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<h2 class="chapterHead"><span class="titlemark">Chapter&nbsp;1</span><br><a
href="getstart.html#QQ2-5-4" name="x5-40001">Want to have a free flight? Take <span
class="ptmbi7t---109">FlightGear</span>!</a></h2>
<h3 class="sectionHead"><span class="titlemark">1.1</span> <a
href="getstart.html#QQ2-5-5" name="x5-50001.1">Yet another Flight Simulator?</a></h3>
<!--l. 37--><p class="noindent">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.
<!--l. 43--><p class="indent"> You already may have some experience using Microsoft<a
name="dx5-5001"></a>&#8217;s &copy; Flight Simulator 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.
<!--l. 48--><p class="indent"> 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:
<ul class="itemize1">
<li class="itemize">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="dx5-5002"></a> will immediately agree.
</li>
<li class="itemize">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
<span
class="ptmbi7t---109">FlightGear </span>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>
<li class="itemize">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>
<li class="itemize">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 <span
class="ptmbi7t---109">FlightGear </span>mailing lists is informative and fun for itself.</li></ul>
<!--l. 75--><p class="noindent">The above-mentioned points make <span
class="ptmbi7t---109">FlightGear </span>superior to its competitors in several
respect. <span
class="ptmbi7t---109">FlightGear </span>aims to be a civilian,<a
name="dx5-5003"></a> multi-platform,<a
name="dx5-5004"></a> open,<a
name="dx5-5005"></a> user-supported,<a
name="dx5-5006"></a>
user-extensible<a
name="dx5-5007"></a> platform.
<!--l. 84--><p class="indent"> <div align="center"
class="centerline"><img
src="getstart1x.gif" alt="" class="fbox" > </div>
<!--l. 87--><p class="noindent">Fig. 1: <span
class="ptmbi7t---109">FlightGear </span><span
class="ptmri7t---109">under UNIX: Bad approach to San Francisco International - by one of</span>
<span
class="ptmri7t---109">the authors of this manual. . .</span>
<ul class="itemize1">
<li class="itemize"><span
class="ptmb7t---109">Civilian:</span><a
name="dx5-5008"></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&#8217;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="dx5-5009"></a>, for instance.
</li>
<li class="itemize"><span
class="ptmb7t---109">Multi-platform:</span><a
name="dx5-5010"></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="dx5-5011"></a>:
<ul class="itemize2">
<li class="itemize">Linux<a
name="dx5-5012"></a> (any distribution and platform),
</li>
<li class="itemize">Windows NT/2000/XP<a
name="dx5-5013"></a> (Intel/AMD platform),
</li>
<li class="itemize">Windows 95/98/ME<a
name="dx5-5014"></a>,
</li>
<li class="itemize">BSD UNIX<a
name="dx5-5015"></a>,
</li>
<li class="itemize">SGI IRIX<a
name="dx5-5016"></a>,
</li>
<li class="itemize">Sun-OS<a
name="dx5-5017"></a>,
</li>
<li class="itemize">Macintosh.</li></ul>
<!--l. 117--><p class="noindent">At present, there is no known flight simulator - commercial or free - supporting
such a broad range of platforms.
</li>
<li class="itemize"><span
class="ptmb7t---109">Open:</span><a
name="dx5-5018"></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="dx5-5019"></a> (Gnu Public
License<a
name="dx5-5020"></a>).
<!--l. 126--><p class="noindent">The GPL<a
name="dx5-5021"></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:
<!--l. 134--><p class="noindent"><div align="center"
class="centerline"> <span
class="ptmri7t---109">&#8221;You can do anything with the software except make it non-free&#8221;</span>. </div>
<!--l. 136--><p class="noindent">The full text of the GPL<a
name="dx5-5022"></a> can be obtained from
<!--l. 139--><p class="noindent"><a
href="http://www.gnu.org/copyleft/gpl.html" >http://www.gnu.org/copyleft/gpl.html</a>.
