456 lines
24 KiB
TeX
456 lines
24 KiB
TeX
|
%%
|
||
|
%% getstart.tex -- Flight Gear documentation: Installation and Getting Started
|
||
|
%% Chapter file
|
||
|
%%
|
||
|
%% Written by Michael Basler, started September 1998.
|
||
|
%%
|
||
|
%% Copyright (C) 2002 Michael Basler (pmb@epost.de)
|
||
|
%%
|
||
|
%%
|
||
|
%% This program is free software; you can redistribute it and/or
|
||
|
%% modify it under the terms of the GNU General Public License as
|
||
|
%% published by the Free Software Foundation; either version 2 of the
|
||
|
%% License, or (at your option) any later version.
|
||
|
%%
|
||
|
%% This program is distributed in the hope that it will be useful, but
|
||
|
%% WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
%% MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||
|
%% General Public License for more details.
|
||
|
%%
|
||
|
%% You should have received a copy of the GNU General Public License
|
||
|
%% along with this program; if not, write to the Free Software
|
||
|
%% Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
|
||
|
%%
|
||
|
%% $Id: free.tex,v 0.6 2002/09/09 michael
|
||
|
%% (Log is kept at end of this file)
|
||
|
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\chapter{Want to have a free flight? Take {\FlightGear{}}!\label{free}}
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\section{Yet Another Flight Simulator?}
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\markboth{\thechapter.\hspace*{1mm} WANT TO HAVE A FREE FLIGHT?}{\thesection\hspace*{1mm}
|
||
|
YET ANOTHER FLIGHT SIMULATOR?}
|
||
|
|
||
|
Did you ever want to fly a plane yourself, but lacked the money or ability to do so? Are
|
||
|
you a real pilot looking to improve your skills without having to take off? Do you want
|
||
|
to try some dangerous maneuvers without risking your life? Or do you just want to have
|
||
|
fun with a more serious game without any violence? If any of these questions apply
|
||
|
to you, PC flight simulators are just for you.
|
||
|
|
||
|
You may already have some experience using \Index{Microsoft}'s {\copyright} Flight Simulator
|
||
|
or any other of the commercially available PC flight simulators. As the
|
||
|
price tag of those is usually within the {\$}50 range, buying one of them should not be a
|
||
|
serious problem given that running any serious PC flight simulator requires PC hardware
|
||
|
within the {\$}1500 range, despite dropping prices.
|
||
|
|
||
|
With so many commercially available flight simulators, why would we spend
|
||
|
thousands of hours of programming and design work to build a free flight
|
||
|
simulator? Well, there are many reasons, but here are the major ones:
|
||
|
|
||
|
\begin{itemize}
|
||
|
\item All of the commercial simulators have a serious drawback: they are made
|
||
|
by a small group of developers defining their properties according to what
|
||
|
is important to them and providing limited interfaces to end users. Anyone
|
||
|
who has ever tried to contact a commercial developer would agree that getting
|
||
|
your voice heard in that environment is a major challenge. In contrast,
|
||
|
\FlightGear{} is designed by the people and for the people with everything
|
||
|
out in the open.
|
||
|
\item Commercial simulators are usually a compromise of features and
|
||
|
usability. Most commercial developers want to be able to serve a broad
|
||
|
segment of the population, including serious pilots, beginners, and even
|
||
|
casual gamers. In reality the result is always a compromise due to deadlines
|
||
|
and funding. As \FlightGear{} is free and open, there is no need for such a
|
||
|
compromise. We have no publisher breathing down our necks, and we're all
|
||
|
volunteers that make our own deadlines. We are also at liberty to support
|
||
|
markets that no commercial developer would consider viable, like the
|
||
|
scientific research community.
|
||
|
\item Due to their closed-source nature, commercial simulators keep developers
|
||
|
with excellent ideas and skills from contributing to the products. With
|
||
|
\FlightGear{}, developers of all skill levels and ideas have the potential
|
||
|
to make a huge impact on the project. Contributing to a project as large
|
||
|
and complex as \FlightGear{} is very rewarding and provides the developers
|
||
|
with a great deal of pride in knowing that we are shaping the future of a
|
||
|
great simulator.
|
||
|
\item Beyond everything else, it's just plain fun! I suppose you could
|
||
|
compare us to real pilots that build kit-planes or scratch-builts. Sure,
|
||
|
we can go out a buy a pre-built aircraft, but there's just something special
|
||
|
about building one yourself.
