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FlightGear Flight Simulator - Installation and Getting Started

+ + +

+ +

Michael Basler (pmb@epost.de)

+ including contributions by
+ Jon Berndt (jsb@hal-pc.org),
+ Bernhard Buckel (buckel@mail.uni-wuerzburg.de),
+ Curt Olson (curt@flightgear.org), and others
+ +

+

+

Getting Started version 0.4
+May, 12th, 2001
This documentation was written for FlightGear version (Pre)0.7.7.

+ +

+ +

Contents

1  Quick Start: For Pilots in a hurry
chapter.1 +2  Want to have a free flight? Take FlightGear!
chapter.2 +    2.1  Yet another Flight Simulator?
section.2.1 +    2.2  A Short History of FlightGear
section.2.2 +    2.3  System requirements
section.2.3 +    2.4  Which version should I use?
section.2.4 +    2.5  Flight models
section.2.5 +    2.6  To whom this guide is addressed and how it is organized
section.2.6 +3  Getting the engine: Installing OpenGL graphics drivers
chapter.3 +    3.1  NVIDIA Chip based cards under Linux
section.3.1 +    3.2  NVIDIA Chip based cards under Windows
section.3.2 +    3.3  3DFX Chip based cards under Linux
section.3.3 +    3.4  3DFX Chip based cards under Windows
section.3.4 +    3.5  An alternative approach for Windows users
section.3.5 +4  Building the plane: Compiling the program
chapter.4 +    4.1  Getting a development environment under Windows
section.4.1 +    4.2  Compiling FlightGear under Linux/Windows
section.4.2 +    4.3  Compiling on other systems
section.4.3 +    4.4  Installing the base package
section.4.4 +    4.5  For test pilots only: Building the nightly snapshots
section.4.5 +5  Preflight: Installing FlightGear
chapter.5 +    5.1  Installing the binary distribution on a Windows system
section.5.1 +    5.2  Installing the binary distribution on a Macintosh system
section.5.2 +    5.3  Installing the binary distribution on a Debian Linux system
section.5.3 +    5.4  Installing the binary distribution on a SGI IRIX system
section.5.4 +    5.5  Installing add-on scenery
section.5.5 +    5.6  Installing documentation
section.5.6 +6  Takeoff: How to start the program
chapter.6 +    6.1  Launching the simulator under Linux
section.6.1 +    6.2  Launching the simulator under Windows
section.6.2 +    6.3  Command line parameters
section.6.3 +        6.3.1  General Options
subsection.6.3.1 +        6.3.2  Features
subsection.6.3.2 +        6.3.3  Flight model
subsection.6.3.3 +        6.3.4  Initial Position and Orientation
subsection.6.3.4 +        6.3.5  Rendering Options
subsection.6.3.5 +        6.3.6  Scenery Options
subsection.6.3.6 +        6.3.7  HUD Options
subsection.6.3.7 +        6.3.8  Time Options
subsection.6.3.8 +        6.3.9  Network Options
subsection.6.3.9 +        6.3.10  Network OLK Options
subsection.6.3.10 +        6.3.11  Route/Waypoint Options
subsection.6.3.11 +        6.3.12  Joystick properties
subsection.6.3.12 +7  In-flight: All about instruments, keystrokes and menus
chapter.7 +    7.1  Keyboard controls
section.7.1 +    7.2  Menu entries
section.7.2 +    7.3  The Instrument Panel
section.7.3 +    7.4  The Head Up Display
section.7.4 +    7.5  Mouse controlled actions
section.7.5 +8  Landing: Some further thoughts before leaving the plane
chapter.8 +    8.1  Those, who did the work
section.8.1 +    8.2  What remains to be done
section.8.2 +9  Missed approach: If anything refuses to work
chapter.9 +    9.1  FlightGear Problem Reports
section.9.1 +    9.2  General problems
section.9.2 +    9.3  Potential problems under Linux
section.9.3 +    9.4  Potential problems under Windows
section.9.4 + +

+

+Chapter 1
Quick Start: For Pilots in a hurry + +

+ + +

+Most pilots are in a hurry and not interested in the internal workings of their engine. +Similarly, there may be no need to go through all that manual for your first flight with +FlightGear. If you are sure the graphics drivers for your card support OpenGL + +(check documentation; for instance all NVIDIA + Windows and Linux drivers for +TNT +/TNT2/Geforce +/Geforce2 do) and if you are working under one of the +following operating systems: + +

+ +

+

+ you can make use of pre-compiled binaries +. These as well as +instructions how to install them can be found under +


+

+http://flightgear.sourceforge.net/Downloads/. +


+

+ 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 manual, notably Section 5. + +

+

+Chapter 2
Want to have a free flight? Take FlightGear! +

+ +

+

+2.1  Yet another Flight Simulator?

+Did you ever want to fly a plane yourself, but lacked the money or ability to do so? Are +you a real pilot looking to improve your skills without having to take off? Do you want +to try some dangerous maneuvers without risking your life? Or do you just want to have +fun with a more serious game 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 © +FS2000 + 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 + simulator. + +

+ +

+

+ 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. It led to a product which, + in several respects, is better than its commercial competitors. + +

+

+2.2  A Short History + of FlightGear

+ +

+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://flightgear.sourceforge.net/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 workstation +s 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. 1: 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: + +

+ +

+

+During development there were several code reorganization efforts. Various code +subsystems were moved into packages. At present, the code is organized as follows: +


+

+On 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 8 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 under +


+

+ http://flightgear.sourceforge.net/News/ + +

+

+2.3  System requirements

+ +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 supporting +OpenGL +. If you don't know what OpenGL + is, the overview given at the +OpenGL web site +


+

+http://www.opengl.org +


+

+ 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)...''. + +

+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 OpenGL support can force even +the fastest machine to its knees. The typical signal for missing hardware acceleration +are frame rate +s 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, I would suggest +getting one based on a NVIDIA chip (TNT/TNT2/Geforce/Geforce2) at present. + +

+To install the executable and basic scenery you need around 40 MB of free disk +space +. In case you want to compile the program yourself you will need about 150 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. + +

+If you want to hear sound effects + any capable sound card + should suffice. +FlightGear supports a joystick + or yoke + and 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 Windows 95 +, Windows 98 +, Windows ME +, Windows NT +, and +Windows 2000 +. Building FlightGear is possible on a Macintosh 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). + +

+

+2.4  Which version should I use?

