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In the following section, we tried to sort some problems according to operating +system, but if you encounter a problem, it may be a wise idea to look beyond +”your” operating system - just in case. If you are experiencing problems, we +would strongly advise you to first check the FAQ maintained by Cameron Moore +at +
http://www.flightgear.org/Docs/FlightGear-FAQ.html. +
Moreover, the source code contains a directory docs-mini containing numerous +ideas on and solutions to special problems. This is also a good place to go for further +reading. +
The best place to look for help is generally the mailing lists, specifically the +[Flightgear-User] mailing list. If you happen to be running a CVS version of +FlightGear, you may want to subscribe to the [Flightgear-Devel] list. Instructions for +subscription can be found at +
http://www.flightgear.org/mail.html. +
It’s often the case that someone has already dealt with the issue you’re dealing with, so it +may be worth your time to search the mailing list archives at +
http://www.mail-archive.com/flightgear-users%40flightgear.org/ +
http://www.mail-archive.com/flightgear-devel%40flightgear.org/. +
There are numerous developers and users reading the lists, so questions are generally +answered. However, messages of the type +
FlightGear does not compile on my system. What shall I do? +
are hard to answer without any further detail given, aren’t they? Here are some things to +consider including in your message when you report a problem: +
One final remark: Please avoid posting binaries to these lists! List subscribers +are widely distributed, and some users have low bandwidth and/or metered +connections. Large messsages may be rejected by the mailing list administrator. +Thanks. + + + +
Second, check if your drivers are properly installed. Several cards need + additional OpenGL support drivers besides the ”native” windows ones. For + more detail check Appendix B. +
Besides check careful the error messages of configure. In several cases + it says what is missing.
Since we don’t have access to all possible flavors of Linux distributions, here are some +thoughts on possible causes of problems. (This Section includes contributions by Kai +Troester.) +
You should also be sure to always keep the latest version of PLIB on your + + + + system. Lots of people have failed miserably to compile FlightGear just + because of an outdated plib. +
chown root.root /usr/local/bin/fgfs ;
+
chmod 4755 /usr/local/bin/fgfs
+
to give the FlightGear binary the proper rights or install the 3DFX module. + The latter is the “clean” solution and strongly recommended! +
libmk4.so.0: cannot open shared object file +
the reason is a missing library package called Metakit. This is provided with + Simgear in packed form. Unpack and install it first.
Another cause of grief might be that you did not download the most recent + versions of the base package files required by FlightGear, or you did not + download any of them at all. Have a close look at this, as the scenery/texture + format is still under development and may change frequently. For more + details, check Chapter 3. +
Next, if you run into trouble at runtime, do not use windows utilities for + unpacking the .tar.gz. If you did, try it in the Cygnus shell with tar + xvfz instead. +
ftp://www.flightgear.org/pub/flightgear/Source/. +
In principle, it should be possible to compile FlightGear with the project + files provided with the source code. +
FlightGear’s graphics engine is based on a graphics library called OpenGL. Its primary +advantage is its platform independence, i. e., programs written with OpenGL support can +be compiled and executed on several platforms, given the proper drivers having been +installed in advance. Thus, independent of if you want to run the binaries only or if you +want to compile the program yourself you must have some sort of OpenGL support +installed for your video card. +
A good review on OpenGL drivers can be found at +
http://www.flightgear.org/Hardware. +
Specific information is collected for windows at +
http://www.x-plane.com/SYSREQ/v5ibm.html +
and for Macintosh at +
http://www.x-plane.com/SYSREQ/v5mac.html. +
An excellent place to look for documentation about Linux and 3-D accelerators is the +Linux Quake HOWTO at +
This should be your first aid in case something goes wrong with your Linux 3-D +setup. +
Unfortunately, there are so many graphics boards, chips and drivers out there that we +are unable to provide a complete description for all systems. Given the present market +dominance of NVIDIA combined with the fact that their chips have indeed been proven +powerful for running FlightGear, we will concentrate on NVIDIA drivers in what +follows. +
Recent Linux distributions include and install anything needed to run OpenGL programs +under Linux. Usually there is no need to install anything else. +
If for whatever reason this does not work, you may try to download the most recent +drivers from the NVIDIA site at +
http://www.nvidia.com/Products/Drivers.nsf/Linux.html + + + +
At present, this page has drivers for all NVIDIA chips for the following Linux +distributions: RedHat 7.1, Redhat 7.0, Redhat 6.2, Redhat 6.1, Mandrake 7.1, Mandrake +7.2, SuSE 7.1, SuSE 7.0 in several formats (.rpm, .tar.gz). These drivers support OpenGL +natively and do not need any additional stuff. +
The page named above contains a detailed README and Installation +Guide giving a step-by-step description, making it unnecessary to copy the material +here. +
Again, you may first try the drivers coming with your graphics card. Usually they should +include OpenGL support. If for whatever reason the maker of your board did not include +this feature into the driver, you should install the Detonator reference drivers made by +NVIDIA (which might be a good idea anyway). These are available in three +different versions (Windows 95/98/ME, Windows 2000, Windows NT) from +
http://www.nvidia.com/products.nsf/htmlmedia/detonator3.html +
Just read carefully the Release notes to be found on that page. Notably do not forget to +uninstall your present driver and install a standard VGA graphics adapter before +switching to the new NVIDIA drivers first. +
With the Glide drivers no longer provided by 3DFX there seems to be little chance to +get it running (except to find older OpenGL drivers somewhere on the net or +privately). All pages which formerly provided official support or instructions for +3DFX are gone now. For an alternative, you may want to check the next section, +though. +
There is now an attempt to build a program which detects the graphics chip on your +board and automatically installs the appropriate OpenGL drivers. This is called +OpenGL Setup and is presently in beta stage. It’s home page can be found at +
We did not try this ourselfes, but would suggest it for those completely +lost. + + + +
Notably, with 3DFX now having been taken over by NVIDIA, manufacturer’s support +already has disappeared. However with XFree86-4.x (with x at least being greater than 1) +Voodoo3 cards are known to be pretty usable in 16 bit colour mode. Newer cards should +work fine as well. If you are still running a version of Xfree86 3.X and run into problems, +consider an upgrade. The recent distributions by Debian or SuSE have been reported to +work well. +
There is excellent support for ATI chips in XFree86-4.1 and greater. Lots of AGP boards +based on the Rage128 chip - from simple Rage128 board to ATI Xpert2000 - are pretty +usuable for FlightGear. Since XFree86-4.1 you can use early Radeon chips - up to +Radeon7500 with XFree86-4.2. +
Setting up proper OpenGL support with a recent Linux distribution should be pretty +simple. As an example SuSE ships everything you need plus some small shell scripts to +adjust the missing bits automagically. If you just want to execute pre-built binaries of +FlightGear, then you’re done by using the supplied FlightGear package plus the +mandantory runtime libraries (and kernel modules). The package manager will tell you +which ones to choose. +
In case you want to run a selfmade kernel, you want to compile FlightGear yourself, +you’re tweaking your X server configuration file yourself or you even run a homebrewn +Linux ”distribution” (this means, you want to compile everything yourself), this chapter +might be useful for you. +
Now let’s have a look at the parts that build OpenGL support on Linux. First there’s a +Linux kernel with support for your graphics adapter. +
Examples on which graphics hardware is supported natively by Open Source drivers +are provided on +
http://dri.sourceforge.net/status.phtml. +
There are a few graphics chip families that are not directly or no more than partly +supported by XFree86, the X window implementation on Linux, because vendors don’t +like to provide programming information on their chips. In these cases - notably +IBM/DIAMOND/now: ATI FireGL graphics boards and NVIDIA GeForce based cards - +you depend on the manufacturers will to follow the ongoing development of the XFree86 + + + +graphics display infrastructure. These boards might prove to deliver impressing +performance but in many cases - considering the CPU’s speed you find in today’s +PC’s - you have many choices which all lead to respectable performance of +FlightGear. +
As long as you use a distribution provided kernel, you can expect to find all +necessary kernel modules at the approriate location. If you compile the kernel yourself, +then you have to take care of two submenues in the kernel configuration menue. You’ll +find them in the ”Character devices” menue. Please notice that AGP support is not +compulsory for hardware accelerated OpenGL support on Linux. This also works quite +fine with some PCI cards (3dfx Voodoo3 PCI for example, in case you still own one). +Although every modern PC graphics card utilizes the AGP ’bus’ for fast data +transfer. +
Besides ”AGP Support” for your chipset - you might want to ask your mainboard +manual which one is on - you defnitely want to activate ”Direct Rendering Manager” +for your garphics board. Please note that recent releases of XFree86 - namely +4.1.0 and higher might not be supported by the DRI included in older Linux +kernels. Also newer 2.4.x kernels from 2.4.8 up to 2.4.17 do not support DRI in +XFree86-4.0.x. +
After building and installing your kernel modules and the kernel itself this task might +be completed by loading the ’agpgart’ module manually or, in case you linked it into the +kernel, by a reboot in purpose to get the new kernel up and running. While booting your +kernel on an AGP capable mainboard you may expect boot messages like this one: +
> Linux agpgart interface v0.99 (c) Jeff Hartmann
+
> gpgart: Maximum main memory to use for agp memory:
+439M
+
> agpgart: Detected Via Apollo Pro chipset
+
> agpgart: AGP aperture is 64M @ 0xe4000000
+ If you don’t encounter such messages on Linux kernel boot, then you might have
+missed the right chipset. Part one of activation hardware accelerated OpenGL support on
+your Linux system is now completed.