|
||
|
\end{itemize}
|
||
|
|
||
|
The points mentioned above form the basis of why we created \FlightGear{}.
|
||
|
With those motivations in mind, we have set out to create a high-quality
|
||
|
flight simulator that aims to be a civilian,\index{Flight simulator!civilian}
|
||
|
multi-platform,\index{Flight simulator!multi-platform} open,\index{Flight simulator!open}
|
||
|
user-supported,\index{Flight simulator!user-sported} and user-extensible\index{Flight
|
||
|
simulator!user-extensible} platform. Let us take a closer look at each of these
|
||
|
characteristics:
|
||
|
|
||
|
\begin{itemize}
|
||
|
\item \textbf{Civilian:}\index{Flight simulator!civilian} The project is primarily aimed
|
||
|
at civilian flight simulation. It should be appropriate for simulating general aviation
|
||
|
as well as civilian aircraft. Our long-term goal is to have \FlightGear{} FAA-approved as
|
||
|
a flight training device. To the disappointment of some users, it is currently not a
|
||
|
combat simulator; however, these features are not explicitly excluded. We just have
|
||
|
not had a developer that was seriously interested in systems necessary for combat
|
||
|
simulation.
|
||
|
|
||
|
\item\textbf{Multi-platform:}\index{Flight simulator!multi-platform} The
|
||
|
developers are attempting to keep the code as platform-independent as possible. This
|
||
|
is based on their observation that people interested in flight simulations run quite a
|
||
|
variety of computer hardware and operating systems. The present code supports the
|
||
|
following \Index{Operating Systems}:
|
||
|
\begin{itemize}
|
||
|
\item\Index{Linux} (any distribution and platform),
|
||
|
\item\Index{Windows NT/2000/XP} (Intel/AMD platform),
|
||
|
\item\Index{Windows 95/98/ME},
|
||
|
\item\Index{BSD UNIX},
|
||
|
\item\Index{SGI IRIX},
|
||
|
\item\Index{Sun-OS},
|
||
|
\item{Macintosh.}
|
||
|
\end{itemize}
|
||
|
|
||
|
At present, there is no known flight simulator -- commercial or free -- supporting such a
|
||
|
broad range of platforms.
|
||
|
|
||
|
\item\textbf{Open:}\index{Flight simulator!open} The project is not restricted to a
|
||
|
static or elite cadre of developers. Anyone who feels they are able to contribute
|
||
|
is most welcome. The code (including documentation) is copyrighted under the
|
||
|
terms of the \Index{GNU General Public License} (\Index{GPL}).
|
||
|
|
||
|
The \Index{GPL} is often misunderstood. In simple terms it
|
||
|
states that you can copy and freely distribute the program(s) so licensed.
|
||
|
You can modify them if you like and even charge as much money as want to for the
|
||
|
distribution of the modified or original program. However, you must freely provide
|
||
|
the entire source code to anyone who wants it, and it must retain the original copyrights.
|
||
|
In short:
|
||
|
\medskip
|
||
|
|
||
|
\centerline{\textit{''You can do anything with the software except make it non-free''}.}
|
||
|
|
||
|
The full text of the \Index{GPL} can be obtained from the \FlightGear{} source code or from
|
||
|
\medskip
|
||
|
|
||
|
\web{http://www.gnu.org/copyleft/gpl.html}.
|
||
|
\medskip
|
||
|
|
||
|
\item\textbf{User-supported and user-extensible:}\index{Flight simulator!user-supported}
|
||
|
\index{Flight simulator!user-extensible} Unlike most commercial simulators,
|
||
|
\FlightGear{}''s scenery and aircraft formats, internal variables, APIs, and everything
|
||
|
else are user accessible and documented from the beginning. Even without any explicit
|
||
|
development \Index{documentation} (which naturally has to be written at some point),
|
||
|
one can always go to the \Index{source code} to see how something works. It is the
|
||
|
goal of the developers to build a basic engine to which scenery designers, panel
|
||
|
engineers, maybe adventure or ATC routine writers, sound artists, and others can build
|
||
|
upon. It is our hope that the project, including the developers and end users, will
|
||
|
benefit from the creativity and ideas of the hundreds of talented ''simmers'' around
|
||
|
the world.
|
||
|
\end{itemize}
|
||
|
|
||
|
Without doubt, the success of the \Index{Linux} project, initiated by Linus
|
||
|
Torvalds,\index{Torvalds, Linus} inspired several of the developers.