</li>
<li class="itemize"><span
class="ptmb7t---109">User-supported, user-extensible:</span><a
name="dx5-5023"></a> <a
name="dx5-5024"></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="dx5-5025"></a> (which naturally has to be written at some
point) this is guaranteed by supplying the source code<a
name="dx5-5026"></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 &#8221;simmers&#8221; around the
world.</li></ul>
<!--l. 155--><p class="noindent">Without doubt, the success of the Linux<a
name="dx5-5027"></a> project initiated by Linus Torvalds<a
name="dx5-5028"></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.
<h3 class="sectionHead"><span class="titlemark">1.2</span> <a
href="getstart.html#QQ2-5-6" name="x5-60001.2">System requirements</a></h3>
<a
name="dx5-6001"></a>
<!--l. 164--><p class="noindent">In comparison to other recent flight simulators the system requirements<a
name="dx5-6002"></a> for <span
class="ptmbi7t---109">FlightGear</span>
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="dx5-6003"></a>. On the other hand, any modern
UNIX<a
name="dx5-6004"></a>-type workstation<a
name="dx5-6005"></a> with a 3D graphics card will handle <span
class="ptmbi7t---109">FlightGear </span>as
well.
<!--l. 170--><p class="indent"> One important prerequisite for running <span
class="ptmbi7t---109">FlightGear </span>is a graphics card whose driver
supports OpenGL<a
name="dx5-6006"></a>. If you don&#8217;t know what OpenGL<a
name="dx5-6007"></a> is, the overview given at the
OpenGL web site
<!--l. 174--><p class="indent"> <a
href="http://www.opengl.org" >http://www.opengl.org</a>
<!--l. 177--><p class="noindent">says it best: &#8221;Since its introduction in 1992, OpenGL has become the industry&#8217;s most
widely used and supported 2-D and 3-D graphics application programming interface
(API)...&#8221;.
<!--l. 182--><p class="indent"> <span
class="ptmbi7t---109">FlightGear </span>does not run (and will never run) on a graphics board supporting
Direct3D<a
name="dx5-6008"></a> only. Contrary to openGL, Direct3D is a proprietary interface, being restricted
to the Windows operating system.
<!--l. 184--><p class="indent"> You may be able to run <span
class="ptmbi7t---109">FlightGear </span>on a computer that features a 3-D video card
not supporting hardware accelerated OpenGL<a
name="dx5-6009"></a> - and even on systems without
3-D graphics hardware at all. However, the absence of hardware accelerated
OpenGL support can force even the fastest machine to its knees. The typical
signal for missing hardware acceleration are frame rate<a
name="dx5-6010"></a>s below 1 frame per
second.
<!--l. 190--><p class="indent"> Any more recent 3-D graphics featuring hardware OpenGL<a
name="dx5-6011"></a> will do. For Windows<a
name="dx5-6012"></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="dx5-6013"></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 <span
class="ptmbi7t---109">FlightGear</span>, one based on a NVIDIA chip (TNT
X/Geforce X) might be a good choice.
<!--l. 197--><p class="indent"> To install the executable and basic scenery, you will need around 50 MB of free disk
space<a
name="dx5-6014"></a>. In case you want/have to to compile the program yourself you will need additional
about 500 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, and which amounts to additional around 300 MB,
depending on the installed packages.
<!--l. 202--><p class="indent"> For the sound effects<a
name="dx5-6015"></a> any capable sound card<a
name="dx5-6016"></a> should suffice. Based on its flexible
concept, <span
class="ptmbi7t---109">FlightGear </span>supports a wide range of joysticks<a
name="dx5-6017"></a> or yokes<a
name="dx5-6018"></a> as well esd rudder
pedals<a
name="dx5-6019"></a> under Linux<a
name="dx5-6020"></a> as well as under Windows<a
name="dx5-6021"></a>.