+ + +

+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 versions, while odd +numbers like 0.7, 0.9, and so on refer to developmental versions. 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 a little 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. For developers there exist nightly snapshots + + of the source code, available from +


+

+ftp://flightgear.sourceforge.net/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 +


+

+http://cvshome.org/ +


+

+ to get the recent code. A detailed description of how to set this up for FlightGear +can be found under +


+

+http://flightgear.sourceforge.net/cvsResources/. +


+

+ Given, that the stable version is usually quite old, while on the other hand + the recent developmental versions may contain bugs (or, undocumented features), + I recommend using the ''latest official (unstable) release'' for the average user. + This is the latest version named under + +

+ http://flightgear.sourceforge.net/News/; +


+

+ usually this is also the version which the binary distributions + available under +


+

+http://flightgear.sourceforge.net/Downloads/ +


+

+ are based on. If not otherwise stated, all procedures + in this Ïnstallation and Getting Started" will be based on these packages. + +

+

+2.5  Flight models +

+ + +Historically, FlightGear has been based on the flight model it inherited (together +with the Navion airplane) from LaRCsim. As this had several limitations (most important, +many characteristics were hard wired and there were no configuration files), there were +several attempts to develop or include alternative flight models +. As a result, +FlightGear supports several different flight models now, 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 under +


+

+http://jsbsim.sourceforge.net/. +


+

+ Concerning airplanes, the JSB flight model at present provides support for a +Cessna 172 +, for a fighter F-15 + 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. + +

+All these modes can be invoked at runtime via a command line switch + + +

+- -fdm=abcd + +

+ to be discussed later in Section 6. + +

+As another alternative, there is the UIUC flight model +, developed by a team from +the University of Illinois, in the beginning independently from FlightGear (while now +using it for their simulations). This project aims at studying the simulation of aircraft +icing. Its home is under +


+

+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. Contrary to the flight dynamics +models named above, the UIUC flight dynamics model is invoked via a command line like + +

+- -aircraft=uiuc - +-aircraft-dir=/usr/local/FlightGear/Aircraft-uiuc/Beech99. + +

+

+2.6  To whom this guide is addressed and how it is organized

+ +

+There is little, if any, material in this Guide that is presented here exclusively. You +could even say with Montaigne that I ''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 under: +


+

+http://flightgear.sourceforge.net/ +


+

+ However, a neatly printed manual is arguably preferable over loosely scattered +Readme files by many, 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 under +


+

+http://flightgear.sourceforge.net/Docs; +


+

+ a FlightGear Scenery Design Guide, + +describing the Scenery tools now packaged as TerraGear; and a FlightGear +Flight School +, at least. +


+

+Installation and Getting Started is organized as follows: + +

+Chapter 3, Getting the engine: Installing OpenGL graphics drivers, +describes how to prepare the computer for supporting FlightGear's graphics +requirements. FlightGear is based on a graphics library called OpenGL, so you must +install graphics card drivers that support OpenGL, preferred with hardware acceleration +(unless you have already done so). + +

+Chapter 4, 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. There will however 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 and go directly +to Chapter 5. + +

+In Chapter 5, 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 +. + +

+The following Chapter 6, Takeoff: How to start the program, +describes how to start the program and includes an overview on the numerous command line +options. + +

+Chapter 7, 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 keystroke +commands, an overview of the menu entries, detailed descriptions of instrument panel and +the HUD (head up display) as well as hints on using the mouse functions. + +

+In Chapter 8, Landing: Some further thoughts before leaving the +plane, we would like to give credit to those who deserve it, and sketch an overview on +what remains to be done. + +

+I 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.). I 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). + +

+I hope to continuously update this document at least for the foreseeable future, but +supposedly will not be able to produce a new one for any single release of +FlightGear. While I am watching the mailing lists, it would help if developers +adding new functionality would send me a short note. + +

+

+Chapter 3
Getting the engine: Installing OpenGL + graphics drivers + +

+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 under +


+

+http://flightgear.sourceforge.net/Hardware. +


+

+ Specific information is collected for windows under +


+

+http://www.x-plane.com/SYSREQ/v5ibm.html +


+

+ and for Macintosh under +


+

+http://www.x-plane.com/SYSREQ/v5mac.html. +


+

+ An excellent place to search for documentation about Linux and 3-D accelerators is the +Linux Quake + HOWTO under +


+

+http://www.linuxquake.com. +


+

+ 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 I am +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. + +

+

+3.1  NVIDIA Chip based cards under Linux + +

+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 under +


+

+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. + +

+

+3.2  NVIDIA Chip based cards under Windows + +

+ +

+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. + +

+

+3.3  3DFX Chip based cards under Linux + +

+ +

+Notably, with 3DFX + now having been taken over by NVIDIA +, usage and +support for these (Voodoo 1, 2, 3,...) cards will continually disappear. Reportedly, +however, XFree86 4.0 supports these cards out of the box, even in accelerated mode. Thus, +if you have got a recent Linux distribution you should be safe. If you are still running +a version of Xfree86 3.X and run into problems, consider an upgrade. Notably the recent +Debian distribution has been reported to work well. + +

+

+3.4  3DFX Chip based cards under Windows + +

+ +

+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. + +

+

+3.5  An alternative approach for Windows users

+ +

+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 under +


+

+http://www.glsetup.com/. + +

+I did not try this myself, but would suggest it as a last resort for those completely +lost. + +

+ One final word: I 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. + +

+

+Chapter 4
Building the plane: Compiling + the program +

+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) 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, I recommend postponing this task and just starting with the binary +distribution + to get you flying. + +

+As you will note, this Chapter is far from being complete. Basically, I 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: + +

+ +

+

+Finally: You might want to check Section 9, Missed approach, if +anything fails. In case this does not help I recommend sending a note to one of the +mailing lists (for hints on subscription see Chapter 8). + +

+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 for this purpose. 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. + +

+

+4.1  Getting a development environment + under Windows

+ +

+There is a powerful development environment available for Windows and this even for free: +The Cygnus development tools, + resp. Cygwin. Their home +is under +


+

+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 +around 600 MB 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, I 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. I found +


+

+ftp://mirrors.rcn.net +


+

+ a very recent and fast choice. In the next windows the default settings are usually a +good start. Now choose Next, sit down and wait. + +

+If you are done with this. Invoke the installer a second 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 real root directory of a drive, thus choose +c:/Cygwin (but other drivers work as well). Now, all Cygwin stuff and all +FlightGear stuff lives under this directory. In addition, select + +

+ Default text file type: Unix + +

+ Install For: Just me. + +

+As a final step you should include the binary directory + (for instance: +c:/Cygwin/bin) into your path either via adding path=c:\Cygwin\bin in +your autoexec.bat or via the corresponding tool in WindowsNT/2000. + +

+Now you are done. Fortunately, all this has to be done 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. + +

+

+4.2  Compiling FlightGear under Linux/Windows + +

+ +

+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. + +

+ +

    +
  1. First, choose an install directory + for FlightGear. This will not be the one your +binaries will live in but the one for your source code and compilation files. I suggest + +

