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<title>FlightGear Flight Simulator - Installation and Getting Started</title>
<H1 align=center>FlightGear Flight Simulator - Installation and Getting Started</H1>
<p>
<H3 align=center> Michael Basler (<a href="mailto:pmb@epost.de">pmb@epost.de</a>)<br><br>
including contributions by<br>
Jon Berndt (<a href="mailto:jsb@hal-pc.org">jsb@hal-pc.org</a>),<br>
Bernhard Buckel (<a href="mailto:buckel@mail.uni-wuerzburg.de">buckel@mail.uni-wuerzburg.de</a>),<br>
Curt Olson (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>), and others<br>
<p>
<img src="start.gif"><br> </H3>
<H3 align=center>Getting Started version 0.4<br>
May, 12th, 2001<br>This documentation was written for <i><b>FlightGear</i></b> version (Pre)0.7.7.</H3>
<p>
<H1>Contents </H1><A href="#tth_chAp1"
>1&nbsp; Quick Start: For Pilots in a hurry </A><br>chapter.1
<A href="#tth_chAp2"
>2&nbsp; Want to have a free flight? Take <i><b>FlightGear</i></b>!</A><br>chapter.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc2.1"
>2.1&nbsp; Yet another Flight Simulator?</A><br>section.2.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc2.2"
>2.2&nbsp; A Short History of <i><b>FlightGear</i></b></A><br>section.2.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc2.3"
>2.3&nbsp; System requirements</A><br>section.2.3
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc2.4"
>2.4&nbsp; Which version should I use?</A><br>section.2.4
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc2.5"
>2.5&nbsp; Flight models</A><br>section.2.5
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc2.6"
>2.6&nbsp; To whom this guide is addressed and how it is organized</A><br>section.2.6
<A href="#tth_chAp3"
>3&nbsp; Getting the engine: Installing OpenGL graphics drivers</A><br>chapter.3
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc3.1"
>3.1&nbsp; NVIDIA Chip based cards under Linux</A><br>section.3.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc3.2"
>3.2&nbsp; NVIDIA Chip based cards under Windows</A><br>section.3.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc3.3"
>3.3&nbsp; 3DFX Chip based cards under Linux</A><br>section.3.3
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc3.4"
>3.4&nbsp; 3DFX Chip based cards under Windows</A><br>section.3.4
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc3.5"
>3.5&nbsp; An alternative approach for Windows users</A><br>section.3.5
<A href="#tth_chAp4"
>4&nbsp; Building the plane: Compiling the program</A><br>chapter.4
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc4.1"
>4.1&nbsp; Getting a development environment under Windows</A><br>section.4.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc4.2"
>4.2&nbsp; Compiling <i><b>FlightGear</i></b> under Linux/Windows </A><br>section.4.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc4.3"
>4.3&nbsp; Compiling on other systems</A><br>section.4.3
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc4.4"
>4.4&nbsp; Installing the base package</A><br>section.4.4
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc4.5"
>4.5&nbsp; For test pilots only: Building the nightly snapshots</A><br>section.4.5
<A href="#tth_chAp5"
>5&nbsp; Preflight: Installing <i><b>FlightGear</i></b> </A><br>chapter.5
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc5.1"
>5.1&nbsp; Installing the binary distribution on a Windows system</A><br>section.5.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc5.2"
>5.2&nbsp; Installing the binary distribution on a Macintosh system</A><br>section.5.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc5.3"
>5.3&nbsp; Installing the binary distribution on a Debian Linux system</A><br>section.5.3
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc5.4"
>5.4&nbsp; Installing the binary distribution on a SGI IRIX system</A><br>section.5.4
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc5.5"
>5.5&nbsp; Installing add-on scenery</A><br>section.5.5
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc5.6"
>5.6&nbsp; Installing documentation</A><br>section.5.6
<A href="#tth_chAp6"
>6&nbsp; Takeoff: How to start the program</A><br>chapter.6
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.1"
>6.1&nbsp; Launching the simulator under Linux</A><br>section.6.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.2"
>6.2&nbsp; Launching the simulator under Windows</A><br>section.6.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3"
>6.3&nbsp; Command line parameters</A><br>section.6.3
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.1"
>6.3.1&nbsp; General Options</A><br>subsection.6.3.1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.2"
>6.3.2&nbsp; Features</A><br>subsection.6.3.2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.3"
>6.3.3&nbsp; Flight model</A><br>subsection.6.3.3
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.4"
>6.3.4&nbsp; Initial Position and Orientation</A><br>subsection.6.3.4
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.5"
>6.3.5&nbsp; Rendering Options</A><br>subsection.6.3.5
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.6"
>6.3.6&nbsp; Scenery Options</A><br>subsection.6.3.6
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.7"
>6.3.7&nbsp; HUD Options</A><br>subsection.6.3.7
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.8"
>6.3.8&nbsp; Time Options</A><br>subsection.6.3.8
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.9"
>6.3.9&nbsp; Network Options</A><br>subsection.6.3.9
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.10"
>6.3.10&nbsp; Network OLK Options</A><br>subsection.6.3.10
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.11"
>6.3.11&nbsp; Route/Waypoint Options</A><br>subsection.6.3.11
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc6.3.12"
>6.3.12&nbsp; Joystick properties</A><br>subsection.6.3.12
<A href="#tth_chAp7"
>7&nbsp; In-flight: All about instruments, keystrokes and menus</A><br>chapter.7
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc7.1"
>7.1&nbsp; Keyboard controls</A><br>section.7.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc7.2"
>7.2&nbsp; Menu entries</A><br>section.7.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc7.3"
>7.3&nbsp; The Instrument Panel</A><br>section.7.3
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc7.4"
>7.4&nbsp; The Head Up Display</A><br>section.7.4
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc7.5"
>7.5&nbsp; Mouse controlled actions</A><br>section.7.5
<A href="#tth_chAp8"
>8&nbsp; Landing: Some further thoughts before leaving the plane</A><br>chapter.8
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc8.1"
>8.1&nbsp; Those, who did the work</A><br>section.8.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc8.2"
>8.2&nbsp; What remains to be done</A><br>section.8.2
<A href="#tth_chAp9"
>9&nbsp; Missed approach: If anything refuses to work</A><br>chapter.9
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc9.1"
>9.1&nbsp; FlightGear Problem Reports</A><br>section.9.1
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc9.2"
>9.2&nbsp; General problems</A><br>section.9.2
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc9.3"
>9.3&nbsp; Potential problems under Linux</A><br>section.9.3
&nbsp;&nbsp;&nbsp;&nbsp;<A href="#tth_sEc9.4"
>9.4&nbsp; Potential problems under Windows</A><br>section.9.4
<p>
<H1><A NAME="tth_chAp1">
Chapter 1 </A><br>Quick Start: For Pilots in a hurry <a NAME="Quickstart10">
</a><A NAME="Quickstart">
</A></H1><a NAME="Quickstart10">
</a>
<p>
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
<i><b>FlightGear</i></b>. If you are sure the graphics drivers for your card support OpenGL<a NAME="OpenGL10">
</a>
(check documentation; for instance all NVIDIA<a NAME="NVIDIA10">
</a> Windows and Linux drivers for
TNT<a NAME="TNT10">
</a>/TNT2/Geforce<a NAME="Geforce10">
</a>/Geforce2 do) and if you are working under one of the
following operating systems:
<p>
<UL>
<li> Windows<a NAME="Windows10">
</a> 95/98/ME/NT/2000,
<li> Macintosh<a NAME="Macintosh10">
</a> Mac OS
<li> Debian Linux<a NAME="Linux10">
</a>
<li> SGI Irix<a NAME="SGI Irix10">
</a>
</UL>
<p>
you can make use of pre-compiled binaries<a NAME="binaries+pre-compiled10">
</a>. These as well as
instructions how to install them can be found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Downloads/">http://flightgear.sourceforge.net/Downloads/</a>.
<p><br>
<p>
Just download them, install them according to the description and run them via the
attached script <tt>runfgfs</tt> or batch file <tt>runfgfs.bat</tt>, resp.
<p>
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 <A href="#prefligh">5</A>.
<p>
<H1><A NAME="tth_chAp2">
Chapter 2 </A><br>Want to have a free flight? Take <i><b>FlightGear</i></b>!<A NAME="free">
</A></H1>
<p>
<H2><A NAME="tth_sEc2.1">
2.1</A>&nbsp;&nbsp;Yet another Flight Simulator?</H2>
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.
<p>
You already may have some experience using Microsoft<a NAME="Microsoft21">
</a>'s &#169;
FS2000<a NAME="FS200021">
</a> 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.
<p>
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:
<p>
<UL>
<li> All of the commercial programs have a serious drawback: They are made
by a small group of developers defining their properties - often
quite inert and not listening too much to the customer.
Anyone ever trying to contact Microsoft<a NAME="Microsoft21">
</a> will
immediately agree.
<li> Commercial PC flight simulators usually try to cover a market
segment as broad as possible. For obvious reason, most of them want
to serve the serious pilot as well as the beginner and the gamer.
The result is a compromise. As <i><b>FlightGear</i></b> is free, there is no need
for such compromise; it just can be given the properties its users
want. It defines itself via building.
<li> Building a flight simulator is a challenge to the art of
programming. Contributing to that project makes you belong to
those being able to contribute to serious, ambitious and
advanced software projects.
<li> It is fun. Not only is it fun to write the code (... or
documentation...) but also to belong to that - temporarily changing
- club of clever people on the net having discussed, struggled and finally
succeeded in creating that project. Even reading the <i><b>FlightGear</i></b>
mailing lists is informative and fun for itself.
</UL>
<p>
The above-mentioned points make <i><b>FlightGear</i></b> superior to its competitors in several
respect. <i><b>FlightGear</i></b> aims to be a civilian,<a NAME="Flight simulator+civilian21">
</a>
multi-platform,<a NAME="Flight simulator+multi-platform21">
</a> open,<a NAME="Flight simulator+open21">
</a>
user-supported,<a NAME="Flight simulator+user-sported21">
</a> user-extensible<a NAME="Flight
simulator+user-extensible21">
</a> simulator.
<p>
<UL>
<li> <b>Civilian:</b><a NAME="Flight simulator+civilian21">
</a> The
project is primarily aimed at civilian flight simulation.
It should be appropriate for simulating
general aviation as well as civilian aircraft. It is not a shoot'm-up game.
However, in keeping with the open concept of development, this naturally
does not exclude someone taking the code and integrating say weapon systems<a NAME="weapon systems21">
</a>,
for instance.
<p>
<li><b>Multi-platform:</b><a NAME="Flight simulator+multi-platform21">
</a> The
developers are attempting to keep the code as platform-independent
as possible. This is based on their observation that
people interested in flight simulations run quite a variety of computer
hardware and operating systems. The present code
supports the following Operating Systems<a NAME="Operating Systems21">
</a>:
<UL>
<p>
<li>Linux<a NAME="Linux21">
</a> (any distribution and platform),
<li>Windows NT/2000<a NAME="Windows NT/200021">
</a> (Intel/AMD platform),
<li>Windows 95/98/ME<a NAME="Windows 95/98/ME21">
</a>,
<li>BSD UNIX<a NAME="BSD UNIX21">
</a>,
<li>SGI IRIX<a NAME="SGI IRIX21">
</a>,
<li>Sun-OS<a NAME="Sun-OS21">
</a>,
<li>Macintosh.
</UL>
<p>
At present, there is no known flight simulator - commercial or free - supporting such a
broad range of platforms.
<p>
<li><b>Open:</b><a NAME="Flight simulator+open21">
</a> The project is not
restricted to a static or elite cadre of developers. Anyone who feels he or she
is able to contribute is most welcome.
The code (including documentation) is copyrighted under the
terms of the GPL<a NAME="GPL21">
</a> (Gnu Public License<a NAME="Gnu Public License21">
</a>).
<p>
The GPL<a NAME="GPL21">
</a> is often misunderstood. In simple terms it
states that you can copy and freely distribute the program(s) so licensed.
You can modify them if you like. You are even allowed to charge
as much money for the distribution of the modified or original program as you want.
However, you must distribute it complete with the entire source code
and it must retain the original copyrights. In short:
<p><br>
<p>
<center><i>''You can do anything with the software except make it non-free''</i>.</center><br>
<p>
The full text of the GPL<a NAME="GPL21">
</a> can be obtained from
<p><br>
<p>
<a href="http://www.gnu.org/copyleft/gpl.html">http://www.gnu.org/copyleft/gpl.html</a>.
<p><br>
<p>
<li><b>User-supported, user-extensible:</b><a NAME="Flight simulator+user-supported21">
</a>
<a NAME="Flight simulator+user-extensible21">
</a> Contrary to various
commercial simulators available, scenery and aircraft format,
internal variables, etc. are user accessible and documented
from the beginning. Even without an explicit development documentation<a NAME="documentation21">
</a>
(which will surely be written at some point) this is guaranteed by supplying the
source code<a NAME="source code21">
</a>. It is the goal of the developers to build a basic
engine to which scenery designers, panel engineers, maybe adventure
or ATC routine writers, sound artists, and others can (and are solicited to)
add. It is our hope, that the project will benefit from the creativity
and ideas of the hundreds of talented ''simmers'' around the world.
</UL>
<p>
Without doubt, the success of the Linux<a NAME="Linux21">
</a> project initiated by Linus
Torvalds<a NAME="Torvalds, Linus21">
</a> 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.
<p>
<H2><A NAME="tth_sEc2.2">
2.2</A>&nbsp;&nbsp;A Short History<a NAME="History22">
</a> of <i><b>FlightGear</i></b></H2>
<p>
This project goes back to a discussion among a group of net citizens in 1996 resulting in
a proposal written by David Murr<a NAME="Murr, David22">
</a> who, unfortunately, dropped out of
the project (as well as the net) later. The original proposal<a NAME="proposal22">
</a> is still available
from the <i><b>FlightGear</i></b> web site and can be found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/proposal-3.0.1">http://flightgear.sourceforge.net/proposal-3.0.1</a>.
<p><br>
<p>
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.
<p>
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<a NAME="Korpela, Eric22">
</a> from Berkeley University. Early code ran
under Linux<a NAME="Linux22">
</a> as well as under DOS<a NAME="DOS22">
</a>, OS/2<a NAME="OS/222">
</a>, Windows 95/NT<a NAME="Windows 95/NT22">
</a>,
and Sun-OS<a NAME="Sun-OS22">
</a>. This was found to be quite an ambitious project as it involved, among
other things, writing all the graphics routines<a NAME="graphics routines22">
</a> in a system-independent way
entirely from scratch.
<p>
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.
<p>
It was Curt Olson<a NAME="Olson, Curt22">
</a> 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<a NAME="Flight
simulator+free22">
</a> available running on workstation<a NAME="workstation22">
</a>s under different flavors of
UNIX<a NAME="UNIX22">
</a>. One of these, LaRCsim<a NAME="LaRCsim22">
</a> (developed by Bruce Jackson<a NAME="Jackson,
Bruce22">
</a> 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<a NAME="OpenGL22">
</a>.
<p><br>
<p>
<center><img src="navion.gif"><br></center><br><p> Fig.&nbsp;1: <i>LaRCsim<a NAME="LaRCsim22">
</a>'s Navion<a NAME="Navion22">
</a> is still available in <i><b>FlightGear</i></b>.</i>
<p><br>
<p>
In addition, a clever decision on the selection of the basic scenery<a NAME="scenery22">
</a> data was
made in the very first version. <i><b>FlightGear</i></b> scenery is created based on satellite data
published by the U.&nbsp;S. Geological Survey<a NAME="U.\,S. Geological Survey22">
</a>. These terrain data are available from
<p><br>
<p>
<a href="http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html">http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html</a>
<p><br>
<p>
for the U.S., and
<p><br>
<p>
<a href="http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html">http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html</a>,
<p><br>
<p>
resp., for other countries. Those freely accessible scenery data, in
conjunction with scenery building tools included with
<i><b>FlightGear</i></b>, are an important feature enabling anyone to
create his or her own scenery.
<p>
This new <i><b>FlightGear</i></b> code - still largely being based on the original LaRCsim<a NAME="LaRCsim22">
</a>
code - was released in July 1997. From that moment the project gained momentum again.
Here are some milestones in the more recent development history:
<p>
<UL>
<li> The display of sun, moon and stars have been a weak point for PC flight simulators
for a long time. It is one of the great achievements of <i><b>FlightGear</i></b> to include accurate modeling
and display of sun, moon, and planets very early. The corresponding astronomy code<a NAME="astronomy code22">
</a>
was implemented in fall 1997 by Durk Talsma<a NAME="Talsma, Durk22">
</a>.
<p>
<li> Texture support<a NAME="textures22">
</a> was added by Curt
Olson<a NAME="Olson, Curt22">
</a> in spring 1998. This marked a
significant improvement in terms of reality. You may recall that Microsoft Flight Simulator had
non-textured scenery up until version 4.0. Some high-quality
textures were submitted by Eric Mitchell<a NAME="Mitchell, Eric22">
</a>
for the <i><b>FlightGear</i></b> project.
<p>
<li> A HUD<a NAME="HUD22">
</a> (head up display<a NAME="head up display22">
</a>) was added based on code
provided by Michele America<a NAME="America, Michele22">
</a> and
Charlie Hotchkiss<a NAME="Hotchkiss, Charlie22">
</a> in the fall of 1997 and was improved
later by Norman Vine. While not generally available for real Cessna 172<a NAME="Cessna 17222">
</a>, the HUD
conveniently reports the actual flight performance of the simulation and may be of further use
in military jets later.
<p>
<li> After improving the scenery<a NAME="scenery22">
</a> and
texture<a NAME="texture22">
</a> support frame rate<a NAME="frame rate22">
</a> dropped down to a point where
<i><b>FlightGear</i></b> became
unflyable in spring 1998. This issue was resolved by exploiting hardware OpenGL<a NAME="OpenGL22">
</a>
support, which became available at that time, and implementing
view frustrum culling<a NAME="view frustrum culling22">
</a> (a rendering technique that ignores the
part of the scenery not visible in a scene), done by Curt Olson<a NAME="Olson, Curt22">
</a>.
Taking these measures made <i><b>FlightGear</i></b> flyable again as long as they included a 3-D graphics board that featured
hardware OpenGL<a NAME="OpenGL22">
</a> support. With respect to frame rate<a NAME="frame rate22">
</a> one should keep
in mind that the code, at present, is in no way optimized, which leaves room for further
improvements.
<p>
<li> A rudimentary autopilot<a NAME="autopilot22">
</a> implementing heading hold was
contributed by Jeff Goeke-Smith<a NAME="Goeke-Smith, Jeff22">
</a> in April 1998. It was improved
by the addition of an altitude hold and a terrain following switch in October 1998 and
further developed by Norman Vine<a NAME="Vine, Norman22">
</a> later.
<p>
<li> The basis for a menu system<a NAME="menu22">
</a> was laid based on another library,
the Portable Library <i><b>PLIB</i></b><a NAME="PLIB22">
</a>, in June 1998. After having been idle for a time, the first
working menu entries came to life in spring 1999.
<p>
<i><b>PLIB</i></b> underwent rapid development later. It has been distributed by
Steve as a separate package with a much broader range of applications in mind, since spring 1999. It
has provided the basic graphics rendering engine for <i><b>FlightGear</i></b> since fall 1999.
<p>
<li> Friedemann Reinhard <a NAME="Reinhard, Friedemann22">
</a>
developed early instrument panel<a NAME="instrument panel22">
</a> code, which was added in June 1998. Unfortunately,
development of that panel slowed down later, partly because of problems with
compatibility with OpenGL<a NAME="OpenGL22">
</a>. Finally, David Megginson <a NAME="Megginson, David22">
</a>
decided to rebuild the panel code from scratch in January 2000. This led to a rapid
addition of new instruments and features to the panel, resulting in nearly all main
instruments being included until spring 2001.
<p>
<li> A fully operational radio stack and working radios were added to the panel by Curt
Olson<a NAME="Olson, Curt22">
</a> in spring 2000. A huge database of Navaids contributed by Robin
Peel allows IFR navigation since then.
<p>
<li> In 1998 there was basic audio support<a NAME="audio support22">
</a>, i.&nbsp;e. an audio library
and some basic background engine sound. This was later integrated into the
above-mentioned portable library, <i><b>PLIB</i></b><a NAME="PLIB22">
</a>. This same library was extended to
support joystick/yoke/rudder<a NAME="joystick22">
</a> in October 1999, again marking a huge step
in terms of realism. To adapt on different joystick, configuration options were
introduced in fall 2000.
<p>
<li> In September 1998 Curt Olson<a NAME="Olson, Curt22">
</a>
succeeded in creating a complete terrain model for the U.S. The
scenery is available worldwide via a clickable map <a NAME="map, clickable22">
</a> at:
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Downloads/world-scenery.html">http://flightgear.sourceforge.net/Downloads/world-scenery.html</a>.
<p><br>
<p>
<li> Networking/multiplayer<a NAME="networking code22">
</a><a NAME="multiplayer code22">
</a>
code has been integrated by Oliver Delise <a NAME="Delise, Oliver22">
</a> and Curt
Olson<a NAME="Olson, Curt22">
</a> starting fall 1999. This effort is aimed at enabling
<i><b>FlightGear</i></b> to run concurrently on several machines over a network, either an Intranet
or the Internet<a NAME="Internet22">
</a>, coupling it to a flight planner<a NAME="flight planner22">
</a> running on a second
machine, and more.
<p>
<li> Christian Mayer, <a NAME="Mayer, Christian22">
</a> together with Durk Talsma,<a NAME="Talsma, Durk22">
</a>
contributed weather code in the winter of 1999. This included clouds<a NAME="clouds22">
</a>,
winds<a NAME="winds22">
</a>, and even thunderstorms<a NAME="thunderstorms22">
</a>.
<p>
<li> Manually changing views<a NAME="views22">
</a> in a flight simulators is in a sense always ''unreal'' but
nonetheless required in certain situations. A possible solution was supplied by Norman
Vine<a NAME="Vine, Norman22">
</a> in the winter of 1999 by implementing code for changing views
using the mouse. Alternatively, you can use a had switch for this purpose, today.
<p>
<li> Finally, LaRCsim<a NAME="LaRCsim22">
</a>s Navion<a NAME="Navion22">
</a> was replaced as the default aircraft
when the Cessna 172<a NAME="Cessna 17222">
</a> was stable enough in February 2000 - as move most users will welcome.
There are now several flight model<a NAME="flight model22">
</a> options to choose from at runtime: a modified and improved LaRCsim
Cessna 172<a NAME="Cessna 17222">
</a> developed by Tony Peden<a NAME="Peden, Tony22">
</a>, Jon Berndt's
<a NAME="Berndt, Jon, S.22">
</a> X15<a NAME="X1522">
</a>, and Christian Mayer's <a NAME="Mayer, Christian22">
</a> hot
air balloon. Jon Berndt<a NAME="Berndt, Jon, S.22">
</a> has invested a lot of time in a more
realistic and versatile flight model with a more powerful aircraft configuration method.