+
The second part consists of configuring your X server for OpenGL. This is not a big +deal as it simply consists of to instructions to load the appropriate modules on startup of +the X server. This is done by editing the configuration file /etc/X11/XF86Config. +Today’s Linux distributions are supposed to provide a tool that does this job +for you on your demand. Please make shure there are these two instructions: +
Load ''glx'' + + + +
Load ''dri'' +
in the ”Module” section your X server configuration file. If everything is right +the X server will take care of loading the appropriate Linux kernel module for +DRI support of your graphics card. The right Linux kernel module name is +determined by the ’Driver’ statement in the ”Device” section of the XF86Config. +Please see three samples on how such a ”Device” section should look like: +
Section ''Device'' +
BoardName ''3dfx Voodoo3 PCI'' +
BusID ''0:8:0'' +
Driver ''tdfx'' +
Identifier ''Device[0]'' +
Screen 0 +
VendorName ''3Dfx'' +
EndSection +
Section ''Device'' +
BoardName ''ATI Xpert2000 AGP'' +
BusID ''1:0:0'' +
Driver ''ati'' +
Option ''AGPMode'' ''1'' +
Identifier ''Device[0]'' +
Screen 0 +
VendorName ''ATI'' +
EndSection +
Section ''Device'' +
BoardName ''ATI Radeon 32 MB DDR AGP'' +
BusID ''1:0:0'' +
Driver ''radeon'' +
Option ''AGPMode'' ''4'' +
Identifier ''Device[0]'' +
Screen 0 +
VendorName ''ATI'' +
EndSection + By using the Option ”AGPMode” you can tune AGP performance as long as the +mainboard and the graphics card permit. The BusID on AGP systems should always be +set to ”1:0:0” - because you only have one AGP slot on your board - whereas the PCI +BusID differs with the slot your graphics card has been applied to. ’lspci’ might be your + + + +friend in desperate situations. Also a look at the end of /var/log/XFree86.0.log, which +should be written on X server startup, should point to the PCI slot where your card +resides. +
This has been the second part of installing hardware accelerated OpenGL support on +your Linux box. +
The third part carries two subparts: First there are the OpenGL runtime libraries, +sufficient to run existing appliactions. For compiling FlightGear you also need the suiting +develoment headers. As compiling the whole X window system is not subject to this +abstract we expect that your distribution ships the necessary libraries and headers. In case +you told your package manager to install some sort of OpenGL support you are +supposed to find some OpenGL test utilities, at least there should be ’glxinfo’ or +’gl-info’. +
These commandline utilities are useful to say if the previous steps where successfull. +If they refuse to start, then your package manager missed something because he should +have known that these utilities usually depend on the existence of OpenGL runtime +libraries. If they start, then you’re one step ahead. Now watch the output of this tool and +and have a look at the line that starts with +
If you find something like +
OpenGL renderer string: FireGL2 / FireGL3 (Pentium3) +
or +
OpenGL renderer string: Mesa DRI Voodoo3 20000224 +
or +
OpenGL renderer string: Mesa DRI Radeon 20010402 +
AGP 4x x86 +
OpenGL renderer string: Mesa GLX Indirect +
mind the word ’Indirect’, then it’s you who missed something, because OpenGL gets +dealt with in a software library running solely on your CPU. In this case you might want +to have a closer look at the preceding paragraphs of this chapter. Now please make +shure all necessary libraries are at their proper location. You will need three +OpenGL libraries for running FlightGear. In most cases you will find them in +/usr/lib/: +
/usr/lib/libGL.so.1 +
/usr/lib/libGLU.so.1 +
/usr/lib/libglut.so.3 + + + +
These may be the libraries itself or symlinks to appropriate libraries located in some +other directories. Depending on the distribution you use these libraries might be shipped +in different packages. SuSE for example ships libGL in package ’xf86_glx’, libGLU in +’xf86glu’ and libglut in ’mesaglut’. Additionally for FlightGear you need libplib which is +part of the ’plib’ package. +
For compiling FlightGear yourself - as already mentioned - you need the appropriate +header files which often reside in /usr/include/GL/. Two are necessary for libGL and they +come in - no, not ’xf86glx-devel’ (o.k., they do but they do not work correctly) but in +’mesa-devel’: +
/usr/include/GL/gl.h +
/usr/include/GL/glx.h +
One comes with libGLU in ’xf86glu-devel’: +
/usr/include/GL/glu.h +
and one with libglut in ’mesaglut-devel’ +
/usr/include/GL/glut.h +
The ’plib’ package comes with some more libraries and headers that are too +many to be mentioned here. If all this is present and you have a comfortable +compiler environment, then you are ready to compile FlightGear and enjoy the +result. +
Further information on OpenGL issues of specific XFree86 releases is avaliable here: +
http://www.xfree86.org/<RELEASE NUMBER>/DRI.html +
http://www.precisioninsight.com/piinsights.html +
In case you are missing some ’spare parts’: +
http://dri.sourceforge.net/res.phtml +
OpenGL is pre-installed on Mac OS 9.x and later. You may find a newer version than the +one installed for Mac OS 9.x at +
You should receive the updates automatically for Mac OX 10.x. + + + +
One final word: We would recommend that you test your OpenGL support with one +of the programs that accompany the drivers, to be absolutely confident that +it is functioning well. There are also many little programs, often available as +screen savers, that can be used for testing. It is important that you are confident +in your graphics acceleration because FlightGear will try to run the card as +fast as possible. If your drivers aren’t working well, or are unstable, you will +have difficulty tracking down the source of any problems and have a frustrating +time. + + + +
+ diff --git a/Docs/InstallGuide/html/getstartap3.html b/Docs/InstallGuide/html/getstartap3.html new file mode 100644 index 000000000..7c922655c --- /dev/null +++ b/Docs/InstallGuide/html/getstartap3.html @@ -0,0 +1,1098 @@ + + +The FlightGear project goes back to a discussion among a group of net citizens in 1996 +resulting in a proposal written by David Murr who, unfortunately, dropped out of the +project (as well as the net) later. The original proposal is still available from the +FlightGear web site and can be found under +
http://www.flightgear.org/proposal-3.0.1. +
Although the names of the people and several of the details have changed over time, the +spirit of that proposal has clearly been retained up to the present time. +
Actual coding started in the summer of 1996 and by the end of that year +essential graphics routines were completed. At that time, programming was mainly +performed and coordinated by Eric Korpela from Berkeley University. Early code ran +under Linux as well as under DOS, OS/2, Windows 95/NT, and Sun-OS. This +was found to be quite an ambitious project as it involved, among other things, +writing all the graphics routines in a system-independent way entirely from +scratch. +
Development slowed and finally stopped in the beginning of 1997 when Eric was +completing his thesis. At this point, the project seemed to be dead and traffic on the +mailing list went down to nearly nothing. +
It was Curt Olson from the University of Minnesota who re-launched the project in +the middle of 1997. His idea was as simple as it was powerful: Why invent the +wheel a second time? There have been several free flight simulators available +running on workstations under different flavors of UNIX. One of these, LaRCsim +(developed by Bruce Jackson from NASA), seemed to be well suited to the +approach. Curt took this one apart and re-wrote several of the routines such as to +make them build as well as run on the intended target platforms. The key idea in +doing so was to exploite a system-independent graphics platform: OpenGL. + + + +
Fig. 7: LaRCsim’s Navion is still available in FlightGear. +
In addition, a clever decision on the selection of the basic scenery data was made +in the very first version. FlightGear scenery is created based on satellite data +published by the U. S. Geological Survey. These terrain data are available from +
http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html +
for the U.S., and +
http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html, +
resp., for other countries. Those freely accessible scenery data, in conjunction with +scenery building tools included with FlightGear, are an important feature enabling +anyone to create his or her own scenery. +
This new FlightGear code - still largely being based on the original LaRCsim code - +was released in July 1997. From that moment the project gained momentum again. Here +are some milestones in the more recent development history: +
PLIB underwent rapid development later. It has been distributed as a + separate package by Steve Baker with a much broader range of applications + in mind, since spring 1999. It has provided the basic graphics rendering + engine for FlightGear since fall 1999. +
During development there were several code reorganization efforts. Various code +subsystems were moved into packages. As a result, presetnly code is organized as +follows: +
The base of the graphics engine is OpenGL, a platform independent graphics library. +Based on OpenGL, the Portable Library PLIB provides basic rendering, audio, joystick +etc. routines. Based on PLIB is SimGear, which includes all of the basic routines +required for the flight simulator as well as for building scenery. On top of SimGear there +are (i) FlightGear (the simulator itself), and (ii) TerraGear, which comprises the scenery +building tools. +
This is by no means an exhaustive history and most likely some people who have +made important contributions have been left out. Besides the above-named contributions +there was a lot of work done concerning the internal structure by: Jon S. Berndt, Oliver +Delise, Christian Mayer, Curt Olson, Tony Peden, Gary R. Van Sickle, Norman Vine, and +others. A more comprehensive list of contributors can be found in Chapter C as well as in +the Thanks file provided with the code. Also, the FlightGear Website contains a +detailed history worth reading of all of the notable development milestones at +
http://www.flightgear.org/News/ +
Did you enjoy the flight? In case you did, don’t forget those who devoted hundreds of +hours to that project. All of this work is done on a voluntary basis within spare +time, thus bare with the programmers in case something does not work the +way you want it to. Instead, sit down and write them a kind (!) mail proposing +what to change. Alternatively, you can subscribe to the FlightGear mailing + + + +lists and contribute your thoughts there. Instructions to do so can be found at +
http://www.flightgear.org/mail.html. +
Essentially there are two lists, one of which being mainly for the developers and the other +one for end users. Besides, there is a very low-traffic list for announcements. +
The following names the people who did the job (this information was essentially taken +from the file Thanks accompanying the code). +
A1 Free Sounds (techie@mail.ev1.net)
+
Granted permission for the flightgear project to use some of the sound effects from their
+site. Homepage under
+
Raul Alonzo (amil@las.es)
+
Mr. Alonzo is the author of Ssystem and provided his kind permission for using the
+moon texture. Parts of his code were used as a template when adding the texture.
+Ssystem Homepage can be found at:
+
http://www1.las.es/ amil/ssystem.
+
Michele America (nomimarketing@mail.telepac.pt)
+
Contributed to the HUD code.
+
Michael Basler (pmb@epost.de)
+
Author of Installation and Getting Started. Flight Simulation Page at
+
http://www.geocities.com/pmb.geo/flusi.htm +
Jon S. Berndt (jsb@hal-pc.org)
+
Working on a complete C++ rewrite/reimplimentation of the core FDM. Initially he is
+using X15 data to test his code, but once things are all in place we should be able to
+simulate arbitrary aircraft. Jon maintains a page dealing with Flight Dynamics at:
+
http://jsbsim.sourceforge.net +
Special attention to X15 is paid in separate pages on this site. Besides, Jon contributed +via a lot of suggestions/corrections to this Guide. +
Paul Bleisch (pbleisch@acm.org)
+
Redid the debug system so that it would be much more flexible, so it could be easily
+disabled for production system, and so that messages for certain subsystems could be
+selectively enabled. Also contributed a first stab at a config file/command line parsing
+system.
+
+
+
+
Jim Brennan (jjb@kingmont.com)
+
Provided a big chunk of online space to store USA scenery for FlightGear.
+
Bernie Bright (bbright@c031.aone.net.au)
+
Many C++ style, usage, and implementation improvements, STL portability and much,
+much more. Currently he is trying to create a BeOS port. Added threading support and a
+threaded tile pager.
+
Bernhard H. Buckel (buckel@mail.uni-wuerzburg.de)
+
Contributed the README.Linux. Contributed several sections to earlier versions of
+Installation and Getting Started.
+
Gene Buckle (geneb@deltasoft.com)
+
A lot of work getting FlightGear to compile with the MSVC++ compiler. Numerous
+hints on detailed improvements.
+
Ralph Carmichael (ralph@pdas.com)
+
Support of the project. The Public Domain Aeronautical Software web site at
+
has the PDAS CD-ROM for sale containing great programs for astronautical +engineers. +
Didier Chauveau (chauveau@math.univ-mlv.fr)
+
Provided some initial code to parse the 30 arcsec DEM files found at:
+
http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html. +
John Check (j4strngs@rockfish.net)
+
John maintains the base package CVS repository. He contributed cloud textures, wrote an
+excellent Joystick howto as well as a panel howto. Moreover, he contributed new
+instrument panel configurations. FlightGear page at
+
Dave Cornish (dmc@halcyon.com)
+
Dave created new cool runway textures.
+
Oliver Delise (delise@mail.isis.de)
+
Started a FAQ, Documentation, Public relations. Working on adding some
+networking/multi-user code. Founder of the FlightGear MultiPilot Project at
+
http://www.isis.de/members/ odelise/progs/flightgear.
+
+
+
+
Jean-Francois Doue
+
Vector 2D, 3D, 4D and Matrix 3D and 4D inlined C++ classes. (Based on Graphics
+Gems IV, Ed. Paul S. Heckbert)
+
http://www.animats.com/simpleppp/ftp/public_html/topics/developers.html. +
Dave Eberly (eberly@magic-software.com)
+
Contributed some sphere interpolation code used by Christian Mayer’s weather data
+base system. On Dave’s web site there are tons of really useful looking code at
+
http://www.magic-software.com. +
Francine Evans (evans@cs.sunysb.edu) +
http://www.cs.sunysb.edu/~evans/stripe.html +
Wrote the GPL’d tri-striper. +
Oscar Everitt (bigoc@premier.net)
+
Created single engine piston engine sounds as part of an F4U package for FS98. They
+are pretty cool and Oscar was happy to contribute them to our little project.
+
Bruce Finney (bfinney@gte.net)
+
Contributed patches for MSVC5 compatibility.
+
Jean-loup Gailly and Mark Adler (zlib@gzip.org)
+
Authors of the zlib library. Used for on-the-fly compression and decompression
+routines,
+
http://www.cdrom.com/pub/infozip/zlib/. +
Mohit Garg (theprotean_1@hotmail.com)
+
Contributed to the manual.
+
Thomas Gellekum (tg@ihf.rwth-aachen.de)
+
Changes and updates for compiling on FreeBSD.
+
Neetha Girish (neethagirish@usa.net)
+
Contributed the changes for the xml configurable HUD.
+
Jeff Goeke-Smith (jgoeke@voyager.net)
+
Contributed our first autopilot (Heading Hold). Better autoconf check for external
+timezone/daylight variables.
+
Michael I. Gold (gold@puck.asd.sgi.com)
+
Patiently answered questions on OpenGL.
+
+
+
+
Habibe (habibie@MailandNews.com)
+
Made RedHat package building changes for SimGear.
+
Mike Hill (mikehill@flightsim.com)
+
For allowing us to concert and use his wonderful planes, available form
+
http://www.flightsimnetwork.com/mikehill/home.htm, +
for FlightGear. +
Erik Hofman (erik.hofman@a1.nl)
+
Contributed SGI IRIX support and binaries.
+
Charlie Hotchkiss (clhotch@pacbell.net)
+
Worked on improving and enhancing the HUD code. Lots of code style tips and code
+tweaks.
+
Bruce Jackson (NASA) (e.b.jackson@larc.nasa.gov) +
http://dcb.larc.nasa.gov/www/DCBStaff/ebj/ebj.html +
Developed the LaRCsim code under funding by NASA which we use to provide the +flight model. Bruce has patiently answered many, many questions. +
Ove Kaaven (ovek@arcticnet.no)
+
Contributed the Debian binary.
+
Richard Kaszeta (bofh@me.umn.edu)
+
Contributed screen buffer to ppm screen shot routine. Also helped in the early
+development of the ”altitude hold autopilot module” by teaching Curt Olson the basics of
+Control Theory and helping him code and debug early versions. Curt’s ”Boss” Bob
+Hain (bob@me.umn.edu) also contributed to that. Further details available at:
+
http://www.menet.umn.edu/ curt/fgfs/Docs/Autopilot/AltitudeHold/AltitudeHold.html. +
Rich’s Homepage is at +
http://www.menet.umn.edu/ kaszeta. +
Tom Knienieder (tom@knienieder.com)
+
Ported the audio library first to OpenBSD and IRIX and after that to Win32.
