diff --git a/Docs/README.xmlpanel.html b/Docs/README.xmlpanel.html new file mode 100644 index 000000000..4147284ef --- /dev/null +++ b/Docs/README.xmlpanel.html @@ -0,0 +1,953 @@ +
+This document describes the configuration of +FlightGear flight simulator's aircraft panel display via XML. +The information was culled from the fgfs-devel@flightgear.org +mailing list and my experiences making alternate panels. +Corrections and additions are encouraged. +
+ + + ++Older versions of FGFS had a hard coded display of instruments. +This was a less than ideal state of affairs due to FGFS ability +to use different aircraft models. Being primarily developed on +UNIX type systems, a modular approach is taken towards the +simulation. To date, most alternatives to the default +Cessna 172 aircraft are the product of research institutions +interested in the flight characteristics and not cosmetics. +The result of this was that one could fly the X-15 or a Boeing 747 +but be limited to C172 instrumentation. +
++A rewrite of the panel display code was done around v0.7.5 by +developer David Megginson allowing for configuration of the panel +via XML to address this limitation. Some major changes and additions +were made during the course of version 0.7.7 necessitating a rewrite +and expansion of this document. +
+ + ++While intimate knowledge of the property manager is unnecessary to create +aircraft panels, some familiarity with the concept is required. +FlightGear provides a hierarchical representation of all aspects of +the state of the running simulation that is known as the property tree. +Some properties, such as velocities, are read only. Others such as the frequencies to which the navcom radios are tuned or the position of control surfaces +can be set by various means. +
++FlightGear can optionally provide an interface to these properties for external +applications such as Atlas, the moving map program, or even lowly telnet via +a network socket. Data can even be routed to a serial port and connected to +say, a GPS receiver. +Aside from its usefulness in a flight training context, being able to manipulate +the property tree on a running copy of FG allows for switching components on the fly, +a positive boon for panel authors. +To see the property tree start FG with the following command line: +
+ ++fgfs --props=socket,bi,5,localhost,5500,tcp ++
+Then use telnet to connect to localhost on port 5500. You can browse the +tree as you would a filesystem. +
+ ++Panel instruments interface with the property tree to get/set values as +appropriate. Properties for which FG doesn't yet provide a value can be +created by simply making them up. Values can be adjusted using the telnet +interface allowing for creation and testing of instruments while code to +drive them is being developed. +
++If fact, the XML configuration system allows a user to combine +components such as flight data model, aircraft exterior model, +heads up display, and of course control panel. Furthermore, +such a preconfigured aircraft.xml can be included into a scenario +with specific flight conditions. These can be manually specified or +a FG session can be saved and/or edited and reloaded later. Options specified +in these files can be overridden on the command line. For example: +
+ ++--prop:/sim/panel/path=Aircraft/c172/Panels/c172-panel.xml ++
+passed as an option, would override a panel specified elsewhere. +Property tree options all have the same format, specify the node +and supply it a value. +
++The order of precedence for options is thus: +
+ ++Source Location Format +------ -------- ------ +command line +.fgfsrc ~/ command line options +system.fgfsrc $FG_ROOT "" "" +preferences.xml $FG_ROOT XML property list ++
+When editing a panel configuration, pressing Shift +F3 will reload the +panel. If your changes don't seem to be taking effect, check the console output. +It will report the success or failure of the panel reload*. Editing textures requires +restarting FGFS so the new textures can be loaded. Panels can be switched on the fly +by setting the /sim/panel/path property value and reloading. +
+ + + ++For the sake of simplicity the FGFS window is always considered to be 1024x768 +so all x/y values for instrument placement should relative to these dimensions. +Since FG uses OpenGL 0,0 represents the lower left hand corner of the +screen. Panels may have a virtual size larger than 1024x768. Vertical scrolling is accomplished +with Shift+F5/F6. Horizontal scrolling is via Shift+F7/F8. An offset should be supplied +to set the default visible area. It is possible to place items to overlap the 3D viewport. +
