diff --git a/Docs/InstallGuide/HTML/arizona.gif b/Docs/InstallGuide/HTML/arizona.gif index 1fb5b1559..3ba1865f4 100644 Binary files a/Docs/InstallGuide/HTML/arizona.gif and b/Docs/InstallGuide/HTML/arizona.gif differ diff --git a/Docs/InstallGuide/HTML/getstart.html b/Docs/InstallGuide/HTML/getstart.html index ac7f435cc..33028374d 100644 --- a/Docs/InstallGuide/HTML/getstart.html +++ b/Docs/InstallGuide/HTML/getstart.html @@ -1,2971 +1,3344 @@ - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" - "http://www.w3.org/TR/REC-html40/loose.dtd"><HTML> -<META NAME="GENERATOR" CONTENT="TtH 1.57"> -<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@knUUt.de">pmb@knUUt.de</a>)<br> - Bernhard Buckel - (<a href="mailto:buckel@wmad95.mathematik.uni-wuerzburg.de">buckel@wmad95.mathematik.uni-wuerzburg.de</a>)<br> - -<p> -<img src="start.gif"><br> </H3> -<H3 align=center>March 7, 1999</H3> - -<p> - -<H1>Contents </H1><A href="#tth_chAp1" ->1 Want to have a free flight? Take <i>FlightGear </i>!</A><br>chapter.1 - <A href="#tth_sEc1.1" ->1.1 Yet another Flight Simulator?</A><br>section.1.1 - <A href="#tth_sEc1.2" ->1.2 A short history of <i>FlightGear </i></A><br>section.1.2 - <A href="#tth_sEc1.3" ->1.3 System requirements</A><br>section.1.3 - <A href="#tth_sEc1.4" ->1.4 Whom this guide is addressed to and how it is organized</A><br>section.1.4 -<A href="#tth_chAp2" ->2 Getting the engine: Installing OpenGL graphics drivers</A><br>chapter.2 - <A href="#tth_sEc2.1" ->2.1 3DFX under Linux</A><br>section.2.1 - <A href="#tth_sEc2.2" ->2.2 Rendition Chipset under Windows 98/NT</A><br>section.2.2 - <A href="#tth_sEc2.3" ->2.3 RIVA TNT Chipset under Windows 98/NT</A><br>section.2.3 - <A href="#tth_sEc2.4" ->2.4 3DFX chip based boards under Windows 98/NT</A><br>section.2.4 - <A href="#tth_sEc2.5" ->2.5 OpenGL software rendering under Windows 98/NT</A><br>section.2.5 -<A href="#tth_chAp3" ->3 Building the plane: Compiling the program</A><br>chapter.3 - <A href="#tth_sEc3.1" ->3.1 Compiling under Linux</A><br>section.3.1 - <A href="#tth_sEc3.2" ->3.2 Compiling under Windows 98/NT</A><br>section.3.2 -<A href="#tth_chAp4" ->4 Preflight: Installing <i>FlightGear </i></A><br>chapter.4 - <A href="#tth_sEc4.1" ->4.1 Installing the Binaries</A><br>section.4.1 - <A href="#tth_sEc4.2" ->4.2 Installing Support files</A><br>section.4.2 -<A href="#tth_chAp5" ->5 Takeoff: How to start the program</A><br>chapter.5 - <A href="#tth_sEc5.1" ->5.1 Starting under Linux</A><br>section.5.1 - <A href="#tth_sEc5.2" ->5.2 Starting under Windows 98/NT</A><br>section.5.2 - <A href="#tth_sEc5.3" ->5.3 Command line parameters</A><br>section.5.3 - <A href="#tth_sEc5.3.1" ->5.3.1 General Options</A><br>subsection.5.3.1 - <A href="#tth_sEc5.3.2" ->5.3.2 Features</A><br>subsection.5.3.2 - <A href="#tth_sEc5.3.3" ->5.3.3 Initial Position and Orientation</A><br>subsection.5.3.3 - <A href="#tth_sEc5.3.4" ->5.3.4 Rendering Options</A><br>subsection.5.3.4 -<A href="#tth_chAp6" ->6 Flight: Keystrokes, the HUD and all that</A><br>chapter.6 - <A href="#tth_sEc6.1" ->6.1 Keyboard commands</A><br>section.6.1 - <A href="#tth_sEc6.2" ->6.2 The head up display</A><br>section.6.2 -<A href="#tth_chAp7" ->7 Landing: Some further thoughts before leaving the plane</A><br>chapter.7 - <A href="#tth_sEc7.1" ->7.1 Those, who did the work</A><br>section.7.1 - <A href="#tth_sEc7.2" ->7.2 What remains to be done</A><br>section.7.2 -<A href="#tth_chAp8" ->8 Missed approach: If anything refuses to work</A><br>chapter.8 - <A href="#tth_sEc8.1" ->8.1 General problems</A><br>section.8.1 - <A href="#tth_sEc8.2" ->8.2 Potential problems under Linux</A><br>section.8.2 - <A href="#tth_sEc8.3" ->8.3 Potential problems under Windows95/NT</A><br>section.8.3 - -<p> - <H1><A NAME="tth_chAp1"> -Chapter 1 </A><br>Want to have a free flight? Take <i>FlightGear </i>!<A NAME="free"> -</A></H1> - -<p> - <H2><A NAME="tth_sEc1.1"> -1.1</A> Yet another Flight Simulator?</H2> -Did you ever want to fly a plane yourself, but lacked the money or -skills to do so? Do you belong to those real pilots, who want to -improve their 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> -If you are reading this you might have got already some experience -either using Microsoft<a NAME="Microsoft11"> -</a>'s © FS98<a NAME="FS9811"> -</a>, -Looking Glass<a NAME="Looking Glass11"> -</a>' © Flight Unlimited II<a NAME="Flight Unlimited II11"> -</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 it should -not be a serious problem given the fact, 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="Microsoft11"> -</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 are compromises. As <i>FlightGear </i>is free, there is no need - for such compromises; 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>FlightGear </i> - mailing lists is informative and fun for itself. -</UL> -<p> -The above-mentioned points make <i>FlightGear </i>different from other -competitors in several respect. <i>FlightGear </i>aims to be a -civilian,<a NAME="Flight simulator+civilian11"> -</a> -multi-platform,<a NAME="Flight simulator+multi-platform11"> -</a> -open,<a NAME="Flight simulator+open11"> -</a> user-supported,<a NAME="Flight -simulator+user-sported11"> -</a> user-extensible<a NAME="Flight -simulator+user-extensible11"> -</a> simulator: - -<p> - -<UL> -<li> <b>Civilian:</b><a NAME="Flight simulator+civilian11"> -</a> The <i>FlightGear </i> - project is primarily aimed to civilian flight simulation. - It should be appropriate for simulating - general aviation as well as civilian aircraft. However, according to - the open concept of development, that sure does not exclude someone - taking the code and integrating military components<a NAME="military components11"> -</a>. - -<p> - -<li><b>Multi-platform:</b><a NAME="Flight simulator+multi-platform11"> -</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 Systems11"> -</a>: - -<UL> -<p> - -<li>Linux<a NAME="Linux11"> -</a> (any platform), - -<li>Windows NT<a NAME="Windows NT11"> -</a> (i86 platform), - -<li>Windows 95/98<a NAME="Windows 95/9811"> -</a>, - -<li>BSD UNIX<a NAME="BSD UNIX11"> -</a>, - -<li>SGI IRIX<a NAME="SGI IRIX11"> -</a>, - -<li>SunOS<a NAME="SunOS11"> -</a>. - </UL> -<p> - There is ongoing effort to support more platforms such as the - MacIntosh<a NAME="MacIntosh11"> -</a>. At this time we are not aware of the existence of any other - serious multi-platform flight simulator - neither commercial nor free. - Initial ideas on support for DOS<a NAME="DOS11"> -</a> or OS/2<a NAME="OS/211"> -</a> were dropped later because of - diminishing interest in these platforms and the non-availability of OpenGL for DOS. - -<p> - -<li><b>Open:</b><a NAME="Flight simulator+open11"> -</a> The project is not - restricted to a closed club of developers. Anyone who feels he or she - being able to contribute is highly welcome. - The code (including documentation) is copyrighted under the - terms of the Gnu Public License<a NAME="Gnu Public License11"> -</a>. - -<p> - The Gnu Public License is often misunderstood. In simple terms it - states that you can copy and freely distribute the program(s) licensed - to it. 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 -making it non-free''</i>.