<i><b>JSBSim</i></b>, as it has come to be called, may eventually replace LaRCsim as the default
flight dynamics model (FDM), and it is planned to include such features as fuel slosh
effects, turbulence, complete flight control systems, and other features not often found
all together in a flight simulator.
<p>
<li> The scenery was further improved by adding geographic features including lakes, rivers,
and coastlines later, an effort still going on. Since the end of 2000, there was again
stronger focus on scenery. Textured runways were added by Dave Cornish<a NAME="Cornish,
Dave22">
</a> in spring 2001 as were runway lights later. Light textures add to the visual
impression at night.
<p>
<li> A property manager<a NAME="property manager22">
</a> was implemented by David Megginson<a NAME="Megginson, David22">
</a> in fall 2000. It allows
parsing a file called <tt>.fgfsrc</tt><a NAME=".fgfsrc22">
</a> under UNIX/Linux and
<tt>system.fgfsrc</tt><a NAME="system.fgfsrc22">
</a> under Windows for input options. This plain
ASCII file has proven useful in submitting the growing number of input options, and
notably the joystick settings<a NAME="joystick settings22">
</a>.
</UL>
<p>
During development there were several code reorganization efforts. Various code
subsystems were moved into packages. At present, the code is organized as follows:
<p><br>
<p>
On the base of the graphics engine is <b>OpenGL<a NAME="OpenGL22">
</a></b>, a platform independent
graphics library. Based on OpenGL<a NAME="OpenGL22">
</a>, the Portable Library <i><b>PLIB</i></b><a NAME="PLIB22">
</a>
provides basic rendering, audio, joystick etc. routines. Based on <i><b>PLIB</i></b><a NAME="PLIB22">
</a> is
<i><b>SimGear</i></b><a NAME="SimGear22">
</a>, which includes all of the basic routines required for the
flight simulator as well as for building scenery. On top of <i><b>SimGear</i></b><a NAME="SimGear22">
</a>
there are (i) <i><b>FlightGear</i></b><a NAME="FlightGear22">
</a> (the simulator itself), and (ii)
<i><b>TerraGear</i></b><a NAME="TerraGear22">
</a>, which comprises the scenery building tools.
<p>
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<a NAME="Berndt,
Jon, S.22">
</a>, Oliver Delise, <a NAME="Delise, Oliver22">
</a> Christian Mayer, <a NAME="Mayer, Christian22">
</a>
Curt Olson,<a NAME="Olson, Curt22">
</a> Tony Peden, <a NAME="Peden, Tony22">
</a> Gary R. Van
Sickle<a NAME="van Sickle, Gary, R.22">
</a>, Norman Vine<a NAME="Vine, Norman22">
</a>, and others. A more
comprehensive list of contributors can be found in Chapter <A href="#landing">8</A> as well as in
the <tt>Thanks</tt> file provided with the code. Also, the <i><b>FlightGear</i></b>
Website<a NAME="FlightGear Website22">
</a> contains a detailed history worth reading of all of the
notable development milestones under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/News/">http://flightgear.sourceforge.net/News/</a>
<p>
<H2><A NAME="tth_sEc2.3">
2.3</A>&nbsp;&nbsp;System requirements</H2><a NAME="system requirements23">
</a>
In comparison to other recent flight simulators the system requirements<a NAME="system requirements23">
</a> for
<i><b>FlightGear</i></b> are not extravagant. A decent PII/400 or something in that range should be
sufficient, given you have a proper 3-D graphics card<a NAME="graphics card23">
</a>. On the other hand, any
modern UNIX<a NAME="UNIX23">
</a>-type workstation<a NAME="workstation23">
</a> with a 3D graphics card will handle
<i><b>FlightGear</i></b> as well.
<p>
One important prerequisite for running <i><b>FlightGear</i></b> is a graphics card supporting
OpenGL<a NAME="OpenGL23">
</a>. If you don't know what OpenGL<a NAME="OpenGL23">
</a> is, the overview given at the
OpenGL web site
<p><br>
<p>
<a href="http://www.opengl.org">http://www.opengl.org</a>
<p><br>
<p>
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)...''.
<p>
You may be able to run <i><b>FlightGear</i></b> on a computer that features a 3-D video card not
supporting hardware accelerated OpenGL<a NAME="OpenGL23">
</a> - 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<a NAME="frame rate23">
</a>s below 1 frame per second.
<p>
Any more recent 3-D graphics featuring hardware OpenGL<a NAME="OpenGL23">
</a> will do. For
Windows<a NAME="Windows23">
</a> video card drivers that support OpenGL, visit the home page of your video
card manufacturer. You should note, that sometimes OpenGL drivers<a NAME="OpenGL+drivers23">
</a>
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 <i><b>FlightGear</i></b>, I would suggest
getting one based on a NVIDIA chip (TNT/TNT2/Geforce/Geforce2) at present.
<p>
To install the executable and basic scenery you need around 40 MB of free disk
space<a NAME="disk
space23">
</a>. 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.
<p>
If you want to hear sound effects<a NAME="sound effects23">
</a> any capable sound card<a NAME="sound card23">
</a> should suffice.
<i><b>FlightGear</i></b> supports a joystick<a NAME="joystick23">
</a> or yoke<a NAME="yoke23">
</a> and rudder pedals<a NAME="rudder pedals23">
</a> under
Linux<a NAME="Linux23">
</a> as well as under Windows<a NAME="Windows23">
</a>.
<p>
<i><b>FlightGear</i></b> is being developed primarily under Linux<a NAME="Linux23">
</a>, a free UNIX clone
(together with lots of GNU utilities) developed cooperatively over the Internet in much
the same spirit as <i><b>FlightGear</i></b> itself. <i><b>FlightGear</i></b> also runs and is partly developed
under Windows 95<a NAME="Windows 9523">
</a>, Windows 98<a NAME="Windows 9823">
</a>, Windows ME<a NAME="Windows ME23">
</a>, Windows NT<a NAME="Windows NT23">
</a>, and
Windows 2000<a NAME="Windows 200023">
</a>. Building <i><b>FlightGear</i></b> is possible on a Macintosh and on several
UNIX/X11 workstations, as well. Given you have a proper compiler<a NAME="compiler23">
</a> installed,
<i><b>FlightGear</i></b> can be built under all of these platforms. The primary compiler for all
platforms is the free GNU C++<a NAME="GNU C++23">
</a> compiler (the Cygnus <a NAME="Cygnus23">
</a> compiler under
Win32).
<p>
<H2><A NAME="tth_sEc2.4">
2.4</A>&nbsp;&nbsp;Which version should I use?</H2><a NAME="FlightGear+versions24">
</a>
<p>
Concerning the <i><b>FlightGear</i></b> source code there exist two branches, a stable one and a
developmental branch.<a NAME="branch, stable24">
</a><a NAME="branch, developmental24">
</a> 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. <A NAME="branches">
</A>
<p>
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<a NAME="snapshots,
nightly24">
</a><a NAME="nightly snapshots24">
</a> of the source code, available from
<p><br>
<p>
<a href="ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/">ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/</a>.
<p><br>
<p>
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<a NAME="anonymous cvs24">
</a><a NAME="cvs, anonymous24">
</a>
available from
<p><br>
<p>
<a href="http://cvshome.org/">http://cvshome.org/</a>
<p><br>
<p>
to get the recent code. A detailed description of how to set this up for <i><b>FlightGear</i></b>
can be found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/cvsResources/">http://flightgear.sourceforge.net/cvsResources/</a>.
<p><br>
<p>
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
<p>
<a href="http://flightgear.sourceforge.net/News/">http://flightgear.sourceforge.net/News/</a>;
<p><br>
<p>
usually this is also the version which the binary distributions<a NAME="distribution+binary24">
</a> available under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Downloads/">http://flightgear.sourceforge.net/Downloads/</a>
<p><br>
<p>
are based on. If not otherwise stated, all procedures
in this &#207;nstallation and Getting Started" will be based on these packages.
<p>
<H2><A NAME="tth_sEc2.5">
2.5</A>&nbsp;&nbsp;Flight models<A NAME="flightmodels">
</A></H2><a NAME="flight dynamics model25">
</a><a NAME="flight model25">
</a>
Historically, <i><b>FlightGear</i></b> 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<a NAME="flight models25">
</a>. As a result,
<i><b>FlightGear</i></b> supports several different flight models now, to be chosen from at runtime.
<p>
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 <i><b>JSBSim</i></b>, having its home under
<p><br>
<p>
<a href="http://jsbsim.sourceforge.net/">http://jsbsim.sourceforge.net/</a>.
<p><br>
<p>
Concerning airplanes, the JSB flight model at present provides support for a
Cessna 172<a NAME="Cessna 17225">
</a>, for a fighter F-15<a NAME="F-1525">
</a> and for an experimental plane called
X15<a NAME="X1525">
</a>. Jon and his group are gearing towards a very accurate flight model, and the
JSB model is expected to become <i><b>FlightGear</i></b>'s default flight model some time in the
near future.
<p>
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.
<p>
All these modes can be invoked at runtime via a command line switch<a NAME="command line switch25">
</a>
<p>
<tt>- -fdm=abcd</tt>
<p>
to be discussed later in Section <A href="#takeoff">6</A>.
<p>
As another alternative, there is the UIUC flight model<a NAME="UIUC flight model25">
</a>, developed by a team from
the University of Illinois, in the beginning independently from <i><b>FlightGear</i></b> (while now
using it for their simulations). This project aims at studying the simulation of aircraft
icing. Its home is under
<p><br>
<p>
<a href="http://amber.aae.uiuc.edu/~jscott/sis/">http://amber.aae.uiuc.edu/&nbsp;jscott/sis/</a>.
<p><br>
<p>
The UIUC provides a host of different aircraft including several Cessna C172<a NAME="Cessna C17225">
</a>, a
Learjet 24<a NAME="Learjet 2425">
</a>, a Twin Otter<a NAME="Twin Otter25">
</a> and much more. To get an idea, you may check the
folder <tt>Aircraft-UIUC</tt> of the <i><b>FlightGear</i></b> path. Contrary to the flight dynamics
models named above, the UIUC flight dynamics model is invoked via a command line like
<p>
<tt>- -aircraft=uiuc -
-aircraft-dir=/usr/local/FlightGear/Aircraft-uiuc/Beech99</tt>.
<p>
<H2><A NAME="tth_sEc2.6">
2.6</A>&nbsp;&nbsp;To whom this guide is addressed and how it is organized</H2>
<p>
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
<i><b>FlightGear</i></b> web site<a NAME="FlightGear Website26">
</a> located under:
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/">http://flightgear.sourceforge.net/</a>
<p><br>
<p>
However, a neatly printed manual is arguably preferable over loosely scattered
<i>Readme</i> files by many, and those people may acknowledge the effort.
<p>
This <i><i><b>FlightGear</i></b> Installation and Getting Started</i> manual is intended to be a
first step towards a more complete <i><b>FlightGear</i></b> documentation<a NAME="FlightGear
documentation26">
</a> (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<a NAME="OpenGL26">
</a>
or in building his or her own scenery, for instance. It is our hope, that someday there
will be an accompanying <i><i><b>FlightGear</i></b> Programmer's Guide</i><a NAME="FlightGear
Programmer's Guide26">
</a> (which could be based on some of the documentation found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Docs">http://flightgear.sourceforge.net/Docs</a>;
<p><br>
<p>
a <i><i><b>FlightGear</i></b> Scenery Design Guide</i>,<a NAME="FlightGear Scenery Design Guide26">
</a>
describing the Scenery tools now packaged as <i><b>TerraGear</i></b>; and a <i><i><b>FlightGear</i></b>
Flight School</i><a NAME="FlightGear Flight School26">
</a>, at least.
<p><br>
<p>
<i>Installation and Getting Started</i> is organized as follows:
<p>
Chapter <A href="#opengl">3</A>, <i>Getting the engine: Installing OpenGL graphics drivers</i>,
describes how to prepare the computer for supporting <i><b>FlightGear</i></b>'s graphics
requirements. <i><b>FlightGear</i></b> 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).
<p>
Chapter <A href="#building">4</A>, <i>Building the plane: Compiling the program</i>, 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 <A href="#prefligh">5</A>.
<p>
In Chapter <A href="#prefligh">5</A>, <i>Preflight: Installing <i><b>FlightGear</i></b></i>, you will find
instructions for installing the binaries<a NAME="binary distribution26">
</a> 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<a NAME="base package26">
</a>.
<p>
The following Chapter <A href="#takeoff">6</A>, <i>Takeoff: How to start the program</i>,
describes how to start the program and includes an overview on the numerous command line
options.
<p>
Chapter <A href="#flight">7</A>, <i>In-flight: All about instruments, keystrokes and menus</i>,
describes how to operate the program, i.&nbsp;e. how to actually fly with
<i><b>FlightGear</i></b> . 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.
<p>
In Chapter <A href="#landing">8</A>, <i>Landing: Some further thoughts before leaving the
plane</i>, we would like to give credit to those who deserve it, and sketch an overview on
what remains to be done.
<p>
<b>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 <i>Installation and Getting Started</i> (of course
not without giving credit to the authors).</b>
<p>
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
<i><b>FlightGear</i></b>. While I am watching the mailing lists, it would help if developers
adding new functionality would send me a short note.
<p>
<H1><A NAME="tth_chAp3">
Chapter 3 </A><br>Getting the engine: Installing OpenGL<a NAME="OpenGL30">
</a> graphics drivers<a NAME="graphics drivers30">
</a><A NAME="opengl">
</A></H1>
<i><b>FlightGear</i></b>'s graphics engine is based on a graphics library<a NAME="graphics library30">
</a> called
OpenGL<a NAME="OpenGL30">
</a>. Its primary advantage is its platform independence, i.&nbsp;e., programs
written with OpenGL<a NAME="OpenGL30">
</a> 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<a NAME="OpenGL30">
</a> support installed for your video card<a NAME="video card30">
</a>.
<p>
A good review on OpenGL drivers<a NAME="OpenGL drivers30">
</a> can be found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Hardware">http://flightgear.sourceforge.net/Hardware</a>.
<p><br>
<p>
Specific information is collected for windows under
<p><br>
<p>
<a href="http://www.x-plane.com/SYSREQ/v5ibm.html">http://www.x-plane.com/SYSREQ/v5ibm.html</a>
<p><br>
<p>
and for Macintosh under
<p><br>
<p>
<a href="http://www.x-plane.com/SYSREQ/v5mac.html">http://www.x-plane.com/SYSREQ/v5mac.html</a>.
<p><br>
<p>
An excellent place to search for documentation about Linux and 3-D accelerators is the
<i>Linux Quake<a NAME="Quake30">
</a> HOWTO</i> under
<p><br>
<p>
<a href="http://www.linuxquake.com">http://www.linuxquake.com</a>.
<p><br>
<p>
This should be your first aid in case something goes wrong with your Linux 3-D setup.
<p>
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 <i><b>FlightGear</i></b>, we will concentrate on NVIDIA
drivers<a NAME="NVIDIA+drivers30">
</a> in what follows.
<p>
<H2><A NAME="tth_sEc3.1">
3.1</A>&nbsp;&nbsp;NVIDIA Chip based cards under Linux<a NAME="Linux31">
</a><A NAME="nvidialinux">
</A></H2>
Recent Linux<a NAME="Linux31">
</a> distributions include and install anything needed to run OpenGL
programs under Linux<a NAME="Linux31">
</a>. Usually there is no need to install anything else.
<p>
If for whatever reason this does not work, you may try to download the most recent
drivers from the NVIDIA site under
<p><br>
<p>
<a href="http://www.nvidia.com/Products/Drivers.nsf/Linux.html">http://www.nvidia.com/Products/Drivers.nsf/Linux.html</a>
<p><br>
<p>
At present, this page has drivers for all NVIDIA chips for the following Linux
distributions:<a NAME="NVIDIA+Linux drivers31">
</a> 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.
<p>
The page named above contains a detailed <tt>README and Installation Guide</tt> giving a
step-by-step description, making it unnecessary to copy the material here.
<p>
<H2><A NAME="tth_sEc3.2">
3.2</A>&nbsp;&nbsp;NVIDIA Chip based cards under Windows<a NAME="Windows32">
</a><A NAME="nvidiawindows">
</A></H2>
<p>
Again, you may first try the drivers coming with your graphics card. Usually they should
include OpenGL<a NAME="OpenGL32">
</a> 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<a NAME="Detonator reference
drivers32">
</a><a NAME="NVIDIA+Windows drivers32">
</a> made by NVIDIA<a NAME="NVIDIA32">
</a> (which might be a good idea
anyway). These are available in three different versions (Windows 95/98/ME, Windows 2000,
Windows NT) from
<p><br>
<p>
<a href="http://www.nvidia.com/products.nsf/htmlmedia/detonator3.html">http://www.nvidia.com/products.nsf/htmlmedia/detonator3.html</a>
<p><br>
<p>
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.
<p>
<H2><A NAME="tth_sEc3.3">
3.3</A>&nbsp;&nbsp;3DFX Chip based cards under Linux<a NAME="Linux33">
</a><A NAME="3dfxlinux">
</A></H2>
<p>
Notably, with 3DFX<a NAME="3DFX33">
</a> now having been taken over by NVIDIA<a NAME="NVIDIA33">
</a>, 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.
<p>
<H2><A NAME="tth_sEc3.4">
3.4</A>&nbsp;&nbsp;3DFX Chip based cards under Windows<a NAME="Windows34">
</a><A NAME="3dfxwindows">
</A></H2>
<p>
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.
<p>
<H2><A NAME="tth_sEc3.5">
3.5</A>&nbsp;&nbsp;An alternative approach for Windows users</H2>
<p>
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<a NAME="OpenGL
Setup35">
</a> and is presently in beta stage. It's home page can be found under
<p><br>
<p>
<a href="http://www.glsetup.com/">http://www.glsetup.com/</a>.
<p>
I did not try this myself, but would suggest it as a last resort for those completely
lost.
<p>
<b>One final word:</b> I would recommend that you test your OpenGL<a NAME="OpenGL35">
</a> 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 <i><b>FlightGear</i></b> 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.
<p>
<H1><A NAME="tth_chAp4">
Chapter 4 </A><br>Building the plane: Compiling<a NAME="compiling40">
</a> the program<A NAME="building">
</A></H1>
This central Chapter describes how to build <i><b>FlightGear</i></b> on several systems. In case you
are on a Win32 (i.&nbsp;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:
<p>
<UL>
<li> In case you are on a UNIX<a NAME="UNIX40">
</a>/Linux<a NAME="Linux40">
</a> platform there may be no
pre-compiled binaries<a NAME="binaries, pre-compiled40">
</a> available for your system. In
practice it is common to install programs like this one on UNIX<a NAME="UNIX40">
</a> systems by
recompiling them.
<p>
<li> There are several options you can set during compile time only.
<p>
<li> You may be proud you did.
</UL>
<p>
On the other hand, compiling <i><b>FlightGear</i></b> is not a task for novice users. Thus, if
you're a beginner (we all were once) on a platform which binaries<a NAME="binaries40">
</a> are available
for, I recommend postponing this task and just starting with the binary
distribution<a NAME="distribution+binary40">
</a> to get you flying.
<p>
As you will note, this Chapter is far from being complete. Basically, I describe
compiling for two operating systems only, Windows<a NAME="Windows40">
</a> and Linux<a NAME="Linux40">
</a>, and for only
one compiler, the GNU C compiler. <i><b>FlightGear</i></b> 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:
<p>
<UL>
<li> Personally, I have access to a Windows machine running the Cygnus compiler only.
<li> Most of the users seem to have any one of the systems above, according to the mailing lists.
<li> These are the simplest systems to compile <i><b>FlightGear</i></b> on. Other compilers may need special
add-ons (workplace etc.) or even modifications of the code.
<li> The GNU compiler is free in the same sense of the GPL as <i><b>FlightGear</i></b> is.
</UL>
<p>
Finally: You might want to check Section <A href="#missed">9</A>, <i>Missed approach</i>, 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 <A href="#landing">8</A>).
<p>
There are several Linux distributions<a NAME="Linux distributions40">
</a> on the market, and most of them should
work. Some come even bundled with (often outdated) versions of <i><b>FlightGear</i></b>.
However, if you are going to download or buy a distribution, Debian<a NAME="Debian40">
</a> (Woody) is
suggested by most for this purpose. SuSE<a NAME="SuSE40">
</a> works well, too.
<p>
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.
<p>
<H2><A NAME="tth_sEc4.1">
4.1</A>&nbsp;&nbsp;Getting a development environment<a NAME="development environment41">
</a> under Windows</H2>
<p>
There is a powerful development environment available for Windows and this even for free:
The Cygnus development tools,<a NAME="Cygnus+development tools41">
</a> resp. <i><b>Cygwin</i></b>. Their home
is under
<p><br>
<p>
<a href="http://sources.redhat.com/cygwin/">http://sources.redhat.com/cygwin/</a>,
<p><br>
<p>
and it is always a good idea to check back what is going on there now and then.
<p>
Nowadays, installing <i><b>Cygwin</i></b><a NAME="Cygwin+setup41">
</a> is nearly automatic. First, make sure
the drive you want <i><b>Cygwin</i></b>, <i><b>PLIB</i></b>, <i><b>SimGear</i></b> and <i><b>FlightGear</i></b> to live on, has
around 600 MB of free disk space<a NAME="disk space41">
</a>. 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.)
<p>
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 <tt>Download from
Internet</tt>. 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
<p><br>
<p>
<a href="ftp://mirrors.rcn.net">ftp://mirrors.rcn.net</a>
<p><br>
<p>
a very recent and fast choice. In the next windows the default settings are usually a
good start. Now choose <tt>Next</tt>, sit down and wait.
<p>
If you are done with this. Invoke the installer a second time, now with the option
<tt>Install from local directory</tt>. 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
<tt>c:/Cygwin</tt> (but other drivers work as well). Now, all <i><b>Cygwin</i></b> stuff and all
<i><b>FlightGear</i></b> stuff lives under this directory. In addition, select
<p>
<tt>Default text file type: Unix</tt>
<p>
<tt>Install For: Just me</tt>.
<p>
As a final step you should include the binary directory<a NAME="binary directory41">
</a> (for instance:
<tt>c:/Cygwin/bin</tt>) into your path either via adding <tt>path=c:\Cygwin\bin</tt> in
your <tt>autoexec.bat</tt> or via the corresponding tool in WindowsNT/2000.
<p>
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.
<p>
<H2><A NAME="tth_sEc4.2">
4.2</A>&nbsp;&nbsp;Compiling <i><b>FlightGear</i></b> under Linux/Windows <a NAME="compiling+Linux42">
</a><a NAME="compiling+Windows42">
</a></H2>
<p>
The following steps are identical under Linux/Unix and under Windows with minor
modifications. Under Windows, just open the <i><b>Cygwin</i></b> icon from the Start menu or from
the desktop to get a command line.