+ ++All of the panel configuration files are XML-encoded* property lists. +The root element of each file is always named <PropertyList>. Tags are +almost always found in pairs, with the closing tag having a slash prefixing +the tag name, i.e </PropertyList>. The exception is the tag representing an aliased +property. In this case a slash is prepended to the closing angle bracket. +(see section Aliasing) +Properties must have units specified where appropriate. See section "Units" +at the end of this doc. +
++The top level panel configuration file is composed of a <name>, a <background> +texture and zero or more <instruments>. +
+
+[ Paths are relative to $FG_ROOT ( the installed location of FGFS data files ). ]
+[ Absolute paths may be used. Comments are bracketed with <!-- -->. ]
+
+
+<PropertyList> + <name>Example Panel</name> + <background>Aircraft/c172/Panels/Textures/panel-bg.rgb</background> + <w>1024</w> <!-- virtual width --> + <h>768</h> <!-- virtual height --> + <y-offset>-305</y-offset> <!-- hides the bottom part --> + <view-height>172</view-height> <!-- amount of overlap between 2D panel and 3D viewport --> + + <instruments> + + <instrument include="../Instruments/clock.xml"> + <name>Chronometer</name> <!-- currently optional but strongly recommended --> + <x>150</x> <!-- required horizontal placement --> + <y>645</y> <!-- required vertical placement --> + <w>72</w> <!-- optional width specification --> + <h>72</h> <!-- optional height specification --> + </instrument> + + </instruments> + +</PropertyList> ++
+The property manager assigns incremental indices to repeated +properties with the same parent node, so that +
++ <PropertyList> + <x>1</x> + <x>2</x> + <x>3</x> + </PropertyList> +
+shows up as +
++ /x[0] = 1 + /x[1] = 2 + /x[2] = 3 +
+In fact, the panel I/O code insists that every instrument have the XML element +name "instrument", every layer have the name "layer", every text chunk have the +name + +"chunk", every action have the name "action", and every transformation +have the name "transformation" -- this makes the XML more regular (so +that it can be created in a DTD-driven tool) and also allows us to +include other kinds of information (such as doc strings) in the lists +without causing confusion. +
+ ++Inclusion means that a node can include another property list as if it +were a part of the current file. +To clarify how inclusion works, consider the following examples: +
++If bar.xml contains +
++ <PropertyList> + <a>1</a> + <b> + <c>2</c> + </b> + </PropertyList> +
+then the declaration +
++ <foo include="../bar.xml"> + </foo> +
+is exactly equivalent to +
++ <foo> + <a>1</a> + <b> + <c>2</c> + </b> + </foo> ++
+However, it is also possible to selectively override properties in the +included file. For example, if the declaration were +
+ ++ <foo include="../bar.xml"> + <a>3</a> + </foo> ++
+then the property manager would see +
++ <foo> + <a>3</a> + <b> + <c>2</c> + </b> + </foo> ++
+with the original 'a' property's value replaced with 3. +
++Inclusion allows property files to be broken up and reused +arbitrarily -- for example, there might be separate texture cropping +property lists for commonly-used textures or layers, to avoid +repeating the information in each instrument file. +
+ + ++Properties can alias other properties, similar to a symbolic link +in Unix. When the target property changes value, the new value will +show up in the aliased property as well. For example, +
++ <PropertyList> + <foo>3</foo> + <bar alias="/foo"/> + </PropertyList> ++
+will look the same to the application as +
++ <PropertyList> + <foo>3</foo> + <bar>3</bar> + </PropertyList> ++
+except that when foo changes value, bar will change too. +
++*IMPORTANT* +----------- +The combination of inclusions and aliases is very powerful, because it +allows for parameterized property files. However, you must keep in +mind that when an instrument is included by reference, its root is +*not* the root of the property tree, therefore aliases must be relative. +The relative location of the alias' root in the property hierarchy depends +on whether the alias is used in a layer, a switch or an action. +In lieu of snappy mnemonic, please use the following table. +