|
||
|
Not only has \Index{Linux} shown that distributed development of highly
|
||
|
sophisticated software projects over the Internet is possible, it has also
|
||
|
proven that such an effort can surpass the level of quality of competing
|
||
|
commercial products.
|
||
|
\medskip
|
||
|
|
||
|
\centerline{\fbox{
|
||
|
\includegraphics[clip,width=12.5cm]{KSFOapp}
|
||
|
}}
|
||
|
|
||
|
\smallskip
|
||
|
\noindent
|
||
|
Fig.\,1: \textit{\FlightGear{} under UNIX: Bad approach to San Francisco International - by one of the authors of this manual\ldots}
|
||
|
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\section{System Requirements}\index{system requirements}
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
In comparison to other recent flight simulators, the \Index{system requirements} for
|
||
|
\FlightGear{} are not extravagant. A decent PIII/800, or something in that range, should be
|
||
|
sufficient given you have a proper 3-D \Index{graphics card}. Additionally, any
|
||
|
modern \Index{UNIX}-type \Index{workstation} with a 3-D graphics card will handle
|
||
|
\FlightGear{} as well.
|
||
|
|
||
|
One important prerequisite for running \FlightGear{} is a graphics card whose driver supports
|
||
|
\Index{OpenGL}. If you don't know what \Index{OpenGL} is, the overview given at the OpenGL website
|
||
|
\medskip
|
||
|
|
||
|
\web{http://www.opengl.org}
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
says it best: ``Since its introduction in 1992, OpenGL has become the
|
||
|
industry's most widely used and supported 2-D and 3-D graphics application programming
|
||
|
interface (API)...''.
|
||
|
|
||
|
\FlightGear{} does not run (and will never run) on a graphics board which only supports
|
||
|
\Index{Direct3D}. Contrary to OpenGL, Direct3D is a proprietary interface, being restricted to
|
||
|
the Windows operating system.
|
||
|
|
||
|
You may be able to run \FlightGear{} on a computer that features a 3-D video card not
|
||
|
supporting hardware accelerated \Index{OpenGL} -- and even on systems without 3-D
|
||
|
graphics hardware at all. However, the absence of hardware accelerated OpenGL support can bring even the fastest machine to its knees. The typical signal for missing hardware acceleration
|
||
|
are \Index{frame rate}s below 1 frame per second.
|
||
|
|
||
|
Any modern 3-D graphics featuring \Index{OpenGL} support will do. For
|
||
|
\Index{Windows} video card drivers that support OpenGL, visit the home page of your video
|
||
|
card manufacturer. You should note that sometimes OpenGL drivers\index{OpenGL!drivers}
|
||
|
are provided by the manufacturers of the graphics chip instead of by the makers of the
|
||
|
board. If you are going to buy a graphics card for running \FlightGear{}, one based on a
|
||
|
NVIDIA chip (TNT X/Geforce X) might be a good choice.
|
||
|
|
||
|
To install the executable and basic scenery, you will need around 50 MB of free \Index{disk
|
||
|
space}. In case you want/have to to compile the program yourself you will need about an additional
|
||
|
500 MB for the source code and for temporary files created during compilation. This does not
|
||
|
include the development environment, which will vary in size depending on the operating system
|
||
|
and environment being used. Windows users can expect to need approximately 300 MB of additional
|
||
|
disk space for the development environment. Linux and other UNIX machines should have most of
|
||
|
the development tools already installed, so there is likely to be little additional space
|
||
|
needed on those platforms.
|
||
|
|
||
|
For the \Index{sound effects}, any capable \Index{sound card} should suffice.
|
||
|
Due to its flexible design, \FlightGear{} supports a wide range of \Index{joysticks} and
|
||
|
\Index{yokes} as well as \Index{rudder pedals} under \Index{Linux} and \Index{Windows}.
|
||
|
\FlightGear{} can also provide interfaces to full-motion flight chairs.
|
||
|
|
||
|
\FlightGear{} is being developed primarily under \Index{Linux}, a free UNIX clone
|
||
|
(together with lots of GNU utilities) developed cooperatively over the Internet in much
|
||
|
the same spirit as \FlightGear{} itself. \FlightGear{} also runs and is partly developed
|
||
|
under several flavors of \Index{Windows}. Building \FlightGear{} is also possible on a Macintosh OSX
|
||
|
and several different UNIX/X11 workstations. Given you have a proper \Index{compiler} installed,
|
||
|
\FlightGear{} can be built under all of these platforms. The primary compiler for all platforms is
|
||
|
the free \Index{GNU C++} compiler (the \Index{Cygnus} \Index{Cygwin} compiler under Win32).