    +cd:/usr/local/ + +

    +mkdir source + +

    + +

  2. Now, you have to install a support library PLIB + which is absolutely essential for the building + process (see Chapter 2). PLIB contains most of the basic graphics + rendering, audio, and joystick routines. Download the latest stable version of PLIB + from +


    +

    + http://plib.sourceforge.net/ +


    +

    + (at present, this is version plib-1.2.0.tar.gz) 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 + under +/usr/include/plib (and nowhere else). + +

    + +

  3. Next, you have to install another library SimGear + containing the basic simulation routines. + Get the file SimGear-X.X.X.tar.gz + from +


    +

    + ftp://simgear.sourceforge.net/pub/simgear/Source/ +


    +

    + Download it to /usr/local/source. Change to that directory and unpack SimGear +using + +

    + tar xvfz plib-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. + +

    + +

  4. Now, you're finally prepared to build FlightGear itself. + Get FlightGear-X.X.X.tar.gz from +


    +

    + ftp://flightgear.sourceforge.net/pub/flightgear/Source/ +


    +

    + and download it to /usr/local/source. Now, 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 a with/without switch as + +

    + +

    +

    +A good choice would be - -prefix=/usr/local/FlightGear. In this case +FlightGear's binaries + will live under +/usr/local/FlightGear/bin. + +

    +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 /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 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 re-run +configure (for instance because of installing another version of PLIB etc.), +remove the files config.cache from these same directories before. + +

+

+4.3  Compiling on other systems +

+A detailed description of this lies beyond the scope of this Guide. Packages required for +specific machines can be found under +


+

+http://flightgear.sourceforge.net/Downloads/. +


+

+There should be a workplace for Microsoft Visual C + included in the official +FlightGear distribution. Macintosh + users find the required CodeWarrior + +files as a .bin archive under +


+

+http://icdweb.cc.purdue.edu/ walisser/fg/. + +

+

+4.4  Installing the base package +

+ +

+If you successfully performed the steps named above, you 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://flightgear.sourceforge.net/pub/flightgear/Shared/ + +

+ as fgfs-base-X.X.X.tar.gz. + +

+This package + is usually quite large (around 25 MB), but +must be installed for FlightGear to run properly. There is no compilation required for +this package. 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 base 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. + +

+

+4.5  For test pilots only: Building the nightly snapshots

+ +

+It you're really into adventures or feel you're an advanced user, you can try one of the +recent nightly snapshots + + under +


+

+ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/. +


+

+ In this case you have to get the most recent Snapshot from SimGear under +


+

+ftp://simgear.sourceforge.net/pub/simgear/Devel/Snapshots/ +


+

+ as well. But be prepared: These are for development and may (and often do) +contain bugs. + +

+If you are using these nightly snapshots the base package named above will usually not be +in sync with the recent code and you have to download the most recent developmental +version from +


+

+ http://rockfish.net/fg/. +


+

+ Klick Download Base Package Snapshot. The next page uses a special automated +download mechanism; if you now double-klick fgfsbase-X.X.X.tar.gz the download +starts automatically. If you for whatever reason have difficulty with this, you may +right-klick the file and use Save as... to download it manually. + +

+I suggest downloading this package fgfsbase-X.X.X.tar.gz to a temporary +directory. Now, decompress it using +


+

+ tar xvfz fgfsbase-X.X.X.tar.gz. +


+

+ In recent versions of fgfsbase-X.X.X.tar.gz this results in a subdirectory +/fgfsbase containing /Flightgear and all of its subdirectories. If you +installed the FlightGear binaries under /usr/local/Flightgear/bin as +described above, move the base package files and sub-directories into that directory and +you are done. Make sure you got the directory structure named above. + +

+

+Chapter 5
Preflight: Installing FlightGear +

+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 consists in +installing the binaries. At present, there are pre-compiled binaries + available +for + +

+ +

+

+

+5.1  Installing the binary distribution on a Windows system

+ + +

+The following supposes you are on a Windows 95/98/Me/NT/2000 + system. +Installing the binaries is quite simple. Go to +


+

+ ftp://flightgear.sourceforge.net/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 (being provided +courtesy Curt Olson) + from +


+

+ftp://flightgear.sourceforge.net/pub/flightgear/Win32/ +


+

+ to a drive of your choice. I suppose you already have a tool for unzipping them. If not, +I would suggest downloading a free one like POWERARCHIVER, + +which you can fetch from +


+

+http://www.powerarchiver.com/. +


+

+ Use it to extract the files. If you choose drive c: you should find a file +runfgfs.bat under c:/Flightgear now. Double-clicking it should invoke +the simulator. + +

+

+5.2  Installing the binary distribution on a Macintosh system

+ + +

+If your Macintosh + is running the conventional Mac OS 9 + or earlier, +download the file FlightGear_Installer_0.7.5.sit (being provided courtesy Darrell +Walisser) + from +


+

+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. + +

+Alternatively, if you are running Mac OS X +, download fgfs-OSX.gz from +the same site named above. This can be unpacked with gunzip via + +

+ gunzip fgfs-OSX.gz. + +

+Now you will find a folder Flightgear containing the script runfgfs to +start the program. + +

+

+5.3  Installing the binary distribution on a Debian Linux system

+ + +

+Download the file flightgear_0.7.6-6_i386.deb (being provided courtesy Ove +Kaaven) + from any of the Debian + mirror sites listed under +


+

+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. + +

+

+5.4  Installing the binary distribution on a SGI IRIX system

+ + +

+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. + +

+

+5.5  Installing add-on scenery

+ + + +

+There is a complete set of scenery files worldwide available created by Curt +Olson + which can be downloaded via a clickable map under +


+

+http://flightgear.sourceforge.net/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. + +

+

+5.6  Installing documentation

+ + +

+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. + +

+

+Chapter 6
Takeoff: How to start the program +

+ +

+

+6.1  Launching the simulator under Linux

+ + +Under Linux (or any other flavor of Unix), FlightGear is invoked by +


+

+ runfgfs - -option1 - -option2..., +


+

+ where the options will be described in Section 6.3 below. + +

+

+6.2  Launching the simulator under Windows

+ + + +

+In Windows explorer, change to the /FlightGear directory and double-click +runfgfs.bat. + +

+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 notepad using the +two lines above. + +

+For getting maximum performance it is recommended to minimize (iconize) the text output +window while running FlightGear. +


