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+
FlightGear FAQ
+
+ FlightGear FAQ
+ Cameron Moore
cameron@unbeatenpath.net
+
+
+ Introduction
+ Welcome to the FlightGear FAQ. Here you will find the answers to
+ some questions that are frequently asked on our mailing lists. If
+ you have a question that is not answered here, feel free to ask
+ us on our mailing lists. Enjoy
+
+
+
+
+
+ 1.1 -
+ Where can I get the latest version of this FAQ?
+
+
+ 1.2 -
+ Who do I contact if I have comments about this FAQ?
+
+
First contact the author. If you get no response, send your
+ comments to the flightgear-users mailing list.
+
+
+ 1.3 -
+ What other important documentation should I read?
+
+
Definitely read the FlightGear Installation and Getting
+ Started document available at
+ http://flightgear.org/Docs/.
+
Also see the FlightGear/docs-mini/ directory in the source
+ distribution for various other helpful documents.
+
+
+ 1.4 -
+ How old is this document?
+
+
See the About This Document section at the end of the FAQ.
+
+
+
+
+ 2.1 -
+ Where is the latest distribution of FlightGear?
+
+
+ 2.2 -
+ Where can I find the newest snapshots?
+
+
+ 2.3 -
+ Where can I fly and where do I get the scenery?
+
+
+ 2.4 -
+ Where can I get some different 3D models for my plane?
+
+
We currently don't have any of our own models yet, but we have
+ been given permission by several people to convert their models (which
+ where originally intended for use with Microsoft Flight
+ Simulator) to use with FlightGear. See Wolfram's Hangar
+ (http://home.t-online.de/home/Wolfram.Kuss/)
+ for a list of what we currently have available as well as
+ information on how to convert models yourself.
+
+
+
+
+ 3.1 -
+ Why won't FlightGear compile?
+
+
Well, that depends. First make sure you are using the appropriate
+ versions of FlightGear, SimGear, and plib. If any of the packages are
+ out of sync with the others, compilation may fail.
+
The FlightGear Downloads page
+ (http://flightgear.org/Downloads/)
+ should tell you what versions you need if you are trying to compile
+ the latest stable release. If you are using a development snapshot,
+ make sure all three packages are up-to-date.
+
Also ensure that you have some implementation of OpenGL with glut
+ support with the appropriate header files. Linux users with nVidia
+ cards should make sure you have the latest drivers from nVidia. Other
+ Linux users make sure you have Mesa3D
+ (http://mesa3d.org)
+ and your X server installed correctly. Windows users see
+ http://www.x-plane.com/SYSREQ/v5ibm.html,
+ and Mac users see
+ http://www.x-plane.com/SYSREQ/v5mac.html.
+
+
If your problems persist, subscribe to our FlightGear-Users mailing
+ list and let us know what problem you're having. See
+ http://flightgear.org/mail.html for help with this.
+
+
+
+ 3.2 -
+ I'm using RedHat 7, and ...?
+
+
+
+
+ 4.1 -
+ How do I install new scenery?
+
+
The scenery archive files (ie. w100n30.tar.gz) should be untarred
+ into the Scenery/
directory in your
+ $FG_ROOT
.
+
+
+ 4.2 -
+ How do I setup my joystick(s)?
+
+
+
+
+ 5.1 -
+ Why is FlightGear so slow?
+
+
FlightGear supports hardware acceleration, but it seems not to be
+ activated. Make sure you have OpenGL libraries installed and
+ configured properly and make sure you have the latest drivers for your
+ video card.
+
Linux users: If you are an nVidia user, follow their
+ directions on getting your card working. For most other users, make
+ sure Mesa is installed property and ensure that you have the
+ appropriate kernel device drivers for your card. Most people (and
+ distributions) use modules for their video card device drivers; run
+ `lsmod` as root to see what modules are loaded. You should also
+ make sure that you are loading the appropriate modules in your
+ XF86Config and that your video device section is correct. Now try
+ running an OpenGL application (other than FlightGear) to see how it
+ performs. You can try the gears demo from Mesa or something
+ like Quake3.
+
+
+ 5.2 -
+ Why is my SGI machine so slow?
+
+
First of all, one of the most common mistakes on SGI hardware is to
+ forget to specify --fog-fastest. On most SGI machines the EXP2 shading
+ model isn't hardware supported resulting in frame rates below 1 frame
+ per second (fps).