|
||
|
|
||
|
If you want to run \FlightGear{} under Mac OSX we suggest a Power PC G3 300 MHz or better. As a
|
||
|
graphics card we would suggest an ATI Rage 128 based card as a minimum. Joysticks are supported
|
||
|
under Mac OS 9.x only; there is no joystick support under Max OSX at this time.
|
||
|
|
||
|
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\section{Choosing A Version}\index{FlightGear!versions}
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
|
||
|
Concerning the \FlightGear{} source code there exist two branches, a stable branch and a
|
||
|
developmental branch.\index{branch, stable}\index{branch, developmental} Even version numbers
|
||
|
like 0.6, 0.8, and (someday hopefully) 1.0 refer to stable releases, while odd
|
||
|
numbers like 0.7, 0.9, and so on refer to developmental releases. The policy is to only do
|
||
|
bug fixes in the even versions, while new features are generally added to odd-numbered
|
||
|
versions which, after all things have stabilized, will become the next stable release
|
||
|
with a version number calculated by adding 0.1.\label{branches}
|
||
|
|
||
|
To add to the confusion, there usually are several versions of the ''unstable''
|
||
|
branch. First, there is a ''latest official release'' which the pre-compiled binaries are based
|
||
|
on. It is available from
|
||
|
\medskip
|
||
|
|
||
|
\web{ftp://ftp.flightgear.org/pub/fgfs/Source/FlightGear-X.Y.Z.tar.gz}
|
||
|
\medskip
|
||
|
|
||
|
For developers there exist CVS snapshots\index{CVS snapshots}\index{nightly snapshots} of the
|
||
|
source code, available from
|
||
|
\medskip
|
||
|
|
||
|
\web{ftp://www.flightgear.org/pub/flightgear/Devel/Snapshots/}.
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
While theses are quite recent, they may still be sometimes a few days back behind
|
||
|
development. Thus, if you really want to get the very latest and greatest (and, at times,
|
||
|
buggiest) code, you can use a tool called \Index{anonymous cvs}\index{cvs, anonymous}
|
||
|
available from
|
||
|
\medskip
|
||
|
|
||
|
\web{http://www.cvshome.org/}
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
to get the recent code. A detailed description of how to set this up for \FlightGear{}
|
||
|
can be found at
|
||
|
\medskip
|
||
|
|
||
|
\web{http://www.flightgear.org/cvsResources/}.
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
Unfortunately, the system implemented above does not really work as it should. As a matter of
|
||
|
fact, the stable version is usually so much outdated, that it does not at all reflect the state
|
||
|
of development \FlightGear{} has reached. Given that the recent developmental versions on the
|
||
|
other hands may contain bugs (\ldots undocumented features), we recommend using the
|
||
|
''latest official (unstable) release'' for the average user. This is the latest version named at
|
||
|
|
||
|
\web{http://www.flightgear.org/News/};
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
usually this is also the version which the binary distributions\index{distribution!binary}
|
||
|
available at
|
||
|
\medskip
|
||
|
|
||
|
\web{http://www.flightgear.org/Downloads/}
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
are based on. If not otherwise stated, all procedures in this ``Installation and Getting Started''
|
||
|
will be based on these packages.
|
||
|
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\section{Flight Dynamics Models\label{flight models}}\index{flight dynamics model}\index{flight model}
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
Historically, \FlightGear{} has been based on a flight model it inherited (together
|
||
|
with the Navion airplane) from LaRCsim. As this had several limitations (most important,
|
||
|
many characteristics were hard wired in contrast to using configuration files), there were
|
||
|
several attempts to develop or include alternative \Index{flight models}. As a result,
|
||
|
\FlightGear{} supports several different flight models, to be chosen from at runtime.
|
||
|
|
||
|
The most important one is the JSB flight model developed by Jon Berndt. Actually, the JSB
|
||
|
flight model is part of a stand-alone project called \JSBSim, having its home at
|
||
|
\medskip
|
||
|
|
||
|
\web{http://jsbsim.sourceforge.net/}.