</center><br> - -<p> -At present, the Gnu Public License<a NAME="Gnu Public License11"> -</a> is not included in this -document, but can be obtained from - -<p> -<a href="http://www.gnu.org/copyleft/gpl.html">http://www.gnu.org/copyleft/gpl.html</a>. - -<p> - -<li><b>User-supported, user-extensible:</b><a NAME="Flight simulator+user-supported11"> -</a> - <a NAME="Flight simulator+user-extensible11"> -</a>Contrary to the various - commercial simulators available, scenery and aircraft format, - internal variables, etc. are user accessible and documented - from the beginning. Even without an explicit developmental documentation<a NAME="documentation11"> -</a>, - which sure has to be written at some point, this is guaranteed by supplying the - source code<a NAME="source code11"> -</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 capturers and others can (and are asked to) - add. It is our hope, that the project will finally gain from the creativeness - and ideas of hundreds of talented simmers across the world. - -<p> - Without doubt, the success of the Linux<a NAME="Linux11"> -</a> project initiated by Linus - Torvalds<a NAME="Torvalds, Linus11"> -</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 respect, is better than its commercial competitors. -</UL> -<p> - <H2><A NAME="tth_sEc1.2"> -1.2</A> A short history<a NAME="history12"> -</a> of <i>FlightGear </i></H2> - -<p> -This project goes back to a discussion of a group of net-citizens -in 1996. This resulted in a proposal written by David -Murr<a NAME="Murr, David12"> -</a> who, unfortunately, dropped out from the -project (as well as the net) later. His proposal<a NAME="proposal12"> -</a> is still -available from the <i>FlightGear </i>web site and can be found under - -<p> -<a href="http://www.flightgear.org/proposal-3.0">http://www.flightgear.org/proposal-3.0</a>. - -<p> -Although the names of the people and several of the details -naturally changed in time, the spirit of that proposal was clearly -retained up to the present status of the project. - -<p> -Actual coding started in summer 1996 and by the end of that year essential graphics -routines were completed. At that time, programming was mainly done and coordinated by -Eric Korpela<a NAME="Korpela, Eric12"> -</a> from Berkeley University -(<a href="mailto:korpela@ssl.Berkeley.EDU">korpela@ssl.Berkeley.EDU</a>). Early code was running under Linux<a NAME="Linux12"> -</a> as well as -under DOS<a NAME="DOS12"> -</a>, OS/2<a NAME="OS/212"> -</a>, Windows 95/NT<a NAME="Windows 95/NT12"> -</a>, and Sun-OS<a NAME="Sun-OS12"> -</a>. This was -quite an ambitious project, as it involved, among others, writing all the graphics -routines<a NAME="graphics -routines12"> -</a> in a system-independent way just from scratch. - -<p> -Development slowed down and finally stopped at the beginning of 1997 when Eric had to -complete 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, Curt12"> -</a> from the University of Minnesota -(<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) who re-started the project in the middle of 1997. His idea -was as simple as successful: Why invent the wheel a second time? There have been several -free flight simulators<a NAME="Flight simulator+free12"> -</a> available running on -workstation<a NAME="workstation12"> -</a>s under several flavors of UNIX<a NAME="UNIX12"> -</a>. One of these, -LaRCsim<a NAME="LaRCsim12"> -</a>, which was developed by Bruce Jackson<a NAME="Jackson, Bruce12"> -</a> from NASA -(<a href="mailto:jackson@larc.nasa.gov">jackson@larc.nasa.gov</a>) seemed to be well-adapted for the present approach. Curt -took this one apart and re-wrote several of the routines in a way making them build-able -as well as run-able on the intended target platforms. The key idea in doing so was -selecting a system-independent graphics platform, i. e. OpenGL<a NAME="OpenGL12"> -</a>, for the basic -graphics routines<a NAME="graphics routines12"> -</a>. -<p><br> -<p> - -<center><img src="navion.gif"><br></center><br> Fig. 1: <i>The Navion<a NAME="Navion12"> -</a> flight model is one of the -features <i>FlightGear </i>inherited from LaRCsim<a NAME="LaRCsim12"> -</a>. Until now it -is the only one plane being realized in <i>FlightGear </i>.</i> -<p><br> -<p> -In addition, a clever decision on the selection of the basic -scenery<a NAME="scenery12"> -</a> data was already made in this very first version. -<i>FlightGear </i>Scenery is created on the basis of satellite data -published by the U. S. Geological Survey<a NAME="U.\,S. Geological Survey12"> -</a>. These terrain -data are available for the whole world over the Internet for free -from - -<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> - for the US resp. - -<p> - <a href="http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html">http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html</a> - -<p> - for other countries. Those freely accessible scenery data in - conjunction with scenery building tools provided with - <i>FlightGear </i>are an important prerequisite enabling anyone to - create his or her own scenery, at least in principle. - -<p> -This new FlightGear code - still largely being based on original LaRCsim<a NAME="LaRCsim12"> -</a> code - -was released in July 1997. From that moment the project gained momentum again. Here are -some milestones from the further history of development: - -<p> - -<UL> -<li> Sun, moon and stars are a field where PC flight simulators - have been notoriously weak for ages. It is one of the great - achievements of <i>FlightGear </i>that it includes accurate sun (watch, Microsoft!), - moon, and planets being moreover placed on their proper positions. - The corresponding astronomy code<a NAME="astronomy code12"> -</a> was implemented in fall 1997 by Durk - Talsma<a NAME="Talsma, Durk12"> -</a> - (<a href="mailto:pn_talsma@macmail.psy.uva.nl">pn_talsma@macmail.psy.uva.nl</a>. - -<p> - -<li> Texture support<a NAME="textures12"> -</a> was added by Curt -Olson<a NAME="Olson, Curt12"> -</a> - (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) in spring 1998. This marked a - significant improvement in terms of reality. You may recall: MSFS had - untextured scenery up to version 4.0. For this purpose, some high-quality - textures were submitted by Eric Mitchell<a NAME="Mitchell, Eric12"> -</a> - (<a href="mailto:mitchell@mars.ark.com">mitchell@mars. ark.com</a>. - -<p> - -<li> A HUD<a NAME="HUD12"> -</a> (head up display<a NAME="head up display12"> -</a>) was added based on code - provided by Michele America<a NAME="America, Michele12"> -</a> (<a href="mailto:nomimarketing@mail.telepac.pt">nomimarketing@mail.telepac.pt</a>) -and Charlie Hotchkiss<a NAME="Hotchkiss, Charlie12"> -</a> -(<a href="mailto:chotchkiss@namg.us.anritsu.com">chotch kiss@namg.us.anritsu.com</a>) - in fall 1997 and continuously improved later. - While being probably not a substitute for a panel<a NAME="panel12"> -</a> and moreover - possibly being a bit odd in that tiny Navion<a NAME="Navion12"> -</a>, this HUD<a NAME="HUD12"> -</a> has proven - extremely useful in navigation until now. - -<p> - -<li> After improving scenery<a NAME="scenery12"> -</a> and -texture<a NAME="textures12"> -</a> support and adding some more - features there was a disappointing side-effect in spring 1998: Frame - rates<a NAME="frame rate12"> -</a> dropped down to a point where <i>FlightGear </i>became inflyable. There - were two main achievements overcoming this problem. First, with the advent - of hardware OpenGL<a NAME="OpenGL12"> -</a> support and corresponding drivers for most of - the graphics cards these features could be exploited in - <i>FlightGear </i>as well, leading to a frame rate<a NAME="frame rate12"> -</a> boost by a - factor up to 10. Second, Curt Olson<a NAME="Olson, Curt12"> -</a> (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) - implemented so-called view frustrum