+

+ +



Fig. 2: Ready for takeoff. Waiting at the default startup position in Arizona. +


+

+

+6.3  Command line parameters +

+ + +

+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 under +


+

+http://rockfish.net/shell/aboutjoy.txt. + +

+

+6.3.1  General Options

+ + +

+ +

+6.3.2  Features

+ + +

+ +

+6.3.3  Flight model +

+ + +

+ +

+6.3.4  Initial Position and Orientation

+ + + +

+ +

+6.3.5  Rendering Options +

+ +

+ +

+6.3.6  Scenery Options

+ + +

+ +

+6.3.7  HUD Options + +

+ +

+ +

+6.3.8  Time Options

+ + + +

+ +

+6.3.9  Network Options

+ + + +

+ +

+

+

+6.3.10  Network OLK Options

+ + + +

+The following start options work only if you compiled with Oliver Delise's + multi-pilot networking code + enabled, i.e. - -with-network-olk +(see Chapter 4). This is not implemented by default. + +

+ +

+6.3.11  Route/Waypoint Options

+ + + +

+ +

+6.3.12  Joystick properties +

+ + +

+The combination of the numerous types of joystick +s, flightsticks, yoke +s, +pedal +s etc. on the market with the several target operating systems, makes +joystick support a + nontrivial task in FlightGear. + +

+FlightGear supposes certain default values for the axes of your joystick/yoke/rudder +as follows (note that numbering of axis starts with 0!) : +


+

+ +
+
axis 0 aileron +
axis 1 elevator +
axis 2 rudder +
axis 3 throttle +
+ +

+


These axes settings are valid, for instance for MS sidewinder. However, if you happen for +instance to use the quite common combination of CH Virtual Pilot (Pro) + CH (Pro) Pedals +this will not work for you. As a result you may see the plane spin shortly after start, +for instance. + +

+Basically, all these axes settings can be modified via the following command line switch: +


+

+- -prop:/input/name=jsx/axisn/property=value, +


+

+ where +


+

+ +
+
x =number of device, +
n =number of axis, +
property =control, dead-band, offset, factor, +
value =the corresponding value for that property. +
+ +

+


The number of the device starts with 0, and usually is 0, if you only have one +joystick. number of the axis characterizes the axis, the property of which is to be +defined, and starts with 0, as well. The property control can have the values +/controls/aileron, /controls/elevator, /controls/rudder, /controls/throttle. +dead-band specifies a range, within which signals are discarded, which is useful to +avoid jittering for minor yoke movements. The property offset can be used to +specify a device, the value of which should not be centered in its neutral position. This +is typically the case for throttle. Finally, factor controls sensitivity of that +axis. The default value is +1, with a value of -1 reversing the behavior. + +

+An example might make this more clear. Let us consider the following entries in +.fgfsrc + or system.fgfsrc +, resp., +


+

+ - -prop:/input/js0/axis0/control=/controls/aileron + +

+ - -prop:/input/js0/axis1/control=/controls/elevator + +

+ - -prop:/input/js0/axis2/control=/controls/throttle + +

+ - -prop:/input/js0/axis2/factor=-1.0 + +

+ - -prop:/input/js0/axis3/control=/controls/rudder + +

+ - -prop:/input/js0/axis3/factor=1.0 + +

+ - -prop:/input/js0/axis3/offset=0.5 +


+

+ These are the settings I use for my CH Virtual Pilot Pro/Pro Pedals (Gameport). The first +2 lines might be not strictly necessary, as they are set by default. However, as you see, +throttle and rudder are exchanged in my case. Besides maximum and minimum of throttle are +reversed. + +

+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, the most recent version of +which is available from +


+

+http://rockfish.net/shell/aboutjoy.txt. +


+

+ In case you run into any trouble with your input device, it is highly recommended to have +a look into this document. + +

+

+Chapter 7
In-flight: All about instruments, keystrokes and menus +

+Finally we're in the air. This 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. A joystick + or +yoke + provides a more realistic alternative for actual piloting of the plane. 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 under +


+

+http://flightgear.sourceforge.net/Docs/InstallGuide/FGShortRef.html. + +

+

+7.1  Keyboard controls

+ + +

+While joystick +s or yoke +s 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 on the graphics +window). Several of the keyboard controls might be helpful even in case you use a +joystick. + +

+After activating NumLock the following keyboard controls + should work: +

+ +

+ Tab. 1: Main keyboard controls + for FlightGear on the numeric keypad with + activated NumLock key:. +


+

+ +

+
+
Key Action +
Pg Up/Pg Dn Throttle + +
Left Arrow/Right Arrow Aileron + +
Up Arrow/Down Arrow Elevator + +
Ins/Enter Rudder + +
5 Center aileron/elevator/rudder +
Home/End Elevator trim +
+ +

+

+ + +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. +


+

+ +

+
+
Numeric Key View direction + +
Shift-8 Forward +
Shift-7 Left/forward +
Shift-4 Left +
Shift-1 Left/back +
Shift-2 Back +
Shift-3 Right/back +
Shift-6 Right +
Shift-9 Right/forward
+ +

+

+ + +The autopilot + is controlled via the following controls: +


+

+ Tab. 3: Autopilot and related controls. + +


+

+ +

+
+
Key Action +
Ctrl + A Altitude hold + toggle on/off +
Ctrl + G Follow glide slope 1 toggle on/off +
Ctrl + H Heading hold + toggle on/off +
Ctrl + N Follow NAV 1 radial toggle on/off +
Ctrl + S Autothrottle + toggle on/off +
Ctrl + T Terrain follow toggle on/off +
Ctrl + U Add 1000 ft. to your altitude +
F11 Autopilot altitude dialog +
F12 Autopilot heading dialog
+ +

+

+


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. 4: Special action of keys, if autopilot is enabled. + +


+

+ +

+
+
Key Action +
Up/Down Arrow Altitude adjust +
Ins/Enter Heading adjust +
Pg Up/Pg Dn Auto Throttle adjust
+ +

+

+


Besides these basic keys there are some more special ones; some of these you'll probably +not want to try during your first flight: + +

+ Tab. 5: Special keyboard controls. + +


+

+ +

+
+
Key Action +
a/A Speed up/slow down (time acceleration) +
b Both gear brakes + on/off +
h/H Change color of HUD/toggle HUD off forward/backward +
i/I Minimize/maximize HUD +
m/M Change time offset + (warp) used by t/T forward/backward +
P Toggle instrument panel + on/off +
p Toggle pause + on/off +
t/T Time speed up/slow down forward/backward +
x/X Zoom in/out +
v Cycle view modes + +
W Toggle full screen mode + on/off (Mesa/3dfx/Glide only) +
z/Z Change visibility + (fog) forward/backward +
, Left gear brake (useful for differential braking +) +
. Right gear brake (useful for differential braking +) +
] Extend flaps + +
[ Retract flaps +
F2 Refresh Scenery tile cache +
F3 Save screenshot under fgfs-screen.ppm +
F6 Toggle autopilot target between current heading and waypoint +
F8 Toggle fog on/off +
F9 Toggle texturing on/off +
F10 Toggle menu on/off +
ESC Exit program
+ +