+
FlightGear makes extensive use of the OpenGL z-buffer feature,which
+ on most older SGI hardware is only supported in software. This means
+ that the CPU has to do all the z-buffer calculations in addition to the
+ other tasks FlightGear involves (flight dynamics, scenery tracking,
+ pushing commands into the graphics queue, etc). The following features
+ are software rendered on low-end SGI machines (like Indy and
+ Indigo):
+
+ - stencil and accumulation buffer
+ - depth queuing and depth buffering
+ - fogging, lighting, clipping and transforms
+ - texturing
+
+
This means that running FlightGear with the following options may not
+ even get the desired result:
+
./runfgfs --fog-disable --shading-flat --disable-skyblend \
+ --disable-textures --disable-clouds --disable-sound \
+ --disable-panel --enable-hud --disable-anti-alias-hud
+
I could even imagine that adding --enable-wireframe doesn't work on
+ these machines (I would be happy to be proven wrong though).
+
On a machine like O2 the following options give an acceptable
+ result:
+
./runfgfs --fog-fastest --disable-sound
+
Since I don't have access to other SGI hardware I can't tell which
+ options would be appropriate for your situation.
+
+
+ 5.3 -
+ Stuck upside down after "crash"?
+
+
In his infinite wisdom the FlightGear Grand Master decided that
+ planes were to valuable to allow them to be destroyed by novice pilots
+ who seemed to crash a lot. The fact that nobody has bothered to model
+ crashes may have something to do with it too. :-)
+
The result of this as you have noticed is that with a little
+ practice an ingenuity you can trim the ship to fly inverted along the
+ ground.
+
The quick answer is to hit Ctrl+U (with the default key bindings)
+ to warp the plane up 1000ft.
+
For the stubborn people out there: The trick to learn is to roll
+ back to normal (non inverted) do this by nursing the elevator to get
+ to about 500 feet or so and use the ailerons to snap roll 180*.
+ This is all good avionics except for the plane not destroying
+ itself. Remember the controls work in reverse when you are inverted
+ and keep that airspeed up!!!
+
+
+ 5.4 -
+ What happened to the panel, keyboard, etc?
+
+
If you are using a development version of FlightGear, make
+ sure you also have the latest base package. See
+ http://rockfish.net/fg/
+ for details on getting the latest CVS version.
+
+
+ 5.5 -
+ Why doesn't audio work properly under Irix?
+
+
FlightGear (as of June 2001) uses the Portable Libraries (PLIB)
+ for playing audio. The audio queue implementation of PLIB is far from
+ optimal (in fact it's just wrong). This seems to work on other
+ platforms quite well, but Irix expects things to be programmed
+ properly.
+
There has been discussion about using OpenAL
+ (http://www.openal.org)
+ for the next release of both PLIB and FlightGear. Tests show that
+ the OpenAL audio implementation does the job right, meaning that
+ these audio problems should be gone by then. In the mean time it is
+ best to disable audio on Irix completely (by adding --disable-sound
+ either on the command line or to your $HOME/.fgfsrc
+ file).
+
+
+ 5.6 -
+ Why do I get an error loading libmk4.so.0?
+
+
With the default installation, libmk4.so.0 is installed into
+ /usr/local/lib
. You need to ensure that that path is
+ listed in /etc/ld.so.conf
, then run `ldconfig`as
+ root.
+
+
+
+
+ 6.1 -
+ How do I design a flight dynamics model for a new plane?
+
+
+ 6.2 -
+ How do I import planes from Microsoft Flight Simulator?
+
+
+ 6.3 -
+ How do I import BGL scenery from Microsoft Flight Simulator?
+
+
+ 6.4 -
+ How do I design or modify a panel?
+
+
+ 6.5 -
+ How do I place objects, like buildings, into FlightGear?
+
+
First, ensure that you have v0.7.7 or later, the scenery files
+ where you plan to place the object, the actual model, and the
+ longitude and latitude where you plan to place the object.
+
Now get the altitude for your point. If you don't want to
+ calculate this yourself, start FlightGear at your location and take
+ note of the altitude. Here's an example command:
+
fgfs --lat=45.50 --lon=-75.73 2>&1 | tee fgfs.log
+
The altitude is probably in feet, so divide the starting altitude
+ by 3.28.
