intcircuitsToFly;//Number of circuits still to do in this session NOT INCLUDING THE CURRENT ONE
booltouchAndGo;//True if circuits should be flown touch and go, false for full stop
// Its possible that this might be moved out to the ground/airport class at some point.
FGATCAlignedProjectionortho;// Orthogonal mapping of the local area with the threshold at the origin
// and the runway aligned with the y axis.
// Airport/runway/pattern details
char*airportID;// The ICAO code of the airport that we're operating around
FGGroundairport;// FIXME FIXME FIXME This is a complete hardwired cop-out at the moment - we need to connect to the correct ground in the same way we do to the tower.
FGTower*tower;// A pointer to the tower control.
RunwayDetailsrwy;
doublepatternDirection;// 1 for right, -1 for left (This is double because we multiply/divide turn rates
// with it to get RH/LH turns - DON'T convert it to int under ANY circumstances!!
doubleglideAngle;// Assumed to be visual glidepath angle for FGAILocalTraffic - can be found at www.airnav.com
// Its conceivable that patternDirection and glidePath could be moved into the RunwayDetails structure.
// Performance characteristics of the plane in knots and ft/min - some of this might get moved out into FGAIPlane
doubleVr;
doublebest_rate_of_climb_speed;
doublebest_rate_of_climb;
doublenominal_climb_speed;
doublenominal_climb_rate;
doublenominal_circuit_speed;
doublemin_circuit_speed;
doublemax_circuit_speed;
doublenominal_descent_rate;
doublenominal_approach_speed;
doublenominal_final_speed;
doublestall_speed_landing_config;
doublenominal_taxi_speed;
// environment - some of this might get moved into FGAIPlane
SGPropertyNode*wind_from_hdg;//degrees
SGPropertyNode*wind_speed_knots;//knots
// Pattern details that (may) change
intnumInPattern;// Number of planes in the pattern (this might get more complicated if high performance GA aircraft fly a higher pattern eventually)
intnumAhead;// More importantly - how many of them are ahead of us?
doubledistToNext;// And even more importantly, how near are we getting to the one immediately ahead?
PatternLegleg;// Out current position in the pattern