+
Reto Koradi (kor@mol.biol.ethz.ch) +
http://www.mol.biol.ethz.ch/~kor +
Helped with setting up fog effects. + + + +
Bob Kuehne (rpk@who.net)
+
Redid the Makefile system so it is simpler and more robust.
+
Kyler B Laird (laird@ecn.purdue.edu)
+
Contributed corrections to the manual.
+
David Luff (david.luff@nottingham.ac.uk)
+
Contributed heavily to the IO360 piston engine model.
+
Christian Mayer (flightgear@christianmayer.de)
+
Working on multi-lingual conversion tools for fgfs as a demonstration of technology.
+Contributed code to read Microsoft Flight Simulator scenery textures. Christian is
+working on a completely new weather subsystem. Donated a hot air balloon to the
+project.
+
David Megginson (david@megginson.com)
+
Contributed patches to allow mouse input to control view direction yoke. Contributed
+financially towards hard drive space for use by the flight gear project. Updates to
+README.running. Working on getting fgfs and ssg to work without textures. Also
+added the new 2-D panel and the save/load support. Further, he developed new panel
+code, playing better with OpenGL, with new features. Developed the property manager
+and contributed to joystick support.
+
Cameron Moore (cameron@unbeatenpath.net)
+
FAQ maintainer. Reigning list administrator. Provided man pages.
+
Eric Mitchell (mitchell@mars.ark.com)
+
Contributed some topnotch scenery textures being all original creations by him.
+
Alan Murta (amurta@cs.man.ac.uk) +
http://www.cs.man.ac.uk/aig/staff/alan/software/ +
Created the Generic Polygon Clipping library. +
Phil Nelson (phil@cs.wwu.edu)
+
Author of GNU dbm, a set of database routines that use extendible hashing and work
+similar to the standard UNIX dbm routines.
+
Alexei Novikov (anovikov@heron.itep.ru)
+
Created European Scenery. Contributed a script to turn fgfs scenery into beautifully
+rendered 2-D maps. Wrote a first draft of a Scenery Creation Howto.
+
Curt Olson (curt@flightgear.org)
+
Primary organization of the project.
+
+
+
+
First implementation and modifications based on LaRCsim.
+
Besides putting together all the pieces provided by others mainly concentrating on the
+scenery subsystem as well as the graphics stuff. Homepage at
+
http://www.menet.umn.edu/ curt/ +
noindent Brian Paul
+
We made use of his TR library and of course of Mesa:
+
http://www.mesa3d.org/brianp/TR.html, http://www.mesa3d.org +
Tony Peden (apeden@earthlink.net)
+
Contributions on flight model development, including a LaRCsim based Cessna 172.
+Contributed to JSBSim the initial conditions code, a more complete standard atmosphere
+model, and other bugfixes/additions. His Flight Dynamics page can be found at:
+
http://www.nwlink.com/ apeden.
+
Robin Peel (robin@cpwd.com)
+
Maintains worldwide airport and runway database for FlightGear as well as X-Plane.
+
Alex Perry (alex.perry@ieee.org)
+
Contributed code to more accurately model VSI, DG, Alticude. Suggestions for
+improvements of the layout of the simulator on the mailing list and help on
+documentation.
+
Friedemann Reinhard (mpt218@faupt212.physik.uni-erlangen.de)
+
Development of an early textured instrument panel.
+
Petter Reinholdtsen (pere@games.no)
+
Incorporated the GNU automake/autoconf system (with libtool). This should streamline
+and standardize the build process for all UNIX-like platforms. It should have little
+effect on IDE type environments since they don’t use the UNIX make system.
+
William Riley (riley@technologist.com)
+
Contributed code to add ”brakes”. Also wrote a patch to support a first joystick with
+more than 2 axis.
+
Andy Ross (andy@plausible.org)
+
Contributed a new configurable FDM called YASim (Yet Another Fligth Dynamics
+Simulator, based on geometry information rather than aerodynamic coefficients.
+
Paul Schlyter (pausch@saaf.se)
+
Provided Durk Talsma with all the information he needed to write the astro code. Mr.
+
+
+
+Schlyter is also willing to answer astro-related questions whenever one needs to.
+
Chris Schoeneman (crs@millpond.engr.sgi.com)
+
Contributed ideas on audio support.
+
Phil Schubert (philip@zedley.com)
+
Contributed various textures and engine modelling.
+
http://www.zedley.com/Philip/index.htm. +
Jonathan R Shewchuk (Jonathan_R_Shewchuk@ux4.sp.cs.cmu.edu)
+
Author of the Triangle program. Triangle is used to calculate the Delauney triangulation
+of our irregular terrain.
+
Gordan Sikic (gsikic@public.srce.hr)
+
Contributed a Cherokee flight model for LaRCsim. Currently is not working and needs to
+be debugged. Use configure --with-flight-model=cherokee to build the
+cherokee instead of the Cessna.
+
Michael Smith (msmith99@flash.net)
+
Contributed cockpit graphics, 3-D models, logos, and other images. Project Bonanza
+
http://members.xoom.com/ConceptSim/index.html. +
Durk Talsma (d.talsma@chello.nl)
+
Accurate Sun, Moon, and Planets. Sun changes color based on position in sky. Moon has
+correct phase and blends well into the sky. Planets are correctly positioned and have
+proper magnitude. Help with time functions, GUI, and other things. Contributed 2-D
+cloud layer. Website at
+
http://people.a2000.nl/dtals. +
UIUC - Department of Aeronautical and Astronautical Engineering
+
Contributed modifications to LaRCsim to allow loading of aircraft parameters
+from a file. These modifications were made as part of an icing research project.
+
Those did the coding and made it all work:
+
Jeff Scott jscott@students.uiuc.edu
+
Bipin Sehgal bsehgal@uiuc.edu
+
Michael Selig m-selig@uiuc.edu
+
+
+
+
Moreover, those helped to support the effort:
+
Jay Thomas jthomas2@uiuc.edu
+
Eunice Lee ey-lee@students.uiuc.edu
+
Elizabeth Rendon mdfhoyos@md.impsat.net.co
+
Sudhi Uppuluri suppulur@students.uiuc.edu
+
http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html +
Provided geographic data used by this project. +
Mark Vallevand (Mark.Vallevand@UNISYS.com)
+
Contributed some METAR parsing code and some win32 screen printing routines.
+
Gary R. Van Sickle (tiberius@braemarinc.com)
+
Contributed some initial GameGLUT support and other fixes. Has done some interesting
+preliminary work on a binary file format. Check
+
http://www.woodsoup.org/projs/ORKiD/fgfs.htm. +
Martin Spott (Martin.Spott@uni-duisburg.de)
+
Co-Author of the ”Getting Started”.
+
Norman Vine (nhv@yahoo.com)
+
Provided more numerous URL’s to the ”FlightGear Community”. Many performance
+optimizations throughout the code. Many contributions and much advice for the scenery
+generation section. Lots of Windows related contributions. Contributed wgs84 distance
+and course routines. Contributed a great circle route autopilot mode based on wgs84
+routines. Many other GUI, HUD and autopilot contributions. Patch to allow mouse
+input to control view direction. Ultra hires tiled screen dumps. Contributed the
+initial ’goto airport’ and ’reset’ functions and the initial http image server code
+
Roland Voegtli (webmaster@sanw.unibe.ch)
+
Contributed great photorealistic textures. Founder of European Scenery Project for
+X-Plane:
+
http://www.g-point.com/xpcity/esp/ +
Carmelo Volpe (carmelo.volpe@mednut.ki.se)
+
Porting FlightGear to the Metro Works development environment (PC/Mac).
+
Darrell Walisser (dwaliss1@purdue.edu)
+
Contributed a large number of changes to porting FlightGear to the Metro Works
+
+
+
+development environment (PC/Mac). Finally produced the first Macintosh port.
+Contributed to the Mac part of Getting Started, too.
+
Ed Williams (Ed_Williams@compuserve.com).
+
Contributed magnetic variation code (impliments Nima WMM 2000). We’ve also
+borrowed from Ed’s wonderful aviation formulary at various times as well. Website at
+http://www.best.com/ williams/index.html,
+
Jean-Claude Wippler (jcw@equi4.com)
+
Author of MetaKit - a portable, embeddible database with a portable data file format
+used in FlightGear. Please see the following URL for more info:
+
http://www.equi4.com/metakit +
While FlightGear no longer uses Woodsoup servies we appreciate the support +provied to our project during the time they hosted us. Once they provided computing +resources and services so that the FlightGear project could have a real home. +
Robert Allan Zeh (raz@cmg.FCNBD.COM)
+
Helped tremendously in figuring out the Cygnus Win32 compiler and how to link with
+.dll’s. Without him the first run-able Win32 version of FlightGear would have been
+impossible.