culling<a NAME="view frustrum culling12"> -</a> (a procedure to except part of - the scenery not required from rendering) which gave another 20% or so of - frame rate boost in May 1998. - -<p> - With these two achievements <i>FlightGear </i>became flyable again even on weaker - machines as long as they included a 3D graphics board with - hardware OpenGL<a NAME="OpenGL12"> -</a> support. (With respect to this point one should keep in mind that the code - at present is in no way optimized leaving a lot of room for further - improvements of frame rate.) - -<p> - -<li> A rudimentary autopilot<a NAME="autopilot12"> -</a> implementing heading hold was -contributed by Jeff Goeke-Smith<a NAME="Goeke-Smith, Jeff12"> -</a> (<a href="mailto:jgoeke@voyager.net">jgoeke@voyager.net</a>) in -April 1998. This autopilot was improved to cover altitude hold and a terrain follow -switch in October 1998. - -<p> - -<li> Although detailed menus are still missing there is a first - approach on developing a menu system<a NAME="menu system12"> -</a> based on Steve Baker's<a NAME="Baker, Steve12"> -</a> - (<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>) menu library PUI<a NAME="PUI12"> -</a>. This first menu - system was added in June 1998. - -<p> - -<li> Friedemann Reinhard <a NAME="Reinhard, Friedemann12"> -</a> -(<a href="mailto:mpt218@faupt212.physik.uni-erlangen.de">mpt218@faupt212.physik.uni-erlangen.de</a>) - developed early panel code<a NAME="panel code12"> -</a> including a working airspeed - indicator<a NAME="airspeed - indicator12"> -</a> which was added in June 1998 and has been considerably improved until today. - -<p> - -<li> There was basic audio support<a NAME="audio support12"> -</a> -i. e. an audio library and some basic background engine sound, -contributed by Steve Baker (<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>)<a NAME="Baker, -Steve12"> -</a> and Tom Knienieder<a NAME="Knienieder, Tom12"> -</a> -(<a href="mailto:knienieder@ms.netwing.at">knienieder@ms.netwing.at</a>) in Summer 1998. - -<p> - -<li> Steve Baker<a NAME="Baker, Steve12"> -</a> -(<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>) and Curt Olson<a NAME="Olson, Curt12"> -</a> (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) -got basic joystick/yoke support running in October 1998. While implementation may change -and pedals do not yet work under Windows this marks a huge improvement in terms of -realism. - -<p> - -<li> In September 1998 Curt Olson<a NAME="Olson, Curt12"> -</a> -(<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) succeeded in creating complete terrain Scenery for the USA, -which is available for download from - -<p> -<a href="ftp://ftp.kingmont.com/pub/kingmont/">ftp://ftp.kingmont.com/pub/kingmont/</a>. - -<p> -</UL>This is by no way a complete history and a lot of people making even important -contributions were left out here. Besides the named achievements which are more on the -surface, there was a lot of work done concerning the internal structure, by Steve -Baker<a NAME="Baker, Steve12"> -</a> (<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>)<a NAME="Baker, Steve12"> -</a>, Norman -Vine<a NAME="Vine, Norman12"> -</a> (<a href="mailto:nhv@laserplot.com">nhv@laserplot.com</a>), Gary R. Van Sickle<a NAME="Van Sickle, -Gary, R.12"> -</a> (<a href="mailto:tiberius@braemarinc.com">tiberius@braemarinc.com</a>), and others. A more complete list of -contributors to the project can be found in <i>Landing: Some further thoughts before -leaving the plane</i>, chapter <A href="#landing">7</A> as well as in the file <tt>Thanks</tt> provided -with the code. Moreover, the <i>FlightGear </i>Website<a NAME="\FlightGear Website12"> -</a> contains a detailed history of -all of the development under - -<p> -<a href="http://www.flightgear.org/News/">http://www.flightgear.org/News/</a>. - -<p> - <H2><A NAME="tth_sEc1.3"> -1.3</A> System requirements</H2><a NAME="system requirements13"> -</a> -Compared to other recent flight simulators the system requirements -for <i>FlightGear </i>are rather decent. A P100 is already sufficient, -given you have a proper 3D graphics card, but of course for -getting good performance we recommend a P200 or better, if you run -it on a PC. On the other hand, any not too ancient UNIX<a NAME="UNIX13"> -</a> -workstation<a NAME="workstation13"> -</a> will run <i>FlightGear </i>as well. - -<p> -While in principle you can run <i>FlightGear </i>on 3D boards without OpenGL support or even on -systems without 3D graphics hardware, missing hardware OpenGL support can force even the -fastest PII to its knees (frame rate<a NAME="frame rate13"> -</a>s typically below 1 fps even on fast -machines). Any cheap 3D graphics card will do as long as it features hardware -OpenGL<a NAME="OpenGL13"> -</a> support. For Windows 98/NT<a NAME="Windows 98/NT13"> -</a> drivers, you may contact the home page -of the manufacturer. Moreover, you should have in mind that most OpenGL -drivers<a NAME="OpenGL+drivers13"> -</a> are still marked as beta and moreover, often these drivers -are provided by the makers of the graphics chip instead of the makers of the board. More -detail on OpenGL drivers can be found under - -<p> -<a href="http://www.x-plane.com/v4ibm.html">http://www.x-plane.com/v4ibm.html</a> - -<p> - as well as under - -<p> -<a href="http://www.flightgear.org/Hardware">http://www.flightgear.org/Hardware</a>. - -<p> -Moreover, you need around 16MB of free disk space for installing the -executable including most of the scenery. In case you want to compile -the program yourself you need around 50MB for the source code and for -temporary files created during compilation, independent of the -operating system. - -<p> -If you want to hear the sound effects<a NAME="sound effects13"> -</a> any decent sound card<a NAME="sound card13"> -</a> should serve. -At present, support for using a joystick<a NAME="joystick13"> -</a> or yoke<a NAME="yoke13"> -</a> is just in its early -stages, but is expected to work on most systems. At present, Pedals are supported under -UNIX/Linux only. - -<p> -With respect to operating systems, <i>FlightGear </i>is being primarily developed under -Linux<a NAME="Linux13"> -</a>, a free UNIX clone developed cooperatively over the net in much the same -way as the <i>FlightGear </i>project itself. Moreover, <i>FlightGear </i>runs under Windows -95<a NAME="Windows -9513"> -</a>, Windows 98<a NAME="Windows 9813"> -</a> and Windows NT<a NAME="Windows NT13"> -</a> and given you have a proper -compiler<a NAME="compiler13"> -</a> installed it can be build under all of these platform as well. The -primary compiler for all platforms is GNU C++<a NAME="GNU C++13"> -</a> (i. e. the Cygnus<a NAME="Cygnus13"> -</a> compiler -under Win32), however there is some support for MSVC<a NAME="MSVC13"> -</a>5 as well. Moreover, -<i>FlightGear </i>runs and can be build on several UNIX<a NAME="UNIX13"> -</a>/X11 platforms with GNU C++ -installed. - -<p> - <H2><A NAME="tth_sEc1.4"> -1.4</A> Whom this guide is addressed to and how it is organized</H2> - -<p> -At first: There is not much of the material in this Guide being originally invented by -ourself. You could even say with Montaigne that we ''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 grabbed from -the <i>FlightGear </i>home page<a NAME="\FlightGear home page14"> -</a> being situated at - -<p> -<a href="http://www.flightgear.org/">http://www.flightgear.org/</a> - -<p> - and its various sub pages. However, there still seem to -be a small group of people preferring neatly printed