++when alias +is used in go up +--------- ----- +layer 5 ( ../../../../../params/foo ) +switch 3 ( ../../../params/foo ) +action 3 ( ../../../params/foo ) ++
+As an example of inclusion and aliasing, consider the XML file +for the NAVCOM radio, which includes a parameter subtree at the start, +like this: +
+ ++ <PropertyList> + <params> + <comm-freq-prop>/radios/comm1/frequencies/selected-mhz</comm-freq-prop> + <nav-freq-prop>/radios/nav1/frequencies/selected-mhz</nav-freq-prop> + </params> + + ... + + <chunk> + <type>number-value</type> + <property alias="../../../../../params/nav-freq-prop"/> + </chunk> + + ... + </PropertyList> ++
+The same instrument file is used for navcomm1 and navcomm2 simply by +overriding the parameters at inclusion in the top level panel property list. +
+ ++ <instrument include="../Instruments/navcomm.xml"> + <name>NAVCOM 1 radio</name> + <params> + <comm-freq-prop>/radios/comm1/frequencies/selected-mhz</comm-freq-prop> + <nav-freq-prop>/radios/nav1/frequencies/selected-mhz</nav-freq-prop> + </params> + ..... + </instrument> + + <instrument include="../Instruments/navcomm.xml"> + <name>NAVCOM 2 radio</name> + <params> + <comm-freq-prop>/radios/comm2/frequencies/selected-mhz</comm-freq-prop> + <nav-freq-prop>/radios/nav2/frequencies/selected-mhz</nav-freq-prop> + </params> + ..... + </instrument> ++
+Instruments are defined in separate configuration files. An instrument +consists of a base width and height, one or more stacked layers, +and zero or more actions. Base dimensions are specified as follows: +
++<PropertyList> <!-- remember, all xml files start like this --> + <name>Airspeed Indicator</name> <!-- names are good --> + <w-base>128</w-base> <!-- required width spec--> + <h-base>128</h-base> <!-- required height spec--> + <layers> <!-- begins layers section --> ++
+Height and width can be overriden in the top level panel.xml by +specifying <w> and <h>. Transformations are caculated against the base size +regardless of the display size. This ensures that instruments remain calibrated. +
+ ++FG uses red/green/blue/alpha .rgba files for textures. Dimensions for +texture files should be power of 2 with a maximum 8:1 aspect ratio. +The lowest common denominator for maximum texture size is 256 pixels. +This is due to the limitations of certain video accelerators, most notably +those with 3Dfx chipset such as the Voodoo2. + +
+ ++The simplest layer is a <texture>. These can be combined in <switch> layers +
++<texture> +A texture layer looks like this: +
++ <layer> <!-- creates a layer --> + <name>face</name> + <texture> <!-- defines it as a texture layer --> + <path>Aircraft/c172/Instruments/Textures/faces-2.rgb</path> + <x1>0</x1> <!-- lower boundary for texture cropping--> + <y1>0.51</y1> <!-- left boundary for texture cropping--> + <x2>0.49</x2> <!-- upper boundary for texture cropping--> + <y2>1.0</y2> <!-- right boundary for texture cropping--> + </texture> <!-- closing texure tag --> + </layer> <!-- closing layer tag --> ++
+The texture cropping specification is represented as a decimal. There is a table +at the end of this document for converting from pixel coordinates to percentages. +
++This particular layer, being a gauge face has no transformations applied to it. +Layers with that aren't static *must* include <w> and <h> parameters to be visible. +
++<type> May be either text or switch.. +
++<type>switch</type> +A switch layer is composed of two or more nested layers and will display +one of the nested layers based on a boolean property. For a simple example +of a switch see $FG_ROOT/Aircraft/c172/Instruments/brake.xml. +
++ <layer> + <name>Brake light</name> + <type>switch</type> <!-- define layer as a switch --> + <property>/controls/brakes</property> <!-- tie it to a property --> + <layer1> <!-- layer for true state --> + <name>on</name> <!-- label to make life easy --> + <texture> <!-- layer1 of switch is a texture layer --> + <path>Aircraft/c172/Instruments/Textures/brake.rgb</path> + <x1>0.25</x1> + <y1>0.0</y1> + <x2>0.5</x2> + <y2>0.095</y2> + </texture> + <w>64</w> <!-- required width - layer isn't static --> + <h>24</h> <!-- required height - layer isn't static --> + </layer1> <!-- close layer1 of switch --> + <layer2> <!-- layer for false state --> + <name>off</name> + <texture> + <path>Aircraft/c172/Instruments/Textures/brake.rgb</path> + <x1>0.0</x1> + <y1>0.0</y1> + <x2>0.25</x2> + <y2>0.095</y2> + </texture> + <w>64</w> + <h>24</h> + </layer2> + </layer> ++