<!--l. 205--><p class="indent"> <span
class="ptmbi7t---109">FlightGear </span>is being developed primarily under Linux<a
name="dx5-6022"></a>, a free UNIX clone (together
with lots of GNU utilities) developed cooperatively over the Internet in much the same
spirit as <span
class="ptmbi7t---109">FlightGear </span>itself. <span
class="ptmbi7t---109">FlightGear </span>also runs and is partly developed under several
flavors of Windows<a
name="dx5-6023"></a>. Building <span
class="ptmbi7t---109">FlightGear </span>is possible on a Macintosh (OSX) and on
several UNIX/X11 workstations, as well. Given you have a proper compiler<a
name="dx5-6024"></a> installed,
<span
class="ptmbi7t---109">FlightGear </span>can be built under all of these platforms. The primary compiler
for all platforms is the free GNU C++<a
name="dx5-6025"></a> compiler (the Cygnus <a
name="dx5-6026"></a>compiler under
Win32).
<!--l. 212--><p class="indent"> If you want to run <span
class="ptmbi7t---109">FlightGear </span>under Mac OS X we suggest a Power PC G3 300 MHz
or better. As a graphics card we would suggest an ATI Rage 128 based card as a
minimum. Joysticks are supported under Mac OS 9.x only; there is no joystick support
under Max OSX available (yet).
<h3 class="sectionHead"><span class="titlemark">1.3</span> <a
href="getstart.html#QQ2-5-7" name="x5-70001.3">Which version should I use?</a></h3>
<a
name="dx5-7001"></a>
<!--l. 219--><p class="noindent">Concerning the <span
class="ptmbi7t---109">FlightGear </span>source code there exist two branches, a stable one and a
developmental branch.<a
name="dx5-7002"></a><a
name="dx5-7003"></a> Even version numbers like 0.6, 0.8, and (someday hopefully) 1.0
refer to stable releases, while odd numbers like 0.7, 0.9, and so on refer to developmental
releases. 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.
<!--l. 225--><p class="indent"> To add to the confusion, there usually are several versions of the &#8221;unstable&#8221; branch.
First, there is a &#8221;latest official release&#8221; which the pre-compiled binaries are based on. It is
available from
<!--l. 230--><p class="indent"> <a
href="ftp://ftp.flightgear.org/pub/fgfs/Source/FlightGear-X.X.X.tar.gz" ></a>
<!--l. 232--><p class="indent"> For developers there exist CVS snapshots<a
name="dx5-7004"></a><a
name="dx5-7005"></a> of the source code, available from
<!--l. 235--><p class="indent"> <a
href="ftp://www.flightgear.org/pub/flightgear/Devel/Snapshots/" >ftp://www.flightgear.org/pub/flightgear/Devel/Snapshots/</a>.
<!--l. 238--><p class="noindent">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="dx5-7006"></a><a
name="dx5-7007"></a> available from
<!--l. 245--><p class="indent"> <a
href="http://www.cvshome.org/" >http://www.cvshome.org/</a>
<!--l. 248--><p class="noindent">to get the recent code. A detailed description of how to set this up for <span
class="ptmbi7t---109">FlightGear </span>can be
found at
<!--l. 253--><p class="indent"> <a
href="http://www.flightgear.org/cvsResources/" >http://www.flightgear.org/cvsResources/</a>.
<!--l. 256--><p class="noindent">Unfortunately, the system implemented above does not really work as it should. As a
matter of fact, the stable version is usually so much outdated, that it does not at all reflect
thee stated of development <span
class="ptmbi7t---109">FlightGear </span>has reached. Given that the recent developmental
versions on the other hands may contain bugs (. . . undocumented features), we
recommend using the &#8221;latest official (unstable) release&#8221; for the average user. This is the
latest version named at
<!--l. 261--><p class="indent"> <a
href="http://www.flightgear.org/News/" >http://www.flightgear.org/News/</a>;
<!--l. 264--><p class="noindent">usually this is also the version which the binary distributions<a
name="dx5-7008"></a> available at
<!--l. 268--><p class="indent"> <a
href="http://www.flightgear.org/Downloads/" >http://www.flightgear.org/Downloads/</a>
<!--l. 271--><p class="noindent">are based on. If not otherwise stated, all procedures in this &#8221;Installation and Getting
Started&#8221; will be based on these packages.
