diff --git a/Docs/InstallGuide/html/getstart.html b/Docs/InstallGuide/html/getstart.html index 37b544663..8626d70d7 100644 --- a/Docs/InstallGuide/html/getstart.html +++ b/Docs/InstallGuide/html/getstart.html @@ -4,9 +4,9 @@
FlightGear is a free Flight Simulator developed co-operatively 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 the program up and -running. It is not intended to be a complete documentation of all the features -and add-ons of FlightGear, but just of those aspects necessary to get into the -air. -
This guide is split into two parts. The first one describes how to install the program -while the second one details on how to actually fly with FlightGear. -
In more detail, 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 that 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: Installation -
The following Chapter 4, Takeoff: How to start the program, describes how to actually -start the program 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 keystroke commands, an overview on the menu entries, -detailed descriptions of instrument panel and HUD (head up display) as well as hints on -using the mouse functions. -
In Appendix A, 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. -
In Appendix B, Missed approach: If anything refuses to work, we try to give you a hand -in case of some common problems faced with FlightGear. -
The final chapter C, OpenGL graphics drivers, describes some special problems you may -entounter in case your system lacks support for the graphics engine called OpenGL -which FlightGear is based on. -
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 | - |
Generally | B | -
Graphics problems: | C | -
Optionally | 1, A | -
While this introductory guide is meant to be self contained, we stronly suggest having a -look into further documentation, notably in case of trouble: -
http://www.flightgear.org/Docs/FlightGear-FAQ.html, -
The FAQ contains a host of valuable information, notably on rapidly - changing flaws and additional reading, thus we strongly suggest consulting - it joiontly 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 of running FlightGear on Linux you may also get Binareis bundled with your -distrinbution. Several vendoes already include FlightGear binaries into their -distributions. -
Just download them, install them according to the description and run them via the -attached script runfgfs or batch file runfgfs.bat, resp. -
There is no guarantee for this approach to work, though. If it doesn’t, don’t give up, -but have a closer look into the present manual, notably Section 3, as well as into the -FAQ. - - - - - - -
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 propriatary 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 suggersr 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 is -expected to become FlightGear’s default flight model some time in the near -future. -
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 Cessna 182 and a Boeing -747. This one is based on geometry information rather than aerodynamic coefficients. -Although it is not that sophisticated like e.g. JSBSim it is intended to be ”very somple to -use” and lets you fly many differnet airplanes. -
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. - - - -
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 B, 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 A). -
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 isntall 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 preminimary 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 buidling under Windows or Linux. First, there are -less poeple 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 prebuilt 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 succeede 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. - - - -
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
-
/usr/local/FlightGear/bin/gofgfs.
-
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. - - - - - - -
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 adaprt 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 promt(DOS shell -under windows, to be foiund 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. - - - -