+
If you read (and, maybe, followed) this guide up to this point you may probably agree: +FlightGear, even in its present state, is not at all for the birds. It is already a flight +simulator which sports even several selectable flight models, several planes with +panels and even a HUD, terrain scenery, texturing, all the basic controls and +weather. +
Despite, FlightGear needs - and gets - further development. Except internal tweaks, +there are several fields where FlightGear needs basics improvement and development. A +first direction is adding airports, streets, and more of those things bringing scenery to real +life and belonging to realistic airports. Another task is further implementation of the +menu system, which should not be too hard with the basics being working now. A +lot of options at present set via command line or even during compile time +should finally make it into menu entries. Finally, FlightGear lacks any ATC until +now. +
There are already people working in all of these directions. If you’re a programmer +and think you can contribute, you are invited to do so. + + + +
First, I was very glad to see Martin Spott entering the documentation effort. Martin +provided not only several updates and contributions (notably in the OpenGL section) on +the Linux side of the project but also several general ideas on the documentation in +general +
Besides, I would like to say special thanks to Curt Olson, whose numerous scattered +Readmes, Thanks, Webpages, and personal eMails were of special help to me and were +freely exploited in the making of this booklet. +
Next, Bernhard Buckel wrote several sections of early versions of that Guide and +contributed at lot of ideas to it. +
Jon S. Berndt supported me by critical proofreading of several versions of the +document, pointing out inconsistences and suggesting improvements. +
Moreover, I gained a lot of help and support from Norman Vine. Maybe, without +Norman’s answers I would have never been able to tame different versions of the Cygwin +- FlightGear couple. +
We were glad, our Mac expert Darrell Walisser contributed the section on +compiling under Mac OS X. In addition he submitted several Mac related hints and +fixes. +
Further contributions and donations on special points came from John Check, +(general layout), Oliver Delise (several suggestions including notes on that chapter), +Mohit Garg (OpenGL), Kyler B. Laird (corrections), Alex Perry (OpenGL), and Kai +Troester (compile problems). +
Besides those whose names got lost withing the last-minute-trouble we’d like to +express our gratitude to the following people for contributing valuable ’bug +fixes’ to this version of Getting Started (in random order): Cameron Moore, +Melchior Franz, David Megginson, Jon Berndt, Alex Perry, Andy Ross, Erik +Hofman. + + + + + + + +
+ diff --git a/Docs/InstallGuide/html/getstartch1.html b/Docs/InstallGuide/html/getstartch1.html new file mode 100644 index 000000000..26f8c4742 --- /dev/null +++ b/Docs/InstallGuide/html/getstartch1.html @@ -0,0 +1,480 @@ + + +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 not killing any people? If any of these questions applies, PC +flight simulators are just for you. +
You already may have some experience using Microsoft’s © 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 a hardware within the $1500 range, +despite dropping prices, at least. + + + +
Why then that effort of spending hundreds or thousands of hours of programming to +build a free simulator? Obviously there must be good reason to do so: +
The above-mentioned points make FlightGear superior to its competitors in several +respect. FlightGear aims to be a civilian, multi-platform, open, user-supported, +user-extensible platform. + + + +
Fig. 1: FlightGear under UNIX: Bad approach to San Francisco International - by one of +the authors of this manual. . . +
At present, there is no known flight simulator - commercial or free - supporting + such a broad range of platforms. +
The 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. You + are even allowed to charge as much money for the distribution of the modified or + original program as you want. However, you must distribute it complete with the + entire source code and it must retain the original copyrights. In short: +
Without doubt, the success of the Linux project initiated by Linus Torvalds inspired +several of the developers. Not only has it shown that distributed development of even +highly sophisticated software projects over the Internet is possible. +
In comparison to other recent flight simulators the system requirements for FlightGear +are not extravagant. A decent PII/400 or something in that range should be sufficient, +given you have a proper 3-D graphics card. On the other hand, any modern +UNIX-type workstation with a 3D graphics card will handle FlightGear as +well. +
One important prerequisite for running FlightGear is a graphics card whose driver +supports OpenGL. If you don’t know what OpenGL is, the overview given at the +OpenGL web site +
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 supporting +Direct3D only. 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 OpenGL - and even on systems without +3-D graphics hardware at all. However, the absence of hardware accelerated +OpenGL support can force even the fastest machine to its knees. The typical +signal for missing hardware acceleration are frame rates below 1 frame per +second. +
Any more recent 3-D graphics featuring hardware OpenGL will do. For Windows +video card drivers that support OpenGL, visit the home page of your video card +manufacturer. You should note, that sometimes 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 disk +space. In case you want/have to to compile the program yourself you will need additional +about 500 MB for the source code and for temporary files created during compilation. +This does not yet include the development environment, which possibly may have to be +installed under Windows yet, and which amounts to additional around 300 MB, +depending on the installed packages. +
For the sound effects any capable sound card should suffice. Based on its flexible +concept, FlightGear supports a wide range of joysticks or yokes as well esd rudder +pedals under Linux as well as under Windows. +
FlightGear is being developed primarily under 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 Windows. Building FlightGear is possible on a Macintosh (OSX) and on +several UNIX/X11 workstations, as well. Given you have a proper compiler installed, +FlightGear can be built under all of these platforms. The primary compiler +for all platforms is the free GNU C++ compiler (the Cygnus compiler under +Win32). +
If you want to run FlightGear under Mac OS X 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 available (yet). +
Concerning the FlightGear source code there exist two branches, a stable one and a +developmental branch. 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. +
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 +
For developers there exist CVS snapshots of the source code, available from + + + +
ftp://www.flightgear.org/pub/flightgear/Devel/Snapshots/. +
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 anonymous cvs available from +
to get the recent code. A detailed description of how to set this up for FlightGear can be +found at +
http://www.flightgear.org/cvsResources/. +
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 +thee stated of development FlightGear has reached. Given that the recent developmental +versions on the other hands may contain bugs (. . . undocumented features), we +recommend using the ”latest official (unstable) release” for the average user. This is the +latest version named at +
http://www.flightgear.org/News/; +
usually this is also the version which the binary distributions available at +
http://www.flightgear.org/Downloads/ +
are based on. If not otherwise stated, all procedures in this ”Installation and Getting +Started” will be based on these packages. +
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 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 +
http://jsbsim.sourceforge.net/. + + + +
Concerning airplanes, the JSB flight model at present provides support for a Cessna 172, +a Cessna 182, a Cessna 310, and for an experimental plane called 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 slew mode called Magic Carpet, +which helps you to quickly fly from point A to point B. +
Recently, Andrew Ross contributed another flight model called YASim for Yet +another simulator. At present, it sports another Cessna 172, a Turbo 310, a fairly ggod +DC-3 model, along with a Boeing 747, Harrier, and 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 UIUC flight model, developed by a team from the +University of Illinois, independently from FlightGear in the beginning (while now using +it for their simulations). This project aims at studying the simulation of aircraft icing. Its +home is at +
http://amber.aae.uiuc.edu/ jscott/sis/. +
The UIUC provides a host of different aircraft including several Cessna C172, a Learjet +24, a Twin Otter and much more. To get an idea, you may check the folder +Aircraft-UIUC of the FlightGear path. +
Please note, that the UIUC models do not have a working gear. So you might +experience some difficulties when starting from a runway. At least the nose gear will be +too weak and the airplane will fall on it’s nose. This can be circumvented by pulling the +stick more than usual for a while. +
It is even possible to drive FlightGear’s scene display using an external FDM running +on a different computer - although this might not be a setup recommended to people just +getting in touch with FlightGear. +
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 can as well be obtained from the FlightGear +web site located at: + + + +
Please, keep in mind that there are several mirrors to all FlightGear Web sites, being +listed on this page. Sometimes it is preferred to download from them than from the +original place. +
However, a neatly printed manual is arguably preferable over loosely scattered Readme +files by some people, and those people may acknowledge the effort. +
This FlightGear Installation and Getting Started manual is intended to be a first step +towards a more complete FlightGear documentation (with the other parts, hopefully, to +be written by others). The target audience is the end-user who is not interested in +the internal workings of OpenGL or in building his or her own scenery, for +instance. It is our hope, that someday there will be an accompanying FlightGear +Programmer’s Guide (which could be based on some of the documentation found at +
http://www.flightgear.org/Docs; +
a FlightGear Scenery Design Guide, describing the Scenery tools now packaged as +TerraGear; and a FlightGear Flight School, at least. +
As a supplement, we recommend reading the FlightGear FAQ to be found +at +
http://www.flightgear.org/Docs/FlightGear-FAQ.html +
which has a lot of supplementary information to (and, at times, more recent than) the +present document. +
We kindly ask you to help me refine this document by submitting corrections, +improvements, and more. Any user 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 Installation and Getting Started (of +course not without giving credit to the authors). +
While we intend to continuously update this document at least for the foreseeable +future, supposedly we will not be able to produce a new one for any single release of +FlightGear. While we are watching the mailing lists, it would help if developers adding +new functionality would send us a short note. + + + +
+ diff --git a/Docs/InstallGuide/html/getstartch2.html b/Docs/InstallGuide/html/getstartch2.html new file mode 100644 index 000000000..7d7a2f04b --- /dev/null +++ b/Docs/InstallGuide/html/getstartch2.html @@ -0,0 +1,657 @@ + + +This central chapter describes how to build FlightGear on several systems. In case you +are on a Win32 (i. e. Windows95/98/ME/NT/2000/XP) platform or any of the other +platforms which binary executables are available for, you may not want to go though that +potentially troublesome process but skip that chapter instead and straightly +go to the next one. (Not everyone wants to build his or her plane himself or +herself, right?) However, there may be good reason for at least trying to build the +simulator: +
On the other hand, compiling FlightGear is not a task for novice users. Thus, if you’re a +beginner (we all were once) on a platform which binaries are available for, we +recommend postponing this task and just starting with the binary distribution to get you +flying. +
As you will notice, this Chapter is far from being complete. Basically, we describe +compiling for two operating systems only, Windows and Linux, and for only one +compiler, the GNU C compiler. FlightGear has been shown to be built under different +compilers (including Microsoft Visual C) as well as different systems (Macintosh) as +well. The reason for these limitations are: +
You might want to check Section A, Missed approach, if anything fails during +compilation. In case this does not help we recommend sending a note to one of the +mailing lists (for hints on subscription see Chapter C). +
There are several Linux distributions on the market, and most of them should work. +Some come even bundled with (often outdated) versions of FlightGear. However, if you +are going to download or buy a distribution, Debian (Woody) is suggested by most +people. SuSE works well, too. +
Contrary to Linux/Unix systems, Windows usually comes without any development +tools. This way, you first have to install a development environment. On Windows, in a +sense, before building the plane you will have to build the plant for building planes. +This will be the topic of the following section, which can be omitted by Linux +users. +
There is a powerful development environment available for Windows and this +even for free: The Cygnus development tools, resp. Cygwin. Their home is at +
http://sources.redhat.com/cygwin/, +
and it is always a good idea to check back what is going on there now and then. +
Nowadays, installing Cygwin is nearly automatic. First, make sure the drive you want +Cygwin, PLIB, SimGear and FlightGear to live on, has nearly 1 GB of free disk space. +Create a temporary directory and download the installer from the site named +above to that directory. (While the installer does an automatic installation of the +Cygnus environment, it is a good idea to download a new installer from time to +time.) +
Invoke the installer now. It gives you three options. To avoid having to download +stuff twice in case of a re-installation or installation on a second machine, we highly +recommended to take a two-step procedure. First, select the option Download +from Internet. Insert the path of your temporary directory, your Internet +connection settings and then choose a mirror form the list. Near servers might +be preferred, but may be sometimes a bit behind with mirroring. We found +
a very recent and fast choice. In the next windows the default settings are usually a good +start. Now choose Next, sit back and wait. + + + +
If you are done, invoke the installer another time, now with the option Install +from local directory. After confirming the temporary directory you can +select a root directory (acting as the root directory of your pseudo UNIX file +system). Cygnus does not recommend taking the actual root directory of a drive, +thus choose c:/Cygwin (while other drives than c: work as well). Now, all +Cygwin stuff and all FlightGear stuff lives under this directory. In addition, +select +
Default text file type: Unix +
You are free to install the compiler for all users or just for you. +
As a final step you should include the binary directory (for instance: +c:/Cygwin/bin) into your path by adding path=c:\Cygwin\bin in your +autoexec.bat under Windows 95/98/ME. Under WindowsNT/2000/XP, use the +Extended tab under the System properties page in Windows control +panel. There you’ll find a button Environment variables, where you can add +the named directory. +
Now you are done. Fortunately, all this is required only once. At this point you have a +nearly UNIX-like (command line) development environment. Because of this, the +following steps are nearly identical under Windows and Linux/Unix. +
A preliminary remark: For UNIX, make sure you have all necessary OpenGL libraries +first. Fortunately on all recent Linux distributions (i.e. SuSE-7.1) these are already put on +the right place. Be sure to install the proper package. Besides the basic X11 +stuff you want to have - SuSE as an example - the following packages: mesa, +mesa-devel, mesasoft, xf86_glx, xf86glu, xf86glu-devel, mesaglut, mesaglut-devel and +plib. +
Also you are expected to have a bunch of tools installed that are usually required to +compile the Linux kernel. So you may use the Linux kernel source package top +determine the required dependencies. The following packages might prove to be useful +when fiddling with the FlightGear sources: automake, autoconf, libtool, bison, flex and +some more, that are not required to build a Linux kernel. +
Please compare the release of the Plib library with the one that ships with your Linux +distribution. It might be the case that FlightGear requires a newer one that is not yet +provided by your vendor. +
Under Windows, the required libraries should have been installed with the Cygwin +installation above. +
The following steps are identical under Linux/Unix and under Windows with minor +modifications. Under Windows, just open the Cygwin icon from the Start menu or from + + + +the desktop to get a command line. +
To begin with, the FlightGear build process is based on four packages which you +need to built and installed in this order: +
cd:/usr/local/ +
mkdir source +
http://plib.sourceforge.net/ +
to /usr/local/source. Change to that directory and unpack PLIB + using +
tar xvfz plib-X.X.X.tar.gz. +
cd into plib-X.X.X and run +
./configure
+
make
+
make install.
+
Under Linux, you have to become root for being able to make install, + for instance via the su command. + + + +
Confirm you now have PLIB’s header files (as ssg.h etc.) under + /usr/include/plib (and nowhere else). +
ftp://ftp.simgear.org/pub/simgear/Source/ +
Download it to /usr/local/source. Change to that directory and + unpack SimGear using +
tar xvfz SimGear-X.X.X.tar.gz. +
cd into SimGear-X.X.X and run +
./configure
+
make
+
make install
+
Again, under Linux, you have to become root for being able to make + install, for instance via the su command. +
ftp://www.flightgear.org/pub/flightgear/Source/ +
and download it to /usr/local/source. Unpack FlightGear using +
tar xvfz FlightGear-X.X.X.tar.gz. +
cd into FlightGear-X.X.X and run +
./configure +
configure knows about numerous options, with the more relevant ones to be + specified via switches as +
A good choice would be --prefix=/usr/local/FlightGear. In this case + FlightGear’s binaries will live under /usr/local/FlightGear/bin. (If you + don’t specify a --prefix the binaries will go into /usr/local/bin while + the base package files are expected under /usr/local/lib/FlightGear.) +
Assuming configure finished successfully, run +
make
+
make install.
+
Again, under Linux, you have to become root for being able to make install, + for instance via the su command. +
Note: You can save a significant amount of space by stripping all the debugging + symbols off the executable. To do this, make a +
cd /usr/local/FlightGear/bin +
to the directory in the install tree where your binaries live and run +
strip *.