<p>
<OL type="1">
<li> First, choose an install directory<a NAME="install directory42">
</a> 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
<p>
<tt>cd:/usr/local/</tt>
<p>
<tt>mkdir source</tt>
<p>
<li> Now, you have to install a support library <i><b>PLIB</i></b><a NAME="PLIB42">
</a> which is absolutely essential for the building
process (see Chapter <A href="#free">2</A>). <i><b>PLIB</i></b> contains most of the basic graphics
rendering, audio, and joystick routines. Download the latest stable version of <i><b>PLIB</i></b><a NAME="PLIB42">
</a> from
<p><br>
<p>
<a href="http://plib.sourceforge.net/">http://plib.sourceforge.net/</a>
<p><br>
<p>
(at present, this is version plib-1.2.0.tar.gz) to <tt>/usr/local/source</tt>. Change to that directory and unpack <i><b>PLIB</i></b> using
<p>
<tt>tar xvfz plib-X.X.X.tar.gz</tt>.
<p>
<tt>cd</tt> into <tt>plib-X.X.X</tt> and run
<p>
<tt>./configure</tt><br>
<tt>make</tt><br>
<tt>make install</tt>.
<p>
Under Linux, you have to become root for being able to <tt>make install</tt>, for
instance via the <tt>su</tt> command.
<p>
Confirm you now have <i><b>PLIB</i></b>'s header files<a NAME="PLIB+header files42">
</a> under
<tt>/usr/include/plib</tt> (and nowhere else).
<p>
<li> Next, you have to install another library <i><b>SimGear</i></b><a NAME="SimGear42">
</a> containing the basic simulation routines.
Get the file <tt>SimGear-X.X.X.tar.gz</tt><a NAME="SimGear42">
</a> from
<p><br>
<p>
<a href="ftp://simgear.sourceforge.net/pub/simgear/Source/">ftp://simgear.sourceforge.net/pub/simgear/Source/</a>
<p><br>
<p>
Download it to <tt>/usr/local/source</tt>. Change to that directory and unpack <i><b>SimGear</i></b>
using
<p>
<tt>tar xvfz plib-X.X.X.tar.gz</tt>.
<p>
<tt>cd</tt> into <tt>SimGear-X.X.X</tt> and run
<p>
<tt>./configure</tt><br>
<tt>make</tt><br>
<tt>make install</tt>
<p>
Again, under Linux, you have to become root for being able to <tt>make
install</tt>, for instance via the <tt>su</tt> command.
<p>
<li> Now, you're finally prepared to build <i><b>FlightGear</i></b> itself.
Get <tt>FlightGear-X.X.X.tar.gz</tt> from
<p><br>
<p>
<a href="ftp://flightgear.sourceforge.net/pub/flightgear/Source/">ftp://flightgear.sourceforge.net/pub/flightgear/Source/</a>
<p><br>
<p>
and download it to <tt>/usr/local/source</tt>. Now, unpack <i><b>FlightGear</i></b> using
<p><br>
<p>
<tt>tar xvfz FlightGear-X.X.X.tar.gz</tt>.
<p>
<p><br><tt>cd</tt> into <tt>FlightGear-X.X.X</tt> and run
<p>
<tt>./configure</tt>
<p>
<p><br>configure<a NAME="configure42">
</a> knows about numerous options, <a NAME="options, configure42">
</a> with the more
relevant ones to be specified via a with/without switch as
<p>
<UL>
<li><tt>- -with-network-olk</tt>: Include Oliver Delise's multi-pilot networking
support<a NAME="networking
support42">
</a>,
<p>
<li><tt>- -disable-network-olk</tt>: Disable Oliver Delise's multi-pilot networking
support<a NAME="networking
support42">
</a>,
<p>
<li><tt>- -with-old-weather</tt>: Include original/simple weather subsystem<a NAME="weather subsystem42">
</a>,
<p>
<li><tt>- -with-x</tt>: Use the X Window system (Linux only)<br>
<p>
<li><tt>- -prefix=/XXX</tt>: Install <i><b>FlightGear</i></b> in the directory <tt>XXX</tt>.
</UL>
<p>
A good choice would be <tt>- -prefix=/usr/local/FlightGear</tt>. In this case
<i><b>FlightGear</i></b>'s binaries<a NAME="binaries+directory42">
</a> will live under
<tt>/usr/local/FlightGear/bin</tt>.
<p>
Assuming <tt>configure</tt> finished successfully, run
<p><br>
<p>
<tt>make</tt><br>
<tt>make install</tt>.
<p>
Again, under Linux, you have to become root for being able to <tt>make
install</tt>, for instance via the <tt>su</tt> command.
<p>
Note: You can save a significant amount of space by stripping all the
debugging symbols off the executable. To do this, make a
<p><br>
<p>
<tt>cd /FlightGear/bin</tt>
<p>
to the directory in the <tt>install tree</tt> where your binaries live and run
<p><br>
<p>
<tt>strip *</tt>.
</OL>
<p>
This completes building the executable and should result in a file <tt>fgfs</tt> (Unix) or
<tt>fgfs.exe</tt> under <tt>/usr/local/FlightGear/bin</tt>
<p>
<b>Note:</b> If for whatever reason you want to re-build the simulator, use the command
<tt>make distclean</tt> either in the <tt>SimGear-X.X.X</tt> or in the
<tt>FlightGear-X.X.X</tt> directory to remove all the build. If you want re-run
<tt>configure</tt> (for instance because of installing another version of <i><b>PLIB</i></b> etc.),
remove the files <tt>config.cache</tt> from these same directories before.
<p>
<H2><A NAME="tth_sEc4.3">
4.3</A>&nbsp;&nbsp;Compiling on other systems<a NAME="compiling+other systems43">
</a></H2>
A detailed description of this lies beyond the scope of this Guide. Packages required for
specific machines can be found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Downloads/">http://flightgear.sourceforge.net/Downloads/</a>.
<p><br>
<p>
There should be a workplace for Microsoft Visual C<a NAME="Visual C43">
</a> included in the official
<i><b>FlightGear</i></b> distribution. Macintosh<a NAME="Macintosh43">
</a> users find the required CodeWarrior<a NAME="CodeWarrior43">
</a>
files as a <tt>.bin</tt> archive under
<p><br>
<p>
<a href="http://icdweb.cc.purdue.edu/~walisser/fg/">http://icdweb.cc.purdue.edu/&nbsp;walisser/fg/</a>.
<p>
<H2><A NAME="tth_sEc4.4">
4.4</A>&nbsp;&nbsp;Installing the base package<a NAME="base package+installation44">
</a></H2>
<p>
If you successfully performed the steps named above, you have a directory holding the
executables for <i><b>FlightGear</i></b>. This is not yet sufficient for performing
<i><b>FlightGear</i></b>, 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
<p>
<a href="ftp://flightgear.sourceforge.net/pub/flightgear/Shared/">ftp://flightgear.sourceforge.net/pub/flightgear/Shared/</a>
<p>
as <tt>fgfs-base-X.X.X.tar.gz</tt>.
<p>
This package<a NAME="base package+installation44">
</a> is usually quite large (around 25 MB), but
must be installed for <i><b>FlightGear</i></b> to run properly. There is no compilation required for
this package. Just download it to <tt>/usr/local</tt> and install it with
<p><br>
<p>
<tt>tar xvfz fgfs-base-X.X.X.tar.gz</tt>.
<p>
Now you should find all the base files under <tt>/usr/local/Flightgear</tt> in the
following directory structure:<a NAME="directory structure44">
</a><a NAME="FlightGear+directory
structure44">
</a>:
<p><br>
<p>
<tt>/usr/local/Flightgear</tt>
<p>
<tt>/usr/local/Flightgear/Aircraft</tt>
<p>
<tt>/usr/local/Flightgear/Aircraft-uiuc</tt>
<p>
... <tt>/usr/local/Flightgear/bin</tt>
<p>
... <tt>/usr/local/Flightgear/Weather</tt>.
<p>
<H2><A NAME="tth_sEc4.5">
4.5</A>&nbsp;&nbsp;For test pilots only: Building the nightly snapshots</H2>
<p>
It you're really into adventures or feel you're an advanced user, you can try one of the
recent nightly snapshots<a NAME="nightly snapshots45">
</a><a NAME="snapshots, nightly45">
</a> under
<p><br>
<p>
<a href="ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/">ftp://flightgear.sourceforge.net/pub/flightgear/Devel/Snapshots/</a>.
<p><br>
<p>
In this case you have to get the most recent Snapshot from <i><b>SimGear</i></b> under
<p><br>
<p>
<a href="ftp://simgear.sourceforge.net/pub/simgear/Devel/Snapshots/">ftp://simgear.sourceforge.net/pub/simgear/Devel/Snapshots/</a>
<p><br>
<p>
as well. But be prepared: These are for development and may (and often do)
contain bugs.
<p>
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
<p><br>
<p>
<a href="http://rockfish.net/fg/">http://rockfish.net/fg/</a>.
<p><br>
<p>
Klick <tt>Download Base Package Snapshot</tt>. The next page uses a special automated
download mechanism; if you now double-klick <tt>fgfsbase-X.X.X.tar.gz</tt> the download
starts automatically. If you for whatever reason have difficulty with this, you may
right-klick the file and use <tt>Save as...</tt> to download it manually.
<p>
I suggest downloading this package <tt>fgfsbase-X.X.X.tar.gz</tt> to a temporary
directory. Now, decompress it using
<p><br>
<p>
<tt>tar xvfz fgfsbase-X.X.X.tar.gz</tt>.
<p><br>
<p>
In recent versions of <tt>fgfsbase-X.X.X.tar.gz</tt> this results in a subdirectory
<tt>/fgfsbase</tt> containing <tt>/Flightgear</tt> and all of its subdirectories. If you
installed the <i><b>FlightGear</i></b> binaries under <tt>/usr/local/Flightgear/bin</tt> 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.
<p>
<H1><A NAME="tth_chAp5">
Chapter 5 </A><br>Preflight: Installing <i><b>FlightGear</i></b> <A NAME="prefligh">
</A></H1>
You can skip this Section if you built <i><b>FlightGear</i></b> 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<a NAME="binaries50">
</a> available
for
<p>
<UL>
<li> Windows 95/98/Me/NT/2000,
<li> Macintosh OS,
<li> Debian Linux,
<li> SGI Irix.
</UL>
<p>
<H2><A NAME="tth_sEc5.1">
5.1</A>&nbsp;&nbsp;Installing the binary distribution on a Windows system</H2><a NAME="binaries+Windows51">
</a>
<p>
The following supposes you are on a Windows 95/98/Me/NT/2000 <a NAME="Windows51">
</a> system.
Installing the binaries is quite simple. Go to
<p><br>
<p>
<a href="ftp://flightgear.sourceforge.net/pub/flightgear/Win32/">ftp://flightgear.sourceforge.net/pub/flightgear/Win32/</a>
<p><br>
<p>
and download the three files <tt>fgfs-base-X.X.X.zip</tt>,
<tt>fgfs-manual-X.X.X.zip</tt>, and <tt>fgfs-win32-bin-X.X.X.zip</tt> (being provided
courtesy Curt Olson)<a NAME="Olson, Curt51">
</a> from
<p><br>
<p>
<a href="ftp://flightgear.sourceforge.net/pub/flightgear/Win32/">ftp://flightgear.sourceforge.net/pub/flightgear/Win32/</a>
<p><br>
<p>
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 <tt>POWERARCHIVER</tt>,<a NAME="powerarchiver51">
</a>
which you can fetch from
<p><br>
<p>
<a href="http://www.powerarchiver.com/">http://www.powerarchiver.com/</a>.
<p><br>
<p>
Use it to extract the files. If you choose drive <tt>c:</tt> you should find a file
<tt>runfgfs.bat</tt> under <tt>c:/Flightgear</tt> now. Double-clicking it should invoke
the simulator.
<p>
<H2><A NAME="tth_sEc5.2">
5.2</A>&nbsp;&nbsp;Installing the binary distribution on a Macintosh system</H2><a NAME="binaries+Macintosh52">
</a>
<p>
If your Macintosh<a NAME="Macintosh52">
</a> is running the conventional Mac OS 9<a NAME="Mac OS 952">
</a> or earlier,
download the file <tt>FlightGear_Installer_0.7.5.sit</tt> (being provided courtesy Darrell
Walisser)<a NAME="Walisser, Darrell52">
</a> from
<p><br>
<p>
<a href="http://icdweb.cc.purdue.edu/~walisser/fg/">http://icdweb.cc.purdue.edu/&nbsp;walisser/fg/</a>.
<p><br>
<p>
This file contains the program as well as the required base package files (scenery etc.).
For unpacking, use <tt>Stuffit Expander 5.0</tt><a NAME="Stuffit Expander52">
</a> or later.
<p>
Alternatively, if you are running Mac OS X<a NAME="Mac OS X52">
</a>, download <tt>fgfs-OSX.gz</tt> from
the same site named above. This can be unpacked with gunzip via
<p>
<tt>gunzip fgfs-OSX.gz</tt>.
<p>
Now you will find a folder <tt>Flightgear</tt> containing the script <tt>runfgfs</tt> to
start the program.
<p>
<H2><A NAME="tth_sEc5.3">
5.3</A>&nbsp;&nbsp;Installing the binary distribution on a Debian Linux system</H2><a NAME="binaries+Debian53">
</a>
<p>
Download the file <tt>flightgear_0.7.6-6_i386.deb</tt> (being provided courtesy Ove
Kaaven)<a NAME="Kaaven, Ove53">
</a> from any of the Debian<a NAME="Debian53">
</a> mirror sites listed under
<p><br>
<p>
<a href="http://packages.debian.org/unstable/games/flightgear.html">http://packages.debian.org/unstable/games/flightgear.html</a>.
<p><br>
<p>
Like any Debian package, this can be installed
via
<p><br>
<p>
<tt>dpkg --install flightgear_0.7.6-6_i386.deb</tt>.
<p><br>
<p>
After installation, you will find the directory <tt>/usr/local/Flightgear</tt>
containing the script <tt>runfgfs</tt> to start the program.
<p>
<H2><A NAME="tth_sEc5.4">
5.4</A>&nbsp;&nbsp;Installing the binary distribution on a SGI IRIX system</H2><a NAME="binaries+SGI Irix54">
</a>
<p>
Download all the required files (being provided courtesy Erik Hofman)<a NAME="Hofman, Erik54">
</a>
from
<p><br>
<p>
<a href="http://www.a1.nl/~ehofman/fgfs/">http://www.a1.nl/&nbsp;ehofman/fgfs/</a>
<p><br>
<p>
and install them. Now you can start <i><b>FlightGear</i></b> via running the script<br>
<tt>/usr/local/FlightGear/bin/gofgfs</tt>.
<p>
<H2><A NAME="tth_sEc5.5">
5.5</A>&nbsp;&nbsp;Installing add-on scenery</H2><a NAME="scenery+add-on55">
</a><a NAME="add-on scenery55">
</a>
<p>
There is a complete set of scenery files worldwide available created by Curt
Olson<a NAME="Olson, Curt55">
</a> which can be downloaded via a clickable map under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Downloads/world-scenery.html">http://flightgear.sourceforge.net/Downloads/world-scenery.html</a>
<p><br>
<p>
Moreover, Curt provides the complete set of US Scenery on CD-ROM<a NAME="CD-ROM55">
</a> for those who
really would like to fly over all of the USA. For more detail, check the remarks on the
downloads page above.
<p>
For installing these files, you have to unpack them under <tt>/Flightgear/Scenery</tt>.
Do not de-compress the numbered scenery files like 958402.gz ! This will be done by
<i><b>FlightGear</i></b> on the fly.
<p>
<H2><A NAME="tth_sEc5.6">
5.6</A>&nbsp;&nbsp;Installing documentation</H2><a NAME="documentation+installation56">
</a>
<p>
Most of the packages named above include the complete <i><b>FlightGear</i></b> documentation
including a .pdf version of this <i>Installation and Getting Started</i> Guide intended
for pretty printing using Adobe's Acrobat Reader being available from
<p><br>
<p>
<a href="http://www.adobe.com/acrobat">http://www.adobe.com/acrobat</a>
<p><br>
<p>
Moreover, if properly installed, the .html version can be accessed via
<i><b>FlightGear</i></b>'s <tt>help</tt> menu entry.
<p>
Besides, the source code contains a directory <tt>docs-mini</tt> containing numerous
ideas on and solutions to special problems. This is also a good place for further
reading.
<p>
<H1><A NAME="tth_chAp6">
Chapter 6 </A><br>Takeoff: How to start the program<A NAME="takeoff">
</A></H1>
<p>
<H2><A NAME="tth_sEc6.1">
6.1</A>&nbsp;&nbsp;Launching the simulator under Linux</H2><a NAME="Launching Flightgear+Linux61">
</a><a NAME="Starting Flightgear+Linux61">
</a>
Under Linux (or any other flavor of Unix), <i><b>FlightGear</i></b> is invoked by
<p><br>
<p>
<tt>runfgfs - -option1 - -option2...</tt>,
<p><br>
<p>
where the options will be described in Section <A href="#options">6.3</A> below.
<p>
<H2><A NAME="tth_sEc6.2">
6.2</A>&nbsp;&nbsp;Launching the simulator under Windows</H2><a NAME="Launching Flighgear+Windows62">
</a><a NAME="Starting Flightgear+Windows62">
</a>
<p>
In Windows explorer, change to the <tt>/FlightGear</tt> directory and double-click
<tt>runfgfs.bat</tt>.
<p>
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 <tt>c:/FlightGear/bin</tt> where you might have to substitute
<tt>c:</tt> in favor of your <i><b>FlightGear</i></b> directory), set the environment
variable<a NAME="environment
variable62">
</a> via (note the backslashes!)
<p><br>
<p>
<tt>SET FG_ROOT=c:\FlightGear\bin</tt>
<p><br>
<p>
and invoke <i><b>FlightGear</i></b> (within the same MS-DOS shell, as environment
settings are only valid locally within the same shell) via
<p><br>
<p>
<tt>fgfs - -option1 - -option2...</tt>.
<p><br>
<p>
Of course, you can create your own <tt>runfgfs.bat</tt> with <tt>notepad</tt> using the
two lines above.
<p>
For getting maximum performance it is recommended to minimize (iconize) the text output
window while running <i><b>FlightGear</i></b>.
<p><br>
<p>
<center><img src="arizona2.gif"><br></center><br><p> Fig.&nbsp;2: <i>Ready for takeoff. Waiting at the default startup position in Arizona.</i>
<p><br>
<p>
<H2><A NAME="tth_sEc6.3">
6.3</A>&nbsp;&nbsp;Command line parameters<A NAME="options">
</A></H2><a NAME="command line options63">
</a>
<p>
Following is a list and short description of the numerous command line options<a NAME="command line options63">
</a>
available for <i><b>FlightGear</i></b>.
<p>
If you are running <i><b>FlightGear</i></b> under Windows<a NAME="Windows63">
</a> you can include these into
<tt>runfgfs.bat</tt>. However, in case of options you want to re-use continually (like
joystick settings) it is recommended to include them into a file called
<tt>.fgfsrc</tt><a NAME=".fgfsrc63">
</a> under Unix systems and
<tt>system.fgfsrc</tt>,<a NAME="system.fgfsrc63">
</a> resp., under Windows. This file has to be in
the top FlightGear directory (for instance /usr/local/Flightgear). As it depends on your
preferences<a NAME="preferences63">
</a>, it is not delivered with <i><b>FlightGear</i></b>, 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
<p><br>
<p>
<a href="http://rockfish.net/shell/aboutjoy.txt">http://rockfish.net/shell/aboutjoy.txt</a>.
<p>
<H3><A NAME="tth_sEc6.3.1">
6.3.1</A>&nbsp;&nbsp;General Options</H3><a NAME="options+general63">
</a>
<p>
<UL>
<li><tt>- -help</tt>: Gives a small help text, kind of a short version of this Section.
<p>
<li><tt>- -fg-root=<i>path</i></tt>: Tells <i><b>FlightGear</i></b> where to look for its data
files if you didn't compile it with the default settings<a NAME="default settings63">
</a>.
<p>
<li><tt>- -fg-scenery=<i>path</i></tt>: Allows specification of a path to the scenery
directorypath <a NAME="scenery directory+path63">
</a>, in case scenery is not at the default
position under <tt>/Flightgear/Scenery</tt>; this might be especially useful in case you
have scenery on a CD-ROM.
<p>
<li><tt>- -disable-game-mode</tt>: Disables full screen display<a NAME="full screen display63">
</a>.
<p>
<li><tt>- -enable-game-mode</tt>: Enables full screen display.
<p>
<li><tt>- -disable-splash-screen</tt>: Turns off the rotating 3DFX logo
when the accelerator board gets initialized (3DFX only).
<p>
<li><tt>- -enable-splash-screen</tt>: If you like advertising, set this!
<p>
<li><tt>- -disable-intro-music</tt>: No audio sample is being played when
<i><b>FlightGear</i></b> starts up.
<p>
<li><tt>- -enable-intro-music</tt>: If your machine is powerful enough, enjoy
this setting.
<p>
<li><tt>- -disable-mouse-pointer</tt>: Disables mouse interface<a NAME="mouse interface63">
</a>.
<p>
<li><tt>- -enable-mouse-pointer</tt>: Enables mouse interface<a NAME="mouse interface63">
</a>. Useful in
full screen mode for old Voodoo/VoodooII based cards.
<p>
<li><tt>- -disable-freeze</tt>: This will put you into <i><b>FlightGear</i></b> with the
engine running, ready for Take-Off.
<p>
<li><tt>- -enable-freeze</tt>: Starts <i><b>FlightGear</i></b> in frozen state<a NAME="frozen state63">
</a>.
<p>
<li><tt>- -control-mode</tt>: Specify your control device<a NAME="control device63">
</a> (joystick<a NAME="joystick63">
</a>,
keyboard, mouse) Defaults to joystick<a NAME="joystick63">
</a> (yoke<a NAME="yoke63">
</a>).
<p>
<li><tt>- -disable-auto-coordination</tt>: Switches auto coordination<a NAME="auto coordination63">
</a> between
aileron/rudder off (default).
<p>
<li><tt>- -enable-auto-coordination</tt>: Switches auto coordination between
aileron/rudder on (recommended without pedals).
<p>
</UL> <H3><A NAME="tth_sEc6.3.2">
6.3.2</A>&nbsp;&nbsp;Features</H3><a NAME="options+features63">
</a>
<p>
<UL>
<li><tt>- -disable-hud</tt>: Switches off the HUD<a NAME="HUD63">
</a> (<b>H</b>ead <b>U</b>p
<b>D</b>isplay).
<p>
<li><tt>- -enable-anti-alias-hud</tt>: Turns on anti-alised HUD lines<a NAME="anti-alised HUD lines63">
</a> for better quality,
if hardware supports this.
<p>
<li><tt>- -disable-anti-alias-hud</tt>: Turns off anti-aliased HUD lines.
<p>
<li><tt>- -enable-panel</tt>: Turns the instrument panel<a NAME="instrument panel63">
</a> on (default).
<p>
<li><tt>- -disable-panel</tt>: Turns the instrument panel<a NAME="instrument panel63">
</a> off.
<p>
<li><tt>- -enable-hud</tt>: Turns the HUD<a NAME="HUD63">
</a> on.