+

+


Tab. 6: Alternative function key commands accessible via Shift + +key. + +


+

+ +

+
+
Key Action +
Shift-F1 Restore flight from fgfs.sav +
Shift-F2 Save current flight to fgfs.sav +
Shift-F3 Read a panel from a property list +
Shift-F4 Re-read global preferences from preferences.xml +
Shift-F5/F6 Shift the panel in y direction +
Shift-F7/F8 Shift the panel in x direction +
Shift-F10 Toggle data logging of FDM on/off
+ +

+

+


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. + +

+

+7.2  Menu entries

+ + +

+At present, the menu provides the following useful functions. + +

+ +

+7.3  The Instrument Panel + +

+ +

+The 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, I will +at least try to outline the main flight instrument +s or gauge +s. +


+

+ +



Fig. 3: The panel. +


+

+Let us start with the most important instruments any simulator pilot must know. In the +center of the instrument panel (Fig. 3), in the upper row, you 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 have 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 never to be exceeded. + +

+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 aileron +s 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. 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. + + +

+Further below the turn indicator is the manifold pressure indicator +. + +

+To the r.h.s of the artificial horizon you 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 find the +clock +, being an important tool for instance for determining turn rates. On the +bottom, below the compass, is the flap indicator +. Further below are several small +gauges displaying the technical state of your engine. Certainly the most important of +them is the fuel indicator + - as any pilot knows. + +

+Like in most flight simulators, you actually get a bit more than in a real plane. The +instrument on the bottom below the turn indicator indicates the position of your +yoke +. This serves as kind of a compensation for the missing forces you feel while +pushing a real yoke, for instance. 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 brake indicator above yoke indicator +displays when you are braking. + +

+The right hand side of the panel is occupied by the radio stack +. Here you find +two VOR + receivers (NAV1/2), + + an NDB + receiver +(ADF +) and two communication radio +s (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 COMM +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 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 considered as 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. + +

+Below the two COMM/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. Right to these +three LEDs is the autopilot switch, allowing you to set it to hold the heading, a NAV +radial, or the altitude. + +

+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, I suggest +consulting a book on instrument flight (simulation). Besides, this would be material for +a yet to be written FlightGear Flight School. + +

+You can neglect these radio instruments as long as you are strictly flying according to +VFR + (visual flight rules +) only. + +

+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 ]). + +

+

+7.4  The 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 HUD +s 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. +


+

+ +



Fig. 4: The HUD, or Head Up Display. +


+

+The HUD + shown in Fig. 4 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 + displays some additions information. On the upper right you +find date and time. Below, you see latitude + and longitude + of your current +position on the l.h.s and r.h.s, resp. In the lower left corner there is a number +indicating the frame rate + (the number of times the picture being re-drawn each +second). + +

+You can change color of the HUD using the ''H'' or ''h'' key. Pressing it +several times minimizes the HUD. + +

+

+7.5  Mouse controlled actions +

+ +

+Besides just clicking the menus, your mouse has got certain valuable functions in +FlightGear. + +

+There are three mouse modi. In the usual 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. Klicking on the left hand site +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://flightgear.sourceforge.net/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. + +

+

+Chapter 8
Landing: Some further thoughts before leaving the plane +

+ +

+

+8.1  Those, who did the work

+ + +

+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 under +


+

+ http://flightgear.sourceforge.net/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). +


+

+ 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 under +


+

+ 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 simulator arbitrary aircraft. Jon + maintains a page dealing with Flight Dynamics under: +


+

+ 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. +


+

+ 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 under +


+

+http://www.pdas.com +


+

+ 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 contributed cloud textures, wrote an excellent Joystick howto as well as a panel + howto. Moreover, he contributed new instrument panel configurations. FlightGear + page under +


+

+ http://rockfish.net/fg/. +


+

+ Dave Cornish + (dmc@halcyon.com)
+ Dave created new cool runway textures. +


+

+ Oliver Delise + (delise@mail.isis.de)
+ FAQ Maintainer, Documentation, Public relations. Working on adding some + networking/multi-user code. + Founder of the FlightGear MultiPilot + Project under +


+

+ 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 under +


+

+ 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@quest.jpl.nasa.gov)
+ 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 +. +


+

+ 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. +


+

+ Erik Hofman + (erik.hofman@a1.nl)
+ Contributed SGI IRIX binary. +


+

+ 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 Debian binary. +


+

+ Richard Kaszeta + (bofh@me.umn.edu)
+ Contributed screen buffer to ppm screen shot routine. + Also helped in the early development of the ältitude + 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 under +


+

+ 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 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. +


+

+ Eric Mitchell + (mitchell@mars.ark.com)
+ Contributed some topnotch scenery textures + being all original creations by him. +


+

+ Anders Morken + (amrken@online.no)
+ Maintains the European mirror of the FlightGear web pages. + Unfortunately this mirror has been taken down due to rules + changes including an enforcement to 10 MB space per subscriber limit + which was way too small for the ever growing FlightGear Project files. + He'd be happy to maintain a new one if he could find a place to put it, + so if you have an idea, contact 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 under + +

+ http://www.menet.umn.edu/ curt/ + +

+


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 + (arp11@pacbell.net)
+ 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. +


+

+ 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. +


+

+ Sourceforge + +


+

+ http://sourceforge.net/ +


+

+ Sourceforge is a free service for open source developers providing a host of different + features. It provides web space, ftp space, the mailing lists and more for our project for free. +


+

+ 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 + under +


+

+ 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 +


+

+ U. S. Geological Survey + +


+

+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. +


+

+ In addition, Gary has set up a ''Cygwin Tips'' site that has been very helpful to many + people in getting a Cygwin Unix-on-Windows build environment set up + so they can build FG effectively. See +


+

+ http://www.woodsoup.org/projs/ORKiD/cygwin.htm. +


+

+ Norman Vine + (nhv@yahoo.com)
+ Provided more than uncountable 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. +


+

+ 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. +


+

+ 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 under +


+

+ 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. This software is not GPL'd but the author is kindly + allowing us to bundle MetaKit with our code. MetaKit has a liberal + X/MIT-style license. Please see the following URL for more info: +


+

+ http://www.equi4.com/metakit +


+

+ 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. + +

+

+8.2  What remains to be done

+ +

+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 has a flight model, a plane with panel 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 airport +s, 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. A glass cockpit needs to be constructed, and there are thoughts on +a 3D cockpit as well. + +

+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. + +

+ +

Achnowledgements

+Obviously this document could not have been written without all those contributors +mentioned above making FlightGear a reality. + +