manuals over -loosely scattered Readmes and those may acknowledge our effort. - -<p> -This <i>Installation and Getting Started</i> is intended as being a first step towards -a more complete <i>FlightGear </i>documentation<a NAME="\FlightGear documentation14"> -</a> (with the other parts, supposedly, to -be written by others). Its main addressee is the end-user who is not interested in the -internal workings of OpenGL<a NAME="OpenGL14"> -</a> or in building his or her own scenery, for instance. -It is our hope, that sometime there will be an accompanying <i><i>FlightGear </i> -Programmer's Guide<a NAME="\FlightGear -Programmer's Guide14"> -</a></i>, which could be based on some of the documentation under - -<p> -<a href="http://www.flightgear.org/Docs">http://www.flightgear.org/Docs</a>, - -<p> - a <i><i>FlightGear </i>Scenery Design Guide<a NAME="\FlightGear Scenery Design Guide14"> -</a></i>, and a -<i><i>FlightGear </i>Flight School<a NAME="\FlightGear Flight School14"> -</a></i>, at least. - -<p> -This <i>Installation and Getting Started</i> is organized as -follows: - -<p> -The first chapter <A href="#opengl">2</A>, <i>Getting the engine: Installing OpenGL graphics -drivers</i>, describes how to prepare the computer for handling <i>FlightGear </i>'s graphics -routines. <i>FlightGear </i>is based on a graphics library called OpenGL, thus you must install -either hardware or software OpenGL support for your graphics board (except, you did so -before, of course). - -<p> -Chapter <A href="#building">3</A>, <i>Building the plane: Compiling the program</i>, explains how -to build, i. e. compile the simulator. Depending on your platform this may or may not be -required for you. There will at least be binaries available for those working on a Win32 -(i. e. Windows 98 © or Windows NT ©) platform. For those on such -systems, who want to take off immediately without going through the potentially -troublesome process of compiling, we recommend just skipping that chapter and going -directly to the next one. - -<p> -In chapter <A href="#prefligh">4</A>, <i>Preflight: Installing <i>FlightGear </i></i>, you find -instructions for installing the binaries in case you did not so by building them in the -previous chapter. Moreover, you'll have to install scenery and texture files, which will -be described there, too. - -<p> -The following chapter <A href="#takeoff">5</A>, <i>Takeoff: How to start the program</i>, -describes how to start the program including an overview on the command line options. - -<p> -<i>Flight: Keystrokes, HUD, and all that</i>, chapter <A href="#flight">6</A>, describes how to -operate the program, i. e. to actually fly with <i>FlightGear </i>. This includes several lists -of key strokes as well as a detailed description of the HUD (head up display) as the -primary instrument for controlling the plane. - -<p> -In chapter <A href="#landing">7</A>, <i>Landing: Some further thoughts before leaving the -plane</i>, we would like to give credits to those who did the hard work and give an outlook -on what remains to be done. - -<p> -Finally: <b>We kindly ask others to help us improving this document by submitting -corrections, improvements, and more. Notably, we invite others to contribute descriptions -referring to alternative setups (graphics cards, operating systems, and compilers etc.). -We will be more than happy to include those into forthcoming versions of this -<i>Installation and Getting Started</i> (of course not without giving credit to the -authors).</b> - -<p> -We hope to continuously maintain this document at least for a foreseeable future, but -probably will not be able to produce a new one for any single release of <i>FlightGear </i>. -While we are both watching the mailing lists, it might help, if developers adding new -functionality could send us a short note. - -<p> - <H1><A NAME="tth_chAp2"> -Chapter 2 </A><br>Getting the engine: Installing OpenGL<a NAME="OpenGL20"> -</a> graphics drivers<a NAME="graphics drivers20"> -</a><A NAME="opengl"> -</A></H1> -<i>FlightGear </i>'s graphics engine is based on a graphics library<a NAME="graphics library20"> -</a> called -OpenGL<a NAME="OpenGL20"> -</a>. Its primary advantage is it's platform independence, i. e., programs -written with OpenGL<a NAME="OpenGL20"> -</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 -install some sort of OpenGL<a NAME="OpenGL20"> -</a> support for your video card<a NAME="video card20"> -</a>. Naturally, you -can skip this chapter in case you already did (maybe for Quake or some other game). - -<p> -Unfortunately, there are so many graphics boards, graphics chips and -drivers that we are unable to provide a complete description for all -systems at present, but we hope to be able to extend that section with -the help of others soon. To give beginners a hand, we just describe -what we did to install drivers on our systems. - -<p> -By any means, should you try getting hardware OpenGL<a NAME="OpenGL20"> -</a> drivers for your system, -which is exemplary described in sections <A href="#3dfxlinux">2.1</A> to <A href="#3DFXwin98">2.4</A>, resp. If you -are unable to locate any such drivers you can try software support<a NAME="OpenGL+software -support20"> -</a> as detailed under <A href="#softrend">2.5</A>. - -<p> - <H2><A NAME="tth_sEc2.1"> -2.1</A> 3DFX<a NAME="3DFX21"> -</a> under Linux<a NAME="Linux21"> -</a><A NAME="3dfxlinux"> -</A></H2> - -<p> -An excellent place to search for documentation about Linux and 3D -accelerators is the <i>Linux 3Dfx HOWTO</i> at - -<p> -<a href="http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html">http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html</a>. - -<p> -It describes all the following steps in an in-depth fashion and -should be your first aid in case something goes wrong with your 3D -setup. - -<p> -The 3DFX<a NAME="3DFX21"> -</a> graphics card is a quite popular one (We tested -the Voodoo<a NAME="Voodoo21"> -</a>1 to work). At first, you need the GLIDE<a NAME="GLIDE21"> -</a> -library installed. Grab it at: - -<p> -<a href="http://www.3dfx.com/software/download_glidel.html">http://www.3dfx.com/software/download_glidel.html</a> - -<p> - and install it. -Be careful, you need different Glide libraries for the different types of VooDoos (I, II, Banshee). -There is even an install script included that will do things for you. The canonical place -for GLIDE<a NAME="GLIDE21"> -</a> is <tt>/usr/local/glide</tt>, if you prefer another location, you'll -have to edit the Makefile for <i>FlightGear </i>by hand. Be sure to read and understand the -file <tt>/usr/local/glide/README</tt>. Next, you need to install the MESA<a NAME="MESA21"> -</a> library -version 3.0 (or later). Grab it at - -<p> - <a href="ftp://iris.ssec.wisc.edu/pub/Mesa">ftp://iris.ssec.wisc.edu/pub/Mesa</a>, - -<p> - unpack it and run - -<p> - <tt>make linux-glide</tt> - -<p> - in the Mesa directory. Follow the instructions in the <tt>README</tt> -file, take a close look at <tt>README.3DFX</tt> and play with the demo -programs. - -<p> -Besides these, you need the GLUT<a NAME="GLUT21"> -</a> library version 3.7 (or -greater, aka GameGLUT) installed. Grab it at: - -<p> - <a href="http://reality.sgi.com/opengl/glut3/glut3.html">http://reality.sgi.com/opengl/glut3/glut3.html</a>. - -<p> - Note: Glut-3.7 is included with Mesa 3.0 so if you've already grabbed -the latest version of mesa, you should have everything you need. - -<p> -Finally, some more notes on the behavior of Voodoo<a NAME="Voodoo21"> -</a> boards: - -<p> -Your card comes packaged with a loop-through-cable<a NAME="loop-through-cable21"> -</a>. If you -have only one monitor, then the Voodoo will take it over when -used. This means that all the applications on your desktop will -continue running but you'll only see the <i>FlightGear </i>screen. If -your window manager uses a focus-follows-mouse policy, don't move -the mouse. If you lose the focus, there's no way to shut down -<i>FlightGear </i>graciously! Better solution: Use two monitors, one for -your desktop, connect the other one to your accelerator. You'll -then get a window on your desktop which manages all keyboard -events and you're still able to see your desktop. - -<p> -Running <i>FlightGear </i>under Linux using a 3DFX accelerator board is -somewhat tricky. Most of the boards behavior is controlled by -environment variables.