<h3 class="sectionHead"><span class="titlemark">1.4</span> <a
href="getstart.html#QQ2-5-8" name="x5-80001.4">Flight models</a></h3>
<a
name="dx5-8001"></a>
<a
name="dx5-8002"></a>
<!--l. 278--><p class="noindent">Historically, <span
class="ptmbi7t---109">FlightGear </span>has been based on a flight model it inherited (together with the
Navion airplane) from LaRCsim. As this had several limitations (most important,
many characteristics were hard wired in contrast to using configuration files),
there were several attempts to develop or include alternative flight models<a
name="dx5-8003"></a>. As a
result, <span
class="ptmbi7t---109">FlightGear </span>supports several different flight models, to be chosen from at
runtime.
<!--l. 284--><p class="indent"> 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 <span
class="ptmbi7t---109">JSBSim</span>, having its home at
<!--l. 288--><p class="indent"> <a
href="http://jsbsim.sourceforge.net/" >http://jsbsim.sourceforge.net/</a>.
<!--l. 291--><p class="noindent">Concerning airplanes, the JSB flight model at present provides support for a Cessna 172<a
name="dx5-8004"></a>,
a Cessna 182<a
name="dx5-8005"></a>, a Cessna 310<a
name="dx5-8006"></a>, and for an experimental plane called X15<a
name="dx5-8007"></a>. Jon and his group
are gearing towards a very accurate flight model, and the JSB model has become
<span
class="ptmbi7t---109">FlightGear</span>&#8217;s default flight model.
<!--l. 296--><p class="indent"> 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.
<!--l. 300--><p class="indent"> Recently, Andrew Ross contributed another flight model called <span
class="ptmbi7t---109">YASim</span><a
name="dx5-8008"></a> for <span
class="ptmri7t---109">Yet</span>
<span
class="ptmri7t---109">another simulator</span>. At present, it sports another Cessna 172<a
name="dx5-8009"></a>, a Turbo 310<a
name="dx5-8010"></a>, a fairly ggod
DC-3<a
name="dx5-8011"></a> model, along with a Boeing 747<a
name="dx5-8012"></a>, Harrier<a
name="dx5-8013"></a>, and A4<a
name="dx5-8014"></a>. <span
class="ptmbi7t---109">YASim </span>takes a fundamentally
different approach since it&#8217;s based on geometry information rather than aerodynamic
coefficients. Where JSBSim will be exact for every situation that is known and flight
tested, but may have odd and/or unrealistic behavior outside normal flight, YASim will
be sensible and consistent in almost every flight situation, but is likely to differ in
performance numbers.
<!--l. 302--><p class="indent"> As a further alternative, there is the UIUC flight model<a
name="dx5-8015"></a>, developed by a team from the
University of Illinois, independently from <span
class="ptmbi7t---109">FlightGear </span>in the beginning (while now using
it for their simulations). This project aims at studying the simulation of aircraft icing. Its
home is at
<!--l. 308--><p class="indent"> <a
href="http://amber.aae.uiuc.edu/~jscott/sis/" >http://amber.aae.uiuc.edu/&nbsp;jscott/sis/</a>.
<!--l. 311--><p class="noindent">The UIUC provides a host of different aircraft including several Cessna C172<a
name="dx5-8016"></a>, a Learjet
24<a
name="dx5-8017"></a>, a Twin Otter<a
name="dx5-8018"></a> and much more. To get an idea, you may check the folder
<span
class="pcrr7t---109">Aircraft-UIUC </span>of the <span
class="ptmbi7t---109">FlightGear </span>path.
<!--l. 316--><p class="indent"> Please note, that the UIUC models do <span
class="ptmb7t---109">not </span>have a working gear. So you might
experience some difficulties when starting from a runway. At least the nose gear will be
too weak and the airplane will fall on it&#8217;s nose. This can be circumvented by pulling the
stick more than usual for a while.