+Beyond this 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. + +

+Further contributions and donations on special points came from Oliver Delise + + (several suggestions including notes on that chapter), Mohit Garg + + (OpenGL), Kyler B. Laird + (corrections), Alex +Perry + (OpenGL), and Kai Troester + (compile +problems). + +

+

+Chapter 9
Missed approach: If anything refuses to work +

+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, if anything fails, you may want to check the FAQ +maintained by Oliver Delise + being distributed along with the source +code. 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. + +

+

+9.1  FlightGear Problem Reports

+ + +

+The best place to look for help are generally the mailing lists + +[FGFS-Devel] and [FGFS-User]. Instructions for subscription can be +found under +


+

+http://flightgear.sourceforge.net/mail.html. +


+

+ Sometimes it already helps browsing through the archive under +


+

+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, message 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): +


+

+ +

+9.2  General problems

+ + + +

+

+9.3  Potential problems under Linux

+ +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.) + +

+ +

+

+

+9.4  Potential problems under Windows

+ + + +

+

+ + +

Index (showing section)

+ +
.fgfsrc, 2-2, 6-3 +
3DFX, 3-3, 9-3 + +

+

add-on scenery, 5-5 +
ADF, 7-3 +
Adler, Mark, 8-1 +
aileron, 7-1, 7-3 +
aircraft model, 6-3 +
airport, 6-3, 8-2 +
airport code, 6-3, + 7-5 +
airport ID, 7-2 +
airspeed indicator, 7-3 +
Alonzo, Raul, 8-1 +
altimeter, 7-3 +
altitude hold, 7-1 +
America, Michele, 2-2, + 8-1 +
anonymous cvs, 2-4 +
anti-alised HUD lines, 6-3 +
antialiasing, 7-2 +
artificial horizon, 7-3 +
astronomy code, 2-2 +
ATC, 8-2 +
attitude indicator, 7-3 +
audio library, 8-1 +
audio support, 2-2 +
auto coordination, 6-3 +
autopilot, 2-2, 7-1, + 7-2, 8-1 +
autopilot controls, 7-1 +
autothrottle, 7-1 + +

+

bank, 7-3 +
base package, 2-6 +
     installation, 4-4 +
Basler, Michael, 8-1 +
Berndt, Jon, S., 2-2, + 8-1, + 8-2 +
binaries, 4-0, 5-0 +
     Debian, 5-3 +
     directory, 4-2 +
     Macintosh, 5-2 +
     pre-compiled, 1-0 +
     SGI Irix, 5-4 +
     Windows, 5-1 +
binaries, pre-compiled, 4-0 +
binary directory, 4-1 +
binary distribution, 2-6 +
Bleisch, Paul, 8-1 +
brakes, 7-1, 8-1 +
branch, developmental, 2-4 +
branch, stable, 2-4 +
Brennan, Jim, 8-1 +
Bright, Bernie, 8-1 +
BSD UNIX, 2-1 +
Buckel, Bernhard, 8-1, + 8-2 +
Buckle, Gene, 8-1 + +

+

callsign, 6-3 +
Carmichael, Ralph, 8-1 +
CD-ROM, 5-5 +
Cessna, 7-4, 8-1 +
Cessna 172, 2-2, + 2-5, 7-1 +
Cessna C172, 2-5 +
Chauveau, Didier, 8-1 +
Check, John, 6-3, + 8-1 +
Cherokee flight model, 8-1 +
clock, 7-3 +
cloud layer, 6-3 +
clouds, 2-2, 8-1 +
CodeWarrior, 4-3 +
COMM1, 7-3 +
COMM2, 7-3 +
command line options, 6-3 +
command line switch, 2-5 +
communication radio, 7-3 +
compiler, 2-3 +
compiling, 4-0 +
     Linux, 4-2 +
     other systems, 4-3 +
     Windows, 4-2 +
configure, 4-2 +
contributors, 8-1 +
control device, 6-3 +
Cornish, Dave, 8-1 +
cvs, anonymous, 2-4 +
Cygnus, 2-3, 8-1, + 9-4 +
     development tools, 4-1 +
Cygwin +
     setup, 4-1 + +

+

Debian, 4-0, 5-3 +
default settings, 6-3 +
Delise, Oliver, 2-2, + 8-1, + 8-2, + 9-0 +
development environment, 4-1 +
differential braking, 7-1 +
directory structure, 4-4 +
disk space, 4-1 +
distribution +
     binary, 2-4, + 4-0 +
documentation, 2-1 +
     installation, 5-6 +
DOS, 2-2 +
Doue, Jean-Francois, 8-1 + +

+

Eberly, Dave, 8-1 +
elevation indicator, 7-4 +
elevator, 7-1 +
Evans, Francine, 8-1 +
Everitt, Oscar, 8-1 +
exit, 7-2, 7-5 + +

+

F-15, 2-5 +
FDM, 8-1 +
field of view, 6-3 +
Finney, Bruce, 8-1 +
flap indicator, 7-3 +
flaps, 7-1, 7-3 +
flight dynamics model, 2-5, + 6-3 +
flight instrument, 7-3 +
flight model, 2-2, + 2-5, + 6-3 +
flight models, 2-5 +
flight planner, 2-2 +
Flight simulator +
     civilian, 2-1 +
     multi-platform, + 2-1 +
     open, 2-1 +
     user-extensible, + 2-1 +
     user-sported, 2-1 +
     user-supported, + 2-1 +
FlightGear, 2-2 +
     versions, 2-4 +
FlightGear Flight School, + 2-6 +
FlightGear Getting Started Guide, + 7-2 +
FlightGear Scenery Design Guide, + 2-6 +
FlightGear Website, 2-2, + 2-6 +
fog, 6-3 +
fog effects, 8-1 +
frame rate, 2-2, + 2-3, 6-3, + 7-4 +
FreeBSD, 8-1 +
frozen state, 6-3 +
FS2000, 2-1 +
FS98, 8-1 +
fuel indicator, 7-3 +
full screen display, 6-3 +
full screen mode, 6-3, + 7-1 + +

+

Gailly, Jean-loup, 8-1 +
GameGLUT, 8-1 +
Garg, Mohit, 8-1, + 8-2 +
gauge, 7-3 +
Geforce, 1-0 +
Gellekum, Thomas, 8-1 +
GLIDE, 9-3 +
GNU C++, 2-3 +
Gnu Public License, 2-1 +
Goeke-Smith, Jeff, 2-2, + 8-1 +
Gold, Michael, I., 8-1 +
GPL, 2-1 +
graphics card, 2-3 +
graphics drivers, 3-0 +
graphics library, 3-0 +
graphics routines, 2-2 +
gyro compass, 7-3 + +