This completes building the executable and should result in a file fgfs (Unix) or +fgfs.exe (Windows) under /usr/local/FlightGear/bin +
Note: If for whatever reason you want to re-build the simulator, use the command make +distclean either in the SimGear-X.X.X or in the FlightGear-X.X.X directory +to remove all the build. If you want to re-run configure (for instance because of +having installed another version of PLIB etc.), remove the files config.cache from +these same directories before. + + + +
For compiling under Mac OS 10.1 you will need +
This will need a bit more bravery than building under Windows or Linux. First, there are +less people who tested it under sometimes strange configurations. Second, the +process as described here itself nees a touch more experience by using CVS +repositories. +
First, download the development files. They are intended to simplify the build +process as much as possible: +
http://expert.cc.purdue.edu/ walisser/fg/fgdev.tar.gz +
Once you have this extracted, make sure you are using tcsh, since the setup script +requires it. +
Compiling on other Unix systems - at least on IRIX and on Solaris, is pretty similar to +the procedure on Linux - given the presence of a working GNU C compiler. Especially +IRIX and also recent releases of Solaris come with the basic OpenGL libraries. +Unfortunately the ”glut” libraries are mostly missing and have to be installed separately +(see the introductory remark to this chapter). As compilation of the ”glut” sources is not +a trivial task to everyone, you might want to use a pre-built binary. Everything you need +is a static library ”libglut.a” and an include file ”glut.h”. An easy way to make them +usable is to place them into /usr/lib/ and /usr/include/GL/. In case you insist +on building the library yourself, you might want to have a look at FreeGLUT +
http://freeglut.sourceforge.net/ +
which should compile with minor tweaks. Necessary patches might be found in +
ftp://ftp.uni-duisburg.de/X11/OpenGL/freeglut_portable.patch + + + +
Please note that you do not want to create 64 bit binaries in IRIX with GCC (even if your +CPU is a R10/12/14k) because GCC produces a broken ”fgfs” binary (in case the +compiler does’nt stop with ”internal compiler error”). Things might look better if Eric +Hofman manages to tweak the FlightGear sources for proper compiling with MIPSPro +compiler (it’s already mostly done). +
There should be a workplace for Microsoft Visual C++ (MSVC6) included in the +official FlightGear distribution. Macintosh users find the required CodeWarrior files as a +.bin archive at +
http://icdweb.cc.purdue.edu/ walisser/fg/.
+
Numerous (although outdated, at times) hints on compiling on different systems are +included in the source code under docs-mini. +
If you succeeded in performing the steps named above, you will have a directory holding +the executables for FlightGear. This is not yet sufficient for performing FlightGear, +though. Besides those, you will need a collection of support data files (scenery, +aircraft, sound) collected in the so-called base package. In case you compiled +the latest official release, the accompanying base package is available from +
ftp://www.flightgear.org/pub/flightgear/Shared/fgfs-base-X.X.X.tar.gz. +
This package is usually quite large (around 25 MB), but must be installed for +FlightGear to run. There is no compilation required for it. Just download it to +/usr/local and install it with +
tar xvfz fgfs-base-X.X.X.tar.gz. +
Now you should find all the FlightGear files under /usr/local/Flightgear in the +following directory structure:: +
/usr/local/Flightgear +
/usr/local/Flightgear/Aircraft +
/usr/local/Flightgear/Aircraft-uiuc +
. . . +
/usr/local/Flightgear/bin +
. . . +
/usr/local/Flightgear/Weather. +
It you are into adventures or feel you’re an advanced user, you can try one of the recent +bleeding edge snapshots at +
http://www.flightgear.org/Downloads/. +
In this case you have to get the most recent Snapshot from SimGear at +
http://www.simgear.org/downloads.html +
as well. But be prepared: These are for development and may (and often do) contain +bugs. +
If you are using these CVS snapshots, the base package named above will usually not +be in sync with the recent code and you have to download the most recent developer’s +version from +
We suggest downloading this package fgfs_base-snap.X.X.X.tar.gz to a +temporary directory. Now, decompress it using +
tar xvfz fgfs_base-snap.X.X.X.tar.gz. +
Finally, double-check you got the directory structure named above. + + + +
+ diff --git a/Docs/InstallGuide/html/getstartch3.html b/Docs/InstallGuide/html/getstartch3.html new file mode 100644 index 000000000..ae3be151a --- /dev/null +++ b/Docs/InstallGuide/html/getstartch3.html @@ -0,0 +1,218 @@ + + +You can skip this Section if you built FlightGear along the lines described in the +previous Chapter. If you did not and you’re jumping in here, your first step will consist in +installing the binaries. At present, there are pre-compiled binaries available +for +
The following supposes you are on a Windows (95/98/Me/NT/2000/XP) system. +Installing the binaries is quite simple. Go to +
ftp://www.flightgear.org/pub/flightgear/Win32/ +
and download the three files fgfs-base-X.X.X.zip, fgfs-manual-X.X.X.zip, +and fgfs-win32-bin-X.X.X.zip from +
ftp://www.flightgear.org/pub/flightgear/Win32/ +
to a drive of your choice. Windows XP includes a program for unpacking *.zip files. If +you are working under an older version of Windows, we suggest getting Winzip from +
For a free alternative, you may consider unzip from Info-ZIP, +
http://www.info-zip.org/pub/infozip/ +
Extract the files named above. If you choose drive c: you should find a file +runfgfs.bat under c:/Flightgear now. Double-clicking it should invoke the +simulator. + + + +
In case of doubt about the correct directory structure, see the summary at the end of +chapter 2. +
If your Macintosh is running the conventional Mac OS 9 or earlier, there are versions up +to FlightGear 0.7.6 available being provided courtesy Darrell Walisser). Download the +file FlightGear_Installer_0.X.X.sit from the corresponding subdirectory +under +
http://icdweb.cc.purdue.edu/ walisser/fg/. +
This file contains the program as well as the required base package files (scenery etc.). +For unpacking, use Stuffit Expander 5.0 or later. +
The latest build available for Mac OS 9.x is 0.7.6, located in the same place. +The base package is part of the download for Mac OS 9.x, but not for Mac +OSX. +
Alternatively, if you are running Mac OS X, download fgfs-0.X.X.gz from the +same site named above. The Mac OS X builds are in a gzip file in the same +directory. There is a readme file in the directory to help people identify what to +download. +
Mac OS X requires that you first download the base package. Then extract it +with +
tar -zxvf fgfs-base-X.X.X.tar.gz
+
gunzip fgfs-X.X.X.-date.gz
+
Note that there is no runfgfs script for Mac OS X yet. +
Download the file flightgear_0.7.6-6_i386.deb (being provided courtesy Ove +Kaaven) from any of the Debian mirror sites listed at +
http://packages.debian.org/unstable/games/flightgear.html. +
Like any Debian package, this can be installed via +
dpkg --install flightgear_0.7.6-6_i386.deb. +
After installation, you will find the directory /usr/local/Flightgear containing +the script runfgfs to start the program. + + + +
If there are binaries available for SGI IRIX systems, download all the required files +(being provided courtesy Erik Hofman) from +
http://www.a1.nl/ ehofman/fgfs/ +
and install them. Now you can start FlightGear via running the script
+
/opt/bin/fgfs.
+
There is a complete set of scenery files worldwide available created by Curt Olson which +can be downloaded via a clickable map at +
http://www.flightgear.org/Downloads/world-scenery.html +
Moreover, Curt provides the complete set of US Scenery on CD-ROM for those who +really would like to fly over all of the USA. For more detail, check the remarks on the +downloads page above. +
For installing these files, you have to unpack them under /Flightgear/Scenery. +Do not de-compress the numbered scenery files like 958402.gz! This will be done by +FlightGear on the fly. +
As an example, consider installation of the scenery package w120n30 containing the +Grand Canyon Scenery. +
After having installed the base package, you should have ended up with the following +directory structure: +
/usr/local/FlightGear/Scenery +
/usr/local/FlightGear/w130n30 +
/usr/local/FlightGear/w130n30/w122n37
+
/usr/local/FlightGear/Scenery/w130n30/w123n37
+
with the directories w122n37 and w123n37m, resp. containing numerous *.gz files. +Installation of the Grand Canyon scenery adds to this the directories +
/usr/local/FlightGear/w120n30/w112n30
+
/usr/local/FlightGear/w120n30/w112n31
+
...
+
/usr/local/FlightGear/w120n30/w120n39.
+
+
+
+
Most of the packages named above include the complete FlightGear documentation +including a .pdf version of this Installation and Getting Started Guide intended for pretty +printing using Adobe’s Acrobat Reader being available from +
http://www.adobe.com/acrobat +
Moreover, if properly installed, the .html version can be accessed via FlightGear’s help +menu entry. +
Besides, the source code contains a directory docs-mini containing numerous +ideas on and solutions to special problems. This is also a good place for further +reading. + + + +
+ diff --git a/Docs/InstallGuide/html/getstartch4.html b/Docs/InstallGuide/html/getstartch4.html new file mode 100644 index 000000000..6affaf6d1 --- /dev/null +++ b/Docs/InstallGuide/html/getstartch4.html @@ -0,0 +1,1033 @@ + + +Under Linux (or any other flavor of Unix), FlightGear will be invoked by +
runfgfs --option1 --option2..., +
where the options will be described in Section 4.4 below. +
If something strange happens while using this shell script, if you want to do some +debugging (i.e. using ”strace”) or if you just feel nice to be ”keen”, then you can start +FlightGear directly by executing the ”fgfs” binary. In this case you should at least add +one variable to your environment, which is needed to locate the (mostly) shared library +built from the sources of the SimGear package. Please add the respective directory to +your LD_LIBRARY_PATH. You can do so with the following on Bourne shell +(compatibles): + + + +
+ LD_LIBRARY_PATH=/usr/local/FlightGear/lib:$LD_LIBRARY_PATH + export LD_LIBRARY_PATH/ ++ |
or on C shell (compatibles): + + + +
+ setenv LD_LIBRARY_PATH + /usr/local/FlightGear/lib:$LD_LIBRARY_PATH ++ |
Besides this (used by the dynamic linker) ”fgfs” knows about the following environment +variable +
FG_ROOT: root directory for the FlightGear base package; this corresponds to the +--fg-root=path option as described in Sec. 4.4.1 +
Before starting the simulator, you may want to adapt the file webrun.bat situated in +the main FlightGear directory. Open the file with an editor +
In Windows explorer, change to the directory /FlightGear and double-click +runfgfs.bat. + + + +
Fig. 3: Ready for takeoff. Waiting at the default startup position at San Francisco Itl., +KSFO. +
Alternatively, if for one or the other reason the batch file does not work or is missing, +you can open an MS-DOS shell, change to the directory where your binary resides +(typically something like c:/FlightGear/bin where you might have to substitute +c: in favor of your FlightGear directory), set the environment variable via (note the +backslashes!) +
SET FG_ROOT=c:\FlightGear\bin +
and invoke FlightGear (within the same MS-DOS shell, as environment settings are only +valid locally within the same shell) via +
fgfs --option1 --option2.... +
Of course, you can create your own runfgfs.bat with Windows Editor using +the two lines above. +
For getting maximum performance it is recommended to minimize (iconize) the text +output window while running FlightGear. + + + +
Say you downloaded the base package and binary to yout home directory. Then you can +open Terminal.app and execute the following sequence: +
setenv FG_ROOT /fgfs-base-X.X.X ./fgfs-X.X.X.-date
+
--option1 -- option 2 (one line)
+
or +
./fgfs-X.X.X-version-date --fg-root=fgfs-base-X.X.X
+
--option1 --option2. (one line)
+
Following is a list and short description of the numerous command line options available +for FlightGear. If you are running FlightGear under Windows you can include these into +runfgfs.bat. +
However, in case of options you want to re-use continually (like joystick settings) +it is recommended to include them into a file called .fgfsrc under Unix +systems and system.fgfsrc, resp. under Windows. This file has to be in +the top FlightGear directory (for instance /usr/local/Flightgear). As it depends +on your preferences, it is not delivered with FlightGear, but can be created +with any text editor (notepad, emacs, vi, if you like). Examples for such a file +(including a detailed description on the configuration of joysticks) can be found at +
http://rockfish.net/shell/aboutjoy.txt. +
