diff --git a/Docs/FGShortRef.pdf b/Docs/FGShortRef.pdf new file mode 100644 index 000000000..0ffe6bfd0 Binary files /dev/null and b/Docs/FGShortRef.pdf differ diff --git a/Docs/FlightGear-FAQ.html b/Docs/FlightGear-FAQ.html new file mode 100644 index 000000000..dd03c93d2 --- /dev/null +++ b/Docs/FlightGear-FAQ.html @@ -0,0 +1,426 @@ +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

+ +

Table of Contents

1 - + The FAQ

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?
1.3 - + What other important documentation should I read?
1.4 - + How old is this document?

2 - + Distribution

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?

3 - + Compiling

3.1 - + Why won't FlightGear compile?
3.2 - + I'm using RedHat 7, and ...?

4 - + Configuring

4.1 - + How do I install new scenery?
4.2 - + How do I setup my joystick(s)?

5 - + Running

5.1 - + Why is FlightGear so slow?
5.2 - + Why is my SGI machine so slow?
5.3 - + Stuck upside down after "crash"?
5.4 - + What happened to the panel, keyboard, etc?
5.5 - + Why doesn't audio work properly under Irix?
5.6 - + Why do I get an error loading libmk4.so.0?

6 - + Hacking

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?

7 - + Flying

7.1 - + Where can I learn about instrument flying and navigation?
7.2 - + What is the difference between Aileron and Rudder?

8 - + FlightGear v0.7.6

8.1 - + Why do I get an error in viewer.cxx about `exit' being undeclared?

+ + +

1 - + The FAQ

+ 1.1 - + Where can I get the latest version of this FAQ? +
+

+ http://flightgear.org/Docs/FlightGear-FAQ.html +

+
+ + 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 - + Distribution

+ 2.1 - + Where is the latest distribution of FlightGear? +
+

See + http://flightgear.org/Downloads/. +

+
+ + 2.2 - + Where can I find the newest snapshots? +
+

The best place to get the latest development code is from our CVS + repository. See + http://flightgear.org/cvsResources/ for details. +

+

Otherwise, you can get relatively up-to-date snapshots of the + development tree at + ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/. +

+
+ + 2.3 - + Where can I fly and where do I get the scenery? +
+

While the base package only comes with scenery for the San Francisco + Bay area, you can currently fly just about anywhere in the world. + See the "Additional Scenery" section of + http://flightgear.org/Downloads/ + for more information or go directly to our graphical downloader at + http://flightgear.org/Downloads/world-scenery.html. +

+

Also visit our "Places to Fly" section of the website + (http://flightgear.org/Places/) + for some help navigating to some awesome locations.

+
+ + 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 - + Compiling

+ 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 ...? +
+

Update your gcc packages. See + http://redhat.com/errata/ + to fix it and + http://www.gnu.org/software/gcc/gcc-2.96.html + for an explanation why.

+
+ + +

4 - + Configuring

+ 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)? +
+ +

See the README.Joystick file located in the + FlightGear/docs-mini/ directory of the source + distribution. This document is mirrored at + http://rockfish.net/shell/aboutjoy.txt. +

+

If you have a joystick with digital axes, see + http://www.unet.univie.ac.at/~a8603365/flightgear.html + for a patch to the development version of FlightGear.

+
+ + +

5 - + Running

+ 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):

+ +

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 - + Hacking

+ 6.1 - + How do I design a flight dynamics model for a new plane? +
+

See + http://jsbsim.sf.net.

+
+ + 6.2 - + How do I import planes from Microsoft Flight Simulator? +
+

See + http://home.t-online.de/home/Wolfram.Kuss/. +

+
+ + 6.3 - + How do I import BGL scenery from Microsoft Flight Simulator? +
+

See + http://matrixsoft.50megs.com/BGL/. +

+
+ + 6.4 - + How do I design or modify a panel? +
+

See the README.xmlpanel file located in the + FlightGear/docs-mini/ directory of the source + distribution. This document is mirrored at + http://rockfish.net/fg/README.xmlpanel. +

+
+ + 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 - + Flying

+ 7.1 - + Where can I learn about instrument flying and navigation? +
+

+ http://www.navfltsm.addr.com/ + is a very good site for learning techniques for navigation. Check + it out!

+
+ + 7.2 - + What is the difference between Aileron and Rudder? +
+

There is a bit of info on aileron vs. rudder here: + http://www.arundel.net/xplane/html/crosswind.html + and + http://www.monmouth.com/~jsd/how/. +

+
+ + +

8 - + FlightGear v0.7.6

+ 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 + + + + + + + + + + + +