Carreidas 160]] || || 1.9 || ||from [[Tintin]]<br />
|-<br />
|F || [[Bluebird]] ||1|| 1.9|| ||<br />
|-<br />
|F|| [[Ogel]] ||1||1.9 || || [[JSBSim]] <br />
|-<br />
|F|| [[Santa Claus]] Sleigh || 1 || 1.9 ||<br />
|-<br />
|F|| [[UFO from the 'White Project' of the UNESCO|UFO]] ||1||1.9 || ||<br />
|}<br />
<br />
==References==<br />
*http://en.wikipedia.org/wiki/Flightgear<br />
*http://www.flightgear.org/</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11710Rallye-MS893E2009-04-01T08:23:45Z<p>WooT: /* TODO */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a towplane for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*aileron trim<br />
*A proper electrical and instrumentation setup<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*Lights<br />
*clickable panel regions<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Howto:Do_aerotow_over_the_net&diff=11709Howto:Do aerotow over the net2009-04-01T08:15:54Z<p>WooT: </p>
<hr />
<div>With [[FlightGear]] 1.0 and later, you can practice aerotowing over the net using the [[Howto: Multiplayer|multiplayer]] system. At this time, only few towplanes and two gliders are capable of participating in MP aerotows. These are the [[Piper J3 Cub|J3]] (j3cub),the [[Rallye-MS893E]] (rallye-MS893 ), the [[De Havilland Canada DHC-2 Beaver|Beaver]] (dhc2W) towplanes and the [[Schleicher ASK 21 Glider|ASK21]] and [[SZD-9bis Bocian-1E|Bocian]] gliders. The following example uses the J3 and the Bocian, though if you are new to aerotowing use the Beaver; it's much easier due to tow with.<br />
<br />
[[Image:aerotow2.jpg]]<br />
<br />
Taxi the J3 within 60m to the Bocian. The Bocian pilot has to press <tt>Ctrl-o</tt>. Both pilots should see a radio message that they are connected to each other, then the J3 pilot can taxi. Until we have the instrumentation designed that is capable of displaying the distance between the two aircraft, the J3 pilot should watch <tt>/sim/hitches/aerotow/tow/dist</tt> and <tt>/sim/hitches/aerotow/tow/dist-time-lag-corrected</tt> in the property browser. Be very slow if the dist gets near 60m, the length of the tow. Increase the speed slowly. Both pilots should try to lift off gently - the glider pilot should be particularly careful not to lift the tail of the towplane. Either pilot can release the tow by pressing "O" (<tt>Shift-o</tt>).<br />
<br />
[[Image:aerotow.jpg]]<br />
<br />
If you are not using a local network connection, both pilots should log in on the same server to minimize the time lag. The time lag will still rather large. Therefore <tt>/sim/hitches/aerotow/tow/dist</tt> and <tt>/sim/hitches/aerotow/tow/dist-time-lag-corrected</tt> differ significantly (the second value is the estimated dist, the other pilot is seeing right now).<br />
<br />
[[Category:Howto|Do aerotow over the net]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11708Rallye-MS893E2009-04-01T08:12:05Z<p>WooT: /* TODO */</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a towplane for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*aileron trim<br />
*A proper electrical and instrumentation setup<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*clickable panel regions<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=Aircraft&diff=11707Aircraft2009-04-01T08:10:52Z<p>WooT: /* Light civilian aircraft */</p>
<hr />