<a NAME="environment variable21"> -</a> The two most -important are: - -<p> - -<UL> -<li><tt>MESA_GLX_FX</tt>: When set to <tt>f</tt> rendering will be in - fullscreen mode, - <tt>w</tt> will perform rendering in a window at a significant speed penalty. - -<p> - -<li> <tt>FX_GLIDE_NO_SPLASH</tt>: - When set to <tt>1</tt> the rotating 3DFX logo - won't appear. For a description of all environment - variables<a NAME="environment variable21"> -</a> for VooDooI/II have a look at - -<p> -<a href="http://www.bahnhof.se/~engstrom/e_3dfxvars.htm">http://www.bahnhof.se/~engstrom/e_3dfxvars.htm</a>. - -<p> -</UL>This completes preparing your 3DFX<a NAME="3DFX21"> -</a> equipped Linux PC for -running <i>FlightGear </i> . -Now proceed and install the support files as described later in this document. - -<p> - <H2><A NAME="tth_sEc2.2"> -2.2</A> Rendition Chipset<a NAME="Rendition chipset22"> -</a> under - Windows 98/NT<a NAME="Windows 98/NT22"> -</a><A NAME="renditionwin"> -</A></H2> - -<p> -This section serves as an example for installing OpenGL<a NAME="OpenGL22"> -</a> -drivers under Windows 98/NT<a NAME="Windows 98/NT22"> -</a>. The Rendition 2100 -chipset<a NAME="Rendition 2100 -chipset22"> -</a> is, for instance, part of the Diamond Stealth II<a NAME="Diamond Stealth II22"> -</a> -card performing especially well in somewhat weaker machines. - -<p> -Diamond itself does not provide any OpenGL<a NAME="OpenGL22"> -</a> driver support for that board. -However, Rendition, who make the graphics chip, do. Go to their Web site and grab the -latest OpenGL<a NAME="OpenGL22"> -</a> Windows drivers<a NAME="Windows drivers22"> -</a> from - -<p> - <a href="http://www.rendition.com/download.html">http://www.rendition.com/download.html</a> - -<p> - Follow the description in <tt>readme.txt</tt>. We recommend making -the drivers the default ones by copying them to -<tt>\windows\system</tt> (which avoids the -hassle of not being sure which driver actually runs). - -<p> -With this step you're already done. - -<p> -According to our experience, so-called mini-OpenGL<a NAME="mini-OpenGL22"> -</a> drivers -provided by some manufacturers for making Quake playable do not -provide the level of OpenGL support required by <i>FlightGear </i>. At -least, Rendition's mini-OpenGL<a NAME="mini-OpenGL22"> -</a> driver definitely does not. - -<p> - <H2><A NAME="tth_sEc2.3"> -2.3</A> RIVA TNT Chipset<a NAME="RIVA TNT chipset23"> -</a> under - Windows 98/NT<a NAME="Windows 98/NT23"> -</a><A NAME="rivatnt"> -</A></H2> - -<p> -Because of its high performance, the RIVA TNT is one of the most popular chipsets today. -The Diamond Viper 550<a NAME="Diamond Viper 55023"> -</a>, ELSA Erazor-2, Creative Graphics Blaster<a NAME="Creative Graphics Blaster23"> -</a>, and -more cards are equipped with this chip. At least the default Viper 550 drivers are known -to us having native built-in OpenGL support making any add-on OpenGL drivers obsolete. -Similar things should apply to the other RIVA TNT based cards. In any case, NVIDIA's -reference drivers being available from - -<p> - <a href="http://www.nvidia.com/">http://www.nvidia.com/</a> - -<p> - do the job as well. - -<p> - <H2><A NAME="tth_sEc2.4"> -2.4</A> 3DFX chip based boards<a NAME="3DFX chip24"> -</a> under - Windows 98/NT<a NAME="Windows 98/NT24"> -</a><A NAME="3DFXwin98"> -</A></H2> - -<p> -The 3DXF<a NAME="3DXF24"> -</a> based 3D add-on or 2D/3D boards are perhaps the -most popular ones today at all. 3DFX<a NAME="3DFX24"> -</a> made Beta OpenGL -Windows 98 drivers available on their Website at - -<p> -<a href="http://www.3dfx.com">http://www.3dfx.com</a>. - -<p> - From the main page go to <tt>Develop 3DFX</tt> and further to <tt>SDKs and -Demos</tt> and grab them there. - -<p> -First, make sure you have the file <tt>glu32.dll</tt> either under -<tt>\Windows\System</tt> or elsewhere in your path. If not, install -the MS OpenGL kit <tt>opengl95</tt> available from Microsoft or elsewhere on the net. -(Which by itself only provides software rendering.) - -<p> -Next, locate the file <tt>3dfxopengl.dll</tt>. in the 3DFX driver package, rename it to -<tt>opengl32.dll</tt> and copy it into <tt>\Windows\System</tt> -overwriting the file with the same name installed from the MS kit. This should get you -going. - -<p> - <H2><A NAME="tth_sEc2.5"> -2.5</A> OpenGL<a NAME="OpenGL25"> -</a> software rendering<a NAME="OpenGL+software rendering25"> -</a> -under Windows 98/NT<A NAME="softrend"> -</A></H2> - -<p> -If you have an accelerated 3D card, it is highly recommended you -install hardware OpenGL<a NAME="OpenGL25"> -</a> drivers for your specific card. - -<p> -However, in case you are really unable to find such drivers and -want to try <i>FlightGear </i>despite this you can install SGI software -OpenGL<a NAME="OpenGL25"> -</a> rendering. For this purpose, get the file -<tt>sgi-opengl2.exe</tt> from - -<p> -<a href="http://www.flightgear.org/Downloads/">http://www.flightgear.org/Downloads/</a>. - -<p> - This is a Windows 98/NT<a NAME="Windows 98/NT25"> -</a> self extracting installation -program. Install it by double-clicking in Windows explorer. The -package includes some demo games you may wish to try by invoking -them from the Start menu. - -<p> - <H1><A NAME="tth_chAp3"> -Chapter 3 </A><br>Building the plane: Compiling<a NAME="compiling30"> -</a> the program<A NAME="building"> -</A></H1> -This major chapter describes how to build <i>FlightGear </i>on several systems. In case you are -on a Win32 (i. e. Windows 98 or Windows NT) platform you may not want to go though that -potentially troublesome process but instead skip that chapter 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 at least to try building the simulator: - -<p> - -<UL> -<li> In case you are on a UNIX<a NAME="UNIX30"> -</a>/Linux<a NAME="Linux30"> -</a> platform there may be no -pre-compiled binaries<a NAME="binaries, pre-compiled30"> -</a> available for your system. We do not -see any reason why the distribution of pre-compiled binaries (with statically linked -libraries) should not be possible for UNIX<a NAME="UNIX30"> -</a> systems in principle as well, but in -practice it is common to install programs like this one on UNIX<a NAME="UNIX30"> -</a> systems by -recompiling them. - -<p> - -<li> There are several options you can set only during -compile time. One such option is the decision to compile with -hardware or software OpenGL<a NAME="OpenGL30"> -</a> rendering enabled. A more -complete list goes beyond this <i>Installation and Getting -Started</i> and should be included in a future -<i><i>FlightGear </i>Programmer's Guide<a NAME="\FlightGear Programmer's Guide30"> -</a></i>. - -<p> - -<li> You may be proud you did. -</UL> -<p> -As you will note, this chapter is far from being