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
Concerning airplanes, the JSB flight model at present provides support for a
|
||
|
\Index{Cessna 172}, a \Index{Cessna 182}, a \Index{Cessna 310}, and for an experimental plane
|
||
|
called \Index{X15}. Jon and his group are gearing towards a very accurate flight model, and the
|
||
|
JSB model has become \FlightGear{}'s default flight model.
|
||
|
|
||
|
As an interesting alternative, Christian Mayer developed a flight model of a hot air
|
||
|
balloon. Moreover, Curt Olson integrated a special ''UFO'' slew mode, which
|
||
|
helps you to quickly fly from point A to point B.
|
||
|
|
||
|
Recently, Andrew Ross contributed another flight model called \YASim{}\index{YASim} for
|
||
|
\textit{Yet Another Simulator}. At present, it sports another \Index{Cessna 172}, a
|
||
|
\Index{Turbo 310}, a fairly good \Index{DC-3} model, along with a \Index{Boeing 747},
|
||
|
\Index{Harrier}, and \Index{A4}. \YASim{} takes a fundamentally different approach since it's
|
||
|
based on geometry information rather than aerodynamic coefficients. Where \JSBSim{} will be exact for every situation that is known and flight tested, but may have odd and/or unrealistic behavior outside normal flight, \YASim{} will be sensible and consistent in almost every flight situation, but is likely to differ in performance numbers.
|
||
|
|
||
|
As a further alternative, there is the \Index{UIUC flight model}, developed by a
|
||
|
team at the University of Illinois at Urbana-Champaign. This work was
|
||
|
initially geared toward modeling aircraft in icing conditions\index{icing!modelling} together with a smart icing system to better enable pilots to fly safely in an icing
|
||
|
encounter. While this research continues, the project has expanded to
|
||
|
include modeling ''nonlinear'' aerodynamics, which result in more realism
|
||
|
in extreme attitudes, such as stall and high angle of attack flight. Two
|
||
|
good examples that illustrate this capability are the \Index{Airwave Xtreme 150}
|
||
|
\Index{hang glider} and the 1903 \Index{Wright Flyer}. For the hang glider, throttle can
|
||
|
be use to fly to gliding altitude or Ctrl-U can be used to jump up in
|
||
|
1000-ft increments. Try your hand at the unstable Wright Flyer and don't
|
||
|
stall the canard! Considerable up elevator trim will be required for level
|
||
|
flight. In general, the aerodynamics are probably very close to the
|
||
|
original Wright Flyer as they are partly based on experimental data taken
|
||
|
on a replica tested recently at the NASA Ames Research Center. Also
|
||
|
included are two more models, a \Index{Beech 99} and \Index{Marchetti S-211} jet trainer,
|
||
|
which are older generation UIUC/FGFS models and based on simpler ''linear''
|
||
|
aerodynamics. More details of the UIUC flight model and a list of aircraft
|
||
|
soon to be upgraded can be found on their website at
|
||
|
\medskip
|
||
|
|
||
|
\href{http://amber.aae.uiuc.edu/~m-selig/apasim.html}{http://amber.aae.uiuc.edu/$\tilde{~~}$m-selig/apasim.html}
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
Note that the 3D models of the UIUC airplanes\index{UIUC airplanes!3D models} can be downloaded from a site maintained by Wolfram Kuss
|
||
|
\medskip
|
||
|
|
||
|
\web{http://home.t-online.de/home/Wolfram.Kuss/}
|
||
|
\medskip
|
||
|
|
||
|
It is even possible to drive FlightGear's scene display using an external FDM\index{FDM!external}
|
||
|
running on a different computer -- although this might not be a setup recommended to people just
|
||
|
getting in touch with \FlightGear.
|
||
|
|
||
|
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\section{About This Guide}
|
||
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
\markright{\thesection.\hspace*{1mm} ABOUT THIS GUIDE}
|
||
|
|
||
|
There is little, if any, material in this Guide that is presented here exclusively. You
|
||
|
could even say with Montaigne that we ''merely gathered here a big bunch of other men's
|
||
|
flowers, having furnished nothing of my own but the strip to hold them together''. Most
|
||
|
(but fortunately not all) of the information herein can also be obtained from the
|
||
|
\FlightGear{} web site\index{FlightGear Website} located at
|
||
|
\medskip
|
||
|
|
||
|
\web{http://www.flightgear.org/}
|
||
|
\medskip
|
||
|
|
||
|
Please, keep in mind that there are several mirrors of the \FlightGear{} web sites, all
|
||
|
of which are linked to from the \FlightGear{} homepage listed above.