+
Search the output log file for the first occurrence of the string
+ "Loading tile" and take note of the filename. In the above example,
+ the output line looks like:
+
Loading tile /usr/local/Scenery/w080n40/w076n45/1712601
+
Copy a 3D model in a format that Plib understands to the same
+ directory as the tile file. Edit the text file in that directory
+ consisting of the tile name with the extension ".ind". The file will
+ already exist if there is an airport on the tile; otherwise, you can
+ create it from scratch. In our example, the filename is:
+
/usr/local/Scenery/w080n40/w076n45/1712601.ind
+
At the end of the file, add a new entry for your object,
+ consisting of the word "OBJECT_STATIC" followed by the model name,
+ the longitude in degrees, the latitude in degrees, the altitude in
+ meters, and the heading in degrees. In our example the line looks
+ like:
+
OBJECT_STATIC Towerax.ac -75.73 45.40 60 0
+
Save the changes to the .ind file, restart FlightGear, and
+ enjoy.
+
NOTE: The above information was taken from the following mailing
+ list post:
+ http://www.geocrawler.com/archives/3/11854/2001/6/0/5991409/.
+ See that page if this one doesn't make sense.
+
+
+
+
+ 7.1 -
+ Where can I learn about instrument flying and navigation?
+
+
+ 7.2 -
+ What is the difference between Aileron and Rudder?
+
+
+
+
+ 8.1 -
+ Why do I get an error in viewer.cxx about `exit' being undeclared?
+
+
This error cropped up after the release of v0.7.6. To fix the
+ problem, add "#include <stdlib.h>
" to the top of viewer.cxx.
+
+
+
+
+
About This Document
FlightGear FAQ
$Revision$
$Date$
+ This document generated from XML using
+ Sablotron.
+
Cameron Moore
cameron@unbeatenpath.net
\ No newline at end of file
diff --git a/Docs/README b/Docs/README
new file mode 100644
index 000000000..58db2486f
--- /dev/null
+++ b/Docs/README
@@ -0,0 +1,11 @@
+FGShortRef.pdf describes the key bindings and has a
+nice short description of controls for FGFS.
+
+The HTML documentation is a copy of the official
+manual. If you would like a nicely printed copy
+it is available in PDF form at the the FGFS website
+
+http://flightgear.org/Docs/InstallGuide/getstart.pdf
+
+
+
diff --git a/Docs/README.IO b/Docs/README.IO
new file mode 100644
index 000000000..61db580bd
--- /dev/null
+++ b/Docs/README.IO
@@ -0,0 +1,90 @@
+This document describes how to invoke FlightGear's generic IO subsystem.
+
+FlightGear has a fairly flexible generic IO subsystem that allows you
+to "speak" any supported protocol over any supported medium. The IO
+options are configured at runtime via command line options. You can
+specify multiple entries if you like, one per command line option.
+
+The general form of the command line option is as follows:
+
+ --protocol=medium,direction,hz,medium_options,...
+
+ protocol = { native, nmea, garmin, fgfs, rul, pve, ray, etc. }
+ medium = { serial, socket, file, etc. }
+ direction = { in, out, bi }
+ hz = number of times to process channel per second (floating
+ point values are ok.
+
+Serial Port Communication:
+
+ --nmea=serial,dir,hz,device,baud
+
+ device = OS device name of serial line to be open()'ed
+ baud = {300, 1200, 2400, ..., 230400}
+
+ example to pretend we are a real gps and output to a moving map application:
+
+ --nmea=serial,out,0.5,COM1,4800
+
+ Note that for unix varients you might use a device name like "/dev/ttyS0"
+
+Socket Communication:
+
+ --native=socket,dir,hz,machine,port,style
+
+ machine = machine name or ip address if client (leave empty if server)
+ port = port, leave empty to let system choose
+ style = tcp or udp
+
+ example to slave one copy of fgfs to another
+
+ fgfs1: --native=socket,out,30,fgfs2,5500,udp
+ fgfs2: --native=socket,in,30,,5500,udp --fdm=external
+
+ This instructs the first copy of fgfs to send UDP packets in the
+ native format to a machine called fgfs2 on port 5500.
+
+ The second copy of fgfs will accept UDP packets (from anywhere) on
+ port 5500. Note the additional --fdm=external option. This tells
+ the second copy of fgfs to not run the normal flight model, but
+ instead set the FDM values based on an external source (the
+ network in this case.)
+
+
+File I/O:
+
+ --garmin=file,dir,hz,filename
+
+ filename = file system file name
+
+ example to record a flight path at 10 hz:
+
+ --native=file,out,10,flight1.fgfs
+
+ example to replay your flight
+
+ --native=file,in,10,flight1.fgfs --fdm=external
+
+
+Moving Map Example:
+
+ Per Liedman has developed a moving map program called Atlas
+ (atlas.sourceforge.net) The initial inspiration and much code came
+ from Alexei Novikov.