Remark: The difference in the handling of UIUC models has historic reasons. These + + + +models use the LaRCsim FDM. As this FDM isn’t the default FDM any more you have +to specify it manually. Also the airplane description needs manual interaction as you +have to specify the directory by hand where the specific aircraft data resides. So you have +to use the following for flying the ’TwinOtter’: +
fgfs --fdm=larcsim --aero=uiuc +
--aircraft-dir=Aircraft-uiuc/TwinOtter +
Fortunately work has been done to simplificate this. At least those airplanes can be +flown easily by using an appropriate ’--aircraft’-string. These are the following: +
--aircraft=747-uiuc, --aircraft=beech99-uiuc,
+
--aircraft=c172-uiuc, --aircraft=c310-uiuc
+
If time permits the remaining aircrafts will be adjusted soon. Please have a +look at $FG_ROOT/Aircraft-uiuc for the avaliable aircrafts provided +by the UIUC model collection. Also please read the notes in Section 1.4 on +UIUC. +
These options are rather geared to the advanced user who knows what he is +doing. +
All of FlightGear’s joystick (as well as keyboard) properties are written in plain ASCII +files, thus anyone can adapt them, if necessary. Fortunately, there is a tool available +now, which takes most of the burden form the average user who, maybe, is +not that experienced with XML, the language which these files arwe written +in. +
For configuring your joystick, open a command shell (command prompt(DOS shell +under windows, to be found unter Start—All programs—Accessories). Change to the +directory /FlightGear/bin via e.g. (modify to your path) +
cd c:\FlightGear\bin +
and invoke the tool fgjs via +
fgjs +
on a UNIX/Linux machine, or via +
fgjs.exe +
on a Windows machine. The program will tell you which joysticks, if any, where +detected. Now follow the commands given on screen, i.e. move the axis and press the +buttons as required. Be careful, a minor touch already ”counts” as a movement. +Check the reports on screen. If you feel something went wrong, just re-start the +program +
After you are done with all the axis/switches, the directory above will hold a file +called fgfsrc.js. If the FlightGear base directory FlighGear does not already + + + +contain an options file .fgfsrc (under UNIX)/system.fgfsrc (under Windows) +mentioned above, just copy +
fgfsrc.js into .fgfsrc (UNIX)/system.fgfsrc (Windows) +
and place it into the directory FlightGear base directory FlighGear. In case you +already wrote an options file, just open it as well as fgfsrc.js with an editor and copy +the entries from fgfsrc.js into .fgfsrc/system.fgfsrc. One hint: The output +of fgjs is UNIX formatted. As a result, Windows Editor may not display it the proper +way. I suggest getting an editor being able to handle UNIX files as well. My favorite +freeware file editor for that purpose, although somewhat dated, is PFE still, to be +obtained from +
http://www.lancs.ac.uk/people/cpaap/pfe/. +
The the axis/button assignment of fgjs should, at least, get the axis assignments +right, its output may need some tweaking. There may be axis moving the opposite +way the should, the dead zones may be too small etc. For instance, I had to +change +
--prop:/input/joysticks/js[1]/axis[1]/binding/factor=-1.0 +
into +
--prop:/input/joysticks/js[1]/axis[1]/binding/factor=1.0 +
(USB CH Flightsim Yoke under Windows XP). Thus, here is a short introduction into +the assignments of joystick properties. +
Basically, all axes settings are specified via lines having the following structure: +
--prop:/input/joysticks/js[n]/axis[m]
+
/binding/command=property-scale
+
--prop:/input/joysticks/js[n]/axis[m]
+
/binding/property=/controls/steering option
+
--prop:/input/joysticks/js[n]/axis[m]
+
/binding/dead-band=db --prop:/input/joysticks/js[n]/axis[m]
+
/binding/offset=os --prop:/input/joysticks/js[n]/axis[m]
+
/binding/factor=fa
+
where + + + +
n | = | number of device (usually starting with 0) | +
m | = | number of axis (usually starting with 0) | +
steering option | = | elevator, aileron, rudder, throttle, mixture, pitch | +
dead-band | = | range, within which signals are discarded; | +
useful to avoid jittering for minor yoke movements | +||
offset | = | specifies, if device not centered in its neutral position | +
factor | = | controls sensitivity of that axis; defaults to +1, | +
with a value of -1 reversing the behavior |
You should be able to at least get your joystick working along these lines. Concerning all +the finer points, for instance, getting the joystick buttons working, John Check has +written a very useful README being included in the base package to be found +under FlightGear/Docs/Readme/Joystick.html. In case of any +trouble with your input device, it is highly recommended to have a look into this +document. + + + +
+ diff --git a/Docs/InstallGuide/html/getstartch5.html b/Docs/InstallGuide/html/getstartch5.html new file mode 100644 index 000000000..1aa2f5bf4 --- /dev/null +++ b/Docs/InstallGuide/html/getstartch5.html @@ -0,0 +1,1107 @@ + + +The following is a description of the main systems for controlling the program and +piloting the plane: Historically, keyboard controls were developed first, and you can still +control most of the simulator via the keyboard alone. Later on, they were supplemented +by several menu entries, making the interface more accessible, particularly for beginners, +and providing additional functionality. +
For getting a real feeling of flight, you should definitely consider getting a joystick or +- preferred - a yoke plus rudder pedals. In any case, you can specify your device of +choice for control via the --control-mode option, i.e. select joystick, keyboard, +mouse. The default setting is joystick. Concerning instruments, there are again two +alternatives: You can use the panel or the HUD. +
A short leaflet based on this chapter can be found at +
http://www.flightgear.org/Docs/InstallGuide/FGShortRef.html. +
A version of this leaflet can also be opened via FlightGear’s help menu. +
Depending on your situation, when you start the simulator the engines may be on or off. +When they are on you just can go on with the start. When they are off, you have to start +them first. The ignition switch for starting the engine is situated in the lower left corner +of the panel. It is shown in Fig. 4. +
Fig. 4: The ignition switch. +
It has five positions: ”OFF”, ”L”, ”R”, ”BOTH”, and ”START”. The extreme right + + + +position is for starting the engine. For starting the engine, put it onto the position +”BOTH” using the mouse first. +
Keep in mind that the mixture lever has to be at 100 % (all the way in) for starting +the engine - otherwise you will fail. In addition, advance the throttle to about +25 %. +
Operate the starter using the SPACE key now. When pressing the SPACE key you +will observe the ignition switch to change to the position ”START” and the engine to +start after a few seconds. Afterwards you can bring the throttle back to idle (all the way +out). +
In addition, have a look if the parking brakes are on (red field lit). If so, press the ”B” +button to release them. +
While joysticks or yokes are supported as are rudder pedals, you can fly FlightGear +using the keyboard alone. For proper control of the plane during flight via the keyboard +(i) the NumLock key must be switched on (ii) the FlightGear window must +have focus (if not, click with the mouse onto the graphics window). Several +of the keyboard controls might be helpful even in case you use a joystick or +yoke. +
After activating NumLock the following main keyboard controls for driving the +plane should work: + + + +
Tab. 1: Main keyboard controls for FlightGear on the numeric keypad with activated +NumLock key:. +
For changing views you have to de-activate NumLock. Now Shift + <Numeric +Keypad Key> changes the view as follows: +
Tab. 2: View directions accessible after de-activating NumLock on the numeric keypad. +
Besides, there are several more options for adapting display on screen: + + + +
The autopilot is controlled via the following keys: +
Tab. 4: Autopilot and related controls. +
Ctrl + T is especially interesting as it makes your Cessna 172 behave like a cruise + + + +missile. Ctrl + U might be handy in case you feel you’re just about to crash. (Shouldn’t +real planes sport such a key, too?) +
In case the autopilot is enabled, some of the numeric keypad keys get a special +meaning: +
Tab. 5: Special action of keys, if autopilot is enabled. +
Key | Action | +
8 / 2 | Altitude adjust | +
0 / , | Heading adjust | +
9 / 3 | Auto Throttle adjust | +
There are several keys for starting and controlling the engine : +
Tab. 6: Engine control keys +
Key | Action | +
SPACE | Fire starter on selected engine(s) | +
! | Select 1st engine | +
@ | Select 2nd engine | +
# | Select 3rd engine | +
$ | Select 4th engine | +
{ | Decrease Magneto on Selected Engine | +
} | Increase Magneto on Selected Engine | +
~ | Select all Engines | +
Beside these basic keys there are miscelleneous keys for special actions; some of these +you’ll probably not want to try during your first flight: +
Tab. 7: Miscellaneous keyboard controls. + + + +
Note: If you have difficulty processing the screenshot fgfs-screen.ppm on a +windows machine, just recall that simply pressing the ”Print” key copies the screen to the +clipboard, from which you can paste it into any graphics program. +
Finally: Starting from FlightGear 0.7.7 these key bindings are no longer hard +coded, but user-adjustable. You can check and change these setting via the file +keyboard.xml to be found in the main FlightGear directory. This is a human +readable plain ASCII file. Although it’s perhaps not the best idea for beginners to +start just with modifying this file, more advanced users will find it useful to +change key bindings according to what they like (or, perhaps, know from other +simulators). +
By default, the menu is disabled after starting the simulator (you don’t see a menu in a +real plane, do you?). You can turn it on either using the toggle F10 or just by moving +the mouse pointer to the top left corner of the display. In casse you want the +menu to disappear just hit F10 again or move the mouse to the bottom of the +screen. +
At present, the menu provides the following functions. +
The Cessna instrument panel is activated by default when you start FlightGear, but can +be de-activated by pressing the ”P” key. While a complete description of all the functions +of the instrument panel of a Cessna is beyond the scope of this guide, we will at least try +to outline the main flight instruments or gauges. +
All panel levers and knobs can be operated with the mouse To change a control, +just click with the left/middle mouse button on the corresponding knob/lever. +
Fig. 5: The panel. +
Let us start with the most important instruments any simulator pilot must know. In +the center of the instrument panel (Fig. 5), in the upper row, you will find the artificial +horizon (attitude indicator) displaying pitch and bank of your plane. It has pitch marks as +well as bank marks at 10, 20, 30, 60, and 90 degrees. +
Left to the artificial horizon, you’ll see the airspeed indicator. Not only does it + + + +provide a speed indication in knots but also several arcs showing characteristic velocity +rages you have to consider. At first, there is a green arc indicating the normal +operating range of speed with the flaps fully retracted. The white arc indicates +the range of speed with flaps in action. The yellow arc shows a range, which +should only be used in smooth air. The upper end of it has a red radial indicating +the speed you must never exceeded - at least as long as you wan’t brake your +plane. +
Below the airspeed indicator you can find the turn indicator. The airplane in the +middle indicates the roll of your plane. If the left or right wing of the plane is aligned +with one of the marks, this would indicate a standard turn, i.e. a turn of 360 degrees in +exactly two minutes. +
Below the plane, still in the turn indicator, is the inclinometer. It indicates if rudder +and ailerons are coordinated. During turns, you always have to operate aileron and rudder +in such a way that the ball in the tube remains centered; otherwise the plane is skidding. +A simple rule says: ”Step onto the ball”, i.e. step onto the left rudder pedal in case the +ball is on the l.h.s. +
If you don’t have pedals or lack the experience to handle the proper ratio +between aileron/rudder automatically, you can start FlightGear with the option +--enable-auto-coordination. +
To the r.h.s of the artificial horizon you will find the altimeter showing the height +above sea level (not ground!) in hundreds of feet. Below the altimeter is the +vertical speed indicator indicating the rate of climbing or sinking of your plane in +hundreds of feet per minute. While you may find it more convenient to use then +the altimeter in cases, keep in mind that its diplay usually has a certain lag in +time. +
Further below the vertical speed indicator is the RPM (rotations per minute) +indicator, which displays the rotations per minute in 100 RPMs. The green arc marks the +optimum region for long-time flight. +