+Switches can have more than 2 states. This requires nesting one switch inside another. +One could make, for example, a 3 color LED by nesting switch layers. +
+ ++<type>text</type> +A text layer may be static, as in a label, generated from a property or a combination of both. +This example is a switch that contains both static and dynamic text: +
+ ++ <layer1> <!-- switch layer --> + <name>display</name> + <type>text</type> <!-- type == text --> + <point-size>12</point-size> <!-- font size --> + <color> <!-- specify rgb values to color text --> + <red>1.0</red> + <green>0.5</green> + <blue>0.0</blue> + </color> <!-- close color section --> + <chunks> <!-- sections of text are referred to as chunks --> + <chunk> <!-- first chunk of text --> + <type>number-value</type> <!-- value defines it as dynamic --> + <property>/radios/nav1/dme/distance-nm</property> <!-- ties it to a property --> + <scale>0.00053995680</scale> <!-- convert between statute and nautical miles? --> + <format>%5.1f</format> <!-- define format --> + </chunk> + </chunks> + </layer1> + <layer2> <!-- switch layer --> + <name>display</name> + <type>text</type> <!-- type == text --> + <point-size>10</point-size> <!-- font size --> + <color> <!-- specify rgb values to color text --> + <red>1.0</red> + <green>0.5</green> + <blue>0.0</blue> + </color> <!-- close color section --> + <chunks> <!-- sections of text are referred to as chunks --> + <chunk> <!-- first chunk of text --> + <type>literal</type> <!-- static text --> + <text>---.--</text> <!-- fixed value --> + </chunk> + </chunks> + </layer2> ++
+A transformation is a rotation, an x-shift, or a y-shift. Transformations +can be static or they can be based on properties. Static rotations are +useful for flipping textures horizontally or vertically. Transformations +based on properties are useful for driving instrument needles. I.E. rotate the +number of degrees equal to the airspeed. X and y shifts are relative to the +center of the instrument. Each specified transformation type takes an <offset>.
+Offsets are relative to the center of the instrument. A shift without an offset +has no effect. For example, let's say we have a texure that is a circle. If we +use this texture in two layers, one defined as having a size of 128x128 and +the second layer is defined as 64x64 and neither is supplied a shift and offset +the net result appears as 2 concentric circles. +
+ ++When describing placement of instrument needles, a transformation offset must +be applied to shift the needles fulcrum or else the needle will rotate around it's +middle. The offset will be of <type> x-shift or y-shift depending on the orientation of +the needle section in the cropped texture. +
+ ++This example comes from the altimeter.xml +
+ ++ <layer> + <name>long needle (hundreds)</name> <!-- the altimeter has more than one needle --> + <texture> + <path>Aircraft/c172/Instruments/Textures/misc-1.rgb</path> + <x1>0.8</x1> + <y1>0.78125</y1> + <x2>0.8375</x2> + <y2>1.0</y2> + </texture> + <w>8</w> + <h>56</h> + <transformations> <!-- begin defining transformations --> + <transformation> <!-- start definition of transformation that drives the needle --> + <type>rotation</type> + <property>/steam/altitude-ft</property> <!-- bind it to a property --> + <max>100000.0</max> <!-- upper limit of instrument --> + <scale>0.36</scale> <!-- once around == 1000 ft --> + </transformation> <!-- close this transformation --> + <transformation> <!-- this one shifts the fulcrum of the needle --> + <type>y-shift</type> <!-- y-shift relative to needle --> + <offset>24.0</offset> <!-- amount of shift --> + </transformation> + </transformations> + </layer> ++
+This needles has its origin in the center of the instrument. If the needles fulcrum was +towards the edge of the instrument, the transformations to place the pivot point must +precede those which drive the needle, +
+ ++Non linear transformations are now possible via the use of interpolation tables. +
+ ++ <transformation> + ... + <interpolation> + <entry> + <ind>0.0</ind> <!-- raw value --> + <dep>0.0</dep> <!-- displayed value --> + </entry> + <entry> + <ind>10.0</ind> + <dep>100.0</dep> + </entry> + <entry> + <ind>20.0</ind> + <dep>-5.0</dep> + </entry> + <entry> + <ind>30.0</ind> + <dep>1000.0</dep> + </entry> + </interpolation> + </transformation> ++