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 shwon 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 starting the engine -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 STIS 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. - - - -
Fig. 6: The HUD, or Head Up Display. -
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. -
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 - - - - - - -
Alls this 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 A 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 (lists@toad.bitstreet.net)
-
FAQ maintainer. Reigning list administration. 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.
-
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.
-
At first: If you read (and, maybe, followed) this guide until 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). - - - - -
In the following, I 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. Besides, you may want to 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 for further -reading. -
The best place to look for help are generally the mailing lists [FGFS-Devel] and -[FGFS-User]. Instructions for subscription can be found at -
http://www.flightgear.org/mail.html. -
Often it already helps browsing through the archive at -
http://www.menet.umn.edu/ curt/fgfs/search.html -
to detect someone had that very same problem a week ago. -
There are numerous helpful developers and users reading the lists, and usually -questions get answered quickly. 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 ideas on -important information which may be helpful (depending on the problem you have): -
One final remark: Please avoid posting binaries to these lists! They are widely -distributed and there are users with low bandwith connections. 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 C. -
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 keep always 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 you did not download the most recent - versions of the base package files required by FlightGear, or you did not load - 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 detail, 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 FlightGear with the project files - provided with the 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 prebuilt 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 four 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 -
OpenGL renderer string: -
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: -
/DRI.html >http://www.xfree86.org/¡RELEASE NUMBER¿/DRI.html -
Additional reading on DRI: -
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. - - - -
- A1 Free Sounds, 5
-add-on scenery, 6
-ADF, 7
-Adler, Mark, 8
-Aeronautical Information Manual, 9
-aileron, 10, 11, 12
-aileron indicator, 13
-air traffic facilities, 14
-aircraft model, 15
-aircraft model directory, 16
-airport, 17, 18
-airport code, 19, 20, 21
-airport ID, 22
-airspeed indicator, 23
-Alonzo, Raul, 24
-altimeter, 25
-altitude hold, 26
-America, Michele, 27, 28
-anonymous cvs, 29
-anti-alised HUD lines, 30
-antialiasing, 31
-artificial horizon, 32
-astronomy code, 33
-ATC, 34
-ATI, 35
-attitude indicator, 36
-audio library, 37
-audio support, 38
-auto coordination, 39, 40
-autopilot, 41, 42, 43, 44, 45, 46
-autopilot controls, 47, 48
-autothrottle, 49
-
-
- bank, 50
-base package, 51, 52
- installation, 53, 54
-Basler, Michael, 55
-Berndt, Jon, S., 56, 57, 58, 59, 60
-binaries, 61, 62
- Debian, 63
- directory, 64
- Macintosh, 65
- pre-compiled, 66
- SGI Irix, 67
- Windows, 68
-binaries, pre-compiled, 69
-binary directory, 70
-binary distribution, 71
-bleeding edge snapshots, 72
-Bleisch, Paul, 73
-Boeing 747, 74
-brakes, 75, 76, 77
-branch, developmental, 78
-branch, stable, 79
-Brennan, Jim, 80
-Bright, Bernie, 81
-BSD UNIX, 82
-Buckel, Bernhard, 83, 84
-Buckle, Gene, 85
-
-
- callsign, 86
-Carmichael, Ralph, 87
-CD-ROM, 88
-Cessna, 89, 90
-Cessna 172, 91, 92, 93, 94, 95, 96
-Cessna 182, 97, 98
-Cessna 310, 99
-Cessna C172, 100