<p>
<li><tt>- -disable-hud</tt>: Turns the HUD<a NAME="HUD63">
</a> off (default).
<p>
<li><tt>- -disable-sound</tt>: Pretty self explaining, isn't it?
<p>
<li><tt>- -enable-sound</tt>: See above.
<p>
</UL> <H3><A NAME="tth_sEc6.3.3">
6.3.3</A>&nbsp;&nbsp;Flight model<a NAME="flight dynamics model63">
</a></H3><a NAME="options+flight model63">
</a>
<p>
<UL>
<li><tt>- -fdm=<i>abcd</i></tt> Select the core flight model<a NAME="flight model63">
</a>.
Options are <tt>jsb, larcsim, magic, external, balloon</tt>. Default value is
<tt>larcsim</tt>.<a NAME="LaRCSim flight model63">
</a> Magic is a slew mode. Balloon is a hot air
balloon. The UIUC flight model<a NAME="UIUC flight model63">
</a> is not chosen this way but via the next option!
For more detail on flight models cf. Section <A href="#flightmodels">2.5</A>.
<p>
<li><tt>- -aircraft=<i>abcd</i></tt> Specifies the aircraft model<a NAME="aircraft model63">
</a> to load. Default is c172.
Alternatives available depend on the flight model chosen. Special option: <tt>-
-aircraft=uiuc</tt> selects the UIUC flight model.
<p>
<li><tt>- -aircraft-dir=<i>path</i></tt> Together with the option <tt>-
-aircraft=uiuc</tt> named before, this allows selecting one of the UIUC flight
model<a NAME="UIUC flight
model63">
</a>s. For possible choices have a look into /Flightgear/Aircraft-uiuc. You have to
specify the full path as in <tt>-
-aircraft-dir=/usr/local/FlightGear/Aircraft-uiuc/Beech99</tt>.
<p>
<li><tt>- -model-hz=<i>n</i></tt> Run the Flight Dynamics Model with this rate
(iterations per second).
<p>
<li><tt>- -speed=<i>n</i></tt> Run the Flight Dynamics Model this much faster than real
time.
<p>
<li><tt>- -notrim</tt> Do NOT attempt to trim the model when initializing JSBSim.
<p>
</UL> <H3><A NAME="tth_sEc6.3.4">
6.3.4</A>&nbsp;&nbsp;Initial Position and Orientation</H3><a NAME="options+initial position63">
</a><a NAME="options+orientation63">
</a>
<p>
<UL>
<li><tt>- -on-ground</tt>: Start up at ground level (default).
<p>
<li><tt>- -in-air</tt>: Start up in the air. Naturally, you have to specify an
initial altitude as below for this to make sense.
<p>
<li><tt>- -wind=<i>DIR@SPEED</i></tt>: Specify wind coming from the direction DIR (in
degrees) at speed SPEED (knots).
<p>
<li><tt>- -airport-id=<i>ABCD</i></tt>: If you want to start directly at an airport<a NAME="airport63">
</a>,
enter its international code,<a NAME="airport code63">
</a> i.e. KJFK for JFK airport in New York etc.
A long/short list of the IDs of the airports being implemented can
be found in <tt>/Flight Gear/Airports</tt>. You only have to unpack
one of the files with <tt>gnuzip</tt>. Keep in mind, you need the
terrain data for the relevant region, though!<a NAME="airport code63">
</a>
<p>
<li><tt>- -offset-distance=<i>nm</i></tt>: Here you can specify the distance to
threshold in nm.
<p>
<li><tt>- -offset-azimuth=<i>deg</i></tt>: Here you can specify the heading to
threshold in degrees.
<p>
<li><tt>- -lon=<i>degrees</i></tt>: This is the startup longitude<a NAME="startup longitude63">
</a> in degrees (west =
-).
<p>
<li><tt>- -lat=<i>degrees</i></tt>: This is the startup latitude<a NAME="startup latitude63">
</a> in degrees (south =
-).
<p>
<li><tt>- -altitude=<i>feet</i></tt>: This is useful if you want to start in free
flight in connection with <tt>- -in-air</tt>. Altitude specified in feet unless you
choose <tt>- -units-meters</tt>.
<p>
<li><tt>- -heading=<i>degrees</i></tt>: Sets the initial heading<a NAME="initial heading63">
</a> (yaw angle) in degrees.
<p>
<li><tt>- -roll=<i>degrees</i></tt>: Sets the startup roll angle<a NAME="startup roll angle63">
</a> (roll angle) in degrees.
<p>
<li><tt>- -pitch=<i>degrees</i></tt>: Sets the startup pitch angle<a NAME="startup pitch angle63">
</a> (pitch angle) in degrees.
<p>
<li><tt>- -uBody=<i>feet per second</i></tt>: Speed along the body X axis unless you
choose <tt>- -units-meters</tt>.
<p>
<li><tt>- -vBody=<i>feet per second</i></tt>: Speed along the body Y axis unless you
choose <tt>- -units-meters</tt>.
<p>
<li><tt>- -wBody=<i>feet per second</i></tt>: Speed along the body Z axis unless you
choose <tt>- -units-meters</tt>.
<p>
<li><tt>- -vc=<i>speed</i></tt>: Allows specifying the initial airspeed in knots
(only in connection with <tt>- -fdm=jsb</tt>).
<p>
<li><tt>- -mach=<i>speed</i></tt>: Allows specifying the initial airspeed as Mach
number (only in connection with <tt>- -fdm=jsb</tt>).
<p>
</UL> <H3><A NAME="tth_sEc6.3.5">
6.3.5</A>&nbsp;&nbsp;Rendering Options<a NAME="options+rendering63">
</a></H3>
<p>
<UL>
<li><tt>- -fog-disable</tt>: To cut down the rendering efforts, distant
regions are vanishing in fog<a NAME="fog63">
</a> by default. If you disable fog<a NAME="fog63">
</a>ging,
you'll see farther but your frame rates will drop.
<p>
<li><tt>- -fog-fastest</tt>: The scenery will not look very nice but
frame rate<a NAME="frame rate63">
</a> will increase.
<p>
<li><tt>- -fog-nicest</tt>: This option will give you a fairly realistic
view of flying on a hazy day.<a NAME="haze63">
</a>
<p>
<li><tt>- -enable-clouds</tt>: Enable cloud layer<a NAME="cloud layer63">
</a> (default).
<p>
<li><tt>- -disable-clouds</tt>: Disable cloud layer.
<p>
<li><tt>- -clouds-asl=<i>xxx</i></tt>: Specify altitude of cloud layer above sea level.
<p>
<li><tt>- -fov=<i>xx.x</i></tt>: Sets the field of view<a NAME="field of view63">
</a> in degrees.
The value is displayed on the HUD. Default is 55.0.
<p>
<li><tt>- -disable-fullscreen</tt>: Disable full screen mode<a NAME="full screen mode63">
</a> (default).
<p>
<li><tt>- -enable-fullscreen</tt>: Enable full screen mode.
<p>
<li><tt>- -shading-flat</tt>: This is the fastest mode but the terrain will look ugly!
This option might help if your video processor is really slow.
<p>
<li><tt>- -shading-smooth</tt>: This is the recommended (and default) setting - things will look really nice.
<p>
<li><tt>- -disable-skyblend</tt>: No fogging or haze<a NAME="haze63">
</a>, sky will be displayed
using just one color. Fast but ugly!
<p>
<li><tt>- -enable-skyblend</tt>: Fogging/haze is enabled, sky and terrain<a NAME="terrain63">
</a> look realistic. This is the default and recommended setting.
<p>
<li><tt>- -disable-textures</tt>: Terrain details will be disabled. Looks ugly, but might help if your video board is slow.
<p>
<li><tt>- -enable-textures</tt>: Default and recommended.
<p>
<li><tt>- -enable-wireframe</tt>: If you want to know how the world of <i><b>FlightGear</i></b> looks like internally, try
this!<a NAME="wireframe63">
</a>
<p>
<li><tt>- -disable-wireframe</tt>: No wireframe. Default.
<p>
<li><tt>- -geometry=<i>WWWxHHH</i></tt>: Defines the size of the window used, i.e.
<tt>WWWxHHH</tt> can be <tt>640x480</tt>, <tt>800x600</tt>, or
<tt>1024x768</tt>.<a NAME="window size63">
</a>
<p>
<li><tt>- -view-offset=<i>xxx</i></tt>: Allows setting the default forward view direction as an offset from straight
ahead. Possible values are <tt>LEFT, RIGHT, CENTER</tt>, or a specific number of degrees.
Useful for multi-window display.<a NAME="offset63">
</a>
<p>
<li><tt>- -visibility-miles=<i>xxx</i></tt>: You can specify the initial visibility in miles here.
<p>
</UL> <H3><A NAME="tth_sEc6.3.6">
6.3.6</A>&nbsp;&nbsp;Scenery Options</H3><a NAME="options+scenery63">
</a>
<p>
<UL>
<li><tt>- -tile-radius=<i>n</i></tt>: Specifies the tiles radius<a NAME="tiles radius63">
</a>; allowed values for
<tt>n</tt> are 1 - 4.
<p>
</UL> <H3><A NAME="tth_sEc6.3.7">
6.3.7</A>&nbsp;&nbsp;HUD Options<a NAME="HUD63">
</a><a NAME="options+HUD63">
</a></H3>
<p>
<UL>
<li><tt>- -units-feed</tt>: HUD<a NAME="HUD63">
</a> displays units in feet.
<p>
<li><tt>- -units-meters</tt>: HUD displays units in meters.
<p>
<li><tt>- -hud-tris</tt>: HUD displays the number of triangles<a NAME="triangles63">
</a> rendered.
<p>
<li><tt>- -hud-culled</tt>: HUD displays percentage of triangles culled.
<p>
</UL> <H3><A NAME="tth_sEc6.3.8">
6.3.8</A>&nbsp;&nbsp;Time Options</H3><a NAME="time options63">
</a><a NAME="options+time63">
</a>
<p>
<UL>
<li><tt>- -time-offset=<i>[+-]hh:mm:ss</i></tt>: Offset local time<a NAME="time63">
</a> by this amount.
<p>
<li><tt>- -time-match-real</tt>: Synchronize real-world and <i><b>FlightGear</i></b> time.
(Can be used in combination with <tt>- -time-offset</tt>.)
<p>
<li><tt>- -time-match-local</tt>: Synchronize local real-world and <i><b>FlightGear</i></b> time.
<p>
<li><tt>- -start-date-gmt=<i>yyyy:mm:dd:hh:mm:ss</i></tt>: Specify a starting time<a NAME="starting time63">
</a> and
date. Uses your system time.
<p>
<li><tt>- -start-date-gmt=<i>yyyy:mm:dd:hh:mm:ss</i></tt>: Specify a starting time and
date. Time is Greenwich Mean Time.
<p>
<li><tt>- -start-date-lat=<i>yyyy:mm:dd:hh:mm:ss</i></tt>: Specify a starting time and
date. Uses local aircraft time.
<p>
</UL> <H3><A NAME="tth_sEc6.3.9">
6.3.9</A>&nbsp;&nbsp;Network Options</H3><a NAME="network options63">
</a><a NAME="options+network63">
</a>
<p>
<UL>
<li><tt>- -protocol=</tt> <tt>medium,direction,hz,medium_options,...</tt>: I/O
options, useful for running <i><b>FlightGear</i></b> over a network or in interaction with external
programs (preliminary). <tt>protocol</tt> can be <i>native, nmea, garmin, fgfs, rul,
pve...</i>, <tt>medium</tt> has the values <i>serial, socket, file...</i>,
<tt>direction</tt> can be <i>in, out, bi</i>, <tt>hz</tt> is the number of times to process
channel per second. Should be tried by experts only.
</UL>
<p>
<H3><A NAME="tth_sEc6.3.10">
6.3.10</A>&nbsp;&nbsp;Network OLK Options</H3><a NAME="network OLK options63">
</a><a NAME="options+network OLK63">
</a>
<p>
The following start options work only if you compiled with Oliver Delise's<a NAME="Delise,
Oliver63">
</a> multi-pilot networking code<a NAME="networking code63">
</a> enabled, i.e. <tt>- -with-network-olk</tt>
(see Chapter <A href="#building">4</A>). This is not implemented by default.
<p>
<UL>
<li><tt>- -enable-network-olk</tt>: Enables Oliver Delises's network code.
<p>
<li><tt>- -enable-network-olk</tt>: Disables Oliver Delises's network code.
<p>
<li><tt>- -net-hud</tt>: HUD displays network info.
<p>
<li><tt>- -net-id=<i>name</i></tt>: Specify your own callsign<a NAME="callsign63">
</a>
<p>
</UL> <H3><A NAME="tth_sEc6.3.11">
6.3.11</A>&nbsp;&nbsp;Route/Waypoint Options</H3><a NAME="options+route63">
</a><a NAME="options+waypoint63">
</a>
<p>
<UL>
<li><tt>- -wp=<i>ID[@alt]</i></tt>: Allows specifying a waypoint for the autopilot; it
is possible to specify multiple waypoints (i.e. a route) via multiple instances of this
command.
<p>
<li><tt>- -flight-plan=<i>[file]</i></tt>: This is more comfortable if
you have several waypoints. You can specify a file to read them from.
<p>
</UL> <H3><A NAME="tth_sEc6.3.12">
6.3.12</A>&nbsp;&nbsp;Joystick properties<A NAME="joysticksupp">
</A></H3><a NAME="options+joystick63">
</a>
<p>
The combination of the numerous types of joystick<a NAME="joystick63">
</a>s, flightsticks, yoke<a NAME="yoke63">
</a>s,
pedal<a NAME="pedal63">
</a>s etc. on the market with the several target operating systems, makes
joystick support a
nontrivial task in <i><b>FlightGear</i></b>.
<p>
<i><b>FlightGear</i></b> supposes certain default values for the axes of your joystick/yoke/rudder
as follows (note that numbering of axis starts with 0!) :
<p><br>
<p>
<table><tr><td>
<tr><td>axis 0 </td><td>aileron
<tr><td>axis 1 </td><td>elevator
<tr><td>axis 2 </td><td>rudder
<tr><td>axis 3 </td><td>throttle
</table>
<p>
<p><br>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.
<p>
Basically, all these axes settings can be modified via the following command line switch:
<p><br>
<p>
<tt>- -prop:/input/name=jsx/axisn/property=value</tt>,
<p><br>
<p>
where
<p><br>
<p>
<table><tr><td>
<tr><td>x </td><td>=</td><td>number of device,
<tr><td>n </td><td>=</td><td>number of axis,
<tr><td>property </td><td>=</td><td>control, dead-band, offset, factor,
<tr><td>value </td><td>=</td><td>the corresponding value for that property.
</table>
<p>
<p><br>The <i>number of the device</i> starts with 0, and usually is 0, if you only have one
joystick. <i>number of the axis</i> characterizes the axis, the property of which is to be
defined, and starts with 0, as well. The property <i>control</i> can have the values
/controls/aileron, /controls/elevator, /controls/rudder, /controls/throttle. <i>
dead-band</i> specifies a range, within which signals are discarded, which is useful to
avoid jittering for minor yoke movements. The property <i>offset</i> 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, <i>factor</i> controls sensitivity of that
axis. The default value is +1, with a value of -1 reversing the behavior.
<p>
An example might make this more clear. Let us consider the following entries in
<tt>.fgfsrc</tt><a NAME=".fgfsrc63">
</a> or <tt>system.fgfsrc</tt><a NAME="system.fgfsrc63">
</a>, resp.,
<p><br>
<p>
- -prop:/input/js0/axis0/control=/controls/aileron
<p>
- -prop:/input/js0/axis1/control=/controls/elevator
<p>
- -prop:/input/js0/axis2/control=/controls/throttle
<p>
- -prop:/input/js0/axis2/factor=-1.0
<p>
- -prop:/input/js0/axis3/control=/controls/rudder
<p>
- -prop:/input/js0/axis3/factor=1.0
<p>
- -prop:/input/js0/axis3/offset=0.5
<p><br>
<p>
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.
<p>
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<a NAME="Check, John63">
</a> has written a very useful README, the most recent version of
which is available from
<p><br>
<p>
<a href="http://rockfish.net/shell/aboutjoy.txt">http://rockfish.net/shell/aboutjoy.txt</a>.
<p><br>
<p>
In case you run into any trouble with your input device, it is highly recommended to have
a look into this document.
<p>
<H1><A NAME="tth_chAp7">
Chapter 7 </A><br>In-flight: All about instruments, keystrokes and menus<A NAME="flight">
</A></H1>
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<a NAME="keyboard controls70">
</a> 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<a NAME="joystick70">
</a> or
yoke<a NAME="yoke70">
</a> provides a more realistic alternative for actual piloting of the plane. You
can specify your device of choice for control via the <tt>- -control-mode</tt> option,
i.e. select joystick, keyboard<a NAME="keyboard70">
</a>, mouse<a NAME="mouse70">
</a>. The default setting is joystick.
Concerning instruments, there are again two alternatives: You can use the panel or the
HUD.
<p>
A short leaflet based on this chapter can be found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Docs/InstallGuide/FGShortRef.html">http://flightgear.sourceforge.net/Docs/InstallGuide/FGShortRef.html</a>.
<p>
<H2><A NAME="tth_sEc7.1">
7.1</A>&nbsp;&nbsp;Keyboard controls</H2><a NAME="keyboard controls71">
</a>
<p>
While joystick<a NAME="joystick71">
</a>s or yoke<a NAME="yoke71">
</a>s are supported as are rudder<a NAME="rudder71">
</a> pedals, you
can fly <i><b>FlightGear</i></b> using the keyboard alone. For proper control of the plane during
flight via the keyboard (i) the <tt>NumLock<a NAME="NumLock71">
</a></tt> key must be switched on (ii) the
<i><b>FlightGear</i></b> 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.
<p>
After activating <tt>NumLock</tt> the following keyboard controls<a NAME="keyboard controls71">
</a> should work:
<p>
<p>
Tab.&nbsp;1: <i>Main keyboard controls<a NAME="keyboard controls71">
</a> for <i><b>FlightGear</i></b> on the numeric keypad with
activated <tt>NumLock</tt> key:</i>.
<p><br>
<p>
<center>
<table border><tr><td>
<tr><td>Key </td><td>Action
<tr><td>Pg Up/Pg Dn </td><td>Throttle<a NAME="throttle71">
</a>
<tr><td>Left Arrow/Right Arrow </td><td>Aileron<a NAME="aileron71">
</a>
<tr><td>Up Arrow/Down Arrow </td><td>Elevator<a NAME="elevator71">
</a>
<tr><td>Ins/Enter </td><td>Rudder<a NAME="rudder71">
</a>
<tr><td>5 </td><td>Center aileron/elevator/rudder
<tr><td>Home/End </td><td>Elevator trim<a NAME="trim71">
</a></table>
</center><br>
<p>
For changing views you have to de-activate <tt>NumLock</tt>. Now <tt>Shift</tt> +
<font face=symbol> &lt; </font
><tt>Numeric Keypad Key</tt><font face=symbol> &gt; </font
> changes the view as follows:
<p><br>
<p>
Tab.&nbsp;2: <i>View directions<a NAME="view directions71">
</a>
accessible after de-activating <tt>NumLock</tt> on the numeric keypad.</i>
<p><br>
<p>
<center>
<table border><tr><td>
<tr><td>Numeric Key </td><td>View direction<a NAME="view directions71">
</a>
<tr><td>Shift-8 </td><td>Forward
<tr><td>Shift-7 </td><td>Left/forward
<tr><td>Shift-4 </td><td>Left
<tr><td>Shift-1 </td><td>Left/back
<tr><td>Shift-2 </td><td>Back
<tr><td>Shift-3 </td><td>Right/back
<tr><td>Shift-6 </td><td>Right
<tr><td>Shift-9 </td><td>Right/forward</table>
</center><br>
<p>
The autopilot<a NAME="autopilot71">
</a> is controlled via the following controls:
<p><br>
<p>
Tab.&nbsp;3: <i>Autopilot and related controls.<a NAME="autopilot controls71">
</a></i>
<p><br>
<p>
<center>
<table border><tr><td>
<tr><td>Key </td><td>Action
<tr><td>Ctrl + A </td><td>Altitude hold<a NAME="altitude hold71">
</a> toggle on/off
<tr><td>Ctrl + G </td><td>Follow glide slope 1 toggle on/off
<tr><td>Ctrl + H </td><td>Heading hold<a NAME="heading hold71">
</a> toggle on/off
<tr><td>Ctrl + N </td><td>Follow NAV 1 radial toggle on/off
<tr><td>Ctrl + S </td><td>Autothrottle<a NAME="autothrottle71">
</a> toggle on/off
<tr><td>Ctrl + T </td><td>Terrain follow toggle on/off
<tr><td>Ctrl + U </td><td>Add 1000 ft. to your altitude
<tr><td>F11 </td><td>Autopilot altitude dialog
<tr><td>F12 </td><td>Autopilot heading dialog</table>
</center><br>
<p>
<p><br> Ctrl + T is especially interesting as it makes your Cessna 172<a NAME="Cessna 17271">
</a> 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?)
<p>
In case the autopilot<a NAME="autopilot71">
</a> is enabled, some of the numeric keypad keys get a special
meaning:
<p>
Tab.&nbsp;4: <i>Special action of keys, if autopilot is enabled.<a NAME="autopilot controls71">
</a></i>
<p><br>
<p>
<center>
<table border><tr><td>
<tr><td>Key </td><td>Action
<tr><td>Up/Down Arrow </td><td>Altitude adjust
<tr><td>Ins/Enter </td><td>Heading adjust
<tr><td>Pg Up/Pg Dn </td><td>Auto Throttle adjust</table>
</center><br>
<p>
<p><br>Besides these basic keys there are some more special ones; some of these you'll probably
not want to try during your first flight:
<p>
Tab.&nbsp;5: <i>Special keyboard controls.<a NAME="keyboard controls+ special71">
</a></i>
<p><br>
<p>
<center>
<table border><tr><td>
<tr><td>Key </td><td>Action
<tr><td>a/A </td><td>Speed up/slow down (time acceleration)
<tr><td>b </td><td>Both gear brakes<a NAME="brakes71">
</a> on/off
<tr><td>h/H </td><td>Change color of HUD/toggle HUD off forward/backward
<tr><td>i/I </td><td>Minimize/maximize HUD
<tr><td>m/M </td><td>Change time offset<a NAME="time offset71">
</a> (warp) used by t/T forward/backward
<tr><td>P </td><td>Toggle instrument panel<a NAME="instrument panel71">
</a> on/off
<tr><td>p </td><td>Toggle pause<a NAME="pause71">
</a> on/off
<tr><td>t/T </td><td>Time speed up/slow down forward/backward
<tr><td>x/X </td><td>Zoom in/out
<tr><td>v </td><td>Cycle view modes<a NAME="view modes71">
</a>
<tr><td>W </td><td>Toggle full screen mode<a NAME="full screen mode71">
</a> on/off (Mesa/3dfx/Glide only)
<tr><td>z/Z </td><td>Change visibility<a NAME="visibility71">
</a> (fog) forward/backward
<tr><td>, </td><td>Left gear brake (useful for differential braking<a NAME="differential braking71">
</a>)
<tr><td>. </td><td>Right gear brake (useful for differential braking<a NAME="differential braking71">
</a>)
<tr><td>] </td><td>Extend flaps<a NAME="flaps71">
</a>
<tr><td>[ </td><td>Retract flaps
<tr><td>F2 </td><td>Refresh Scenery tile cache
<tr><td>F3 </td><td>Save screenshot under <tt>fgfs-screen.ppm</tt>
<tr><td>F6 </td><td>Toggle autopilot target between current heading and waypoint
<tr><td>F8 </td><td>Toggle fog on/off
<tr><td>F9 </td><td>Toggle texturing on/off
<tr><td>F10 </td><td>Toggle menu on/off
<tr><td>ESC </td><td>Exit program</table>
</center><br>
<p>
<p><br> Tab.&nbsp;6: <i>Alternative function key commands accessible via Shift +
key.<a NAME="keyboard controls+ special71">
</a></i>
<p><br>
<p>
<center>
<table border><tr><td>
<tr><td>Key </td><td>Action
<tr><td>Shift-F1 </td><td>Restore flight from <tt>fgfs.sav</tt>
<tr><td>Shift-F2 </td><td>Save current flight to <tt>fgfs.sav</tt>
<tr><td>Shift-F3 </td><td>Read a panel from a property list
<tr><td>Shift-F4 </td><td>Re-read global preferences from <tt>preferences.xml</tt>
<tr><td>Shift-F5/F6 </td><td>Shift the panel in y direction
<tr><td>Shift-F7/F8 </td><td>Shift the panel in x direction
<tr><td>Shift-F10 </td><td>Toggle data logging of FDM on/off</table>
</center><br>
<p>
<p><br> Note: If you have difficulty processing the screenshot<a NAME="screenshot71">
</a> <tt>fgfs-screen.ppm</tt>
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.