The group of the main instruments further includes the gyro compass being situated +below the artificial horizon. Besides this one, there is a magnetic compass sitting on top +of the panel. +
Four of these gauges being arranged in the from of a ”T” are of special importance: +The air speed indicator, the artificial horizon, the altimeter, and the compass should be +scanned regularly during flight. +
Besides these, there are several supplementary instruments. To the very left you will +find the clock, obviously being an important tool for instance for determining turn +rates.Below the clock there are several smaller gauges displaying the technical state of +your engine. Certainly the most important of them is the fuel indicator - as any pilot +should know. +
The ignition switch is situated in the lower left corner of the panel (cf. Fig. 4). It + + + +has five positions: ”OFF”, ”L”, ”R”, ”BOTH”, and ”START”. The first one is +obvious. ”L” and ”R” do not refer to two engines (actually the Cessna does +only have one) but to two magnetos being present for safety purposes. The two +switch positions can be used for test puposes during preflight. During normal +flight the switch should point on ”BOTH”. The extreme right position is for +using a battery-powered starter (to be operated with the SPACE key in flight +gear). +
Like in most flight simulators, you actually get a bit more than in a real plane. The +red field directly below the gyro compass displays the state of the brakes, i.e., it is lit in +case of the brakes being engaged. The instruments below indicate the position of +youryoke. This serves as kind of a compensation for the missing forces you feel while +pushing a real yoke. Three of the arrows correspond to the three axes of your yoke/pedal +controlling nose up/down, bank left/right, rudder left/right, and throttle. (Keep in mind: +They do not reflect the actual position of the plane!) The left vertical arrow indicates +elevator trim. +
The right hand side of the panel is occupied by the radio stack. Here you find two +VOR receivers (NAV), an NDB receiver (ADF) and two communication radios +(COMM1/2) as well as the autopilot. +
The communication radio is used for communication with air traffic facilities; it is +just a usual radio transceiver working in a special frequency range. The frequency is +displayed in the ”COMM” field. Usually there are two COM transceivers; this way you +can dial in the frequency of the next controller to contact while still being in contact with +the previous one. +
The COM radio can be used to display ATIS messages as well. For this purpose, just +to dial in the ATIS frequency of the relevant airport. +
The VOR (Very High Frequency Omni-Directional Range) receiver is used for course +guidance during flight. The frequency of the sender is displayed in the ”NAV” field. In a +sense, a VOR acts similarly to a light house permitting to display the position of the +aircraft on a radial around the sender. It transmits one omni-directional ray of radio +waves plus a second ray, the phase of which differs from the first one depending on its +direction (which may be envisaged as kind of a ”rotating” signal). The phase difference +between the two signals allows evaluating the angle of the aircraft on a 360 +degrees circle around the VOR sender, the so-called radial. This radial is then +displayed on the gauges NAV1 and NAV2, resp., left to frequency field. This way it +should be clear that the VOR dispaly, while indicating the position of the aircraft +relative to the VOR sender, does not say anything about the orientation of the +plane. +
Below the two COM/NAV devices is an NDB receiver called ADF (automatic +direction finder). Again there is a field displaying the frequency of the facility. The ADF +can be used for navigation, too, but contrary to the VOR does not show the + + + +position of the plane in a radial relative to the sender but the direct heading from +the aircraft to the sender. This is displayed on the gauge below the two NAV +gauges. +
Above the COMM1 display you will see three LEDs in the colors blue, amber, and +white indicating the outer, middle, and, inner, resp. marker beakon. These show the +distance to the runway threshold during landing. They to not require the input of a +frequency. +
Below the radios you will find the autopilot. It has five keys for WL = ”Wing-Leveler”, +”HDG” = ”Heading”, NAV, APR = ”Glide-Slope”, and ALT = ”Altitude”. These keys +when engaged hold the corresponding property. +
A detailed description of the workings of these instruments and their use for +navigation lies beyond this Guide; if you are interested in this exciting topic, we suggest +consulting a book on instrument flight (simulation). Besides, this would be material for a +yet to be written FlightGear Flight School. +
It should be noted, that you can neglect these radio instruments as long as you are +strictly flying according to VFR (visual flight rules). For those wanting to do IFR +(instrument flight rules) flights, it should be mentioned that FlightGear includes a huge +database of navaids worldwide. +
Finally, you find the throttle, mixture, and flap control in the lower right of the panel +(recall, flaps can be set via [ and ] or just using the mouse). +
As with the keyboard, the panel can be re-configured using configuration files. As +these have to be plane specific, they can be found under the directory of the +corresponding plane. As an example, the configuration file for the default Cessna C172 +can be found at FlightGear/Aircraft/c172/Panels as c172-panel.xml. The +accompanying documentation for customizing it (i.e. shifting, replacing etc. gauges and +more) is contained in the file README.xmlpanel written by John Check, to be found +in the source code in the directory docs-mini. +
At current, there are two options for reading off the main flight parameters of the plane: +One is the instrument panel already mentioned, while the other one is the HUD (Head +Up Display) . Neither are HUDs used in usual general aviation planes nor in civilian +ones. Rather they belong to the equipment of modern military jets. However, some might +find it easier to fly using the HUD even with general aviation aircraft. Several Cessna +pilots might actually love to have one, but technology is simply too expensive for +implementing HUDs in general aviation aircraft. Besides, the HUD displays several +useful figures characterizing simulator performance, not to be read off from the +panel. + + + +
The HUD shown in Fig. 6 displays all main flight parameters of the plane. In +the center you find the pitch indicator (in degrees) with the aileron indicator +above and the rudder indicator below. A corresponding scale for the elevation +can be found to the left of the pitch scale. On the bottom there is a simple turn +indicator. +
There are two scales at the extreme left: The inner one displays the speed (in kts) +while the outer one indicates position of the throttle. The Cessna 172 takes off at around +55 kts. The two scales on the extreme r.h.s display your height, i. e. the left one shows the +height above ground while the right of it gives that above zero, both being displayed in +feet. +
Besides this, the HUD delivers some additions information. On the upper left you +will find date and time. Besides, latitude and longitude, resp., of your current position are +shown on top. +
You can change color of the HUD using the ”H” or ”h” key. Pressing ethe toggle +”i/I” minimizes/maximizes the HUD. +
Fig. 6: The HUD, or Head Up Display. +
Besides just clicking the menues, your mouse has got certain valuable functions in +FlightGear. +
There are three mouse modi. In the normal mode (pointer curser) panel’s controls can +be operated with the mouse. To change a control, click with the left/middle mouse button +on the corresponding knob/lever. While the left mouse button leads to small +increments/decrements, the middle one makes greater ones. Clicking on the left hand +side of the knob/lever decreases the value, while clicking on the right hand side increases +it. +
Right clicking the mouse activates the simulator control mode (cross hair cursor). +This allows control of aileron/elevator via the mouse in absence of a joystick/yoke +(enable --enable-auto-coordination in this case). If you have a joystick you +certainly will not make use of this mode +
Right clicking the mouse another time activates the view control mode (arrow +cursor). This allows changing direction of view, i.e. pan and tilt the view, via the +mouse. +
Right clicking the mouse once more resets it into the initial state. +
If you are looking for some interesting places to discover with FlightGear (which +may or may not require downloading additional scenery) you may want to check +
http://www.flightgear.org/Places/. +
There is now a menu entry for entering directly the airport code of the airport you want to +start from. +
Finally, if you’re done and are about to leave the plane, just hit the ESC key or use +the corresponding menu entry to exit the program. It is not suggested to simply ”kill” the +simulator by clicking the text window. +
In view of that fact, that there is not yet a FlightGear specific flight course, here are +some useful hints to texts for those who want to learn piloting a plane. +
First, a quite comprehensive manual is the Aeronautical Information Manual, +published by the FAA, and being online available at +
http://www.faa.gov/ATPubs/AIM/. +
This is the Official Guide to Basic Flight Information and ATC Procedures by the FAA. It +contains a lot of information on flight rules, flight safety, navigation, and more. If +you find this a bit too hard reading, you may prefer the FAA Training Book, +
http://avstop.com/AC/FlightTraingHandbook/, + + + +
which covers all aspects of flight, beginning with the theory of flight and the +working of airplanes, via procedures like takeoff and landing up to emergency +situations. This is an ideal reading for those who want to learn some basics +on flight but don’t (yet) want to spend bucks on getting a costly paper pilot’s +handbook. +
While the handbook mentioned above is an excellent introduction on VFR (visual +fligtht rules), it does not include flying according to IFR (instrument flight rules). +However, an excellent introduction into navigation and flight according to Instrument +Flight Rules written by Charles Wood can be found at +
http://www.navfltsm.addr.com/. +
Another comprehensive but yet readable text is John Denker’s ”See how it flies”, +available at +
http://www.monmouth.com/ jsd/how/htm/title.html. +
This is a real online text book, beginning with Bernoulli’s principle, drag and power, and +the like, with the later chapters covering even advanced aspects of VFR as well as IFR +flying + + + +
+ diff --git a/Docs/InstallGuide/html/getstartli1.html b/Docs/InstallGuide/html/getstartli1.html new file mode 100644 index 000000000..ced873107 --- /dev/null +++ b/Docs/InstallGuide/html/getstartli1.html @@ -0,0 +1,180 @@ + + +FlightGear is a free Flight Simulator developed cooperatively over the Internet by a +group of Flight Simulation and Programming Enthusiasts. This ”Installation and Getting +Started” is meant to give beginners a guide in getting FlightGear up and running. It is +not intended to provide complete documentation of all the features and add-ons +of FlightGear but, instead, focuses on those aspects necessary to get into the +air. +
This guide is split into two parts. The first part describes how to install the program +while the second part details on how to actually fly with FlightGear. +
The chapters concentrate on the following aspects: +
Part I: Installation +
Chapter 1, Want to have a free flight? Take FlightGear, introduces the concept, +describes the system requirements, and classifies the different versions available. +
Chapter 2, Building the plane: Compiling the program, explains how to build (compile +and link) the simulator. Depending on your platform this may or may not be required. +Generally, there will be executable programs (binaries) available for several +platforms. Those on such systems who want to take off immediately, without going +through the potentially troublesome process of compiling, may skip this Chapter. +
In Chapter 3, Preflight: Installing FlightGear, you will find instructions for installing the +binaries in case you did not build them yourself as specified in the previous Chapter. You +will need to install scenery, textures, and other support files collected in the base +package. +
Part II: Flying with FlightGear +
The following Chapter 4, Takeoff: How to start the program, describes how to actually +start the installed program. It includes an overview on the numerous command line +options as well as configuration files. + + + +
Chapter 5, In-flight: All about instruments, keystrokes and menus, describes how to +operate the program, i. e. how to actually fly with FlightGear. This includes a (hopefully) +complete list of pre-defined keyboard commands, an overview on the menu entries, +detailed descriptions on the instrument panel and HUD (head up display), as well as hints +on using the mouse functions. +