<div>This list is not updated to include all the official [[GNU General Public License|GPL licensed]] aircraft for FlightGear 1.9.0, but gives a visual sampling of the different types of aircraft and genres of aircraft officially available. See [[Table of models]] for the comprehensive list. See also [[FlightGear hangars]] for non-official hangars (or [[Helicopters]], or [[Vehicles]] for more visual examples)<br />
<br />
The examples listed here are officially available from the FlightGear project, and can be downloaded at [http://www.flightgear.org/Downloads/aircraft/ FlightGear.org Aircraft], with installation typically requiring an unzipping program, and manual installation in the FlightGear aircraft directory (if they are not already [[FlightGear 1.0 default aircraft|included]]).<br />
<br />
FlightGear aircraft features, quality, and compatibility vary significantly;their development is dependent on the volunteers who worked on them, with exception of some University and Government funded projects.<br />
<br />
Remember this list is merely a sampling of the many aircraft and variants available for FlightGear!<br />
<br />
===Light civilian aircraft===<br />
The Cessna 172 is the default aircraft in FGFS 1.0. These aircraft typically have 1-2 piston engines, props, and avionics geared towards those with civilian pilot licenses.<br />
{{Gallery|<br />
[[Aerostar 700]]|Aerostar_700.jpg|<br />
[[B&F FK9 Mark 2]]|FK9MK2.jpg|<br />
[[Beechcraft Model 99]]|Beech99.jpg|<br />
[[Cessna C172|Cessna 172P]] (1982)|Cessna_172P.jpg|<br />
[[Piper Cherokee Warrior II|Piper Cherokee Warrior II (PA28-161)]]|Piper_Cherokee_Warrior_II.png|<br />
[[Piper J3 Cub]] (1946) |Piper_j3cub.jpg|<br />
[[Piper PA34-200T Seneca II|Piper Seneca II (PA34-200T)]]|Piper_SenecaII.jpg|<br />
[[Robin DR400]]|dr400.jpg|<br />
[[Rallye-MS893E]]|Rallye-MS893.jpg<br />
}}<br />
<br />
===Airliners===<br />
These typically have 2-4 turbofan engines and some of the more complicated takeoff and landing procedures (such as multiple [[flaps]]). In addition, avionics in real life is geared towards those with professional pilots licenses and special certifications. However, the simplifications of FG make it much easier to fly in the simulation.<br />
<br />
{{Gallery|<br />
[[Airbus A320]]|A320.jpg|<br />
[[Airbus A380]]|A380.jpg|<br />
[[Boeing 707]]|707.jpg|<br />
[[Boeing 737]]|737-300.jpg|<br />
[[Boeing 747-400]]|747-400.jpg|<br />
[[Boeing 787]]|787.jpg|<br />
[[Concorde]]|Concorde.jpg|<br />
[[Fokker 50]]|Fokker50.jpg|<br />
[[Tupolev 154]]|Tu154.jpg<br />
}}<br />
<br />
===Helicopters===<br />
{{Main article|Helicopter}}<br />
<br />
Helicopters have fundamentally different controls then fixed wing aircraft (see ''[[Flying the Helicopter]]''). Modern helicopter typically feature 1-2 turbine engines, which power a main rotor with 2-6 blades.<br />
{{Gallery|<br />
[[Eurocopter Bo105|MBB Bo 105]]|FlightGearNL-9.jpg|<br />
[[Eurocopter EC135|Eurocopter EC-135]]|Ec135.png|<br />
[[CH-47 Chinook Helicopter|Boeing CH-47 Chinook]]|CH-47_Chinook.jpg|<br />
[[Sikorsky S58|Sikorsky S-58]]|S58.jpg<br />
}}<br />
<br />
===Gliders, Sailplanes, & Ultralights===<br />
These typically have the simplest controls, with minimal avionics. Flying gliders or sailplanes using thermals (see [[Soaring]]) can provide more complicated experience. Ultralights on the other hand are among the simplest aircraft in FG.<br />
{{Gallery|<br />
[[Airwave Xtreme 150]]|AirwaveXtreme150.jpg|<br />