complete. Basically, we describe -compiling for two operating systems only, Windows 98/NT<a NAME="Windows 98/NT30"> -</a> and Linux<a NAME="Linux30"> -</a>. There -is a simple explanation for this: These are just the systems we are working on. We hope -to be able to provide descriptions for more systems based on contributions written by -others. - -<p> - <H2><A NAME="tth_sEc3.1"> -3.1</A> Compiling<a NAME="compiling+Linux31"> -</a> under Linux<a NAME="Linux31"> -</a></H2> - -<p> -If you are running Linux you probably have to build your own -binaries<a NAME="binaries31"> -</a>. The following is one way to do so. - -<p> - -<OL type="1"> -<li> Get the file <tt>FlightGear-x.xx.tar.gz</tt> from the -<tt>source</tt> subdirectory under - -<p> - <a href="http://www.flightgear.org/Downloads/">http://www.flightgear.org/Downloads/</a> - -<p> - -<li> Unpack it using : - -<p> - <tt>tar xvfz FlightGear-x.xx.tar.gz</tt>. - -<p> - -<li> <tt>cd</tt> into <tt>FlightGear-x.xx</tt>. Run: - -<p> - <tt>./configure</tt> - -<p> - and wait a few minutes. configure<a NAME="configure31"> -</a> knows about a lot of -options. Have a look at the file <tt>INSTALL</tt> in the -<i>FlightGear </i>source directory to learn about them. If run without -options, configure assumes that you will install the data files -under <tt>/usr/local/lib/FlightGear</tt>. - -<p> - -<li> Assuming configure finished successfully, simply run - -<p> - <tt>make</tt> - -<p> - and wait for the make process to finish. - -<p> - -<li> Now become root (for example by using the su command) and -type - -<p> - <tt>make install</tt>. - -<p> - This will install the binaries<a NAME="binaries31"> -</a> in <tt>/usr/local/bin</tt>. - -<p> -There is a problem concerning permissions under Linux/Glide. All -programs accessing the accelerator board need root permissions. -The solution is either to play as root or make the -<tt>/usr/local/bin/fgfs</tt> binary <tt>setuid root</tt>, i.e. -when this binary is run root privileges are given. Do this by -issuing (as root) - -<p> - <tt>chmod +s /usr/local/bin/fgfs</tt>. - -<p> - A solution for this problem is upcoming, keep an eye on the 3Dfx -website if you run a 3Dfx board. - -<p> -</OL> <H2><A NAME="tth_sEc3.2"> -3.2</A> Compiling<a NAME="compiling+Windows 98/NT32"> -</a> under Windows 98/NT<a NAME="Windows 98/NT32"> -</a></H2> - -<p> - -<OL type="1"> -<li> Contrary to Linux which brings its own compiler Windows comes -not equipped with developmental tools. Several compilers have been shown to work for -compiling <i>FlightGear </i>, including the Cygnus Win32 port of GNU C<a NAME="Cygnus Win32 port of GNU C32"> -</a>++ and the -MS Visual C5<a NAME="MS Visual C532"> -</a> compiler. Given that the project will be a free one we prefer the -Cygnus Compiler as it provides a free development environment. However, we will be happy -to include a proper description in case those who worked out how to compile with MSVC or -other Compilers provide one to us. - -<p> - -<li> Install and configure the Cygnus<a NAME="Cygnus32"> -</a> Gnu-Win32 development - environment. The latest version is Beta 20. The main - Cygnus Gnu-Win32 page is at: - -<p> - <a href="http://www.cygnus.com/misc/gnu-win32/">http://www.cygnus.com/misc/gnu-win32/</a>. - -<p> - You can download the Cygnus Gnu-Win32 compiler from: - -<p> - <a href="ftp://ftp.cygnus.com/pub/gnu-win32/latest/cdk.exe">ftp://ftp.cygnus.com/pub/gnu-win32/latest/cdk.exe</a>. - -<p> - To install it, just run the file <tt>cdk.exe</tt> by double-clicking in - Windows explorer. Be sure to read this package's README : - -<p> - <a href="http://www.cygnus.com/misc/gnu-win32/readme\_toc.html">http://www.cygnus.com/misc/gnu-win32/readme_toc.html</a>. - -<p> - Next, you need several UNIX developmental tools, being compiled for - Windows 98/NT. These are bundled in the package <tt>usertools</tt>. Get it - from - -<p> - <a href="ftp://ftp.cygnus.com/pub/gnu-win32/latest/usertools.exe">ftp://ftp.cygnus.com/pub/gnu-win32/latest/usertools.exe</a> - -<p> - and install it by double-clicking as well. After doing so you should - find a program group called <tt>Cygnus Solutions</tt> in your start menu. - -<p> - -<li> Compiling <i>FlightGear </i>requires you to install the EGCS<a NAME="EGCS32"> -</a> -upgrade to the Cygnus<a NAME="Cygnus32"> -</a> environment being available from: - -<p> -<a href="http://www.xraylith.wisc.edu/~khan/software/gnu-win32/egcs.html">http://www.xraylith.wisc.edu/~khan/software/gnu-win32/egcs.html</a> - -<p> - Again, make sure you follow the directions. It is recommended that you unroll the - EGCS<a NAME="EGCS32"> -</a> stuff over top of your Cygwin32 installation. It will replace many of - the files. - -<p> - -<li> Open the Cygnus bash via its entry in the Start menu. - Mount the drive as follows (assuming your <i>FlightGear </i>drive is <tt>d:</tt>): - -<p> - <tt>mkdir /mnt</tt><br> - <tt>mount d: /mnt</tt> - -<p> - You only have to do this once. The drive stays mounted (until you - umount it) even through reboots and switching off the machine. - -<p> - -<li> Fetch the Flight Gear code and special Win32 libraries<a NAME="Win32 libraries32"> -</a>. These -can be found at: - -<p> - <a href="http://www.flightgear.org/Downloads/Source">http://www.flightgear.org/Downloads/Source</a> - -<p> - Grab the latest <tt>FlightGear-X.XX.zip</tt> and - <tt>win32-libs-X.XX.zip</tt> files. - -<p> - -<li> Unpack the <i>FlightGear </i>source code via - -<p> - <tt>pkunzip -d FlightGear-X.XX.zip</tt>. - -<p> - (Be sure to use the -d option. This will create all the needed - subdirectories. Otherwise you will have one big mess!) - -<p> - -<li> Change to the newly created <tt>FlightGear-X.XX directory</tt> with e. g. - -<p> -<tt>cd //D/FlightGear-X.XX</tt> - -<p> - and unpack the Win32 libraries: - -<p> - <tt>pkunzip -d win32-libs-X.XX.zip</tt>. - -<p> - -<li> You will find a file called <tt>install.exe</tt> in the Win32 -directory after unzipping <tt>win32-libs-X.XX.zip</tt>. This -version of <tt>install.exe</tt> should replace the one in your -\<tt>H-i386-cygwin32\bin</tt> directory - -it's sole claim to fame is that it understands that when many -calls to it say <tt>install foo</tt> they mean <tt>install -foo.exe</tt>. If you skip this step and attempt an install with the -older version present <tt>make install</tt> will fail. - -<p> -Side Note: We need to make a distinction between the -<tt>build tree<a NAME="build tree32"> -</a></tt> and the <tt>install tree<a NAME="install tree32"> -</a></tt>. -The <tt>build tree</tt> is what we've been talking about up until -this point. This is where the source code lives and all the -compiling takes place. Once the executables are built, they need -to be installed someplace. We shall call this install location -the <tt>install tree</tt>. This is where the executables, the -scenery, the textures, and any other run-time files will be -located. - -<p> - -<li> Configure the make system for your environment and your -<tt>install tree</tt>. Tell the configure script where you would like to install the -binaries<a NAME="binaries32"> -</a> and all the scenery<a NAME="scenery32"> -</a> and textures<a NAME="textures32"> -</a> by using the -<tt>--prefix</tt> option. In the following example the base of the <tt>install -tree</tt> is <tt>FlightGear</tt>. Make your you are within <i>FlightGear </i>'s root directory or -change to it. - -<p> - -<li> Run:<a NAME="configure32"> -</a> - -<p> - <tt>./configure --prefix=/mnt/FlightGear</tt>. - -<p> - Side note: The make procedure is designed to link against opengl32.dll, glu32.dll, and -glut32.dll which most accelerated boards require. If this does not apply to yours or if -you installed SGI's software rendering<a NAME="software rendering32"> -</a> as mentioned in subsection <A href="#softrend">2.5</A> -you may have to change these to opengl.dll, glu.dll, and glut.dll. (In case you're in -doubt check your <tt>\windows\system</tt> directory what you've -got.) - -<p> - If this is the case for your video card<a NAME="video card32"> -</a>, you can edit - <tt>.../Simulator/Main/ Makefile</tt> and rename these three libraries to - their "non-32" counterparts. There is only one place in this - <tt>Makefile</tt> where these files are listed. - -<p> - -<li> Build the executable. Run: - -<p> - <tt>make</tt>. - -<p> - -<li> Assuming you have installed the updated version of -<tt>install.exe</tt> (see earlier instructions) you can now create -and populate the install tree. Run: - -<p> - <tt>make install</tt>. - -<p> - You can save a significant amount of space by stripping all the - debugging symbols off of the executable. To do this, change to the - directory in the <tt>install tree</tt> where your binary lives and run: - -<p> - <tt>strip fgfs.exe</tt> resp. <tt>strip fgfs-sgi.exe</tt>. - -<p> -</OL> <H1><A NAME="tth_chAp4"> -Chapter 4 </A><br>Preflight: Installing <i>FlightGear </i><A NAME="prefligh"> -</A></H1> - -<p> - <H2><A NAME="tth_sEc4.1"> -4.1</A> Installing the Binaries</H2><a NAME="binaries+installation41"> -</a> -You can skip this section and go to the installation of scenery in -case you built <i>FlightGear </i>along the lines describes during 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 only pre-compiled binaries<a NAME="binaries41"> -</a> available for -Windows 98/NT<a NAME="Windows 98/NT41"> -</a> while in principle it might be possible to -create (statically linked) binaries for Linux<a NAME="Linux41"> -</a> as well. - -<p> -The following supposes you are on a Windows 98 or Windows -NT<a NAME="Windows 98/NT41"> -</a> system. Installing the binaries is quite -simple. Go to the <i>FlightGear </i>downloads page - -<p> - <a href="http://www.flightgear.org/Downloads/">http://www.flightgear.org/Downloads/</a> - -<p> - and get the latest binaries from the binaries subdirectory named - -<p> -<tt>fg-win32-bin-X.XX.exe</tt> - -<p> - and unpack them via double clicking. This will create a directory <tt>FlightGear</tt> -with several subdirectories. You are done. - -<p> - <H2><A NAME="tth_sEc4.2"> -4.2</A> Installing Support files<a NAME="Support files42"> -</a></H2> - -<p> -Independent on your operating system and independent on if you -built the binaries yourself or installed the precompiled ones as -described above you will need scenery<a NAME="scenery42"> -</a>, texture<a NAME="texture42"> -</a>, -and sound<a NAME="sound42"> -</a> files. A basic package of all these is contained -in the binaries directory mentioned above as - -<p> - <tt>fgfs-base-X.XX</tt>. - -<p> - Preferably, you may want to download the <tt>.tar.gz</tt> version -if you are working under Linux<a NAME="Linux42"> -</a>/UNIX<a NAME="UNIX42"> -</a> and the <tt>.exe</tt> version if you -are under Windows 98/NT<a NAME="Windows 98/NT42"> -</a>. Make sure you get the <b>most recent</b> version. - -<p> -If you're working under Linux<a NAME="Linux42"> -</a> or UNIX<a NAME="UNIX42"> -</a>, unpack the -previously downloaded file with - -<p> - <tt>tar xvfz fgfs-base-X.XX.tar.gz</tt>, - -<p> - while under Windows 98/NT<a NAME="Windows 98/NT42"> -</a> just double click on the file (being situated in the -root of your <i>FlightGear </i>drive.). - -<p> -This already completes installing <i>FlightGear </i>and should enable -you to invoke the program. - -<p> -Some more scenery which, however, is not a substitute for the -package mentioned above but rather is based on it can be found in -the scenery subdirectory under - -<p> - <a href="http://www.flightgear.org/Downloads/">http://www.flightgear.org/Downloads/</a> - -<p> - These may be older versions which may or may not work with the -most recent binaries. - -<p> -In addition, there is a complete set of USA Scenery files<a NAME="USA Scenery files42"> -</a> -available created by Curt Olson<a NAME="Olson, Curt42"> -</a> which can be -downloaded from - -<p> -<a href="ftp://ftp.kingmont.com/pub/kingmont/index.html">ftp://ftp.kingmont.com/pub/kingmont/index.html</a>. - -<p> - The complete set covers several 100's of MBytes. Thus, Curt -provides the complete set on CD-ROM for those who really would -like to fly over all of the USA. For more detail, check the -remarks in the downloads page above. - -<p> -Finally, the binaries directory mentioned contain the complete -<i>FlightGear </i>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> -<a href="http://www.adobe.com/acrobat">http://www.adobe.com/acrobat</a>. - -<p> - on any printer. - -<p> - <H1><A NAME="tth_chAp5"> -Chapter 5 </A><br>Takeoff: How to start the program<A NAME="takeoff"> -</A></H1> - -<p> - <H2><A NAME="tth_sEc5.1"> -5.1</A> Starting under Linux</H2> -Under Linux, <i>FlightGear </i>is invoked by - -<p> - <tt>fgfs --option1 --option2...</tt>, - -<p> - where the options are described in section <A href="#options">5.3</A> below. - -<p> - <H2><A NAME="tth_sEc5.2"> -5.2</A> Starting under Windows 98/NT<a NAME="Windows 98/NT52"> -</a></H2> - -<p> -In Windows explorer, change to <tt>\FlightGear\</tt>. Call -<tt>runfgfs.bat</tt> by double-clicking if you want to invoke the hardware accelerated -version of <i>FlightGear </i><tt>fgfs.exe</tt>, or <tt>runfgfs-sgi.bat</tt> if you installed -SGI's software OpenGL<a NAME="OpenGL52"> -</a> support. - -<p> -Alternatively, if for one or the other reason the batch does not work, you can open an -MS-DOS shell, change to the directory where your binary resides (typically something like -<tt>d:\FlightGear\bin</tt> where you might have to substitute -<tt>d:</tt> in favor of your <i>FlightGear </i>directory), set the environment variable with - -<p> -<tt>SET FG_ROOT=d:\FlightGear\bin</tt> - -<p> - and invoke <i>FlightGear </i>(within the same shell - Windows environment - settings are only valid locally within the same shell) via - -<p> -<tt>fgfs --option1 --option2...</tt>. - -<p> -For getting maximum performance it is highly recommended to -minimize (iconize) the non-graphics window while running -<i>FlightGear </i>. - <p><br> -<p> - -<center><img src="arizona.gif"><br></center><br> Fig. 2: <i>Ready for takeoff. We are at the default startup -position in Arizona.