-Chauveau, Didier, 101
-Check, John, 102, 103, 104, 105, 106, 107
-Cherokee flight model, 108
-clock, 109
-cloud layer, 110
-clouds, 111, 112
-CodeWarrior, 113
-COMM1, 114
-COMM2, 115
-command line options, 116, 117
-communication radio, 118, 119
-compiler, 120
-compiling, 121
- IRIX, 122
-
-
- Linux, 123
- MacIntosh, 124
- other systems, 125
- Solaris, 126
- Windows, 127
-configure, 128
-contributors, 129
-control device, 130
-Cornish, Dave, 131, 132
-CVS snapshots, 133
-cvs, anonymous, 134
-Cygnus, 135, 136, 137
- development tools, 138
-Cygwin
- setup, 139
-
-
- Debian, 140, 141
-default settings, 142
-Delise, Oliver, 143, 144, 145, 146
-Denker, John, 147
-Detonator reference drivers, 148
-development environment, 149
-differential braking, 150, 151
-Direct3D, 152
-directory structure, 153
-disk space, 154, 155
-display options, 156
-distribution
- binary, 157, 158
-documentation, 159
- installation, 160
-DOS, 161
-Doue, Jean-Francois, 162
-
-
- Eberly, Dave, 163
-elevation indicator, 164
-elevator trim, 165
-engine
- starting, 166
-engine controls, 167
-environment variable, 168
-environment variables, 169
-Evans, Francine, 170
-Everitt, Oscar, 171
-exit, 172, 173
-
-
-
-
-
- FAA, 174
-FAA Training Book, 175
-FAQ, 176
-FDM, 177
- external, 178
-field of view, 179
-Finney, Bruce, 180
-flaps, 181, 182
-flight dynamics model, 183, 184
-flight instrument, 185
-flight model, 186, 187, 188
-flight models, 189
-flight planner, 190
-flight schools, 191
-Flight simulator
- civilian, 192, 193
- free, 194
- multi-platform, 195, 196
- open, 197, 198
- user-extensible, 199, 200
- user-sported, 201
- user-supported, 202
-FlightGear, 203
- directory structure, 204
- versions, 205
-FlightGear documentation, 206
-FlightGear Flight School, 207
-FlightGear Getting Started Guide, 208
-FlightGear Programmer’s Guide, 209
-FlightGear Scenery Design Guide, 210
-FlightGear Website, 211, 212
-fog, 213, 214
-fog effects, 215
-frame rate, 216, 217, 218, 219
-FreeBSD, 220
-FreeGLUT, 221
-frozen state, 222
-FS98, 223
-fuel indicator, 224
-full screen display, 225
-full screen mode, 226, 227
-
-
- Gailly, Jean-loup, 228
-GameGLUT, 229
-Garg, Mohit, 230, 231
-gauge, 232
-gear, 233
-Geforce, 234
-
-
-
-Gellekum, Thomas, 235
-Girish, Neetha, 236
-GLIDE, 237
-GNU C++, 238
-Gnu Public License, 239
-Goeke-Smith, Jeff, 240, 241
-Gold, Michael, I., 242
-GPL, 243, 244, 245
-graphics card, 246
-graphics library, 247
-graphics routines, 248
-gyro compass, 249
-
-
- Habibe, 250
-haze, 251, 252
-head up display, 253, 254, 255
-heading hold, 256
-height, 257
-help, 258
-Hill, Mike, 259
-History, 260
-Hofman, Eric, 261
-Hofman, Erik, 262, 263
-hot air balloon, 264
-Hotchkiss, Charlie, 265, 266
-HUD, 267, 268, 269, 270, 271, 272, 273, 274, 275, 276
-
-
- IFR, 277, 278
-inclinometer, 279
-initial heading, 280
-install directory, 281
-instrument flight rules, 282
-instrument panel, 283, 284, 285, 286, 287
-Internet, 288
-IRIX, 289
-
-
- Jackson, Bruce, 290, 291
-joystick, 292, 293, 294, 295, 296, 297
-joystick settings, 298
-joysticks, 299
-JSBSim, 300
-
-
- Kaaven, Ove, 301, 302
-Kaszeta, Richard, 303
-key bindings
-
-
-
- configuration, 304
-keyboard, 305
-keyboard controls, 306, 307, 308, 309
- miscellaneous, 310
-keyboard.xml, 311
-Knienieder, Tom, 312
-Koradi, Reto, 313
-Korpela, Eric, 314
-Kuehne, Bob, 315
-
-
- Laird, Kyler B., 316, 317
-landing gear, 318
-LaRCsim, 319, 320, 321, 322, 323, 324, 325
-latitude, 326
-Launching Flighgear
- Mac OS X, 327
- Windows, 328
-Launching Flightgear
- Linux, 329
-leaflet, 330
-Learjet 24, 331
-Lee, Eunice, 332
-Linux, 333, 334, 335, 336, 337, 338, 339, 340, 341, 342, 343, 344, 345, 346
-Linux distributions, 347
-load flight, 348
-longitude, 349
-Luff, David, 350, 351
-
-
- Mac OS 9, 352
-Mac OS X, 353
-Macintosh, 354, 355, 356
-magnetic compass, 357
-mailing lists, 358, 359
-map, clickable, 360
-marker, inner, 361
-marker, middle, 362
-marker, outer, 363
-Mayer, Christian, 364, 365, 366, 367
-Megginson, David, 368, 369, 370, 371
-menu, 372
-menu entries, 373
-menu system, 374
-MetaKit, 375
-Metro Works, 376
-Microsoft, 377, 378
-Mitchell, Eric, 379, 380