[[Dragonfly|Moyes Dragonfly]]|Dragonfly-towing.jpg|<br />
[[Paraglider]]|Paraglider.jpg|<br />
[[Schweizer 2-33]]|Sgs233.jpg|<br />
[[ASW-20 sailplane|Schleicher ASW-20]]|Asw20.jpg|<br />
[[Glaser-Dirks DG-300|Glaser-Dirks DG-300]]|DG-300.jpg<br />
}}<br />
<br />
===Warbirds===<br />
FG includes a wide variety of vintage military aircraft. Complexity and realism is typically tied to the level of development work with a specific aircraft.<br />
{{Gallery|<br />
[[Fokker Dr.I]]|Fokker_DrI.jpg|<br />
[[P-51D Mustang]]|P51d-mustang.png|<br />
[[Nakajima Ki-84]]|ki-84.jpg|<br />
[[Saab J 35Ö Draken|Saab J35Ö Draken]]|Saab_J35.jpg|<br />
[[Sopwith Camel]]|SopwithCamel.jpg|<br />
[[Supermarine Spitfire]]|Spitfire.jpg<br />
}}<br />
<br />
===Carrier-borne aircraft===<br />
FG supports landing on and taking off from carriers (2 are available in FG 1.0.0).<br />
<br />
{{Gallery|<br />
[[Douglas A-4 Skyhawk]]|Douglas_A4.jpg|<br />
[[Grumman A-6E|Grumman A-6E Intruder]]|A-6E.jpg|<br />
[[Blackburn Buccaneer]]|Buccaneer.jpg|<br />
[[Grumman F-14 Tomcat]]|F-14.jpg|<br />
[[Hawker Seahawk|Hawker Seahawk FGA6]]|Hawker_Seahawk.jpg<br />
}}<br />
<br />
===NATO military aircraft===<br />
FG has a wide variety of modern and retired military jets available, highlighted by features such as air-to-air refueling from the the venerable KC-135 and the ability to simulate A-10 ordnance release.<br />
<br />
{{Gallery|<br />
[[Fairchild A-10]]|A-10.jpg|<br />
[[Boeing B-52]]|B-52F.jpg|<br />
[[Boeing E-3 Sentry]]|E-3B.jpg|<br />
[[F-15C Eagle]]|F-15C.jpg|<br />
[[F-80C Shooting Star]]|F-80C.jpg|<br />
[[British Aerospace Harrier]]|Harrier.jpg|<br />
[[Hawker Hunter]]|Hawker_Hunter.png|<br />
[[General Dynamics F-16]]|General_Dynamics_F16.jpg|<br />
[[Northrop T-38]]|Northrop_T-38.jpg|<br />
[[North American OV-10A Bronco]]|OV-10A2.jpg<br />
}}<br />
<br />
===Historical===<br />
Many obscure to famous older aircraft of varying quality are available.<br />
{{Gallery|<br />
[[Couzinet 70]]|Couzinet70.jpg|<br />
[[De Havilland D.H. 91 Albatross]]|dh91.jpg|<br />
[[Douglas DC-3]]|Douglas_DC3.jpg|<br />
[[ComperSwift Comper]]|ComperSwift.jpg|<br />
[[Lockheed 1049|Lockheed Constellation]]|Lockheed_1049.jpg|<br />
[[Wright Flyer (UIUC)]]|1903_Wright_Flyer.jpg<br />
}}<br />
<br />
===Miscellaneous===<br />
Experimental, flying boats, and special purpose aircraft. <br />
{{Gallery|<br />
[[Boeing 314]]|314.jpg|<br />
[[BAC TSR-2 Prototype]]|BAC_TSR-2_Prototype.jpg|<br />
[[de Havilland Canada DHC-3 Otter]]|DHC-3.jpg|<br />
[[GDT Hornet (autogyro)]]|Hornet.jpg|<br />
[[Bell Boeing V22 Osprey|Bell V-22 Osprey]]|V22Osprey.jpg|<br />
[[North American X-15]]|X15.jpg|<br />
[[Northrop/McDonnell Douglas YF-23]]|YF-23.jpg<br />
}}<br />
<br />
===Lighter than air aircraft (Available from version 1.9.0)===<br />
<br />
These aircraft take advantage of lighter than air gas to become buoyant. In addition to typical aircraft control methods such as elevator, rudder and engine throttle, ballast and control of gas volume and pressure become options.<br />
<br />
{{Gallery|<br />
[[Zeppelin NT]]|Zeppelin_NT.jpg|<br />
[[ZF Navy free balloon]]|ZF_Navy_free_balloon.jpg|<br />
[[Submarine Scout]]|Submarine_Scout.jpg<br />
}}<br />
<br />
===Science Fiction===<br />
Alternative models provide a diversion of realistic simulation, but can also be useful for exploring scenery.<br />
{{Gallery|<br />
[[UFO from the 'White Project' of the UNESCO]]|UFO.jpg|<br />