|
||
|
You may prefer to download \FlightGear{} from a mirror closer to you than from the
|
||
|
main site.
|
||
|
|
||
|
This \textit{\FlightGear{} Installation and Getting Started} manual is intended to be a
|
||
|
first step towards a complete \FlightGear{} documentation\index{FlightGear
|
||
|
documentation}. The target
|
||
|
audience is the end-user who is not interested in the internal workings of \Index{OpenGL}
|
||
|
or in building his or her own scenery. It is our hope, that someday there
|
||
|
will be an accompanying \textit{\FlightGear{} Programmer's Guide}\index{FlightGear
|
||
|
Programmer's Guide} (which could be based on some of the documentation found at
|
||
|
\medskip
|
||
|
|
||
|
\web{http://www.flightgear.org/Docs};
|
||
|
\medskip
|
||
|
|
||
|
\noindent
|
||
|
a \textit{\FlightGear{} Scenery Design Guide},\index{FlightGear Scenery Design Guide}
|
||
|
describing the Scenery tools now packaged as \TerraGear{}; and a \textit{\FlightGear{}
|
||
|
Flight School}\index{FlightGear Flight School} package.
|
||
|
\medskip
|
||
|
|
||
|
As a supplement, we recommend reading the \FlightGear{} FAQ to be found at
|
||
|
|
||
|
\web{http://www.flightgear.org/Docs/FlightGear-FAQ.html}
|
||
|
|
||
|
which has a lot of supplementary information that may not be included in this manual.
|
||
|
|
||
|
\textbf{We kindly ask you to help us refine this document by submitting corrections,
|
||
|
improvements, and suggestions. All users is invited to contribute descriptions of alternative
|
||
|
setups (graphics cards, operating systems etc.). We will be more than happy to include
|
||
|
those into future versions of this \textit{Installation and Getting Started} (of course
|
||
|
not without giving credit to the authors).}
|
||
|
|
||
|
While we intend to continuously update this document, we may not be able to produce a
|
||
|
new version for every single release of {\FlightGear{}}. To do so would require more
|
||
|
manpower that we have now, so please feel free to jump in and help out. We hope to
|
||
|
produce documentation that measures up to the quality of \FlightGear{} itself.
|
||
|
|
||
|
|
||
|
%% Revision 0.00 1998/09/08 michael
|
||
|
%% Initial revision for version 0.53.
|
||
|
%% Revision 0.01 1998/09/20 michael
|
||
|
%% several extensions and corrections
|
||
|
%% revision 0.10 1998/10/01 michael
|
||
|
%% final proofreading for release
|
||
|
%% revision 0.11 1998/11/01 michael
|
||
|
%% minor corrections on platforms, satellite data, OpenGL
|
||
|
%% added Navion pic
|
||
|
%% revision 0.12 1999/03/07 michael
|
||
|
%% update on recent development
|
||
|
%% revision 0.20 1999/06/04 michael
|
||
|
%% updates on recent development, corrections of links
|
||
|
%% revision 0.3 2000/04/20 michael
|
||
|
%% Rewritten for version 0.7.2, many changes, added development since summer 1999,
|
||
|
%% development vs. stable version, split into SimGear/FlightGear/TerraGear
|
||
|
%% Proofread by Jon Berndt
|
||
|
%% revision 0.4 2001/05/12 michael
|
||
|
%% update on development during the last year, corrections on requirements,
|
||
|
%% new sections on different versions and on flight models
|
||
|
%% revision 0.41 2001/07/01 martin & michael
|
||
|
%% comment on external FDM
|
||
|
%% hint to FAQ
|
||
|
%% extended remarks on property manager
|
||
|
%% revision 0.5 2002/01/01 michael
|
||
|
%% several minor updates, corrected links
|
||
|
%% Hint on YASim by Martin
|
||
|
%% Picture KSFOapp added by Martin
|
||
|
%% System requirements contributed from Darrell
|
||
|
%% revision 0.6 2002/02/23 cameron
|
||
|
%% Many, many corrections
|
||
|
%% Rewrote several parts
|
||
|
%% Changed section titles
|
||
|
%% revision 0.6 2002/09/07 michael
|
||
|
%% Added contribution by M Selig on UIUC models
|