<p>
<H2><A NAME="tth_sEc7.2">
7.2</A>&nbsp;&nbsp;Menu entries</H2><a NAME="menu entries72">
</a>
<p>
At present, the menu provides the following useful functions.
<p>
<UL>
<li> <b>File</b>
<UL>
<p>
<li> <b>Save flight</b> Saves<a NAME="save flight72">
</a> the current flight, by default to <tt>fgfs.sav</tt>.
<li> <b>Load flight</b> Loads<a NAME="load flight72">
</a> the current flight, by default from <tt>fgfs.sav</tt>.
<li> <b>Reset</b> Resets<a NAME="reset flight72">
</a> you to the selected starting position. Comes handy in case you got
lost or something went wrong.
<li> <b>Snap Shot</b> Saves Screenshot<a NAME="screenshot72">
</a> under <tt>fgfs-screen.ppm</tt>.
<li> <b>Print</b> Allows printing of a present snapshot (available under Windows only)
<li> <b>Exit</b> Exits<a NAME="exit72">
</a> the program.
</UL>
<p>
<li> <b>View</b><a NAME="view72">
</a>
<UL>
<p>
<li> <b>Toggle Panel</b> Toggles instrument panel<a NAME="panel72">
</a> on/off.
<li> <b>Pilot Offset</b> Allows setting a different viewpoint (useful for R/C flying).
<li> <b>HUD Alpha</b> Toggles antialiasing<a NAME="antialiasing72">
</a> of HUD lines on/off.
</UL>
<p>
<li> <b>Autopilot</b><a NAME="autopilot72">
</a>
<UL>
<p>
<li> <b>Set Heading</b> Sets heading manually.
<li> <b>Set Altitude</b> Sets altitude manually.
<li> <b>Add Waypoint</b> Adds Waypoint to waypoint list.
<li> <b>Skip Current Waypoint</b> Self explaining.
<li> <b>Clear Route</b> Clears current route.
<li> <b>Adjust AP Settings</b> Allows input of several Autopilot parameters.
<li> <b>Toggle HUD format</b> Toggles figures of latitude/longitude in HUD.
</UL>
<p>
<li> <b>Environment</b>
<UL>
<p>
<li> <b>Goto Airport</b> Enter the airport ID<a NAME="airport ID72">
</a>. For details on how to get the IDs
see Chapter <A href="#takeoff">6</A>.
</UL>
<p>
<li><b>Network</b><a NAME="network72">
</a> (supposes compile option <tt>- -with-network-olk</tt>)
<UL>
<p>
<li> <b>Toggle Display</b> Toggle call sign etc. on/off.
<li> <b>Enter Callsign</b> Enter your call sign.
<li> <b>Scan for Daemons</b> Scan for demons on the net.
<li> <b>Register for FGD</b> Register for <i><b>FlightGear</i></b> Daemon.
<li> <b>Unregister for FGD</b> Unregister from <i><b>FlightGear</i></b> Daemon.
</UL>
<p>
<li> <b>Help</b><a NAME="help72">
</a>
<UL>
<p>
<li> <b>Help</b> Should bring up this FlightGear Getting Started
Guide<a NAME="FlightGear Getting Started Guide72">
</a>. At present not yet fully
implemented. Under windows this works via a batch file
<tt>webrun.bat</tt> under <tt>/flightgear</tt>. If you intend to use that feature you
may have to edit <tt>webrun.bat</tt>. Under UNIX a
comparable shell script might do. Requires <tt>fgfs-manual-X.X.X.exe</tt> being properly
installed.
</UL>
<p>
</UL> <H2><A NAME="tth_sEc7.3">
7.3</A>&nbsp;&nbsp;The Instrument Panel<a NAME="panel73">
</a><a NAME="instrument panel73">
</a></H2>
<p>
The instrument panel is activated by default when you start <i><b>FlightGear</i></b>, 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<a NAME="flight instrument73">
</a>s or gauge<a NAME="gauge73">
</a>s.
<p><br>
<p>
<center><img src="panel4.gif"><br></center><br><p> Fig.&nbsp;3: <i>The panel.</i>
<p><br>
<p>
Let us start with the most important instruments any simulator pilot must know. In the
center of the instrument panel (Fig.&nbsp;3), in the upper row, you find the
artificial horizon<a NAME="artificial horizon73">
</a> (attitude indicator<a NAME="attitude indicator73">
</a>) displaying pitch<a NAME="pitch73">
</a> and
bank<a NAME="bank73">
</a> of your plane. It has pitch marks as well as bank marks at 10, 20, 30, 60,
and 90 degrees.
<p>
Left to the artificial horizon, you'll see the airspeed indicator<a NAME="airspeed indicator73">
</a>. Not only does
it have a speed indication in knots but also several arcs showing characteristic
velocity rages<a NAME="velocity rages73">
</a> 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.
<p>
Below the airspeed indicator you can find the turn indicator<a NAME="turn indicator73">
</a>. 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.
<p>
Below the plane, still in the turn indicator, is the inclinometer<a NAME="inclinometer73">
</a>. It indicates
if rudder<a NAME="rudder73">
</a> and aileron<a NAME="aileron73">
</a>s are coordinated. During turns, you always have to
operate aileron<a NAME="aileron73">
</a> and rudder<a NAME="rudder73">
</a> 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
<i><b>FlightGear</i></b> with the option <tt>- -enable-auto-coordination</tt>.<a NAME="auto
coordination73">
</a>
<p>
Further below the turn indicator is the manifold pressure indicator<a NAME="manifold pressure indicator73">
</a>.
<p>
To the r.h.s of the artificial horizon you find the altimeter<a NAME="altimeter73">
</a> showing the height
above sea level (not ground!) in hundreds of feet. Below the altimeter is the
vertical speed indicator<a NAME="vertical speed indicator73">
</a> 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<a NAME="RPM indicator73">
</a>, which displays the rotations per minute in 100 RPMs. The
green arc marks the optimum region for long-time flight.
<p>
The group of the main instruments further includes the gyro compass<a NAME="gyro compass73">
</a> being
situated below the artificial horizon. Besides this one, there is a magnetic
compass<a NAME="magnetic
compass73">
</a> sitting on top of the panel.
<p>
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.
<p>
Besides these, there are several supplementary instruments. To the very left you find the
clock<a NAME="clock73">
</a>, being an important tool for instance for determining turn rates. On the
bottom, below the compass, is the flap indicator<a NAME="flap indicator73">
</a>. Further below are several small
gauges displaying the technical state of your engine. Certainly the most important of
them is the fuel indicator<a NAME="fuel indicator73">
</a> - as any pilot knows.
<p>
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<a NAME="yoke73">
</a>. 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 <b>not</b> 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.
<p>
The right hand side of the panel is occupied by the radio stack<a NAME="radio stack73">
</a>. Here you find
two VOR<a NAME="VOR73">
</a> receivers (NAV1/2),<a NAME="NAV173">
</a><a NAME="NAV273">
</a> an NDB<a NAME="NDB73">
</a> receiver
(ADF<a NAME="ADF73">
</a>) and two communication radio<a NAME="communication radio73">
</a>s (COMM1/2)<a NAME="COMM173">
</a><a NAME="COMM273">
</a> as
well as the autopilot.
<p>
The communication radio<a NAME="communication radio73">
</a> is used for communication with air traffic
facilities<a NAME="air traffic
facilities73">
</a>; 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.
<p>
The VOR<a NAME="VOR73">
</a> (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.
<p>
Below the two COMM/NAV devices is an NDB<a NAME="NDB73">
</a> 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.
<p>
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.<a NAME="marker,
outer73">
</a><a NAME="marker, inner73">
</a><a NAME="marker, middle73">
</a> 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.
<p>
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 <i><b>FlightGear</i></b> Flight School.
<p>
You can neglect these radio instruments as long as you are strictly flying according to
VFR<a NAME="VFR73">
</a> (visual flight rules<a NAME="visual flight rules73">
</a>) only.
<p>
For those wanting to do IFR<a NAME="IFR73">
</a> (instrument flight rules<a NAME="instrument flight rules73">
</a>) flights, it should
be mentioned that <i><b>FlightGear</i></b> includes a huge database of navaids<a NAME="navaids73">
</a> worldwide.
<p>
Finally, you find the throttle<a NAME="throttle73">
</a>, mixture<a NAME="mixture73">
</a>, and flap control<a NAME="flaps73">
</a> in
the lower right of the panel (recall, flaps can be set via [ and ]).
<p>
<H2><A NAME="tth_sEc7.4">
7.4</A>&nbsp;&nbsp;The Head Up Display<a NAME="head up display74">
</a></H2>
<p>
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<a NAME="HUD74">
</a> (<b>H</b>ead <b>U</b>p <b>D</b>isplay) <a NAME="head up display74">
</a>. Neither
are HUD<a NAME="HUD74">
</a>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<a NAME="Cessna74">
</a> 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.
<p><br>
<p>
<center><img src="hud.gif"><br></center><br><p> Fig.&nbsp;4: <i>The HUD, or Head Up Display.</i>
<p><br>
<p>
The HUD<a NAME="HUD74">
</a> shown in Fig.&nbsp;4 displays all main flight parameters of the plane. In
the center you find the pitch indicator<a NAME="pitch indicator74">
</a> (in degrees) with the aileron
indicator<a NAME="aileron
indicator74">
</a> above and the rudder indicator<a NAME="rudder indicator74">
</a> below. A corresponding scale for the
elevation<a NAME="elevation indicator74">
</a> can be found to the left of the pitch scale. On the
bottom there is a simple turn indicator<a NAME="turn indicator74">
</a>.
<p>
There are two scales at the extreme left: The inner one displays the speed<a NAME="speed74">
</a> (in
kts) while the outer one indicates position of the throttle<a NAME="throttle74">
</a>. The Cessna 172 takes
off at around 55 kts. The two scales on the extreme r.h.s display your height<a NAME="height74">
</a>,
i.&nbsp;e. the left one shows the height above ground while the right of it gives that above
zero, both being displayed in feet.
<p>
Besides this, the HUD<a NAME="HUD74">
</a> displays some additions information. On the upper right you
find date and time. Below, you see latitude<a NAME="latitude74">
</a> and longitude<a NAME="longitude74">
</a> 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<a NAME="frame rate74">
</a> (the number of times the picture being re-drawn each
second).
<p>
You can change color of the <b>HUD</b> using the ''H'' or ''h'' key. Pressing it
several times minimizes the HUD.
<p>
<H2><A NAME="tth_sEc7.5">
7.5</A>&nbsp;&nbsp;Mouse controlled actions<a NAME="views75">
</a></H2>
<p>
Besides just clicking the menus, your mouse has got certain valuable functions in
<i><b>FlightGear</i></b>.
<p>
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.
<p>
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 <tt>- -enable-auto-coordination</tt> in this case). If you have a joystick you
certainly will not make use of this mode
<p>
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.
<p>
Right clicking the mouse once more resets it into the initial state.
<p>
If you are looking for some interesting places to discover<a NAME="places to discover75">
</a> with <i><b>FlightGear</i></b>
(which may or may not require downloading additional scenery) you may want to check
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/Places/">http://flightgear.sourceforge.net/Places/</a>.
<p><br>
<p>
There is now a menu entry for entering directly the airport code<a NAME="airport code75">
</a> of the
airport you want to start from.
<p>
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<a NAME="exit75">
</a> the program. It is not suggested to simply
''kill'' the simulator by clicking the text window.
<p>
<H1><A NAME="tth_chAp8">
Chapter 8 </A><br>Landing: Some further thoughts before leaving the plane<A NAME="landing">
</A></H1>
<p>
<H2><A NAME="tth_sEc8.1">
8.1</A>&nbsp;&nbsp;Those, who did the work</H2><a NAME="contributors81">
</a>
<p>
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<a NAME="programmers81">
</a> 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 <i><b>FlightGear</i></b> mailing lists<a NAME="mailing lists81">
</a> and
contribute your thoughts there. Instructions to do so can be found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/mail.html">http://flightgear.sourceforge.net/mail.html</a>.
<p><br>
<p>
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.
<p><br>
<p>
The following names the people who did the job (this information was essentially taken
from the file <tt>Thanks</tt> accompanying the code).
<p><br>
<p>
<b>Raul Alonzo</b><a NAME="Alonzo, Raul81">
</a> (<a href="mailto:amil@las.es">amil@las.es</a>)<br>
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:
<p><br>
<p>
<a href="http://www1.las.es/~amil/ssystem">http://www1.las.es/&nbsp;amil/ssystem</a>.
<p><br>
<p>
<b>Michele America</b><a NAME="America, Michele81">
</a>
(<a href="mailto:nomimarketing@mail.telepac.pt">nomimarketing@mail.telepac.pt</a>)<br>
Contributed to the HUD<a NAME="HUD81">
</a> code.
<p><br>
<p>
<b>Michael Basler</b><a NAME="Basler, Michael81">
</a> (<a href="mailto:pmb@epost.de">pmb@epost.de</a>)<br>
Author of Installation and Getting Started. Flight Simulation Page under
<p><br>
<p>
<a href="http://www.geocities.com/pmb.geo/flusi.htm">http://www.geocities.com/pmb.geo/flusi.htm</a>
<p><br>
<p>
<b>Jon S. Berndt</b><a NAME="Berndt, Jon, S.81">
</a> (<a href="mailto:jsb@hal-pc.org">jsb@hal-pc.org</a>)<br>
Working on a complete C++ rewrite/reimplimentation of the core FDM<a NAME="FDM81">
</a>.
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:
<p><br>
<p>
<a href="http://jsbsim.sourceforge.net">http://jsbsim.sourceforge.net</a>
<p><br>
<p>
Special attention to X15 is paid in separate pages on this site. Besides, Jon
contributed via a lot of suggestions/corrections to this Guide.
<p><br>
<p>
<b>Paul Bleisch</b><a NAME="Bleisch, Paul81">
</a> (<a href="mailto:pbleisch@acm.org">pbleisch@acm.org</a>)<br>
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.
<p><br>
<p>
<b>Jim Brennan</b><a NAME="Brennan, Jim81">
</a> (<a href="mailto:jjb@kingmont.com">jjb@kingmont.com</a>)<br>
Provided a big chunk of online space to store USA scenery for <i><b>FlightGear</i></b>.
<p><br>
<p>
<b>Bernie Bright</b><a NAME="Bright, Bernie81">
</a>
(<a href="mailto:bbright@c031.aone.net.au">bbright@c031.aone.net.au</a>)<br>
Many C++ style, usage, and implementation improvements, STL
portability and much, much more. Currently he is trying to create a BeOS port.
<p><br>
<p>
<b>Bernhard H. Buckel</b><a NAME="Buckel, Bernhard81">
</a>
(<a href="mailto:buckel@mail.uni-wuerzburg.de">buckel@mail.uni-wuerzburg.de</a>)<br>
Contributed the README.Linux. Contributed several sections to earlier versions of
Installation and Getting Started.
<p><br>
<p>
<b>Gene Buckle</b><a NAME="Buckle, Gene81">
</a> (<a href="mailto:geneb@deltasoft.com">geneb@deltasoft.com</a>)<br>
A lot of work getting <i><b>FlightGear</i></b> to compile with the MSVC<a NAME="MSVC81">
</a>++
compiler. Numerous hints on detailed improvements.
<p><br>
<p>
<b>Ralph Carmichael</b><a NAME="Carmichael, Ralph81">
</a> (<a href="mailto:ralph@pdas.com">ralph@pdas.com</a>)<br>
Support of the project. The Public Domain Aeronautical Software web site under
<p><br>
<p>
<a href="http://www.pdas.com">http://www.pdas.com</a>
<p><br>
<p>
has the PDAS CD-ROM for sale containing great programs for astronautical engineers.
<p>
<b>Didier Chauveau</b><a NAME="Chauveau, Didier81">
</a>
(<a href="mailto:chauveau@math.univ-mlv.fr">chauveau@math.univ-mlv.fr</a>)<br>
Provided some initial code to parse the 30 arcsec DEM files found at:
<p><br>
<p>
<a href="http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html">http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html</a>.
<p><br>
<p>
<b>John Check</b><a NAME="Check, John81">
</a> (<a href="mailto:j4strngs@rockfish.net">j4strngs@rockfish.net</a>)<br>
John contributed cloud textures, wrote an excellent Joystick howto as well as a panel
howto. Moreover, he contributed new instrument panel configurations. <i><b>FlightGear</i></b>
page under
<p><br>
<p>
<a href="http://rockfish.net/fg/">http://rockfish.net/fg/</a>.
<p><br>
<p>
<b>Dave Cornish</b><a NAME="Cornish, Dave81">
</a> (<a href="mailto:dmc@halcyon.com">dmc@halcyon.com</a>)<br>
Dave created new cool runway textures.
<p><br>
<p>
<b>Oliver Delise</b> <a NAME="Delise, Oliver81">
</a> (<a href="mailto:delise@mail.isis.de">delise@mail.isis.de</a>)<br>
FAQ Maintainer, Documentation, Public relations. Working on adding some
networking/multi-user code.<a NAME="networking code81">
</a> Founder of the FlightGear MultiPilot
Project under
<p><br>
<p>
<a href="http://www.isis.de/members/~odelise/progs/flightgear">http://www.isis.de/members/&nbsp;odelise/progs/flightgear</a>.
<p><br>
<p>
<b>Jean-Francois Doue</b><a NAME="Doue, Jean-Francois81">
</a><br>
Vector 2D, 3D, 4D and Matrix 3D and 4D inlined C++ classes. (Based on
Graphics Gems IV, Ed. Paul S. Heckbert)
<p><br>
<p>
<a href="http://www.animats.com/simpleppp/ftp/public_html/topics/developers.html">http://www.animats.com/simpleppp/ftp/public_html/topics/developers.html</a>.
<p><br>
<p>
<b>Dave Eberly</b> <a NAME="Eberly, Dave81">
</a> (<a href="mailto:eberly@magic-software.com">eberly@magic-software.com</a>)<br>
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
<p><br>
<p>
<a href="http://www.magic-software.com">http://www.magic-software.com</a>.
<p><br>
<p>
<b>Francine Evans</b><a NAME="Evans, Francine81">
</a> (<a href="mailto:evans@cs.sunysb.edu">evans@cs.sunysb.edu</a>)
<p><br>
<p>
<a href="http://www.cs.sunysb.edu/~evans/stripe.html">http://www.cs.sunysb.edu/&#126;evans/stripe.html</a>
<p><br>
<p>
Wrote the GPL'd tri-striper.
<p><br>
<p>
<b>Oscar Everitt</b><a NAME="Everitt, Oscar81">
</a> (<a href="mailto:bigoc@premier.net">bigoc@premier.net</a>)<br>
Created single engine piston engine sounds as part of an F4U package
for FS98<a NAME="FS9881">
</a>. They are pretty cool and Oscar was happy to contribute
them to our little project.
<p><br>
<p>
<b>Bruce Finney</b><a NAME="Finney, Bruce81">
</a> (<a href="mailto:bfinney@gte.net">bfinney@gte.net</a>)<br>
Contributed patches for MSVC5 compatibility.
<p><br>
<p>
<b>Jean-loup Gailly</b><a NAME="Gailly, Jean-loup81">
</a> and <b>Mark
Adler</b><a NAME="Adler, Mark81">
</a> (<a href="mailto:zlib@quest.jpl.nasa.gov">zlib@quest.jpl.nasa.gov</a>)<br>
Authors of the zlib library<a NAME="zlib library81">
</a>. Used for on-the-fly compression and
decompression routines,
<p>
<a href="http://www.cdrom.com/pub/infozip/zlib/">http://www.cdrom.com/pub/infozip/zlib/</a>.
<p><br>
<p>
<b>Mohit Garg</b><a NAME="Garg, Mohit81">
</a>
(<a href="mailto:theprotean_1@hotmail.com">theprotean_1@hotmail.com</a>)<br>
Contributed to the manual.
<p><br>
<p>
<b>Thomas Gellekum</b><a NAME="Gellekum, Thomas81">
</a>
(<a href="mailto:tg@ihf.rwth-aachen.de">tg@ihf.rwth-aachen.de</a>)<br>
Changes and updates for compiling on FreeBSD<a NAME="FreeBSD81">
</a>.
<p><br>
<p>
<b>Jeff Goeke-Smith</b><a NAME="Goeke-Smith, Jeff81">
</a>
(<a href="mailto:jgoeke@voyager.net">jgoeke@voyager.net</a>)<br>
Contributed our first autopilot<a NAME="autopilot81">
</a> (Heading Hold).
Better autoconf check for external timezone/daylight variables.
<p><br>
<p>
<b>Michael I. Gold</b><a NAME="Gold, Michael, I.81">
</a>
(<a href="mailto:gold@puck.asd.sgi.com">gold@puck.asd.sgi.com</a>)<br>
Patiently answered questions on OpenGL<a NAME="OpenGL81">
</a>.
<p><br>
<p>
<b>Habibe</b><a NAME="Habibe81">
</a> (<a href="mailto:habibie@MailandNews.com">habibie@MailandNews.com</a>)<br>
Made RedHat package building changes for SimGear.