+

Habibe, 8-1 +
haze, 6-3 +
head up display, 2-2, + 7-4 +
heading hold, 7-1 +
height, 7-4 +
help, 7-2 +
History, 2-2 +
Hofman, Erik, 5-4, + 8-1 +
hot air balloon, 8-1 +
Hotchkiss, Charlie, 2-2, + 8-1 +
HUD, 2-2, 6-3, 7-4, + 8-1, 9-2 + +

+

IFR, 7-3 +
inclinometer, 7-3 +
initial heading, 6-3 +
install directory, 4-2 +
instrument flight rules, 7-3 +
instrument panel, 2-2, + 6-3, + 7-1, + 7-3 +
Internet, 2-2 + +

+

Jackson, Bruce, 8-1 +
joystick, 2-2, 2-3, + 6-3, 7-0, + 7-1 +
joystick settings, 2-2 + +

+

Kaaven, Ove, 5-3, + 8-1 +
Kaszeta, Richard, 8-1 +
keyboard, 7-0 +
keyboard controls, 7-0, + 7-1 +
     special, 7-1 +
Knienieder, Tom, 8-1 +
Koradi, Reto, 8-1 +
Korpela, Eric, 2-2 +
Kuehne, Bob, 8-1 + +

+

Laird, Kyler B., 8-1, + 8-2 +
LaRCsim, 2-2, 8-1 +
LaRCSim flight model, 6-3 +
latitude, 7-4 +
Launching Flighgear +
     Windows, 6-2 +
Launching Flightgear +
     Linux, 6-1 +
Learjet 24, 2-5 +
Lee, Eunice, 8-1 +
Linux, 1-0, 2-1, + 2-2, 2-3, + 3-1, 3-3, + 4-0 +
Linux distributions, 4-0 +
load flight, 7-2 +
longitude, 7-4 +
Luff, David, 8-1 + +

+

Mac OS 9, 5-2 +
Mac OS X, 5-2 +
Macintosh, 1-0, 4-3, + 5-2 +
mailing lists, 8-1, + 9-1 +
manifold pressure indicator, + 7-3 +
map, clickable, 2-2 +
marker, inner, 7-3 +
marker, middle, 7-3 +
Mayer, Christian, 2-2, + 8-1 +
Megginson, David, 2-2, + 8-1 +
menu, 2-2 +
menu entries, 7-2 +
menu system, 8-2 +
MetaKit, 8-1 +
Metro Works, 8-1 +
Microsoft, 2-1 +
Mitchell, Eric, 2-2, + 8-1 +
mixture, 7-3 +
Morken, Anders, 8-1 +
mouse, 7-0 +
mouse interface, 6-3 +
MS DevStudio, 9-4 +
MSVC, 8-1, 9-4 +
multi-lingual conversion tools, + 8-1 +
multiplayer code, 2-2 +
Murr, David, 2-2 +
Murta, Alan, 8-1 + +

+

NAV1, 7-3 +
NAV2, 7-3 +
navaids, 7-3 +
Navion, 2-2 +
NDB, 7-3 +
Nelson, Phil, 8-1 +
network, 7-2 +
network OLK options, 6-3 +
network options, 6-3 +
networking code, 2-2, + 6-3, + 8-1 +
nightly snapshots, 2-4, + 4-5 +
Novikov, Alexei, 8-1 +
NumLock, 7-1 +
NVIDIA, 1-0, 3-2, + 3-3 +
     drivers, 3-0 +
     Linux drivers, 3-1 +
     Windows drivers, 3-2 + +

+

offset, 6-3 +
Olson, Curt, 2-2, + 5-1, 5-5, + 8-1, 8-2 +
OpenGL, 1-0, 2-2, + 2-3, 2-6, + 3-0, 3-2, + 3-5, 8-1, + 9-2 +
     drivers, 2-3 +
OpenGL drivers, 3-0 +
Operating Systems, 2-1 +
options +
     features, 6-3 +
     flight model, 6-3 +
     general, 6-3 +
     HUD, 6-3 +
     initial position, 6-3 +
     joystick, 6-3 +
     network, 6-3 +
     network OLK, 6-3 +
     orientation, 6-3 +
     rendering, 6-3 +
     route, 6-3 +
     scenery, 6-3 +
     time, 6-3 +
     waypoint, 6-3 +
options, configure, 4-2 +
OS/2, 2-2 + +

+

panel, 7-2, 7-3, + 8-1 +
pause, 7-1 +
pedal, 6-3 +
Peden, Tony, 2-2, + 8-1 +
Peel, Robin, 8-1 +
permissions, 9-3 +
Perry, Alex, 8-1, + 8-2 +
pitch, 7-3 +
pitch indicator, 7-4 +
places to discover, 7-5 +
PLIB, 2-2, 4-2 +
     header files, 4-2 +
powerarchiver, 5-1 +
preferences, 6-3 +
problem report, 9-1 +
problems, 9-0 +
     general, 9-2 +
     Linux, 9-3 +
     Windows, 9-4 +
programmers, 8-1 +
property manager, 2-2 +
proposal, 2-2 + +

+

Quake, 3-0 +
Quickstart, 1-0 + +

+

radio stack, 7-3 +
Reinhard, Friedemann, 2-2, + 8-1 +
Reinholdtsen, Petter, 8-1 +
Rendon, Elizabeth, 8-1 +
reset flight, 7-2 +
Riley, William, 8-1 +
RPM indicator, 7-3 +
rudder, 7-1, 7-3 +
rudder indicator, 7-4 +
rudder pedals, 2-3 + +

+

save flight, 7-2 +
scenery, 2-2 +
     add-on, 5-5 +
scenery directory +
     path, 6-3 +
Schlyter, Paul, 8-1 +
Schoenemann, Chris, 8-1 +
Schubert, Phil, 8-1 +
Scott, Jeff, 8-1 +
screenshot, 7-1, + 7-2 +
Sehgal, Bipin, 8-1 +
Selig, Michael, 8-1 +
SGI IRIX, 2-1 +
SGI Irix, 1-0 +
Shewchuk, Jonathan, 8-1 +
Sikic, Gordan, 8-1 +
SimGear, 2-2, 4-2 +
Smith, Michael, 8-1 +
snapshots, nightly, 4-5 +
sound card, 2-3 +
sound effects, 2-3 +
source code, 2-1 +
Sourceforge, 8-1 +
speed, 7-4 +
Starting Flightgear +
     Linux, 6-1 +
     Windows, 6-2 +
starting time, 6-3 +
startup latitude, 6-3 +
startup longitude, 6-3 +
startup pitch angle, 6-3 +
startup roll angle, 6-3 +
Stuffit Expander, 5-2 +
Sun-OS, 2-1, 2-2 +
SuSE, 4-0 +
system requirements, 2-3 +
system.fgfsrc, 2-2, + 6-3 + +