+
+ The moving map supports NMEA format input either via network or
+ via serial port. Either way will work, but this example
+ demonstrates the use of a socket connection.
+
+ Start up fgfs with:
+
+ fgfs --nmea=socket,out,0.5,atas-host-name,5500,udp
+
+ Start up the Atlas program with:
+
+ Atlas --udp=5500 --fgroot=path-to-fg-root --glutfonts
+
+ Once both programs are running, the Atlas program should display
+ your current location. Atlas is a really nifty program with many
+ neat options such as the ability to generate and use background
+ bitmaps that show the terrain, cities, lakes, oceans, rivers, etc.
diff --git a/Docs/README.JSBsim b/Docs/README.JSBsim
new file mode 100644
index 000000000..6115d4b36
--- /dev/null
+++ b/Docs/README.JSBsim
@@ -0,0 +1,42 @@
+JSBSim
+
+JSBSim is an ongoing attempt at producing an OO Flight Dynamics Model (FDM)
+to replace LaRCsim as the default FDM for FlightGear. It can also be used
+standalone.
+
+JSBSim uses config files to represent aircraft and engines. Also, the flight
+control system is described in the config file. Normally, for use with
+FlightGear, the config files are named this way:
+/Aircraft//.cfg . Engines are named
+like this: /Engines/.dat .
+
+Aircraft and engine config files are present in the FGFS-Base package which
+must be downloaded from the FlightGear web site at www.flightgear.org or one
+of the mirror sites listed there.
+
+How to run FGFS using JSBSim
+
+All the various FDMs are currently compiled into FGFS. You can specify which
+FDM you want at run time. You can also specify which aircraft you want.
+Currently, for JSBSim only the X-15 is available, and possibly the C-172.
+Here is an example command line used to start up FlightGear using JSBSim as
+the FDM:
+
+fgfs --fdm=jsb --aircraft=X15 --units-feet --altitude=60000 --uBody=2000 --wBody=120
+
+[Note: uBody is the forward velocity of the aircraft, wBody is the downward
+velocity - from the aircraft point of view. This essentially means that the
+aircraft is going forward fast and has an angle of attack of about 4 degrees
+or so]
+
+ The above command line sets up the initial velocity and altitude to allow
+the X15 to glide down. Note that if you fire up the engine, it will burn for
+only about two minutes and then run out of fuel - but you will go very, very
+fast!
+
+Check out the JSBSim home page at www.hal-pc.org/~jsb/flightsim.html. Please
+report any bugs to jsb@hal-pc.org, or apeden@earthlink.net, or post them to
+the fgfs-devel mailing list.
+
+JSBSim is written by Jon S. Berndt and Tony Peden with contributions by
+other FlightGear programmers, as well.
diff --git a/Docs/README.xmlhud b/Docs/README.xmlhud
new file mode 100644
index 000000000..b982687fb
--- /dev/null
+++ b/Docs/README.xmlhud
@@ -0,0 +1,409 @@
+Users' Guide to FlightGear Hud configuration
+December 22 2000
+Neetha Girish
+
+This document describes the reconfigurable HUD of
+FlightGear implemented through XML config files.
+The present reconfigurable HUD code uses most of the code
+of version 0.6.1 vintage and I have adapted the same to provide
+a reconfigurable HUD for fgfs.
+Corrections and additions are welcome.
+
+Some History:
+
+Older versions of FGFS had a hard coded display of HUD.
+This was a less than ideal state of affairs when it came to
+using different aircraft Huds. I remember, somewhere in the 0.6.1 HUD code
+it was written that the HUD code is 'presently' hard coded but ideally should
+be moved into the aircraft configuration dataset, so that when you choose
+an aircraft, its HUD loads.
+This implementation make that possible, all you have to do is to
+create appropriate 'my_aircraft.xml' files in the HUD directory and
+without re-compiling the code you could have 'your_aircraft' HUD, by choosing that
+in the .fgfsrc file or as a command line option as described later. Of course,
+as of now, I have only implemented those HUD instruments in .xml readable form
+as was available in version 0.7.6 + few more used by ADA, Bangalore for our
+aircraft carrier take-off/landing simulation studies .
+To use the ADA specific reticles/HUD objects, please contact me/ you can figure it out
+yourself by studying the code. All of them are relevant 'only' if you use the conformal
+climb/dive ladder, since they are all referenced to it.
+The rewrite of Hud display code was done using pre and post release v0.7.6 code
+allowing for configuration of the hud via XML.