<p><br>
<p>
<b>Erik Hofman</b><a NAME="Hofman, Erik81">
</a> (<a href="mailto:erik.hofman@a1.nl">erik.hofman@a1.nl</a>)<br>
Contributed SGI IRIX binary.
<p><br>
<p>
<b>Charlie Hotchkiss</b><a NAME="Hotchkiss, Charlie81">
</a>
(<a href="mailto:clhotch@pacbell.net">clhotch@pacbell.net</a>)<br> Worked on improving and enhancing the HUD<a NAME="HUD81">
</a> code.
Lots of code style tips and code tweaks.
<p><br>
<p>
<b>Bruce Jackson</b><a NAME="Jackson, Bruce81">
</a> (NASA)
(<a href="mailto:e.b.jackson@larc.nasa.gov">e.b.jackson@larc.nasa.gov</a>)
<p><br>
<p>
<a href=" http://dcb.larc.nasa.gov/www/DCBStaff/ebj/ebj.html"> http://dcb.larc.nasa.gov/www/DCBStaff/ebj/ebj.html</a>
<p><br>
<p>
Developed the LaRCsim<a NAME="LaRCsim81">
</a> code under funding by NASA which we use to provide the
flight model. Bruce has patiently answered many, many questions.
<p><br>
<p>
<b>Ove Kaaven</b> <a NAME="Kaaven, Ove81">
</a> (<a href="mailto:ovek@arcticnet.no">ovek@arcticnet.no</a>)<br>
Contributed Debian binary.
<p><br>
<p>
<b>Richard Kaszeta</b> <a NAME="Kaszeta, Richard81">
</a> (<a href="mailto:bofh@me.umn.edu">bofh@me.umn.edu</a>)<br>
Contributed screen buffer to ppm screen shot routine.
Also helped in the early development of the &#228;ltitude
hold autopilot module"<a NAME="autopilot81">
</a> by teaching Curt Olson the basics of Control Theory
and helping him code and debug early versions. Curt's ''Boss'' Bob Hain
(<a href="mailto:bob@me.umn.edu">bob@me.umn.edu</a>) also contributed to that. Further details available at:
<p><br>
<p>
<a href="http://www.menet.umn.edu/~curt/fgfs/Docs/Autopilot/AltitudeHold/AltitudeHold.html">http://www.menet.umn.edu/&nbsp;curt/fgfs/Docs/Autopilot/AltitudeHold/AltitudeHold.html</a>.
<p><br>
<p>
Rich's Homepage is under
<p><br>
<p>
<a href="http://www.menet.umn.edu/~kaszeta">http://www.menet.umn.edu/&nbsp;kaszeta</a>.
<p><br>
<p>
<b>Tom Knienieder</b><a NAME="Knienieder, Tom81">
</a> (<a href="mailto:tom@knienieder.com">tom@knienieder.com</a>)<br>
Ported the audio library<a NAME="audio library81">
</a> first to OpenBSD and IRIX and after that to Win32.
<p><br>
<p>
<b>Reto Koradi</b><a NAME="Koradi, Reto81">
</a> (<a href="mailto:kor@mol.biol.ethz.ch">kor@mol.biol.ethz.ch</a>)
<p><br>
<p>
<a href="\web{http://www.mol.biol.ethz.ch/~kor}"><a href="http://www.mol.biol.ethz.ch/\~{}kor">http://www.mol.biol.ethz.ch/&#126;kor</a></a>
<p><br>
<p>
Helped with setting up fog effects<a NAME="fog effects81">
</a>.
<p><br>
<p>
<b>Bob Kuehne</b><a NAME="Kuehne, Bob81">
</a> (<a href="mailto:rpk@who.net">rpk@who.net</a>)<br>
Redid the Makefile system so it is simpler and more robust.
<p><br>
<p>
<b>Kyler B Laird</b><a NAME="Laird, Kyler B.81">
</a> (<a href="mailto:laird@ecn.purdue.edu">laird@ecn.purdue.edu</a>)<br>
Contributed corrections to the manual.
<p><br>
<p>
<b>David Luff</b><a NAME="Luff, David81">
</a> (<a href="mailto:david.luff@nottingham.ac.uk">david.luff@nottingham.ac.uk</a>)<br>
Contributed to the IO360 piston engine model.
<p><br>
<p>
<b>Christian Mayer</b><a NAME="Mayer, Christian81">
</a>
(<a href="mailto:flightgear@christianmayer.de">flightgear@christianmayer.de</a>)<br>
Working on multi-lingual conversion tools<a NAME="multi-lingual conversion tools81">
</a> for fgfs as a demonstration of technology.
Contributed code to read Microsoft Flight Simulator scenery textures. Christian is working on a completely new weather<a NAME="weather81">
</a> subsystem.
Donated a hot air balloon<a NAME="hot air balloon81">
</a> to the project.
<p><br>
<p>
<b>David Megginson</b><a NAME="Megginson, David81">
</a> (<a href="mailto:david@megginson.com">david@megginson.com</a>)<br>
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<a NAME="panel81">
</a> code, playing better with OpenGL, with new features.
Developed the property manager and contributed to joystick support.
<p><br>
<p>
<b>Eric Mitchell</b><a NAME="Mitchell, Eric81">
</a> (<a href="mailto:mitchell@mars.ark.com">mitchell@mars.ark.com</a>)<br>
Contributed some topnotch scenery textures<a NAME="textures81">
</a> being all original creations by him.
<p><br>
<p>
<b>Anders Morken</b><a NAME="Morken, Anders81">
</a> (<a href="mailto:amrken@online.no">amrken@online.no</a>)<br>
Maintains the European mirror of the <i><b>FlightGear</i></b> 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 <i><b>FlightGear</i></b> 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!
<p><br>
<p>
<b>Alan Murta</b><a NAME="Murta, Alan81">
</a> (<a href="mailto:amurta@cs.man.ac.uk">amurta@cs.man.ac.uk</a>)
<p><br>
<p>
<a href="http://www.cs.man.ac.uk/aig/staff/alan/software/">http://www.cs.man.ac.uk/aig/staff/alan/software/</a>
<p><br>
<p>
Created the Generic Polygon Clipping library.
<p><br>
<p>
<b>Phil Nelson</b><a NAME="Nelson, Phil81">
</a> (<a href="mailto:phil@cs.wwu.edu">phil@cs.wwu.edu</a>)<br>
Author of GNU dbm, a set of database routines that use extendible hashing and work
similar to the standard UNIX dbm routines.
<p><br>
<p>
<b>Alexei Novikov</b><a NAME="Novikov, Alexei81">
</a>
(<a href="mailto:anovikov@heron.itep.ru">anovikov@heron.itep.ru</a>)<br>
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.
<p><br>
<p>
<b>Curt Olson</b><a NAME="Olson, Curt81">
</a> (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>)<br>
Primary organization of the project.<br>
First implementation and modifications based on LaRCsim<a NAME="LaRCsim81">
</a>.<br>
Besides putting together all
the pieces provided by others mainly concentrating on the scenery
subsystem<a NAME="scenery
subsystem81">
</a> as well as the graphics stuff. Homepage under
<p>
<a href="http://www.menet.umn.edu/~curt/">http://www.menet.umn.edu/&nbsp;curt/</a>
<p>
<p><br> <b>Tony Peden</b><a NAME="Peden, Tony81">
</a> (<a href="mailto:apeden@earthlink.net">apeden@earthlink.net</a>)<br>
Contributions on flight model development, including a LaRCsim based
Cessna 172. Contributed to <i><b>JSBSim</i></b> the initial conditions code, a more complete
standard atmosphere model, and other bugfixes/additions.
His Flight Dynamics page can be found at:
<p><br>
<p>
<a href="http://www.nwlink.com/~apeden">http://www.nwlink.com/&nbsp;apeden</a>.
<p><br>
<p>
<b>Robin Peel</b><a NAME="Peel, Robin81">
</a> (<a href="mailto:robin@cpwd.com">robin@cpwd.com</a>)<br>
Maintains worldwide airport and runway database for <i><b>FlightGear</i></b> as well as X-Plane.
<p><br>
<p>
<b>Alex Perry</b><a NAME="Perry, Alex81">
</a> (<a href="mailto:arp11@pacbell.net">arp11@pacbell.net</a>)<br>
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
<p><br>
<p>
<b>Friedemann Reinhard</b><a NAME="Reinhard, Friedemann81">
</a>
(<a href="mailto:mpt218@faupt212.physik.uni-erlangen.de">mpt218@faupt212.physik.uni-erlangen.de</a>)<br>
Development of an early textured instrument panel<a NAME="panel81">
</a>.
<p><br>
<p>
<b>Petter Reinholdtsen</b><a NAME="Reinholdtsen, Petter81">
</a>
(<a href="mailto:pere@games.no">pere@games.no</a>)<br>
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.
<p><br>
<p>
<b>William Riley</b><a NAME="Riley, William81">
</a> (<a href="mailto:riley@technologist.com">riley@technologist.com</a>)<br>
Contributed code to add ''brakes<a NAME="brakes81">
</a>''. Also wrote a patch to support a first
joystick with more than 2 axis.
<p><br>
<p>
<b>Paul Schlyter</b><a NAME="Schlyter, Paul81">
</a> (<a href="mailto:pausch@saaf.se">pausch@saaf.se</a>)<br>
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.
<p><br>
<p>
<b>Chris Schoeneman</b><a NAME="Schoenemann, Chris81">
</a>
(<a href="mailto:crs@millpond.engr.sgi.com">crs@millpond.engr.sgi.com</a>)<br>
Contributed ideas on audio support.
<p><br>
<p>
<b>Phil Schubert</b><a NAME="Schubert, Phil81">
</a> (<a href="mailto:philip@zedley.com">philip@zedley.com</a>)<br>
Contributed various textures and engine modelling.
<p><br>
<p>
<a href="http://www.zedley.com/Philip/index.htm">http://www.zedley.com/Philip/index.htm</a>.
<p><br>
<p>
<b>Jonathan R Shewchuk</b><a NAME="Shewchuk, Jonathan81">
</a>
(<a href="mailto:Jonathan\_R\_Shewchuk@ux4.sp.cs.cmu.edu">Jonathan_R_Shewchuk@ux4.sp.cs.cmu.edu</a>)<br>
Author of the Triangle<a NAME="triangle program81">
</a> program. Triangle
is used to calculate the Delauney triangulation of our irregular terrain.
<p><br>
<p>
<b>Gordan Sikic</b><a NAME="Sikic, Gordan81">
</a> (<a href="mailto:gsikic@public.srce.hr">gsikic@public.srce.hr</a>)<br>
Contributed a Cherokee flight model<a NAME="Cherokee flight model81">
</a> for LaRCsim<a NAME="LaRCsim81">
</a>. Currently is not
working and needs to be debugged. Use configure
<tt>- -with-flight-model=cherokee</tt>
to build the cherokee instead of the Cessna<a NAME="Cessna81">
</a>.
<p><br>
<p>
<b>Michael Smith</b><a NAME="Smith, Michael81">
</a> (<a href="mailto:msmith99@flash.net">msmith99@flash.net</a>)<br>
Contributed cockpit graphics, 3-D models, logos, and other images.
Project Bonanza
<p><br>
<p>
<a href="http://members.xoom.com/ConceptSim/index.html">http://members.xoom.com/ConceptSim/index.html</a>.
<p><br>
<p>
<b>Sourceforge</b><a NAME="Sourceforge81">
</a>
<p><br>
<p>
<a href="http://sourceforge.net/">http://sourceforge.net/</a>
<p><br>
<p>
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.
<p><br>
<p>
<b>Durk Talsma</b><a NAME="Talsma, Durk81">
</a> (<a href="mailto:d.talsma@chello.nl">d.talsma@chello.nl</a>)<br>
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.<a NAME="clouds81">
</a> Website
under
<p><br>
<p>
<a href="http://people.a2000.nl/dtals">http://people.a2000.nl/dtals</a>.
<p><br>
<p>
<b>UIUC</b><a NAME="UIUC81">
</a> - Department of Aeronautical and Astronautical
Engineering<br>
Contributed modifications to LaRCsim to allow loading of aircraft
parameters from a file. These modifications were made as part of an
icing research project.
<p><br>
<p>
Those did the coding and made it all work:<br>
Jeff Scott <a href="mailto:jscott@students.uiuc.edu">jscott@students.uiuc.edu</a><a NAME="Scott, Jeff81">
</a><br>
Bipin Sehgal <a href="mailto:bsehgal@uiuc.edu">bsehgal@uiuc.edu</a><a NAME="Sehgal, Bipin81">
</a><br>
Michael Selig <a href="mailto:m-selig@uiuc.edu">m-selig@uiuc.edu</a><a NAME="Selig, Michael81">
</a>
<p><br>
<p>
Moreover, those helped to support the effort:<br>
Jay Thomas <a href="mailto:jthomas2@uiuc.edu">jthomas2@uiuc.edu</a><a NAME="Thomas, Jay81">
</a><br>
Eunice Lee <a href="mailto:ey-lee@students.uiuc.edu">ey-lee@students.uiuc.edu</a><a NAME="Lee, Eunice81">
</a><br>
Elizabeth Rendon <a href="mailto:mdfhoyos@md.impsat.net.co">mdfhoyos@md.impsat.net.co</a><a NAME="Rendon, Elizabeth81">
</a><br>
Sudhi Uppuluri <a href="mailto:suppulur@students.uiuc.edu">suppulur@students.uiuc.edu</a>
<p><br>
<p>
<b>U.&nbsp;S. Geological Survey<a NAME="U.\,S. Geological Survey81">
</a></b>
<p><br>
<p>
<a href="http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html">http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html</a>
<p><br>
<p>
Provided geographic data used by this project.
<p><br>
<p>
<b>Mark Vallevand</b><a NAME="Vallevand, Mark81">
</a>
(<a href="mailto:Mark.Vallevand@UNISYS.com">Mark.Vallevand@UNISYS.com</a>)<br>
Contributed some METAR parsing code and some win32 screen printing routines.
<p><br>
<p>
<b>Gary R. Van Sickle</b><a NAME="van Sickle, Gary, R.81">
</a>
(<a href="mailto:tiberius@braemarinc.com">tiberius@braemarinc.com</a>)<br>
Contributed some initial GameGLUT<a NAME="GameGLUT81">
</a> support and other fixes. Has done some
interesting preliminary work on a binary file format. Check
<p><br>
<p>
<a href="http://www.woodsoup.org/projs/ORKiD/fgfs.htm">http://www.woodsoup.org/projs/ORKiD/fgfs.htm</a>.
<p><br>
<p>
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
<p><br>
<p>
<a href="http://www.woodsoup.org/projs/ORKiD/cygwin.htm">http://www.woodsoup.org/projs/ORKiD/cygwin.htm</a>.
<p><br>
<p>
<b>Norman Vine</b><a NAME="Vine, Norman81">
</a> (<a href="mailto:nhv@yahoo.com">nhv@yahoo.com</a>)<br>
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.
<p><br>
<p>
<b>Roland Voegtli</b><a NAME="Voegtli, Roland81">
</a>
(<a href="mailto:webmaster@sanw.unibe.ch">webmaster@sanw.unibe.ch</a>)<br>
Contributed great photorealistic textures. Founder of European Scenery Project for
X-Plane:
<p><br>
<p>
<a href="http://www.g-point.com/xpcity/esp/">http://www.g-point.com/xpcity/esp/</a>
<p><br>
<p>
<b>Carmelo Volpe</b><a NAME="Volpe, Carmelo81">
</a>
(<a href="mailto:carmelo.volpe@mednut.ki.se">carmelo.volpe@mednut.ki.se</a>)<br>
Porting <i><b>FlightGear</i></b> to the Metro Works<a NAME="Metro Works81">
</a> development environment
(PC/Mac).
<p><br>
<p>
<b>Darrell Walisser</b><a NAME="Walisser, Darrell81">
</a>
(<a href="mailto:dwaliss1@purdue.edu">dwaliss1@purdue.edu</a>)<br>
Contributed a large number of changes to porting <i><b>FlightGear</i></b> to the Metro Works
development environment (PC/Mac). Finally produced the first Macintosh port.
<p><br>
<p>
<b>Ed Williams</b><a NAME="Williams, Ed81">
</a>
(<a href="Ed_Williams@compuserve.com">Ed_Williams@compuserve.com</a>).<br>
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
<p><br>
<p>
<a href="http://www.best.com/~williams/index.html">http://www.best.com/&nbsp;williams/index.html</a>
<p><br>
<p>
<b>Jean-Claude Wippler</b><a NAME="Wippler, Jean-Claude81">
</a>
(<a href="mailto:jcw@equi4.com">jcw@equi4.com</a>)<br>
Author of MetaKit<a NAME="MetaKit81">
</a> - 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:
<p><br>
<p>
<a href="http://www.equi4.com/metakit">http://www.equi4.com/metakit</a>
<p><br>
<p>
<b>Robert Allan Zeh</b><a NAME="Zeh, Allan81">
</a> (<a href="mailto:raz@cmg.FCNBD.COM">raz@cmg.FCNBD.COM</a>)<br>
Helped tremendously in figuring out the Cygnus<a NAME="Cygnus81">
</a> Win32 compiler and
how to link with .dll's. Without him the first run-able Win32
version of <i><b>FlightGear</i></b> would have been impossible.
<p>
<H2><A NAME="tth_sEc8.2">
8.2</A>&nbsp;&nbsp;What remains to be done</H2>
<p>
At first: If you read (and, maybe, followed) this guide until this point you may probably
agree: <i><b>FlightGear</i></b>, 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.
<p>
Despite, <i><b>FlightGear</i></b> needs - and gets - further development. Except internal tweaks,
there are several fields where <i><b>FlightGear</i></b> needs basics improvement and development. A
first direction is adding airport<a NAME="airport82">
</a>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<a NAME="menu system82">
</a>, 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, <i><b>FlightGear</i></b> lacks any
ATC<a NAME="ATC82">
</a> until now. A glass cockpit needs to be constructed, and there are thoughts on
a 3D cockpit as well.
<p>
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.
<p>
<H3>Achnowledgements</H3>
Obviously this document could not have been written without all those contributors
mentioned above making <i><b>FlightGear</i></b> a reality.
<p>
Beyond this I would like to say special thanks to Curt Olson,<a NAME="Olson, Curt82">
</a> 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.
<p>
Next, Bernhard Buckel <a NAME="Buckel, Bernhard82">
</a> wrote several sections of early versions
of that Guide and contributed at lot of ideas to it.
<p>
Jon S. Berndt <a NAME="Berndt, Jon, S.82">
</a> supported me by critical proofreading of several
versions of the document, pointing out inconsistences and suggesting improvements.
<p>
Moreover, I gained a lot of help and support from Norman Vine<a NAME="Vine, Norman82">
</a>. Maybe,
without Norman's answers I would have never been able to tame different versions of the
<i><b>Cygwin</i></b> - <i><b>FlightGear</i></b> couple.
<p>
Further contributions and donations on special points came from Oliver Delise
<a NAME="Delise, Oliver82">
</a> (several suggestions including notes on that chapter), Mohit Garg
<a NAME="Garg, Mohit82">
</a> (OpenGL), Kyler B. Laird <a NAME="Laird, Kyler B.82">
</a> (corrections), Alex
Perry<a NAME="Perry, Alex82">
</a> (OpenGL), and Kai Troester<a NAME="Troester, Kai82">
</a> (compile
problems).
<p>
<H1><A NAME="tth_chAp9">
Chapter 9 </A><br>Missed approach: If anything refuses to work<A NAME="missed">
</A></H1>
In the following, I tried to sort some problems<a NAME="problems90">
</a> 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<a NAME="Delise, Oliver90">
</a> being distributed along with the source
code. Moreover, the source code contains a directory <tt>docs-mini</tt> containing
numerous ideas on and solutions to special problems. This is also a good place for
further reading.
<p>
<H2><A NAME="tth_sEc9.1">
9.1</A>&nbsp;&nbsp;FlightGear Problem Reports</H2><a NAME="problem report91">
</a>
<p>
The best place to look for help are generally the mailing lists<a NAME="mailing lists91">
</a>
<b>[FGFS-Devel]</b> and <b>[FGFS-User]</b>. Instructions for subscription can be
found under
<p><br>
<p>
<a href="http://flightgear.sourceforge.net/mail.html">http://flightgear.sourceforge.net/mail.html</a>.
<p><br>
<p>
Sometimes it already helps browsing through the archive under
<p><br>
<p>
<a href="http://www.menet.umn.edu/~curt/fgfs/search.html">http://www.menet.umn.edu/&nbsp;curt/fgfs/search.html</a>
<p><br>
<p>
to detect someone had that very same problem a week ago.
<p>
There are numerous helpful developers and users reading the lists, and usually questions
get answered quickly. However, message of the type
<p>
<i>FlightGear does not compile on my system. What shall I do?</i>
<p>
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):
<p><br>
<p>
<UL>
<li> <b>Operating system:</b> (Linux Redhat 7.0.../Windows 98SE...)
<p>
<li> <b>Computer:</b> (Pentium III, 1GHz...)
<p>
<li> <b>Graphics board/chip:</b> (Diamond Viper 770/NVIDIA RIVA TNT2...)
<p>
<li> <b>Compiler/version:</b> (Cygnus version 1.0...)
<p>
<li> <b>Versions of relevant libraries:</b> (PLIB 1.2.0, Mesa 3.0...)
<p>
<li> <b>Type of problem:</b> (Linker dies with message...)
<p>
</UL> <H2><A NAME="tth_sEc9.2">
9.2</A>&nbsp;&nbsp;General problems</H2><a NAME="problems+general92">
</a>
<UL>
<p>
<li>I can't access the http/ftp server.<br>
While Sourceforge is a stable server, there may be cases where for whatever
reason you can't access it or it appears to be slow. Here are two mirrors which usually
work:
<p>
HTTP:<br>
<a href="http://www.menet.umn.edu/~curt/fgfs/">http://www.menet.umn.edu/&nbsp;curt/fgfs/</a>
<p>
FTP:<br>
<a href="ftp.kingmont.com/pub/kingmont/ftp_fgfs/">ftp.kingmont.com/pub/kingmont/ftp_fgfs/</a>.
<p>
A complete list of mirrors can be found under
<p>
<a href="http://flightgear.sourceforge.net/Mirrors/">http://flightgear.sourceforge.net/Mirrors/</a>
<p>
If you have difficulty accessing the Sourceforge ftp server with MS Internet Explorer,
disable ''Folder view for FTP sites'' under ''Internet Options<font face=symbol>|</font
>Advanced''.
<p>
<li><i><b>FlightGear</i></b> runs SOOO slow.<br>
If the HUD<a NAME="HUD92">
</a> indicates you are getting something like 1&nbsp;fps
(frame per second) or below you typically don't have working hardware
OpenGL<a NAME="OpenGL92">
</a> support. There may be several reasons for this. First,
there may be no OpenGL hardware drivers available for older
cards. In this case it is highly recommended to get a new board.
<p>
Second, check if your drivers are properly installed. Several
cards need additional OpenGL support drivers besides the
''native'' windows ones. For more detail check Chapter
<A href="#opengl">3</A>.