In Appendix A, Missed approach: If anything refuses to work, we try to help you work +through some common problems faced when using FlightGear. +
The Appendix B, OpenGL graphics drivers, describes some special problems you may +encounter in case your system lacks support for the OpenGL graphics API OpenGL +which FlightGear is based on. +
In the final Appendix C, Landing: Some further thoughts before leaving the plane, we +would like to give credit to those who deserve it, sketch an overview on the development +of FlightGearand point out what remains to be done. +
Accordingly, we suggest reading the Chapters as follows: +
Installation | + |
Users of binary distributions (notably under Windows): | 3 | +
Installation under Linux/UNIX: | 2, 3 | +
Installation under MacIntosh: | 3 | +
Operation | + |
Program start (all users): | 4 | +
Keycodes, Panel, Mouse. . . (all users): | 5 | +
Troubleshooting | + |
General issues: | A | +
Graphics problems: | B | +
Optionally | 1, C | +
While this introductory guide is meant to be self contained, we strongly suggest having a +look into further documentation, especially in case of trouble: +
http://www.flightgear.org/Docs/FlightGear-FAQ.html, +
The FAQ contains a host of valuable information, especially on rapidly + changing flaws and additional reading, thus we strongly suggest consulting + it in conjunction with our guide. +
http://www.flightgear.org/Docs/InstallGuide/FGShortRef.html, +
Finally: +
We know, most people hate reading manuals. If you are sure the graphics driver for +your card supports OpenGL (check documentation; for instance all NVIDIA Windows +and Linux drivers for TNT/TNT2/Geforce/Geforce2/Geforce3 do) and if you are using +one of the following operating systems: +
+you can possibly skip at least Part I of this manual and exploit the pre-compiled +binaries. These as well as instructions on how to set them up, can be found at +
http://www.flightgear.org/Downloads/. +
In case you are running FlightGear on Linux, you may also be able to get binaries +bundled with your distribution. Several vendors already include FlightGear binaries into +their distributions. +
Just download them, install them according to the description and run them via the +installed runfgfs script or the batch file runfgfs.bat, respectively. +
There is no guarantee for this approach to work, though. If it doesn’t, don’t give up! +Have a closer look through this guide notably Section 3 and be sure to check out the +FAQ. + + + +
+ diff --git a/Docs/InstallGuide/html/getstartli3.html b/Docs/InstallGuide/html/getstartli3.html new file mode 100644 index 000000000..c9af5bf84 --- /dev/null +++ b/Docs/InstallGuide/html/getstartli3.html @@ -0,0 +1,3030 @@ + + +
+ A1 Free Sounds, 6
+A4, 7
+add-on scenery, 8
+ADF, 9
+Adler, Mark, 10
+Aeronautical Information Manual, 11
+AGP, 12
+AGP Support, 13
+aileron, 14, 15, 16
+aileron indicator, 17
+air traffic facilities, 18
+aircraft model, 19
+aircraft model directory, 20
+airport, 21, 22
+airport code, 23, 24, 25
+airport ID, 26
+airspeed indicator, 27
+Alonzo, Raul, 28
+altimeter, 29
+altitude, 30
+altitude hold, 31
+America, Michele, 32, 33
+anonymous cvs, 34
+anti-aliaseded HUD lines, 35
+antialiasing, 36
+artificial horizon, 37
+astronomy code, 38
+ATC, 39
+ATI, 40, 41, 42
+ATIS, 43
+attitude indicator, 44
+audio library, 45
+
+
+
+audio support, 46
+auto coordination, 47, 48
+autopilot, 49, 50, 51, 52, 53, 54, 55, 56
+autopilot controls, 57, 58
+autothrottle, 59
+
+
+ bank, 60
+base package, 61, 62
+ installation, 63, 64
+Basler, Michael, 65
+Berndt, Jon, 66
+Berndt, Jon, S., 67, 68, 69, 70, 71
+binaries, 72, 73
+ Debian, 74
+ directory, 75
+ Macintosh, 76
+ pre-compiled, 77
+ SGI Irix, 78
+ Windows, 79
+binaries, pre-compiled, 80
+binary directory, 81
+binary distribution, 82
+bleeding edge snapshots, 83
+Bleisch, Paul, 84
+Boeing 747, 85
+brakes, 86, 87, 88, 89
+branch, developmental, 90
+branch, stable, 91
+Brennan, Jim, 92
+Bright, Bernie, 93
+BSD UNIX, 94
+Buckel, Bernhard, 95, 96
+Buckle, Gene, 97
+
+
+ call sign, 98, 99
+callsign, 100
+Carmichael, Ralph, 101
+CD-ROM, 102
+Cessna, 103, 104
+Cessna 172, 105, 106, 107, 108, 109, 110
+Cessna 182, 111
+Cessna 310, 112
+Cessna C172, 113
+Chauveau, Didier, 114
+Check, John, 115, 116, 117, 118, 119, 120
+Cherokee flight model, 121
+clock, 122
+
+
+
+cloud layer, 123
+clouds, 124, 125
+CodeWarrior, 126
+COM transceiver, 127
+COMM1, 128
+COMM2, 129
+command line options, 130, 131
+communication radio, 132, 133
+compiler, 134
+compiling, 135
+ IRIX, 136
+ Linux, 137
+ MacIntosh, 138
+ other systems, 139
+ Solaris, 140
+ Windows, 141
+configure, 142
+contributors, 143
+control device, 144
+Cornish, Dave, 145, 146
+CVS snapshots, 147
+cvs, anonymous, 148
+Cygnus, 149, 150
+ development tools, 151
+Cygwin, 152
+ setup, 153
+
+
+ DC-3, 154
+Debian, 155, 156
+default settings, 157
+Delise, Oliver, 158, 159, 160, 161
+Denker, John, 162
+Detonator reference drivers, 163
+development environment, 164
+differential braking, 165, 166
+Direct3D, 167
+directory structure, 168
+disk space, 169, 170
+display options, 171
+distribution
+ binary, 172, 173
+documentation, 174
+ installation, 175
+DOS, 176
+Doue, Jean-Francois, 177
+DRI, 178
+
+
+
+
+
+ Eberly, Dave, 179
+elevation indicator, 180
+elevator trim, 181
+engine, 182
+ starting, 183
+engine controls, 184
+environment variable, 185
+environment variables, 186
+Evans, Francine, 187
+Everitt, Oscar, 188
+exit, 189, 190
+
+
+ FAA, 191
+FAA Training Book, 192
+FAQ, 193, 194, 195
+FDM, 196
+ external, 197
+field of view, 198
+Finney, Bruce, 199
+flaps, 200, 201, 202
+flight dynamics model, 203, 204
+flight instrument, 205
+flight model, 206, 207, 208
+flight models, 209
+flight planner, 210
+flight schools, 211
+Flight simulator
+ civilian, 212, 213
+ free, 214
+ multi-platform, 215, 216
+ open, 217, 218
+ user-extensible, 219, 220
+ user-sported, 221
+ user-supported, 222
+FlightGear, 223
+ directory structure, 224
+ versions, 225
+FlightGear documentation, 226
+FlightGear Flight School, 227
+FlightGear Getting Started Guide, 228
+FlightGear Programmer’s Guide, 229
+FlightGear Scenery Design Guide, 230
+FlightGear Website, 231, 232
+fog, 233, 234
+fog effects, 235
+frame rate, 236, 237, 238, 239
+Franz, Melchior, 240
+FreeBSD, 241
+
+
+
+FreeGLUT, 242
+frozen state, 243
+FS98, 244
+fuel indicator, 245
+full screen display, 246
+full screen mode, 247, 248
+
+
+ Gailly, Jean-loup, 249
+GameGLUT, 250
+Garg, Mohit, 251, 252
+gauge, 253
+gear, 254
+Geforce, 255
+Gellekum, Thomas, 256
+Girish, Neetha, 257
+GLIDE, 258
+GNU C++, 259
+Gnu Public License, 260
+Goeke-Smith, Jeff, 261, 262
+Gold, Michael, I., 263
+GPL, 264, 265, 266
+graphics card, 267
+graphics library, 268
+graphics routines, 269
+gyro compass, 270
+
+
+ Habibe, 271
+Harrier, 272
+haze, 273, 274
+head up display, 275, 276, 277
+heading, 278
+heading hold, 279
+height, 280
+help, 281
+Hill, Mike, 282
+History, 283
+Hofman, Eric, 284
+Hofman, Erik, 285, 286, 287
+hot air balloon, 288
+Hotchkiss, Charlie, 289, 290
+HUD, 291, 292, 293, 294, 295, 296, 297, 298, 299, 300, 301
+
+
+ IFR, 302, 303
+ignition switch, 304, 305
+inclinometer, 306
+initial heading, 307
+
+
+
+install directory, 308
+instrument flight rules, 309
+instrument panel, 310, 311, 312, 313, 314
+Internet, 315
+IRIX, 316
+
+
+ Jackson, Bruce, 317, 318
+joystick, 319, 320, 321, 322, 323, 324
+joystick settings, 325
+joysticks, 326
+JSBSim, 327
+
+
+ Kaaven, Ove, 328, 329
+Kaszeta, Richard, 330
+key bindings
+ configuration, 331
+keyboard, 332
+keyboard controls, 333, 334, 335, 336
+ miscellaneous, 337
+keyboard.xml, 338
+Knienieder, Tom, 339
+Koradi, Reto, 340
+Korpela, Eric, 341
+Kuehne, Bob, 342
+
+
+ Laird, Kyler B., 343, 344
+landing gear, 345
+LaRCsim, 346, 347, 348, 349, 350, 351, 352
+latitude, 353
+Launching Flighgear
+ Mac OS X, 354
+ Windows, 355
+Launching Flightgear
+ Linux, 356
+leaflet, 357
+Learjet 24, 358
+Lee, Eunice, 359
+Linux, 360, 361, 362, 363, 364, 365, 366, 367, 368, 369, 370, 371, 372, 373
+Linux distributions, 374
+load flight, 375
+longitude, 376
+Luff, David, 377, 378
+
+
+ Mac OS 9, 379
+Mac OS 9.x, 380
+
+
+
+Mac OS X, 381
+Mac OX 10.x, 382
+Macintosh, 383, 384, 385
+magnetic compass, 386
+mailing lists, 387, 388
+map, clickable, 389
+marker, inner, 390
+marker, middle, 391
+marker, outer, 392
+Mayer, Christian, 393, 394, 395, 396
+Megginson, David, 397, 398, 399, 400, 401
+menu, 402
+menu entries, 403
+menu system, 404
+MetaKit, 405
+Metro Works, 406
+Microsoft, 407, 408
+Mitchell, Eric, 409, 410
+mixture, 411
+mixture lever, 412
+Moore Cameron, 413
+Moore, Cameron, 414, 415
+mouse, 416, 417
+mouse interface, 418, 419
+mouse modi, 420
+mouse, actions, 421
+MS DevStudio, 422
+MSVC, 423, 424
+multi-lingual conversion tools, 425
+multiplayer code, 426
+Murr, David, 427
+Murta, Alan, 428
+
+
+ NAV, 429, 430
+navaids, 431
+Navion, 432, 433
+NDB, 434, 435
+Nelson, Phil, 436
+network, 437
+network options, 438
+networking code, 439, 440
+networking support, 441, 442
+nightly snapshots, 443
+Novikov, Alexei, 444
+NumLock, 445
+NVIDIA, 446, 447, 448, 449
+ drivers, 450
+ Linux drivers, 451
+
+
+
+ Windows drivers, 452
+
+
+ offset, 453
+Olson, Curt, 454, 455, 456, 457, 458, 459, 460, 461, 462, 463, 464
+OpenGL, 465, 466, 467, 468, 469, 470, 471, 472, 473, 474, 475, 476, 477, 478, 479, 480, 481, 482, 483,
+484, 485, 486
+ drivers, 487
+ libraries, 488
+ Linux, 489
+ MacIntosh, 490
+ runtime libraries, 491
+OpenGL drivers, 492
+OpenGL renderer string, 493
+OpenGL Setup, 494
+Operating Systems, 495
+options
+ aircraft model directory, 496
+ debugging, 497
+ features, 498
+ flight model, 499
+ general, 500
+ HUD, 501
+ initial position, 502
+ IO, 503
+ joystick, 504
+ network, 505
+ orientation, 506
+ rendering, 507
+ route, 508
+ time, 509
+ waypoint, 510
+options, configure, 511
+OS/2, 512
+
+
+ panel, 513, 514, 515, 516
+ reconfiguration, 517
+parking brake, 518, 519
+Paul, Brian, 520
+pause, 521
+PCI, 522
+pedal, 523
+Peden, Tony, 524, 525, 526
+Peel, Robin, 527
+permissions, 528
+Perry, Alex, 529, 530, 531
+pitch, 532
+pitch indicator, 533
+
+
+
+places to discover, 534
+PLIB, 535, 536, 537, 538, 539, 540
+ header files, 541
+preferences, 542
+problem report, 543
+problems, 544
+ general, 545
+ Linux, 546
+ Windows, 547
+programmers, 548
+property manager, 549, 550
+proposal, 551
+
+
+ Quake, 552
+
+
+ radio stack, 553
+README.xmlpanel, 554
+Reinhard, Friedemann, 555, 556
+Reinholdtsen, Petter, 557
+Rendon, Elizabeth, 558
+reset flight, 559
+Riley, William, 560
+Ross, Andy, 561, 562, 563
+RPM indicator, 564
+rudder, 565, 566, 567, 568
+rudder indicator, 569
+rudder pedals, 570, 571
+
+
+ save flight, 572
+scenery, 573, 574
+ add-on, 575
+scenery directory
+ path, 576
+scenery subsystem, 577
+Schlyter, Paul, 578
+Schoenemann, Chris, 579
+Schubert, Phil, 580
+Scott, Jeff, 581
+screenshot, 582, 583, 584
+See how it flies, 585
+Sehgal, Bipin, 586
+Selig, Michael, 587
+SGI IRIX, 588
+SGI Irix, 589
+Shewchuk, Jonathan, 590
+Sikic, Gordan, 591
+
+
+
+SimGear, 592, 593, 594, 595
+Smith, Michael, 596
+snapshots, 597
+Solaris, 598
+sound card, 599
+sound effects, 600
+source code, 601
+speed, 602
+Spott, Martin, 603, 604
+starter, 605, 606
+Starting Flightgear
+ Linux, 607
+ Mac OS X, 608
+ Windows, 609
+starting the engine, 610
+starting time, 611
+startup latitude, 612
+startup longitude, 613
+startup pitch angle, 614
+startup roll angle, 615
+Stuffit Expander, 616
+Sun-OS, 617, 618
+SuSE, 619, 620, 621
+system requirements, 622, 623
+system.fgfsrc, 624, 625
+
+
+ Talsma, Durk, 626, 627, 628
+TerraGear, 629
+terrain, 630
+text books, 631
+texture, 632
+textures, 633, 634
+Thomas, Jay, 635
+throttle, 636, 637, 638, 639
+thunderstorms, 640
+Tilt view, 641
+time, 642
+time offset, 643
+time options, 644
+TNT, 645
+Torvalds, Linus, 646
+triangle program, 647
+triangles, 648
+trim, 649
+Troester, Kai, 650, 651
+Turbo 310, 652
+turn indicator, 653, 654
+Twin Otter, 655
+
+
+
+
+
+ U. S. Geological Survey, 656, 657
+UIUC, 658
+UIUC flight model, 659, 660
+UNIX, 661, 662, 663, 664
+Unix, 665
+
+
+ Vallevand, Mark, 666
+van Sickle, Gary, R., 667, 668
+velocity rages, 669
+vertical speed indicator, 670
+VFR, 671, 672
+video card, 673
+view, 674
+view directions, 675, 676
+view frustrum culling, 677
+view modes, 678
+viewpoint, 679
+views, 680
+Vine, Norman, 681, 682, 683, 684, 685
+visibility, 686
+Visual C++, 687
+visual flight rules, 688
+Voegtli, Roland, 689
+Volpe, Carmelo, 690
+VOR, 691, 692
+
+
+ Walisser, Darrell, 693, 694, 695
+waypoint, 696
+weapon systems, 697
+weather, 698
+weather subsystem, 699
+Williams, Ed, 700
+window size, 701
+Windows, 702, 703, 704, 705, 706, 707, 708, 709, 710
+Windows 95/98/ME, 711
+Windows 95/NT, 712
+Windows NT/2000/XP, 713
+winds, 714
+Wippler, Jean-Claude, 715
+wireframe, 716
+Wood, Charles, 717
+Woodsoup, 718
+workstation, 719, 720
+
+
+
+
+
+ X server, 721, 722
+X15, 723, 724
+XFree86, 725, 726, 727
+
+
+ YASim, 728
+yoke, 729, 730, 731, 732, 733, 734
+yokes, 735
+
+