+
+The present Configurable Hud implements the entire functionality of
+fgfs HUD (called default HUD) till this date.
+
+Using Default/Custom Hud:
+
+The default HUD location is $FG_ROOT/Huds/Default.
+$FG_ROOT is the place on your filesystem where you installed FG
+data files. Alternate huds can be specified on the command line
+or set as the default in the $HOME/.fgfsrc or $FG_ROOT/preferences.xml
+using a property specification. The command line format is as follows:
+
+--prop:/sim/hud/path=Huds/Default/default.xml
+
+The path description shown is relative to $FG_ROOT. An absolute
+path may also be used for locations outside $FG_ROOT.
+For the custom Hud the path will be Huds/Custom/default.xml
+
+
+Hud - Implementation:
+
+All of the hud configuration files are XML-encoded property lists.
+The root element of each file is always named . Tags are
+always found in pairs, with the closing tag having a slash prefixing
+the tag name, i.e . The top level panel configuration
+file is composed of a and zero or more .
+Instruments are used by including a <"unique_name"> and a to the
+instruments configuration file.
+Comments are bracketed with .
+
+ Example Top Level Hud Config
+
+
+ Default Aircraft Hud
+
+
+
+ Huds/Instruments/Default/hudladder.xml
+
+
+
+ Huds/Instruments/Default/hudcard.xml
+
+
+
+ Huds/Instruments/Default/instrlabel.xml
+
+
+
+ Huds/Instruments/Default/fgtbi.xml
+
+
+
+
+
+
+The default location for instrument files is $FG_ROOT/Huds/Instruments/Default.
+The location for custom instrument files is $FG_ROOT/Huds/Instruments/Custom.
+The location for minimal instrument files is $FG_ROOT/Huds/Instruments/Minimal.
+Alternate locations may be specified in the hud configuration, paths
+must be absolute to use files outside $FG_ROOT.
+
+About Instrument Placement:
+
+For the sake of simplicity the FGFS HUD overlay is always 640 x 480 res.
+so all x/y values for instrument placement should fall within these bounds.
+Being an OpenGL program, 0,0 represents the lower left hand corner of the
+screen.
+
+Instrument Implementation:
+
+Instruments are defined in separate configuration files.
+The Instruments are basically classified into 4 types( Each of them an xml file) :
+The Hud Ladder,
+The Hud Card,
+The Hud Label and
+The Turn Bank Indicator
+.... (Note that that the earlier HUD classes/objects have been retained)
+Newer objects may be instantiated using the above classes, Unless a totally
+new object is required).
+
+The Default as well as the Custom directory have the same (in terms of properties)
+set of configuration files (but with different values to suit the aircraft).
+
+We have a Base class - Hud Instrument Item.
+We derive two more base classes - Instrument Scale and Dual Instrument Item from this.
+(This implementation owes its existence to all those who wrote the HUD code for 0.6.1)
+
+The Hud Instrument Label is an instantiable class derived from Hud Instrument Item - for
+displaying alphanumeric labels (altitude, velocity, Mach no and/or anything else as long you
+have a call back function to pass the value using the property 'data_source').
+
+The Hud Card is an instantiable class derived from Instrument scale - for displaying
+tapes and guages (single variable display, for displaying aoa, g's, vsi, elevator_posn, etc.).
+
+The Hud Ladder is an instantiable class derived from Dual Instrument Item - for displaying
+pitch reference ladder or climb/dive ladder (two variable display, for dislaying two types of
+ladders, the pitch reference ladder or the climb/dive ladder as defined by MIL-1787b).
+
+The fgTBI Instrument is an instantiable class derived from Dual Instrument scale again
+- for display of Bank angle and Sideslip (two variable display, for display of TSI info, kept
+different from the two variable ladder object basically because of its totally different
+draw member function).
+
+Most Hud instruments may be instantiated using above. It is proposed to provide all
+Hud objects as defined in MIL-STD-1797A, soon.
+
+Here is how you position 'any' object:
+
+x ____________ x+width
+ | |
+ | |
+y ------------ y+height
+
+this defines the objects position centered about the centroid of above rectangle
+in HUD overlay plane (640x480) coordinates with 0,0 at bottom-left corner.
+
+One more, pixels per degree in the ladder class represents the compression factor of the
+pitch ladder. In case of conformal HUD (climd/dive ladder) it is <640/horizontal_fov>
+or <480/vertical_fov>. In case of pitch reference ladder it is
+.
+
+Example of Hud Ladder xml file.