+Of course, interpolation tables are useful for non-linear stuff, as in +the above example, but I kind-of like the idea of using them for +pretty much everything, including non-trivial linear movement -- many +instrument markings aren't evenly spaced, and the interpolation tables +are much nicer than the older min/max/scale/offset stuff and should +allow for a more realistic panel without adding a full equation parser +to the property manager. +
++If you want to try this out, look at the airspeed.xml file in the base +package, and uncomment the interpolation table in it for a +very funky, non-linear and totally unreliable airspeed indicator. +
+ ++An action is a hotspot on an instrument where something will happen +when the user clicks the left or center mouse button. Actions are +always tied to properties: they can toggle a boolean property, adjust +the value of a numeric property, or swap the values of two properties. +The x/y placement for actions specifies the origin of the lower left corner. +In the following example the first action sets up a hotspot 32 pixels wide +and 16 pixels high. It lower left corner is placed 96 pixels (relative to the +defined base size of the instrument) to the right of the center of the +instrument. It is also 32 pixels below the centerline of the instrument. +The actual knob texture over which the action is superimposed is 32x32. +Omitted here is a second action, bound to the same property, with a positive +increment value. This second action is placed to cover the other half of the +knob. The result is that clicking on the left half of the knob texture decreases +the value and clicking the right half increases the value. Also omitted here +is a second pair of actions with the same coordinates but a larger increment +value. This second pair is bound to a different mouse button. The net result +is that we have both fine and coarse adjustments in the same hotspot, each +bound to a different mouse button. +
+ ++These examples come from the radio stack: +
+ ++<actions> <!-- open the actions section --> + <action> <!- first action --> + <name>small nav frequency decrease</name> + <type>adjust</type> + <button>0</button> <!-- bind it to a mouse button --> + <x>96</x> <!-- placement relative to instrument center --> + <y>-32</y> + <w>16</w> <!-- size of hotspot --> + <h>32</h> + <property>/radios/nav1/frequencies/standby-mhz</property> <!-- bind to a property --> + <increment>-0.05</increment> <!-- amount of adjustment per mouse click --> + <min>108.0</min> <!-- lower range --> + <max>117.95</max> <!-- upper range --> + <wrap>1</wrap> <!-- boolean value -- value wraps around when it hits bounds --> + </action> + <action> + <name>swap nav frequencies</name> + <type>swap</type> <!-- define type of action --> + <button>0</button> + <x>48</x> + <y>-32</y> + <w>32</w> + <h>32</h> + <property1>/radios/nav1/frequencies/selected-mhz</property1> <!-- properties to toggle between --> + <property2>/radios/nav1/frequencies/standby-mhz</property2> + </action> + <action> + <name>ident volume on/off</name> + <type>adjust</type> + <button>1</button> + <x>40</x> + <y>-24</y> + <w>16</w> + <h>16</h> + <property>/radios/nav1/ident</property> <!-- this property is for Morse code identification of nav beacons --> + <increment>1.0</increment> <!-- the increment equals the max value so this toggles on/off --> + <min>0</min> + <max>1</max> + <wrap>1</wrap> <!-- a shortcut to avoid having separate actions for on/off --> + </action> +</actions> ++
+As previously stated, the usual size instrument texture files in FGFS are 256x256 +pixels, red/green/blue/alpha format. However the mechanism for specifying +texture cropping coordinates is decimal in nature. When calling a section +of a texture file the 0,0 lower left convention is used. +There is a pair of x/y coordinates defining which section of the texture +to use. +
++The following table can be used to calculate texture cropping specifications. +
++# of divisions | width in pixels | decimal specification +per axis + 1 = 256 pixels 1 + 2 = 128 pixels, 0.5 + 4 = 64 pixels, 0.25 + 8 = 32 pixels, 0.125 + 16 = 16 pixels, 0.0625 + 32 = 8 pixels, 0.03125 + 64 = 4 pixels, 0.015625 + 128 = 2 pixels, 0.0078125 + 256 = 1 pixel, 0.00390625 ++
+The displayed size of a texture in pixels is set in the instrument +configuration file. The size of the cropped area in pixels is not +directly related to the final display size. +
++What that table represents is: +
++1 / (256 / # of pixels) +
++Take as an example, a section 64 pixels wide on the texture file. +256/64 = 4 +1/4 = 0.25 +