+

Talsma, Durk, 2-2, + 8-1 +
TerraGear, 2-2 +
terrain, 6-3 +
texture, 2-2 +
textures, 2-2, 8-1 +
Thomas, Jay, 8-1 +
throttle, 7-1, 7-3, + 7-4 +
thunderstorms, 2-2 +
tiles radius, 6-3 +
time, 6-3 +
time offset, 7-1 +
time options, 6-3 +
TNT, 1-0 +
Torvalds, Linus, 2-1 +
triangle program, 8-1 +
triangles, 6-3 +
trim, 7-1 +
Troester, Kai, 8-2 +
turn indicator, 7-3, + 7-4 +
Twin Otter, 2-5 + +

+

U. S. Geological Survey, + 2-2, + 8-1 +
UIUC, 8-1 +
UIUC flight model, 2-5, + 6-3 +
UNIX, 2-2, 2-3, + 4-0 + +

+

Vallevand, Mark, 8-1 +
van Sickle, Gary, R., 2-2, + 8-1 +
velocity rages, 7-3 +
vertical speed indicator, + 7-3 +
VFR, 7-3 +
video card, 3-0 +
view, 7-2 +
view directions, 7-1 +
view frustrum culling, 2-2 +
view modes, 7-1 +
views, 2-2, 7-5 +
Vine, Norman, 2-2, + 8-1, + 8-2 +
visibility, 7-1 +
Visual C, 4-3 +
visual flight rules, 7-3 +
Voegtli, Roland, 8-1 +
Volpe, Carmelo, 8-1 +
VOR, 7-3 + +

+

Walisser, Darrell, 5-2, + 8-1 +
weapon systems, 2-1 +
weather, 8-1 +
weather subsystem, 4-2 +
Williams, Ed, 8-1 +
window size, 6-3 +
Windows, 1-0, 2-3, + 3-2, 3-4, + 4-0, 5-1, + 6-3 +
Windows 2000, 2-3 +
Windows 95, 2-3 +
Windows 95/98/ME, 2-1 +
Windows 95/NT, 2-2 +
Windows 98, 2-3 +
Windows ME, 2-3 +
Windows NT, 2-3 +
Windows NT/2000, 2-1 +
winds, 2-2 +
Wippler, Jean-Claude, 8-1 +
wireframe, 6-3 +
workstation, 2-2, + 2-3 + +

+

X15, 2-2, 2-5 + +

+

yoke, 2-3, 6-3, + 7-0, 7-1, + 7-3 + +

+

Zeh, Allan, 8-1 +
zlib library, 8-1 + +

+

+


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FlightGear External Model Mini-HowTo

+ + + +

FlightGear now supports external views with user-defined 3D models. +Eventually, FlightGear will probably support a single definition file +that specifies a package containing a flight model, engine model, +panel, external 3D model, and sounds; for now, however, users must +specify each of these separately.

+ +

FlightGear uses the open-source PLIB library, which (as of +version 1.3.1) includes support for several 3D file formats:

+ + + +

(Note that some of these have restrictions; see the PLIB +documentation for details.) As new formats are added to PLIB, +FlightGear will automatically be able to support them.

+ +

First, you need to find a 3D model for the aircraft you want to see +during an external view. Your best bet is probably to download an +MSFS MDL file from one of the many flight-simulator Web sites, such as +www.flightsim.com. You then +need to install the main model file (with the appropriate extension) +somewhere under $FG_ROOT, and install any associated +textures in $FG_ROOT/Models/Textures.

+ +
+

NOTE: if your model appears untextured and you are +using a case-sensitive filesystem, you may need to fiddle with the +case of the texture file names.

+
+ +

Next, you need to set the property /sim/model/path to +the model file's name, relative to $FG_ROOT.

+ +

It is possible that the model may not be aligned correctly, and +will appear to fly too high, too low, sideways, vertically, etc. If +so, you can use the additional properties described at the end of this +mini-howto to adjust to model so that it appears to fly +realistically.

+ + +
+

Example

+ +

You have downloaded a zip package containing a 3D Cessna model for +Microsoft Flight Simulator, and you want to use that model in +FlightGear. First, you unzip the package, where you find a series of +files, including one with the extension "mdl" and several +with extensions ending in "af"; you can safely ignore any +other files for the installation, but you should, of course, read any +files describing your usage rights.

+ +

Change to the location of $FG_ROOT +(/usr/local/FlightGear on my system) and copy all of the +*af texture files to Models/Textures/. In +Unix, assuming you unzipped in /tmp/cessna

+ +
+cp /tmp/cessna/*af Models/Textures
+
+ +

Next, copy to *.mdl file to any location under +$FG_ROOT; it's probably a good idea to put it inside +Models/. In Unix

+ +
+cp /tmp/cessna/*.mdl Models
+
+ +

To use the model in FlightGear, use the --prop option +with the /sim/model/path property:

+ +
+fgfs --prop:/sim/model/path=Models/C172SKH.mdl
+
+ +

Press the 'v' key to switch to external view, and see how it +looks.

+ +

If the model does seem to have the correct position or orientation, +you can adjust it using the properties described below. When +everything is correct, you can add the properties to your .fgfsrc file +so that you do not have to type them every time.

+ + +
+ + +
+

Properties

+ +

These properties allow you to specify the path of the 3D model for +external views and to adjust the model's position and orientation so +that it seems to fly in the correct position. For example, if the +model is pointing backwards, you can specify

+ +
+--prop:/sim/model/h-rotation=180
+
+ +

to turn it around the right way. If the model seems to float a +half meter above the ground, you can specify

+ +
+--prop:/sim/model/z-offset=0.5
+
+ +

to lower it a bit.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PropertyDefaultDescription
/sim/model/pathModels/Geometry/glider.acThe pathname of a file containing a 3D model, relative to +$FG_ROOT.
/sim/model/x-offset0.0The backward/forward offset in meters. Positive is backwards, +negative is forwards.
/sim/model/y-offset0.0The left/right offset in meters. Positive is right, negative is +left.
/sim/model/z-offset0.0The up/down offset in meters. Positive is down, negative is +up.
/sim/model/h-rotation0.0The heading rotation in degrees. Positive is counter-clockwise, +negative is clockwise.
/sim/model/p-rotation0.0The bank rotation in degrees. Positive is left bank, negative is +right bank.
/sim/model/r-rotation +0.0The pitch rotation in degrees. Positive is nose up, negative is +nose down.
+ + +
+ +
+ +
David Megginson, +david@megginson.com, +2000-11-08
+ + +