[[Bluebird]]|bluebird_hovercraft.jpg<br />
}}<br />
<br />
<br />
<br />
==Related==<br />
*See [http://scenemodels.flightgear.org/ FGFS Scenery Object Database], for more on models for [[Scenery]]<br />
*[[Howto: Multiplayer]], [[Installing Scenery]], and [[Flying the Helicopter]].<br />
<br />
<br />
[[Category:List]]</div>WooThttps://wiki.flightgear.org/w/index.php?title=File:Rallye-MS893.jpg&diff=11706File:Rallye-MS893.jpg2009-04-01T08:08:25Z<p>WooT: </p>
<hr />
<div></div>WooThttps://wiki.flightgear.org/w/index.php?title=Rallye-MS893E&diff=11705Rallye-MS893E2009-04-01T08:07:41Z<p>WooT: New page: {{infobox Aircraft |name = Socata Rallye MS-893E |image =rallye-MS893.jpg |type =Civilian Aircraft |authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds ) |fdm =Yasim |status = Alpha |fgna...</p>
<hr />
<div>{{infobox Aircraft<br />
|name = Socata Rallye MS-893E<br />
|image =rallye-MS893.jpg<br />
|type =Civilian Aircraft<br />
|authors =Patrice Poly ( 3D, FDM ) Beber ( Sounds )<br />
|fdm =[[Yasim]]<br />
|status = Alpha<br />
|fgname = rallye-MS893<br />
|download = http://www.bentha.net/fgfs/hangar/rallye-MS893.zip<br />
}}<br />
The Rallye 893 is a single engined, low wing monoplane of all metal construction, fitted with a fixed tricycle gear. It has a bulbous cockpit which houses four people and it can be used as a towplane for [[:Category:Glider|sailplanes]].<br />
<br />
One of its particularities is beeing equiped with automatic slats, that deploy at low speeds/high incidence, help in slow flight and enable the plane to sink in wings-level reduced-power stalls rather than break with a nose-down pitch change. <br />
<br />
The slats combined to the important fowler flaps allow for very short take off and landings, even on rough surfaces.<br />
<br />
<br />
==Aircraft help==<br />
===Speeds===<br />
*Cruise speed: 113 kt ( 209 km/h )<br />
*Never-exceed (Vne): 156 kt ( 290 km/h )<br />
*Maneuvering (Va): 113 kt ( 210 km/h )<br />
*Approach speed: 65 kt ( 120 km/h )<br />
*Stall speed (Vs): ( with full flaps) 50 kt ( 92 km/h )<br />
<br />
===For aerotow===<br />
*Place the Rallye within 60m to a glider<br />
*The glider pilot has to press Ctrl-o to hook the link<br />
*You can press Shift-o to release your hook<br />
*A better aerotow help can be found on [[Howto:_Do_aerotow_over_the_net]]<br />
<br />
<br />
===Controls===<br />
{| class="prettytable"<br />
!Key<br />
!Function<br />
|-<br />
|o<br />
|Hook aerotow<br />
|-<br />
|Shift-o<br />
|Release aerotow<br />
|}<br />
<br />
==Development status/Issues/Todo==<br />
===Finished===<br />
*3D geometry<br />
*Sounds<br />
*Basic FDM - yet it flies nicely, and does tow <br />
*Basic Texturing<br />
<br />
===TODO===<br />
*Fix the cruise behaviour ( so far in cruise speed the nose is a bit pitched down )<br />
*Automatic slats<br />
*aileron trim<br />
*A proper electrical and instrumentation setup<br />
*Detailing on the textures, liveries<br />
*Immatriculation<br />
*Panel clickable regions<br />
*a MS893 specific tachymeter<br />
*EGT display doesn't work<br />
*oil pressure display doesn't work<br />
<br />
==External Links==<br />
*[http://en.wikipedia.org/wiki/Socata_Rallye Rallye on the wikipedia]<br />
*[http://aeromania.free.fr/pdf/MANEX_MS893E.PDF Rallye MS893E Pilot Operating Handbook]<br />
[[Category:Aircraft]]<br />
[[Category:Aircraft TODO]]<br />
[[Category:Civilian aircraft]]</div>WooT