++Or lets consider 1 pixel wide +256/1 = 256 +1/256 = 0.00390625 +
++If the section starts at the extreme left of the texture, the +starting number is 0.0 and the end is 0.25 +If the section *doesn't* start at the edge you need to take the starting +pixel and calculate an offset. Lets say you start 2 pixels from the +edge and you are cropping a section 64 pixels wide... +
+ ++256/2 = 128 +1/128 = 0.0078125 <- this is the value for a 2 pixel wide offset + + +0.0078125 <- start at +0.25 <- add value for 64 px wide +0.2571825 <- end at ++
+A common procedure for generating gauge faces is to use a +vector graphics package such as xfig, exporting the result as a +postscript file. 3D modeling tools may also be used and I prefer them +for pretty items such as levers, switches, bezels and so forth. +Ideally, the size of the item in the final render +should be of proportions that fit into the recommended pixel widths. +The resulting files can be imported into a graphics manipulation +package such as GIMP, et al for final processing. +
+ ++There are two main considerations when contributing panels and instruments. +Firstly, original artwork is a major plus since you as the creator can dictate the terms +of distribution. All Artwork must have a license compatible with the GPL. +Artwork of unverifiable origin is not acceptable. +Secondly, texture sizes must meet the lowest common denominator of 256e2 pixels. +Artwork from third parties may be acceptable if it meets these criteria. +
+ ++Here is a list of property names including appropriate units: +
+ ++/autopilot/locks/nav1 => /autopilot/locks/nav[0] +/autopilot/settings/altitude += "-ft" +/autopilot/settings/climb-rate += "-fpm" +/autopilot/settings/heading-bug += "-deg" +/consumables/fuel/tank1/level => /consumables/fuel/tank[0]/level-gal_us +/consumables/fuel/tank2/level => /consumables/fuel/tank[1]/level-gal_us +/engines/engine0/cht => /engines/engine[0]/cht-degf +/engines/engine0/egt => /engines/engine[0]/egt-degf +/engines/engine0/fuel-flow => /engines/engine[0]/fuel-flow-gph +/engines/engine0/mp => /engines/engine[0]/mp-osi +/engines/engine0/rpm => /engines/engine[0]/rpm +/environment/clouds/altitude += "-ft" +/environment/magnetic-dip += "-deg" +/environment/magnetic-varation += "-deg" +/environment/visibility += "-m" +/environment/wind-down += "-fps" +/environment/wind-east += "-fps" +/environment/wind-north += "-fps" +/orientation/heading += "-deg" +/orientation/heading-magnetic += "-deg" +/orientation/pitch += "-deg" +/orientation/roll += "-deg" +/position/altitude += "-ft" +/position/altitude-agl += "-ft" +/position/latitude += "-deg" +/position/longitude += "-deg" +/radios/adf/frequencies/selected += "-khz" +/radios/adf/frequencies/standby += "-khz" +/radios/adf/rotation += "-deg" +/radios/nav1/* => /radios/nav[0]/* +/radios/nav2/* => /radios/nav[1]/* +/radios/nav[*]/dme/distance += "-nm" +/radios/nav[*]/frequencies/selected += "-mhz" +/radios/nav[*]/frequencies/standby += "-mhz" +/radios/nav[*]/radials/actual += "-deg" +/radios/nav[*]/radials/selected += "-deg" +/sim/model/h-rotation => /sim/model/heading-offset-deg +/sim/model/p-rotation => /sim/model/roll-offset-deg +/sim/model/r-rotation => /sim/model/pitch-offset-deg +/sim/model/x-offset += "-m" +/sim/model/y-offset += "-m" +/sim/model/z-offset += "-m" +/sim/view/goal-offset += "-deg" +/sim/view/offset += "-deg" +/steam/adf += "-deg" +/steam/airspeed += "-kt" +/steam/altitude += "-ft" +/steam/gyro-compass += "-deg" +/steam/gyro-compass-error += "-deg" +/steam/mag-compass += "-deg" +/steam/vertical-speed += "-fpm" +/velocities/airspeed += "-kt" +/velocities/side-slip += "-rad" +/velocities/speed-down += "-fps" +/velocities/speed-east += "-fps" +/velocities/speed-north += "-fps" +/velocities/uBody += "-fps" +/velocities/vBody += "-fps" +/velocities/wBody += "-fps" +/velocities/vertical-speed += "-fps" ++
+* If there are *any* XML parsing errors, the panel will fail to load, + so it's worth downloading a parser like Expat (http://www.jclark.com/xml/) + for checking your XML. FlightGear will print the location of errors, but + the messages are a little cryptic right now. +
++** NOTE: There is one built-in layer -- for the mag compass ribbon -- + and all other layers are defined in the XML files. In the future, + there may also be built-in layers for special things like a + weather-radar display or a GPS (though the GPS could be handled with + text properties). +
+ +