+
+
+
+
+
+
+ Pitch Ladder
+ 260
+ 150
+ 120
+ 180
+ 2.68
+ roll
+ pitch
+ 45.0
+ 10.0
+ 70
+ 0
+ false
+ true
+ false
+ false
+ false
+ false
+ false
+ false
+ 0.0
+ true
+
+
+
+
+
+
+Before you read this, _____ this is tick_top | |
+ | | |
+ | |__________________|
+ | this is cap_right,tick_left cap_bottom tick_right
+ |
+ _____| this is tick_bottom
+
+Example of Hud Card xml file.
+
+
+
+
+
+
+ Gyrocompass
+ 220
+ 430
+ 200
+ 28
+ heading
+ 4
+ 360.0
+ 0.0
+ 1.0
+ 5
+ 1
+ 360
+ 25.0
+ tape
+ false
+ false
+ true
+ true
+ true
+ false
+ false
+ false
+ 0.0
+ true
+ fixed
+ true
+
+
+
+
+
+
+Tape Options:
+
+HUDS_AUTOTICKS = 0x0001
+HUDS_VERT = 0x0002
+HUDS_HORZ = 0x0000
+HUDS_TOP = 0x0004
+HUDS_BOTTOM = 0x0008
+HUDS_LEFT = HUDS_TOP
+HUDS_RIGHT = HUDS_BOTTOM
+HUDS_BOTH = (HUDS_LEFT | HUDS_RIGHT)
+HUDS_NOTICKS = 0x0010
+HUDS_ARITHTIC = 0x0020
+HUDS_DECITICS = 0x0040
+HUDS_NOTEXT = 0x0080
+HUDS_LEFT | HUDS_VERT = 0x0006
+HUDS_RIGHT | HUDS_VERT = 0x0010
+HUDS_TOP | HUDS_NOTEXT = 0x0084
+HUDS_BOTTOM | HUDS_NOTEXT = 0x0088
+HUDS_VERT | HUDS_LEFT | HUDS_NOTEXT = 0x0086
+HUDS_RIGHT | HUDS_VERT | HUDS_NOTEXT = 0x0090
+
+
+For clarity, I repeat, Ticks and Caps :
+
+
+1. Left Tick ->|_____|<- Right Tick
+ |
+ v
+ Bottom Cap
+
+2. Top Cap
+ |
+ v
+ _____
+ | |
+
+
+3. Top Tick
+ |
+ v
+ ---
+ |
+ |<- Right Cap
+ |
+ ---
+ |
+ v
+ Bottom Tick
+
+4. ---
+ |
+ Left Cap -> |
+ |
+ ---
+
+Marker Offset :
+
+To Draw pointer on the scale markings. In the case of a our hud with offset 10.0
+The pointer is away from the scale and points at the markings.
+
+ -| -
+ -| -
+ <| -<
+ -| -
+ -| -
+Marker offset = 0.0 Marker offset = 10.0
+
+This should be useful when I implement the fixed tape/moving pointer.
+
+
+Example of a Label xml file.
+
+
+
+
+
+
+ machno
+ 25
+ 130
+ 40
+ 30
+ mach
+ %4.2f
+ blank
+ NULL
+ 1.0
+ 4
+ 2
+ 0
+ true
+ false
+ false
+
+
+
+
+
+
+
+Example of a Turn Bank Indicator xml file.
+
+
+
+
+
+
+ fgTBI_Instrument
+ 290
+ 45
+ 60
+ 10
+ roll
+ sideslip
+ 45.0
+ 5.0
+ 5
+ true
+
+
+
+
+
+
+I have still got to implement dials (as in MIL-STD-1787b).
+
+REMEMBER IF YOU NEED TO INDICATE ANY OTHER PARAMETER ON THE HUD OTHER THAN WHAT IS PROVIDED AS
+CALLBACK FUNCTIONS (PROPERTY NAMES LISTED BELOW) YOU HAVE TO FIDDLE WITH THE CODE, AS YET. LET ME
+KNOW AND I SHALL INCLUDE THAT.
+
+anzg
+heading
+aoa
+climb
+altitude
+agl
+speed
+view_direction
+aileronval
+elevatorval
+rudderval
+throttleval
+aux16
+aux17
+aux9
+aux11
+aux12
+aux10
+aux13
+aux14
+aux15
+aux8
+ax
+mach
+framerate
+fov
+vfc_tris_culled
+vfc_tris_drawn
+latitude
+longitude
+
+
+
+
+
+
+
+
+
+
+
+