-mixture, 381
-
-
-
-Moore Cameron, 382
-Moore, Cameron, 383
-mouse, 384
-mouse interface, 385, 386
-mouse, actions, 387
-MS DevStudio, 388
-MSVC, 389, 390
-multi-lingual conversion tools, 391
-multiplayer code, 392
-Murr, David, 393
-Murta, Alan, 394
-
-
- NAV, 395
-navaids, 396
-Navion, 397, 398
-NDB, 399, 400
-Nelson, Phil, 401
-network, 402
-network options, 403
-networking code, 404, 405
-networking support, 406, 407
-nightly snapshots, 408
-Novikov, Alexei, 409
-NumLock, 410
-NVIDIA, 411, 412, 413
- drivers, 414
- Linux drivers, 415
- Windows drivers, 416
-
-
- offset, 417
-Olson, Curt, 418, 419, 420, 421, 422, 423, 424, 425, 426, 427, 428
-OpenGL, 429, 430, 431, 432, 433, 434, 435, 436, 437, 438, 439, 440, 441, 442, 443, 444, 445, 446, 447,
-448, 449
- drivers, 450
- libraries, 451
-OpenGL drivers, 452
-OpenGL Setup, 453
-Operating Systems, 454
-options
- aircraft model directory, 455
- debugging, 456
- features, 457
- flight model, 458
- general, 459
- HUD, 460
- initial position, 461
- IO, 462
-
-
-
- joystick, 463
- network, 464
- orientation, 465
- rendering, 466
- route, 467
- time, 468
- waypoint, 469
-options, configure, 470
-OS/2, 471
-
-
- panel, 472, 473, 474, 475
- reconfiguration, 476
-parking brake, 477
-Paul, Brian, 478
-pause, 479
-pedal, 480
-Peden, Tony, 481, 482, 483
-Peel, Robin, 484
-permissions, 485
-Perry, Alex, 486, 487
-pitch, 488
-pitch indicator, 489
-places to discover, 490
-PLIB, 491, 492, 493, 494, 495, 496
- header files, 497
-preferences, 498
-problem report, 499
-problems, 500
- general, 501
- Linux, 502
- Windows, 503
-programmers, 504
-property manager, 505
-proposal, 506
-
-
- Quake, 507
-
-
- radio stack, 508
-README.xmlpanel, 509
-Reinhard, Friedemann, 510, 511
-Reinholdtsen, Petter, 512
-Rendon, Elizabeth, 513
-reset flight, 514
-Riley, William, 515
-Ross, Andy, 516, 517
-RPM indicator, 518
-
-
-
-rudder, 519, 520, 521, 522
-rudder indicator, 523
-rudder pedals, 524, 525
-
-
- save flight, 526
-scenery, 527, 528
- add-on, 529
-scenery directory
- path, 530
-scenery subsystem, 531
-Schlyter, Paul, 532
-Schoenemann, Chris, 533
-Schubert, Phil, 534
-Scott, Jeff, 535
-screenshot, 536, 537, 538
-See how it flies, 539
-Sehgal, Bipin, 540
-Selig, Michael, 541
-SGI IRIX, 542
-SGI Irix, 543
-Shewchuk, Jonathan, 544
-Sikic, Gordan, 545
-SimGear, 546, 547, 548, 549
-Smith, Michael, 550
-snapshots, 551
-Solaris, 552
-sound card, 553
-sound effects, 554
-source code, 555
-speed, 556
-Spott, Martin, 557, 558
-Starting Flightgear
- Linux, 559
- Mac OS X, 560
- Windows, 561
-starting time, 562
-startup latitude, 563
-startup longitude, 564
-startup pitch angle, 565
-startup roll angle, 566
-Stuffit Expander, 567
-Sun-OS, 568, 569
-SuSE, 570
-system requirements, 571, 572
-system.fgfsrc, 573, 574
-
-
- Talsma, Durk, 575, 576, 577
-
-
-
-TerraGear, 578
-terrain, 579
-text books, 580
-texture, 581
-textures, 582, 583
-Thomas, Jay, 584
-throttle, 585, 586, 587
-thunderstorms, 588
-Tilt view, 589
-time, 590
-time offset, 591
-time options, 592
-TNT, 593
-Torvalds, Linus, 594
-triangle program, 595
-triangles, 596
-trim, 597
-Troester, Kai, 598
-turn indicator, 599, 600
-Twin Otter, 601
-
-
- U. S. Geological Survey, 602, 603
-UIUC, 604
-UIUC flight model, 605, 606
-UNIX, 607, 608, 609, 610
-Unix, 611
-
-
- Vallevand, Mark, 612
-van Sickle, Gary, R., 613, 614
-velocity rages, 615
-vertical speed indicator, 616
-VFR, 617, 618
-video card, 619
-view, 620
-view directions, 621, 622
-view frustrum culling, 623
-view modes, 624
-views, 625
-Vine, Norman, 626, 627, 628, 629, 630
-visibility, 631
-Visual C++, 632
-visual flight rules, 633
-Voegtli, Roland, 634
-Volpe, Carmelo, 635
-VOR, 636, 637
-
-
-
-
-
- Walisser, Darrell, 638, 639, 640
-weapon systems, 641
-weather, 642
-weather subsystem, 643
-Williams, Ed, 644
-window size, 645
-Windows, 646, 647, 648, 649, 650, 651, 652, 653, 654
-Windows 95/98/ME, 655
-Windows 95/NT, 656
-Windows NT/2000/XP, 657
-winds, 658
-Wippler, Jean-Claude, 659
-wireframe, 660
-Wood, Charles, 661
-Woodsoup, 662
-workstation, 663, 664
-
-
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