<p>
Third, check if your hardware driver is called <tt>opengl32.dll</tt>
or just merely <tt>opengl.dll</tt>. By the default compilation, binaries are linked against
<tt>open</tt> <tt>gl32.dll</tt>. If you require the non-32 version,
consider rebuilding <i><b>FlightGear</i></b> with the libraries <tt>opengl32.dll</tt>,
<tt>glut32.dll</tt>, and <tt>glu32.dll</tt> replaced by their
non-32 counterparts.
<p>
<li>Either <tt>configure</tt> or <tt>make</tt> dies with not found <i><b>PLIB</i></b> headers or
libraries.<br>
Make sure you have the latest version of <i><b>PLIB</i></b> (<font face=symbol> &gt; </font
> version 1.2) compiled and installed.
Its headers like <tt>pu.h</tt> have to be under <tt>/usr/include/plib</tt> and its libraries like <tt>libplibpu.a</tt>
under <tt>/lib</tt>. Double check there are no <i><b>PLIB</i></b> headers/libraries
sitting elsewhere!
<p>
Besides check careful the error messages of <tt>configure</tt>. In several cases it
says what is missing.
</UL>
<p>
<H2><A NAME="tth_sEc9.3">
9.3</A>&nbsp;&nbsp;Potential problems under Linux</H2><a NAME="problems+Linux93">
</a>
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.)
<p>
<UL>
<li>Wrong library versions<br>
This is a rather common cause of grief especially when you prefer to
install the libraries needed by <i><b>FlightGear</i></b> by hand. Be sure that
especially the Mesa library contains support for the
3DFX<a NAME="3DFX93">
</a> board and that GLIDE<a NAME="GLIDE93">
</a> libraries are installed and can be
found. If a <tt>ldd `which fgfs`</tt> complains about missing
libraries you are in trouble.
<p>
You should also be sure to keep <em>always the <em>latest version
of <i><b>PLIB</i></b> on your system. Lots of people have
failed miserably to compile <i><b>FlightGear</i></b> just because of an outdated
plib.
<p>
<li>Missing permissions<a NAME="permissions93">
</a><br>
<i><b>FlightGear</i></b> needs to be setuid root in order to be capable of
accessing an accelerator board (or a special kernel module as
described earlier in this document) based on 3DFX chips.
So you can either issue a
<p>
<tt>chown root.root /usr/local/bin/fgfs ;</tt><br>
<tt>chmod 4755 /usr/local/bin/fgfs</tt>
<p>
to give the <i><b>FlightGear</i></b> binary the proper rights or install
the 3DFX module. The latter is the ``clean''
solution and strongly recommended!
<p>
<li>Non-default install options<br>
<i><b>FlightGear</i></b> will display a lot of diagnostics when being started up.
If it complains about bad looking or missing files, check that you
installed them in the way they are supposed to be, i.e. latest
version and proper location. The canonical location <i><b>FlightGear</i></b>
wants its data files under <tt>/usr/local/lib</tt>.
Be sure to grab the latest versions of everything that might be needed!
<p>
<li>Compile problems in general<br>
Make sure you have the latest (official) version of gcc. Old versions of
gcc are a frequent source of trouble! On the other hand, recent versions
of the RedHat 7.0 reportedly have certain problems compiling <i><b>FlightGear</i></b> as they include
a preliminary version of GCC.
<p>
<li>Configure could not find Mesa and Glut though they are
installed
<p>
If the configure script could not find your Mesa and Glut libraries you should add the
Mesa library-path (i.e. <tt>/usr/local/Mesa</tt>) to the EXTRA_DIRS variable in the file
configure.in (i.e. <tt>EXTRA_DIRS=''/usr/local/usr/</tt>
<tt>X11R6/usr/local/Mesa''</tt>). After this you have to run autoconf. (Please read
README.autoconf for running autoconf.)
</UL>
<p>
<H2><A NAME="tth_sEc9.4">
9.4</A>&nbsp;&nbsp;Potential problems under Windows</H2><a NAME="problems+Windows94">
</a>
<UL>
<p>
<li>The executable refuses to run.<br>
You may have tried to start the executable directly either by
double-clicking <tt>fgfs.exe</tt> in Windows explorer or by invoking it
within a MS-DOS shell. Double-clicking via explorer does never work
(except you set the environment variable <tt>FG_ROOT</tt>
in <tt>autoexec.bat</tt> or otherwise). Rather double-click <tt>runfgfs.bat</tt>.
For more detail, check Chapter <A href="#takeoff">6</A>.
<p>
Another cause of grief might be you did not download the
most recent versions of the base package files required by <i><b>FlightGear</i></b>, or
you did not load any of them at all. Have a close look
at this, as the scenery/texture format is still under development and may
change frequently. For more detail, check Chapter <A href="#prefligh">5</A>.
<p>
Next, if you run into trouble at runtime, do not use windows utilities for unpacking the
<tt>.tar.gz</tt>. If you did, try it in the Cygnus shell with <tt>tar xvfz</tt>
instead.
<p>
<li><i><b>FlightGear</i></b> ignores the command line parameters.<br>
There is a problem with passing command line options containing a
''='' to windows batch files. Instead, include the options into
<tt>runfgfs.bat</tt>.
<p>
<li>While compiling with the Cygnus Compiler <tt>Configure</tt>
complains not to find <tt>glu32.dll</tt>.
<p>
Make sure you change to the Main FlightGear directory, e.&nbsp;g. with
<p>
<tt>cd /mnt/FlightGear-X.X.X</tt>
<p>
before running <tt>Configure</tt> and <tt>Make</tt>.
<p>
<li>I am unable to build <i><b>FlightGear</i></b> under MSVC<a NAME="MSVC94">
</a>/MS DevStudio<a NAME="MS DevStudio94">
</a>.<br>
By default, <i><b>FlightGear</i></b> is build with GNU C++, i.&nbsp;e. the
Cygnus<a NAME="Cygnus94">
</a> compiler for Win32. For hints or Makefiles
required for MSVC for MSC DevStudio have a look into
<p><br>
<p>
<a href="ftp://flightgear.sourceforge.net/pub/flightgear/Source/">ftp://flightgear.sourceforge.net/pub/flightgear/Source/</a>.
<p><br>
<p>
In principle, it should be possible to <i><b>FlightGear</i></b> with the project files provided with
the code.
<p>
<li>Compilation of <i><b>FlightGear</i></b> dies.<br>
There may be several reasons for this, including true bugs. However, before trying to do
anything else or report a problem, make sure you have the latest version of the
<i><b>Cygwin</i></b> compiler, as described in Section <A href="#building">4</A>. In case of doubt, start
<tt>setup.exe</tt> anew and download and install the most recent versions of bundles
as they possibly may have changed.
</UL>
<p>
<p>
<font size="-2"> <a name="tth_sEcindex"></a>
<H2> Index (showing section)</H2>
<DL compact> <dt></dt><dd> .fgfsrc, <a href="#.fgfsrc22">2-2</a>, <a href="#.fgfsrc63">6-3</a>
<dt></dt><dd> 3DFX, <a href="#3DFX33">3-3</a>, <a href="#3DFX93">9-3</a>
<p>
<dt></dt><dd> <dt></dt><dd> add-on scenery, <a href="#add-on scenery55">5-5</a>
<dt></dt><dd> ADF, <a href="#ADF73">7-3</a>
<dt></dt><dd> Adler, Mark, <a href="#Adler, Mark81">8-1</a>
<dt></dt><dd> aileron, <a href="#aileron71">7-1</a>, <a href="#aileron73">7-3</a>
<dt></dt><dd> aircraft model, <a href="#aircraft model63">6-3</a>
<dt></dt><dd> airport, <a href="#airport63">6-3</a>, <a href="#airport82">8-2</a>
<dt></dt><dd> airport code, <a href="#airport code63">6-3</a>,
<a href="#airport code75">7-5</a>
<dt></dt><dd> airport ID, <a href="#airport ID72">7-2</a>
<dt></dt><dd> airspeed indicator, <a href="#airspeed indicator73">7-3</a>
<dt></dt><dd> Alonzo, Raul, <a href="#Alonzo, Raul81">8-1</a>
<dt></dt><dd> altimeter, <a href="#altimeter73">7-3</a>
<dt></dt><dd> altitude hold, <a href="#altitude hold71">7-1</a>
<dt></dt><dd> America, Michele, <a href="#America, Michele22">2-2</a>,
<a href="#America, Michele81">8-1</a>
<dt></dt><dd> anonymous cvs, <a href="#anonymous cvs24">2-4</a>
<dt></dt><dd> anti-alised HUD lines, <a href="#anti-alised HUD lines63">6-3</a>
<dt></dt><dd> antialiasing, <a href="#antialiasing72">7-2</a>
<dt></dt><dd> artificial horizon, <a href="#artificial horizon73">7-3</a>
<dt></dt><dd> astronomy code, <a href="#astronomy code22">2-2</a>
<dt></dt><dd> ATC, <a href="#ATC82">8-2</a>
<dt></dt><dd> attitude indicator, <a href="#attitude indicator73">7-3</a>
<dt></dt><dd> audio library, <a href="#audio library81">8-1</a>
<dt></dt><dd> audio support, <a href="#audio support22">2-2</a>
<dt></dt><dd> auto coordination, <a href="#auto coordination63">6-3</a>
<dt></dt><dd> autopilot, <a href="#autopilot22">2-2</a>, <a href="#autopilot71">7-1</a>,
<a href="#autopilot72">7-2</a>, <a href="#autopilot81">8-1</a>
<dt></dt><dd> autopilot controls, <a href="#autopilot controls71">7-1</a>
<dt></dt><dd> autothrottle, <a href="#autothrottle71">7-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> bank, <a href="#bank73">7-3</a>
<dt></dt><dd> base package, <a href="#base package26">2-6</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; installation, <a href="#base package+installation44">4-4</a>
<dt></dt><dd> Basler, Michael, <a href="#Basler, Michael81">8-1</a>
<dt></dt><dd> Berndt, Jon, S., <a href="#Berndt, Jon, S.22">2-2</a>,
<a href="#Berndt, Jon, S.81">8-1</a>,
<a href="#Berndt, Jon, S.82">8-2</a>
<dt></dt><dd> binaries, <a href="#binaries40">4-0</a>, <a href="#binaries50">5-0</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Debian, <a href="#binaries+Debian53">5-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; directory, <a href="#binaries+directory42">4-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Macintosh, <a href="#binaries+Macintosh52">5-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; pre-compiled, <a href="#binaries+pre-compiled10">1-0</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; SGI Irix, <a href="#binaries+SGI Irix54">5-4</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Windows, <a href="#binaries+Windows51">5-1</a>
<dt></dt><dd> binaries, pre-compiled, <a href="#binaries, pre-compiled40">4-0</a>
<dt></dt><dd> binary directory, <a href="#binary directory41">4-1</a>
<dt></dt><dd> binary distribution, <a href="#binary distribution26">2-6</a>
<dt></dt><dd> Bleisch, Paul, <a href="#Bleisch, Paul81">8-1</a>
<dt></dt><dd> brakes, <a href="#brakes71">7-1</a>, <a href="#brakes81">8-1</a>
<dt></dt><dd> branch, developmental, <a href="#branch, developmental24">2-4</a>
<dt></dt><dd> branch, stable, <a href="#branch, stable24">2-4</a>
<dt></dt><dd> Brennan, Jim, <a href="#Brennan, Jim81">8-1</a>
<dt></dt><dd> Bright, Bernie, <a href="#Bright, Bernie81">8-1</a>
<dt></dt><dd> BSD UNIX, <a href="#BSD UNIX21">2-1</a>
<dt></dt><dd> Buckel, Bernhard, <a href="#Buckel, Bernhard81">8-1</a>,
<a href="#Buckel, Bernhard82">8-2</a>
<dt></dt><dd> Buckle, Gene, <a href="#Buckle, Gene81">8-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> callsign, <a href="#callsign63">6-3</a>
<dt></dt><dd> Carmichael, Ralph, <a href="#Carmichael, Ralph81">8-1</a>
<dt></dt><dd> CD-ROM, <a href="#CD-ROM55">5-5</a>
<dt></dt><dd> Cessna, <a href="#Cessna74">7-4</a>, <a href="#Cessna81">8-1</a>
<dt></dt><dd> Cessna 172, <a href="#Cessna 17222">2-2</a>,
<a href="#Cessna 17225">2-5</a>, <a href="#Cessna 17271">7-1</a>
<dt></dt><dd> Cessna C172, <a href="#Cessna C17225">2-5</a>
<dt></dt><dd> Chauveau, Didier, <a href="#Chauveau, Didier81">8-1</a>
<dt></dt><dd> Check, John, <a href="#Check, John63">6-3</a>,
<a href="#Check, John81">8-1</a>
<dt></dt><dd> Cherokee flight model, <a href="#Cherokee flight model81">8-1</a>
<dt></dt><dd> clock, <a href="#clock73">7-3</a>
<dt></dt><dd> cloud layer, <a href="#cloud layer63">6-3</a>
<dt></dt><dd> clouds, <a href="#clouds22">2-2</a>, <a href="#clouds81">8-1</a>
<dt></dt><dd> CodeWarrior, <a href="#CodeWarrior43">4-3</a>
<dt></dt><dd> COMM1, <a href="#COMM173">7-3</a>
<dt></dt><dd> COMM2, <a href="#COMM273">7-3</a>
<dt></dt><dd> command line options, <a href="#command line options63">6-3</a>
<dt></dt><dd> command line switch, <a href="#command line switch25">2-5</a>
<dt></dt><dd> communication radio, <a href="#communication radio73">7-3</a>
<dt></dt><dd> compiler, <a href="#compiler23">2-3</a>
<dt></dt><dd> compiling, <a href="#compiling40">4-0</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Linux, <a href="#compiling+Linux42">4-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; other systems, <a href="#compiling+other systems43">4-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Windows, <a href="#compiling+Windows42">4-2</a>
<dt></dt><dd> configure, <a href="#configure42">4-2</a>
<dt></dt><dd> contributors, <a href="#contributors81">8-1</a>
<dt></dt><dd> control device, <a href="#control device63">6-3</a>
<dt></dt><dd> Cornish, Dave, <a href="#Cornish, Dave81">8-1</a>
<dt></dt><dd> cvs, anonymous, <a href="#cvs, anonymous24">2-4</a>
<dt></dt><dd> Cygnus, <a href="#Cygnus23">2-3</a>, <a href="#Cygnus81">8-1</a>,
<a href="#Cygnus94">9-4</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; development tools, <a href="#Cygnus+development tools41">4-1</a>
<dt></dt><dd> Cygwin
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; setup, <a href="#Cygwin+setup41">4-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> Debian, <a href="#Debian40">4-0</a>, <a href="#Debian53">5-3</a>
<dt></dt><dd> default settings, <a href="#default settings63">6-3</a>
<dt></dt><dd> Delise, Oliver, <a href="#Delise, Oliver22">2-2</a>,
<a href="#Delise, Oliver81">8-1</a>,
<a href="#Delise, Oliver82">8-2</a>,
<a href="#Delise, Oliver90">9-0</a>
<dt></dt><dd> development environment, <a href="#development environment41">4-1</a>
<dt></dt><dd> differential braking, <a href="#differential braking71">7-1</a>
<dt></dt><dd> directory structure, <a href="#directory structure44">4-4</a>
<dt></dt><dd> disk space, <a href="#disk space41">4-1</a>
<dt></dt><dd> distribution
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; binary, <a href="#distribution+binary24">2-4</a>,
<a href="#distribution+binary40">4-0</a>
<dt></dt><dd> documentation, <a href="#documentation21">2-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; installation, <a href="#documentation+installation56">5-6</a>
<dt></dt><dd> DOS, <a href="#DOS22">2-2</a>
<dt></dt><dd> Doue, Jean-Francois, <a href="#Doue, Jean-Francois81">8-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> Eberly, Dave, <a href="#Eberly, Dave81">8-1</a>
<dt></dt><dd> elevation indicator, <a href="#elevation indicator74">7-4</a>
<dt></dt><dd> elevator, <a href="#elevator71">7-1</a>
<dt></dt><dd> Evans, Francine, <a href="#Evans, Francine81">8-1</a>
<dt></dt><dd> Everitt, Oscar, <a href="#Everitt, Oscar81">8-1</a>
<dt></dt><dd> exit, <a href="#exit72">7-2</a>, <a href="#exit75">7-5</a>
<p>
<dt></dt><dd> <dt></dt><dd> F-15, <a href="#F-1525">2-5</a>
<dt></dt><dd> FDM, <a href="#FDM81">8-1</a>
<dt></dt><dd> field of view, <a href="#field of view63">6-3</a>
<dt></dt><dd> Finney, Bruce, <a href="#Finney, Bruce81">8-1</a>
<dt></dt><dd> flap indicator, <a href="#flap indicator73">7-3</a>
<dt></dt><dd> flaps, <a href="#flaps71">7-1</a>, <a href="#flaps73">7-3</a>
<dt></dt><dd> flight dynamics model, <a href="#flight dynamics model25">2-5</a>,
<a href="#flight dynamics model63">6-3</a>
<dt></dt><dd> flight instrument, <a href="#flight instrument73">7-3</a>
<dt></dt><dd> flight model, <a href="#flight model22">2-2</a>,
<a href="#flight model25">2-5</a>,
<a href="#flight model63">6-3</a>
<dt></dt><dd> flight models, <a href="#flight models25">2-5</a>
<dt></dt><dd> flight planner, <a href="#flight planner22">2-2</a>
<dt></dt><dd> Flight simulator
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; civilian, <a href="#Flight simulator+civilian21">2-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; multi-platform,
<a href="#Flight simulator+multi-platform21">2-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; open, <a href="#Flight simulator+open21">2-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; user-extensible,
<a href="#Flight simulator+user-extensible21">2-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; user-sported, <a href="#Flight simulator+user-sported21">2-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; user-supported,
<a href="#Flight simulator+user-supported21">2-1</a>
<dt></dt><dd> FlightGear, <a href="#FlightGear22">2-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; versions, <a href="#FlightGear+versions24">2-4</a>
<dt></dt><dd> FlightGear Flight School,
<a href="#FlightGear Flight School26">2-6</a>
<dt></dt><dd> FlightGear Getting Started Guide,
<a href="#FlightGear Getting Started Guide72">7-2</a>
<dt></dt><dd> FlightGear Scenery Design Guide,
<a href="#FlightGear Scenery Design Guide26">2-6</a>
<dt></dt><dd> FlightGear Website, <a href="#FlightGear Website22">2-2</a>,
<a href="#FlightGear Website26">2-6</a>
<dt></dt><dd> fog, <a href="#fog63">6-3</a>
<dt></dt><dd> fog effects, <a href="#fog effects81">8-1</a>
<dt></dt><dd> frame rate, <a href="#frame rate22">2-2</a>,
<a href="#frame rate23">2-3</a>, <a href="#frame rate63">6-3</a>,
<a href="#frame rate74">7-4</a>
<dt></dt><dd> FreeBSD, <a href="#FreeBSD81">8-1</a>
<dt></dt><dd> frozen state, <a href="#frozen state63">6-3</a>
<dt></dt><dd> FS2000, <a href="#FS200021">2-1</a>
<dt></dt><dd> FS98, <a href="#FS9881">8-1</a>
<dt></dt><dd> fuel indicator, <a href="#fuel indicator73">7-3</a>
<dt></dt><dd> full screen display, <a href="#full screen display63">6-3</a>
<dt></dt><dd> full screen mode, <a href="#full screen mode63">6-3</a>,
<a href="#full screen mode71">7-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> Gailly, Jean-loup, <a href="#Gailly, Jean-loup81">8-1</a>
<dt></dt><dd> GameGLUT, <a href="#GameGLUT81">8-1</a>
<dt></dt><dd> Garg, Mohit, <a href="#Garg, Mohit81">8-1</a>,
<a href="#Garg, Mohit82">8-2</a>
<dt></dt><dd> gauge, <a href="#gauge73">7-3</a>
<dt></dt><dd> Geforce, <a href="#Geforce10">1-0</a>
<dt></dt><dd> Gellekum, Thomas, <a href="#Gellekum, Thomas81">8-1</a>
<dt></dt><dd> GLIDE, <a href="#GLIDE93">9-3</a>
<dt></dt><dd> GNU C++, <a href="#GNU C++23">2-3</a>
<dt></dt><dd> Gnu Public License, <a href="#Gnu Public License21">2-1</a>
<dt></dt><dd> Goeke-Smith, Jeff, <a href="#Goeke-Smith, Jeff22">2-2</a>,
<a href="#Goeke-Smith, Jeff81">8-1</a>
<dt></dt><dd> Gold, Michael, I., <a href="#Gold, Michael, I.81">8-1</a>
<dt></dt><dd> GPL, <a href="#GPL21">2-1</a>
<dt></dt><dd> graphics card, <a href="#graphics card23">2-3</a>
<dt></dt><dd> graphics drivers, <a href="#graphics drivers30">3-0</a>
<dt></dt><dd> graphics library, <a href="#graphics library30">3-0</a>
<dt></dt><dd> graphics routines, <a href="#graphics routines22">2-2</a>
<dt></dt><dd> gyro compass, <a href="#gyro compass73">7-3</a>
<p>
<dt></dt><dd> <dt></dt><dd> Habibe, <a href="#Habibe81">8-1</a>
<dt></dt><dd> haze, <a href="#haze63">6-3</a>
<dt></dt><dd> head up display, <a href="#head up display22">2-2</a>,
<a href="#head up display74">7-4</a>
<dt></dt><dd> heading hold, <a href="#heading hold71">7-1</a>
<dt></dt><dd> height, <a href="#height74">7-4</a>
<dt></dt><dd> help, <a href="#help72">7-2</a>
<dt></dt><dd> History, <a href="#History22">2-2</a>
<dt></dt><dd> Hofman, Erik, <a href="#Hofman, Erik54">5-4</a>,