<!--l. 318--><p class="indent"> It is even possible to drive FlightGear&#8217;s scene display using an external FDM<a
name="dx5-8019"></a> running
on a different computer - although this might not be a setup recommended to people just
getting in touch with <span
class="ptmbi7t---109">FlightGear</span>.
<h3 class="sectionHead"><span class="titlemark">1.5</span> <a
href="getstart.html#QQ2-5-9" name="x5-90001.5">To whom this guide is addressed and how it is organized</a></h3>
<!--l. 329--><p class="noindent">There is little, if any, material in this Guide that is presented here exclusively. You could
even say with Montaigne that we &#8221;merely gathered here a big bunch of other men&#8217;s
flowers, having furnished nothing of my own but the strip to hold them together&#8221;. Most
(but fortunately not all) of the information can as well be obtained from the <span
class="ptmbi7t---109">FlightGear</span>
web site<a
name="dx5-9001"></a> located at:
<!--l. 336--><p class="indent"> <a
href="http://www.flightgear.org/" >http://www.flightgear.org/</a>
<!--l. 339--><p class="indent"> Please, keep in mind that there are several mirrors to all <span
class="ptmbi7t---109">FlightGear </span>Web sites, being
listed on this page. Sometimes it is preferred to download from them than from the
original place.
<!--l. 341--><p class="noindent">However, a neatly printed manual is arguably preferable over loosely scattered <span
class="ptmri7t---109">Readme</span>
files by some people, and those people may acknowledge the effort.
<!--l. 345--><p class="indent"> This <span
class="ptmbi7t---109">FlightGear </span><span
class="ptmri7t---109">Installation and Getting Started </span>manual is intended to be a first step
towards a more complete <span
class="ptmbi7t---109">FlightGear </span>documentation<a
name="dx5-9002"></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="dx5-9003"></a> or in building his or her own scenery, for
instance. It is our hope, that someday there will be an accompanying <span
class="ptmbi7t---109">FlightGear</span>
<span
class="ptmri7t---109">Programmer&#8217;s Guide</span><a
name="dx5-9004"></a> (which could be based on some of the documentation found at
<!--l. 354--><p class="indent"> <a
href="http://www.flightgear.org/Docs" >http://www.flightgear.org/Docs</a>;
<!--l. 357--><p class="noindent">a <span
class="ptmbi7t---109">FlightGear </span><span
class="ptmri7t---109">Scenery Design Guide</span>,<a
name="dx5-9005"></a> describing the Scenery tools now packaged as
<span
class="ptmbi7t---109">TerraGear</span>; and a <span
class="ptmbi7t---109">FlightGear </span><span
class="ptmri7t---109">Flight School</span><a
name="dx5-9006"></a>, at least.
<!--l. 363--><p class="indent"> As a supplement, we recommend reading the <span
class="ptmbi7t---109">FlightGear </span>FAQ to be found
at
<!--l. 365--><p class="indent"> <a
href="http://www.flightgear.org/Docs/FlightGear-FAQ.html" >http://www.flightgear.org/Docs/FlightGear-FAQ.html</a>
<!--l. 367--><p class="indent"> which has a lot of supplementary information to (and, at times, more recent than) the
present document.
<!--l. 374--><p class="indent"> <span
class="ptmb7t---109">We kindly ask you to help me refine this document by submitting corrections,</span>
<span
class="ptmb7t---109">improvements, and more. Any user is invited to contribute descriptions of</span>
<span
class="ptmb7t---109">alternative setups (graphics cards, operating systems etc.). We will be more than</span>
<span
class="ptmb7t---109">happy to include those into future versions of this </span><span
class="ptmbi7t---109">Installation and Getting Started </span><span
class="ptmb7t---109">(of</span>
<span
class="ptmb7t---109">course not without giving credit to the authors).</span>
<!--l. 376--><p class="indent"> While we intend to continuously update this document at least for the foreseeable
future, supposedly we will not be able to produce a new one for any single release of
<span
class="ptmbi7t---109">FlightGear</span>. While we are watching the mailing lists, it would help if developers adding
new functionality would send us a short note.
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