<a href="#Hofman, Erik81">8-1</a>
<dt></dt><dd> hot air balloon, <a href="#hot air balloon81">8-1</a>
<dt></dt><dd> Hotchkiss, Charlie, <a href="#Hotchkiss, Charlie22">2-2</a>,
<a href="#Hotchkiss, Charlie81">8-1</a>
<dt></dt><dd> HUD, <a href="#HUD22">2-2</a>, <a href="#HUD63">6-3</a>, <a href="#HUD74">7-4</a>,
<a href="#HUD81">8-1</a>, <a href="#HUD92">9-2</a>
<p>
<dt></dt><dd> <dt></dt><dd> IFR, <a href="#IFR73">7-3</a>
<dt></dt><dd> inclinometer, <a href="#inclinometer73">7-3</a>
<dt></dt><dd> initial heading, <a href="#initial heading63">6-3</a>
<dt></dt><dd> install directory, <a href="#install directory42">4-2</a>
<dt></dt><dd> instrument flight rules, <a href="#instrument flight rules73">7-3</a>
<dt></dt><dd> instrument panel, <a href="#instrument panel22">2-2</a>,
<a href="#instrument panel63">6-3</a>,
<a href="#instrument panel71">7-1</a>,
<a href="#instrument panel73">7-3</a>
<dt></dt><dd> Internet, <a href="#Internet22">2-2</a>
<p>
<dt></dt><dd> <dt></dt><dd> Jackson, Bruce, <a href="#Jackson, Bruce81">8-1</a>
<dt></dt><dd> joystick, <a href="#joystick22">2-2</a>, <a href="#joystick23">2-3</a>,
<a href="#joystick63">6-3</a>, <a href="#joystick70">7-0</a>,
<a href="#joystick71">7-1</a>
<dt></dt><dd> joystick settings, <a href="#joystick settings22">2-2</a>
<p>
<dt></dt><dd> <dt></dt><dd> Kaaven, Ove, <a href="#Kaaven, Ove53">5-3</a>,
<a href="#Kaaven, Ove81">8-1</a>
<dt></dt><dd> Kaszeta, Richard, <a href="#Kaszeta, Richard81">8-1</a>
<dt></dt><dd> keyboard, <a href="#keyboard70">7-0</a>
<dt></dt><dd> keyboard controls, <a href="#keyboard controls70">7-0</a>,
<a href="#keyboard controls71">7-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; special, <a href="#keyboard controls+ special71">7-1</a>
<dt></dt><dd> Knienieder, Tom, <a href="#Knienieder, Tom81">8-1</a>
<dt></dt><dd> Koradi, Reto, <a href="#Koradi, Reto81">8-1</a>
<dt></dt><dd> Korpela, Eric, <a href="#Korpela, Eric22">2-2</a>
<dt></dt><dd> Kuehne, Bob, <a href="#Kuehne, Bob81">8-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> Laird, Kyler B., <a href="#Laird, Kyler B.81">8-1</a>,
<a href="#Laird, Kyler B.82">8-2</a>
<dt></dt><dd> LaRCsim, <a href="#LaRCsim22">2-2</a>, <a href="#LaRCsim81">8-1</a>
<dt></dt><dd> LaRCSim flight model, <a href="#LaRCSim flight model63">6-3</a>
<dt></dt><dd> latitude, <a href="#latitude74">7-4</a>
<dt></dt><dd> Launching Flighgear
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Windows, <a href="#Launching Flighgear+Windows62">6-2</a>
<dt></dt><dd> Launching Flightgear
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Linux, <a href="#Launching Flightgear+Linux61">6-1</a>
<dt></dt><dd> Learjet 24, <a href="#Learjet 2425">2-5</a>
<dt></dt><dd> Lee, Eunice, <a href="#Lee, Eunice81">8-1</a>
<dt></dt><dd> Linux, <a href="#Linux10">1-0</a>, <a href="#Linux21">2-1</a>,
<a href="#Linux22">2-2</a>, <a href="#Linux23">2-3</a>,
<a href="#Linux31">3-1</a>, <a href="#Linux33">3-3</a>,
<a href="#Linux40">4-0</a>
<dt></dt><dd> Linux distributions, <a href="#Linux distributions40">4-0</a>
<dt></dt><dd> load flight, <a href="#load flight72">7-2</a>
<dt></dt><dd> longitude, <a href="#longitude74">7-4</a>
<dt></dt><dd> Luff, David, <a href="#Luff, David81">8-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> Mac OS 9, <a href="#Mac OS 952">5-2</a>
<dt></dt><dd> Mac OS X, <a href="#Mac OS X52">5-2</a>
<dt></dt><dd> Macintosh, <a href="#Macintosh10">1-0</a>, <a href="#Macintosh43">4-3</a>,
<a href="#Macintosh52">5-2</a>
<dt></dt><dd> mailing lists, <a href="#mailing lists81">8-1</a>,
<a href="#mailing lists91">9-1</a>
<dt></dt><dd> manifold pressure indicator,
<a href="#manifold pressure indicator73">7-3</a>
<dt></dt><dd> map, clickable, <a href="#map, clickable22">2-2</a>
<dt></dt><dd> marker, inner, <a href="#marker, inner73">7-3</a>
<dt></dt><dd> marker, middle, <a href="#marker, middle73">7-3</a>
<dt></dt><dd> Mayer, Christian, <a href="#Mayer, Christian22">2-2</a>,
<a href="#Mayer, Christian81">8-1</a>
<dt></dt><dd> Megginson, David, <a href="#Megginson, David22">2-2</a>,
<a href="#Megginson, David81">8-1</a>
<dt></dt><dd> menu, <a href="#menu22">2-2</a>
<dt></dt><dd> menu entries, <a href="#menu entries72">7-2</a>
<dt></dt><dd> menu system, <a href="#menu system82">8-2</a>
<dt></dt><dd> MetaKit, <a href="#MetaKit81">8-1</a>
<dt></dt><dd> Metro Works, <a href="#Metro Works81">8-1</a>
<dt></dt><dd> Microsoft, <a href="#Microsoft21">2-1</a>
<dt></dt><dd> Mitchell, Eric, <a href="#Mitchell, Eric22">2-2</a>,
<a href="#Mitchell, Eric81">8-1</a>
<dt></dt><dd> mixture, <a href="#mixture73">7-3</a>
<dt></dt><dd> Morken, Anders, <a href="#Morken, Anders81">8-1</a>
<dt></dt><dd> mouse, <a href="#mouse70">7-0</a>
<dt></dt><dd> mouse interface, <a href="#mouse interface63">6-3</a>
<dt></dt><dd> MS DevStudio, <a href="#MS DevStudio94">9-4</a>
<dt></dt><dd> MSVC, <a href="#MSVC81">8-1</a>, <a href="#MSVC94">9-4</a>
<dt></dt><dd> multi-lingual conversion tools,
<a href="#multi-lingual conversion tools81">8-1</a>
<dt></dt><dd> multiplayer code, <a href="#multiplayer code22">2-2</a>
<dt></dt><dd> Murr, David, <a href="#Murr, David22">2-2</a>
<dt></dt><dd> Murta, Alan, <a href="#Murta, Alan81">8-1</a>
<p>
<dt></dt><dd> <dt></dt><dd> NAV1, <a href="#NAV173">7-3</a>
<dt></dt><dd> NAV2, <a href="#NAV273">7-3</a>
<dt></dt><dd> navaids, <a href="#navaids73">7-3</a>
<dt></dt><dd> Navion, <a href="#Navion22">2-2</a>
<dt></dt><dd> NDB, <a href="#NDB73">7-3</a>
<dt></dt><dd> Nelson, Phil, <a href="#Nelson, Phil81">8-1</a>
<dt></dt><dd> network, <a href="#network72">7-2</a>
<dt></dt><dd> network OLK options, <a href="#network OLK options63">6-3</a>
<dt></dt><dd> network options, <a href="#network options63">6-3</a>
<dt></dt><dd> networking code, <a href="#networking code22">2-2</a>,
<a href="#networking code63">6-3</a>,
<a href="#networking code81">8-1</a>
<dt></dt><dd> nightly snapshots, <a href="#nightly snapshots24">2-4</a>,
<a href="#nightly snapshots45">4-5</a>
<dt></dt><dd> Novikov, Alexei, <a href="#Novikov, Alexei81">8-1</a>
<dt></dt><dd> NumLock, <a href="#NumLock71">7-1</a>
<dt></dt><dd> NVIDIA, <a href="#NVIDIA10">1-0</a>, <a href="#NVIDIA32">3-2</a>,
<a href="#NVIDIA33">3-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; drivers, <a href="#NVIDIA+drivers30">3-0</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Linux drivers, <a href="#NVIDIA+Linux drivers31">3-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Windows drivers, <a href="#NVIDIA+Windows drivers32">3-2</a>
<p>
<dt></dt><dd> <dt></dt><dd> offset, <a href="#offset63">6-3</a>
<dt></dt><dd> Olson, Curt, <a href="#Olson, Curt22">2-2</a>,
<a href="#Olson, Curt51">5-1</a>, <a href="#Olson, Curt55">5-5</a>,
<a href="#Olson, Curt81">8-1</a>, <a href="#Olson, Curt82">8-2</a>
<dt></dt><dd> OpenGL, <a href="#OpenGL10">1-0</a>, <a href="#OpenGL22">2-2</a>,
<a href="#OpenGL23">2-3</a>, <a href="#OpenGL26">2-6</a>,
<a href="#OpenGL30">3-0</a>, <a href="#OpenGL32">3-2</a>,
<a href="#OpenGL35">3-5</a>, <a href="#OpenGL81">8-1</a>,
<a href="#OpenGL92">9-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; drivers, <a href="#OpenGL+drivers23">2-3</a>
<dt></dt><dd> OpenGL drivers, <a href="#OpenGL drivers30">3-0</a>
<dt></dt><dd> Operating Systems, <a href="#Operating Systems21">2-1</a>
<dt></dt><dd> options
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; features, <a href="#options+features63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; flight model, <a href="#options+flight model63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; general, <a href="#options+general63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; HUD, <a href="#options+HUD63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; initial position, <a href="#options+initial position63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; joystick, <a href="#options+joystick63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; network, <a href="#options+network63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; network OLK, <a href="#options+network OLK63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; orientation, <a href="#options+orientation63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; rendering, <a href="#options+rendering63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; route, <a href="#options+route63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; scenery, <a href="#options+scenery63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; time, <a href="#options+time63">6-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; waypoint, <a href="#options+waypoint63">6-3</a>
<dt></dt><dd> options, configure, <a href="#options, configure42">4-2</a>
<dt></dt><dd> OS/2, <a href="#OS/222">2-2</a>
<p>
<dt></dt><dd> <dt></dt><dd> panel, <a href="#panel72">7-2</a>, <a href="#panel73">7-3</a>,
<a href="#panel81">8-1</a>
<dt></dt><dd> pause, <a href="#pause71">7-1</a>
<dt></dt><dd> pedal, <a href="#pedal63">6-3</a>
<dt></dt><dd> Peden, Tony, <a href="#Peden, Tony22">2-2</a>,
<a href="#Peden, Tony81">8-1</a>
<dt></dt><dd> Peel, Robin, <a href="#Peel, Robin81">8-1</a>
<dt></dt><dd> permissions, <a href="#permissions93">9-3</a>
<dt></dt><dd> Perry, Alex, <a href="#Perry, Alex81">8-1</a>,
<a href="#Perry, Alex82">8-2</a>
<dt></dt><dd> pitch, <a href="#pitch73">7-3</a>
<dt></dt><dd> pitch indicator, <a href="#pitch indicator74">7-4</a>
<dt></dt><dd> places to discover, <a href="#places to discover75">7-5</a>
<dt></dt><dd> PLIB, <a href="#PLIB22">2-2</a>, <a href="#PLIB42">4-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; header files, <a href="#PLIB+header files42">4-2</a>
<dt></dt><dd> powerarchiver, <a href="#powerarchiver51">5-1</a>
<dt></dt><dd> preferences, <a href="#preferences63">6-3</a>
<dt></dt><dd> problem report, <a href="#problem report91">9-1</a>
<dt></dt><dd> problems, <a href="#problems90">9-0</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; general, <a href="#problems+general92">9-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Linux, <a href="#problems+Linux93">9-3</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Windows, <a href="#problems+Windows94">9-4</a>
<dt></dt><dd> programmers, <a href="#programmers81">8-1</a>
<dt></dt><dd> property manager, <a href="#property manager22">2-2</a>
<dt></dt><dd> proposal, <a href="#proposal22">2-2</a>
<p>
<dt></dt><dd> <dt></dt><dd> Quake, <a href="#Quake30">3-0</a>
<dt></dt><dd> Quickstart, <a href="#Quickstart10">1-0</a>
<p>
<dt></dt><dd> <dt></dt><dd> radio stack, <a href="#radio stack73">7-3</a>
<dt></dt><dd> Reinhard, Friedemann, <a href="#Reinhard, Friedemann22">2-2</a>,
<a href="#Reinhard, Friedemann81">8-1</a>
<dt></dt><dd> Reinholdtsen, Petter, <a href="#Reinholdtsen, Petter81">8-1</a>
<dt></dt><dd> Rendon, Elizabeth, <a href="#Rendon, Elizabeth81">8-1</a>
<dt></dt><dd> reset flight, <a href="#reset flight72">7-2</a>
<dt></dt><dd> Riley, William, <a href="#Riley, William81">8-1</a>
<dt></dt><dd> RPM indicator, <a href="#RPM indicator73">7-3</a>
<dt></dt><dd> rudder, <a href="#rudder71">7-1</a>, <a href="#rudder73">7-3</a>
<dt></dt><dd> rudder indicator, <a href="#rudder indicator74">7-4</a>
<dt></dt><dd> rudder pedals, <a href="#rudder pedals23">2-3</a>
<p>
<dt></dt><dd> <dt></dt><dd> save flight, <a href="#save flight72">7-2</a>
<dt></dt><dd> scenery, <a href="#scenery22">2-2</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; add-on, <a href="#scenery+add-on55">5-5</a>
<dt></dt><dd> scenery directory
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; path, <a href="#scenery directory+path63">6-3</a>
<dt></dt><dd> Schlyter, Paul, <a href="#Schlyter, Paul81">8-1</a>
<dt></dt><dd> Schoenemann, Chris, <a href="#Schoenemann, Chris81">8-1</a>
<dt></dt><dd> Schubert, Phil, <a href="#Schubert, Phil81">8-1</a>
<dt></dt><dd> Scott, Jeff, <a href="#Scott, Jeff81">8-1</a>
<dt></dt><dd> screenshot, <a href="#screenshot71">7-1</a>,
<a href="#screenshot72">7-2</a>
<dt></dt><dd> Sehgal, Bipin, <a href="#Sehgal, Bipin81">8-1</a>
<dt></dt><dd> Selig, Michael, <a href="#Selig, Michael81">8-1</a>
<dt></dt><dd> SGI IRIX, <a href="#SGI IRIX21">2-1</a>
<dt></dt><dd> SGI Irix, <a href="#SGI Irix10">1-0</a>
<dt></dt><dd> Shewchuk, Jonathan, <a href="#Shewchuk, Jonathan81">8-1</a>
<dt></dt><dd> Sikic, Gordan, <a href="#Sikic, Gordan81">8-1</a>
<dt></dt><dd> SimGear, <a href="#SimGear22">2-2</a>, <a href="#SimGear42">4-2</a>
<dt></dt><dd> Smith, Michael, <a href="#Smith, Michael81">8-1</a>
<dt></dt><dd> snapshots, nightly, <a href="#snapshots, nightly45">4-5</a>
<dt></dt><dd> sound card, <a href="#sound card23">2-3</a>
<dt></dt><dd> sound effects, <a href="#sound effects23">2-3</a>
<dt></dt><dd> source code, <a href="#source code21">2-1</a>
<dt></dt><dd> Sourceforge, <a href="#Sourceforge81">8-1</a>
<dt></dt><dd> speed, <a href="#speed74">7-4</a>
<dt></dt><dd> Starting Flightgear
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Linux, <a href="#Starting Flightgear+Linux61">6-1</a>
<dt></dt><dd>&nbsp;&nbsp;&nbsp;&nbsp; Windows, <a href="#Starting Flightgear+Windows62">6-2</a>
<dt></dt><dd> starting time, <a href="#starting time63">6-3</a>
<dt></dt><dd> startup latitude, <a href="#startup latitude63">6-3</a>
<dt></dt><dd> startup longitude, <a href="#startup longitude63">6-3</a>
<dt></dt><dd> startup pitch angle, <a href="#startup pitch angle63">6-3</a>
<dt></dt><dd> startup roll angle, <a href="#startup roll angle63">6-3</a>
<dt></dt><dd> Stuffit Expander, <a href="#Stuffit Expander52">5-2</a>
<dt></dt><dd> Sun-OS, <a href="#Sun-OS21">2-1</a>, <a href="#Sun-OS22">2-2</a>
<dt></dt><dd> SuSE, <a href="#SuSE40">4-0</a>
<dt></dt><dd> system requirements, <a href="#system requirements23">2-3</a>
<dt></dt><dd> system.fgfsrc, <a href="#system.fgfsrc22">2-2</a>,
<a href="#system.fgfsrc63">6-3</a>
<p>
<dt></dt><dd> <dt></dt><dd> Talsma, Durk, <a href="#Talsma, Durk22">2-2</a>,
<a href="#Talsma, Durk81">8-1</a>
<dt></dt><dd> TerraGear, <a href="#TerraGear22">2-2</a>
<dt></dt><dd> terrain, <a href="#terrain63">6-3</a>
<dt></dt><dd> texture, <a href="#texture22">2-2</a>
<dt></dt><dd> textures, <a href="#textures22">2-2</a>, <a href="#textures81">8-1</a>
<dt></dt><dd> Thomas, Jay, <a href="#Thomas, Jay81">8-1</a>
<dt></dt><dd> throttle, <a href="#throttle71">7-1</a>, <a href="#throttle73">7-3</a>,
<a href="#throttle74">7-4</a>
<dt></dt><dd> thunderstorms, <a href="#thunderstorms22">2-2</a>
<dt></dt><dd> tiles radius, <a href="#tiles radius63">6-3</a>
<dt></dt><dd> time, <a href="#time63">6-3</a>
<dt></dt><dd> time offset, <a href="#time offset71">7-1</a>
<dt></dt><dd> time options, <a href="#time options63">6-3</a>
<dt></dt><dd> TNT, <a href="#TNT10">1-0</a>
<dt></dt><dd> Torvalds, Linus, <a href="#Torvalds, Linus21">2-1</a>
<dt></dt><dd> triangle program, <a href="#triangle program81">8-1</a>
<dt></dt><dd> triangles, <a href="#triangles63">6-3</a>
<dt></dt><dd> trim, <a href="#trim71">7-1</a>
<dt></dt><dd> Troester, Kai, <a href="#Troester, Kai82">8-2</a>
<dt></dt><dd> turn indicator, <a href="#turn indicator73">7-3</a>,
<a href="#turn indicator74">7-4</a>
<dt></dt><dd> Twin Otter, <a href="#Twin Otter25">2-5</a>
<p>
<dt></dt><dd> <dt></dt><dd> U.&nbsp;S. Geological Survey,
<a href="#U.\,S. Geological Survey22">2-2</a>,
<a href="#U.\,S. Geological Survey81">8-1</a>
<dt></dt><dd> UIUC, <a href="#UIUC81">8-1</a>
<dt></dt><dd> UIUC flight model, <a href="#UIUC flight model25">2-5</a>,
<a href="#UIUC flight model63">6-3</a>
<dt></dt><dd> UNIX, <a href="#UNIX22">2-2</a>, <a href="#UNIX23">2-3</a>,
<a href="#UNIX40">4-0</a>
<p>
<dt></dt><dd> <dt></dt><dd> Vallevand, Mark, <a href="#Vallevand, Mark81">8-1</a>
<dt></dt><dd> van Sickle, Gary, R., <a href="#van Sickle, Gary, R.22">2-2</a>,
<a href="#van Sickle, Gary, R.81">8-1</a>
<dt></dt><dd> velocity rages, <a href="#velocity rages73">7-3</a>
<dt></dt><dd> vertical speed indicator,
<a href="#vertical speed indicator73">7-3</a>
<dt></dt><dd> VFR, <a href="#VFR73">7-3</a>
<dt></dt><dd> video card, <a href="#video card30">3-0</a>
<dt></dt><dd> view, <a href="#view72">7-2</a>
<dt></dt><dd> view directions, <a href="#view directions71">7-1</a>
<dt></dt><dd> view frustrum culling, <a href="#view frustrum culling22">2-2</a>
<dt></dt><dd> view modes, <a href="#view modes71">7-1</a>
<dt></dt><dd> views, <a href="#views22">2-2</a>, <a href="#views75">7-5</a>
<dt></dt><dd> Vine, Norman, <a href="#Vine, Norman22">2-2</a>,
<a href="#Vine, Norman81">8-1</a>,
<a href="#Vine, Norman82">8-2</a>
<dt></dt><dd> visibility, <a href="#visibility71">7-1</a>
<dt></dt><dd> Visual C, <a href="#Visual C43">4-3</a>
<dt></dt><dd> visual flight rules, <a href="#visual flight rules73">7-3</a>
<dt></dt><dd> Voegtli, Roland, <a href="#Voegtli, Roland81">8-1</a>
<dt></dt><dd> Volpe, Carmelo, <a href="#Volpe, Carmelo81">8-1</a>
<dt></dt><dd> VOR, <a href="#VOR73">7-3</a>
<p>
<dt></dt><dd> <dt></dt><dd> Walisser, Darrell, <a href="#Walisser, Darrell52">5-2</a>,
<a href="#Walisser, Darrell81">8-1</a>
<dt></dt><dd> weapon systems, <a href="#weapon systems21">2-1</a>
<dt></dt><dd> weather, <a href="#weather81">8-1</a>
<dt></dt><dd> weather subsystem, <a href="#weather subsystem42">4-2</a>
<dt></dt><dd> Williams, Ed, <a href="#Williams, Ed81">8-1</a>
<dt></dt><dd> window size, <a href="#window size63">6-3</a>
<dt></dt><dd> Windows, <a href="#Windows10">1-0</a>, <a href="#Windows23">2-3</a>,
<a href="#Windows32">3-2</a>, <a href="#Windows34">3-4</a>,
<a href="#Windows40">4-0</a>, <a href="#Windows51">5-1</a>,
<a href="#Windows63">6-3</a>
<dt></dt><dd> Windows 2000, <a href="#Windows 200023">2-3</a>
<dt></dt><dd> Windows 95, <a href="#Windows 9523">2-3</a>
<dt></dt><dd> Windows 95/98/ME, <a href="#Windows 95/98/ME21">2-1</a>
<dt></dt><dd> Windows 95/NT, <a href="#Windows 95/NT22">2-2</a>
<dt></dt><dd> Windows 98, <a href="#Windows 9823">2-3</a>
<dt></dt><dd> Windows ME, <a href="#Windows ME23">2-3</a>
<dt></dt><dd> Windows NT, <a href="#Windows NT23">2-3</a>
<dt></dt><dd> Windows NT/2000, <a href="#Windows NT/200021">2-1</a>
<dt></dt><dd> winds, <a href="#winds22">2-2</a>
<dt></dt><dd> Wippler, Jean-Claude, <a href="#Wippler, Jean-Claude81">8-1</a>
<dt></dt><dd> wireframe, <a href="#wireframe63">6-3</a>
<dt></dt><dd> workstation, <a href="#workstation22">2-2</a>,
<a href="#workstation23">2-3</a>
<p>
<dt></dt><dd> <dt></dt><dd> X15, <a href="#X1522">2-2</a>, <a href="#X1525">2-5</a>
<p>
<dt></dt><dd> <dt></dt><dd> yoke, <a href="#yoke23">2-3</a>, <a href="#yoke63">6-3</a>,
<a href="#yoke70">7-0</a>, <a href="#yoke71">7-1</a>,
<a href="#yoke73">7-3</a>
<p>
<dt></dt><dd> <dt></dt><dd> Zeh, Allan, <a href="#Zeh, Allan81">8-1</a>
<dt></dt><dd> zlib library, <a href="#zlib library81">8-1</a>
<p>
</DL> </font></em></em>
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