</i> -<p><br> -<p> - <H2><A NAME="tth_sEc5.3"> -5.3</A> Command line parameters<A NAME="options"> -</A></H2> -<a NAME="command line options53"> -</a> - -<p> -Following is a list and short description of the command line options available. In case -of Windows 98/NT it is recommended to include these in <tt>runfgfs.bat</tt>. - -<p> - <H3><A NAME="tth_sEc5.3.1"> -5.3.1</A> General Options</H3> - -<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>FlightGear </i>where to look for its data - files if you didn't compile it with the default settings. - -<p> - -<li><tt>--disable-game-mode</tt>: Disables fullscreen display<a NAME="fullscreen display53"> -</a>. - -<p> - -<li><tt>--enable-game-mode</tt>: Enables fullscreen rendering. - -<p> - -<li><tt>--disable-splash-screen</tt>: Turns off the rotating 3DFX -logo<a NAME="3DFX -logo53"> -</a> when the accelerator board gets initialized. - -<p> - -<li><tt>--enable-splash-screen</tt>: If you like advertising, set this! - -<p> - -<li><tt>--disable-intro-music</tt>: No MP3-sample is being played when - <i>FlightGear </i>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>: In the future, <i>FlightGear </i>will - feature a mouse interface so that options can be set at runtime. As - this feature is not implemented yet it seems wise to disable the - mouse interface. - -<p> - -<li><tt>--enable-mouse-pointer</tt>: Enables another mouse pointer in the - <i>FlightGear </i>window. This is useful when running <i>FlightGear </i>in full - screen mode and will allow access to the - yet to be implemented - - mouse interface of <i>FlightGear </i> . - -<p> - -<li><tt>--disable-pause</tt>: This will put you into <i>FlightGear </i>with the - engine running, ready for Take-Off. - -<p> - -<li><tt>--enable-pause</tt>: Starts <i>FlightGear </i>in pause mode. - -<p> -</UL> <H3><A NAME="tth_sEc5.3.2"> -5.3.2</A> Features</H3> - -<p> - -<UL> -<li><tt>--disable-hud</tt>: Switches off the HUD<a NAME="HUD53"> -</a> (<b>H</b>ead <b>U</b>p - <b>D</b>isplay). - -<p> - -<li><tt>--enable-hud</tt>: Turns the HUD<a NAME="HUD53"> -</a> on. This is the default. - -<p> - -<li><tt>--disable-panel</tt>: Turns off the instrument panel<a NAME="instrument panel53"> -</a>. This is the - default, as the instrument panel is still in its early beginnings - but in our opinion - you should give it a try. - -<p> - -<li><tt>--enable-panel</tt>: This will give you the look of a real cockpit<a NAME="cockpit53"> -</a>. - -<p> - -<li><tt>--disable-sound</tt>: Pretty self explaining, isn't it? - -<p> - -<li><tt>--enable-sound</tt>: - -<p> -</UL> <H3><A NAME="tth_sEc5.3.3"> -5.3.3</A> Initial Position and Orientation<a NAME="orientation53"> -</a></H3> - -<p> - -<UL> -<li><tt>--airport-id=ABCD</tt>: If you want to start directly at an airport, - enter its international code, i.e. KJFK for JFK airport in New York. - 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 gnuzip. Keep in mind, you need the - terrain data for the relevant region!<a NAME="airport code53"> -</a> - -<p> - -<li><tt>--lon=degrees</tt>: This is the starting longitude in degrees (west = -) - -<p> - -<li><tt>--lat=degrees</tt>: This is the starting latitude in degrees (south = -) - -<p> - -<li><tt>--altitude=meters</tt>: You may start in free flight at the given - altitude. Watch for the next options to insert the plane with a - given heading etc. - -<p> - -<li><tt>--heading=degrees</tt>: Sets the initial heading<a NAME="initial heading53"> -</a>. - -<p> - -<li><tt>--roll=degrees</tt>: Initial roll angle.<a NAME="initial roll angle53"> -</a> - -<p> - -<li><tt>--pitch=degrees</tt>: Initial pitch angle.<a NAME="initial pitch angle53"> -</a> - -<p> -</UL> <H3><A NAME="tth_sEc5.3.4"> -5.3.4</A> Rendering Options<a NAME="rendering options53"> -</a></H3> - -<p> - -<UL> -<li><tt>--fog-disable</tt>: To cut down the rendering efforts, distant - regions are vanishing in fog<a NAME="fog53"> -</a> by default. If you disable fogging, - 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 rates will increase. - -<p> - -<li><tt>--fog-nicest</tt>: This option will give you a fairly realistic - view of flying on a hazy day. - -<p> - -<li><tt>--fov=xx.x</tt>: Sets the field of view<a NAME="field of view53"> -</a> in degrees. -The value is displayed on the HUD. Default is 55.0. - -<p> - -<li><tt>--disable-fullscreen</tt>: Self explaining, isn't it? - -<p> - -<li><tt>--enable-fullscreen</tt>: - -<p> - -<li><tt>--shading-flat</tt>: This is the fastest mode but the terrain will look ugly! This option might help if your video accelerator 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="haze53"> -</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="terrain53"> -</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>FlightGear </i>internally looks like, try this! - -<p> -</UL> <H1><A NAME="tth_chAp6"> -Chapter 6 </A><br>Flight: Keystrokes,<a NAME="keystrokes60"> -</a> the HUD<a NAME="HUD60"> -</a> and all that<A NAME="flight"> -</A></H1> - -<p> - <H2><A NAME="tth_sEc6.1"> -6.1</A> Keyboard commands</H2> - -<p> -At present, support for using a joystick<a NAME="joystick61"> -</a> or yoke<a NAME="yoke61"> -</a> -is just in its early stages. It may or may not work - just try -it! In any case, you can use keyboard commands<a NAME="keyboard commands61"> -</a> instead. -For proper controlling via keyboard (i) the -<tt>NumLock<a NAME="NumLock61"> -</a></tt> key must be switched on (ii) the -<i>FlightGear </i>window must have focus (if not, click with the mouse -on the graphics window). - -<p> -After activating <tt>NumLock</tt> the following keyboard -commands<a NAME="keyboard -commands61"> -</a> should work: -<p><br> -<p> - Tab. 1: <i>Main keyboard commands<a NAME="keyboard commands61"> -</a> for <i>FlightGear </i></i>. -<p><br> -<p> - -<center> -<table border><tr><td> -<tr><td>Key </td><td>Action -<tr><td>Pg Up/Pg Dn </td><td>Throttle -<tr><td>Left Arrow/Right Arrow </td><td>Aileron -<tr><td>Up Arrow/Down Arrow </td><td>Elevator -<tr><td>Ins/Enter </td><td>Rudder -<tr><td>5 </td><td>Center aileron/elevator/rudder -<tr><td>Home/End </td><td>Elevator trim</table> - -</center><br> -<p> - - -For changing views you have to de-activate <tt>NumLock</tt>. Now -<tt>Shift</tt> + <font face=symbol> < </font -><tt>Numeric Keypad Key</tt><font face=symbol> > </font -> changes the -view as follows: - <p> - -<p> - Tab. 2: <i>View directions<a NAME="view directions61"> -</a> -accessible after de-activating <tt>NumLock</tt>.</i> -<p><br> -<p> - -<center> -<table border><tr><td> -<tr><td>Numeric Key </td><td>View direction -<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> - - -Moreover, the autopilot<a NAME="autopilot61"> -</a> is controlled via the following -controls: -<p><br> -<p> - Tab. 3: <i>Autopilot controls.<a NAME="autopilot controls61"> -</a></i> -<p><br> -<p> - -<center> -<table border><tr><td> -<tr><td>Key </td><td>Action -<tr><td>Ctrl + A </td><td>Altitude hold toggle on/off -<tr><td>Ctrl + H </td><td>Heading hold toggle on/off -<tr><td>Ctrl + S </td><td>Autothrottle toggle on/off -<tr><td>Ctrl + T </td><td>Terrain follow toggle on/off</table> - -</center><br> -<p> -<p><br>The last one is especially interesting as it makes your -Navion<a NAME="Navion61"> -</a> behave like a cruise missile. - -<p> -Besides these basic keys there are some more special ones; most of -these you'll probably not want to try during your first flight: -<p><br> -<p> - Tab. 4: <i>More control commands.</i> -<p><br> -<p> - -<center> -<table border><tr><td> -<tr><td>Key </td><td>Action -<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 (warp) used by t/T forward/backward -<tr><td>t/T </td><td>Time speed up/slow down forward/backward -<tr><td>x/X </td><td>Zoom in/out -<tr><td>z/Z </td><td>Change visibility (fog) forward/backward -<tr><td>b </td><td>Toggle brakes on/off -<tr><td>p </td><td>Toggle pause on/off -<tr><td>W </td><td>Toggle fullscreen mode on/off (Mesa/3dfx/Glide only) -<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> <H2><A NAME="tth_sEc6.2"> -6.2</A> The head up display</H2> - -<p> -At present, the main instrument for controlling the plane is the -HUD<a NAME="HUD62"> -</a> (<b>H</b>ead <b>U</b>p <b>D</b>isplay -<a NAME="head up display62"> -</a>, see Fig. 1). Neither are HUD<a NAME="HUD62"> -</a>s -used in usual general aviation planes nor in civilian ones. Rather -they belong to the equipment of modern military jets. However, in -view of the fact that the panel<a NAME="panel62"> -</a> is still in the early -stages of development the HUD<a NAME="HUD62"> -</a> is the main instrument for -controlling the plane for now. Besides, it might be easier to fly -using this one than exploiting a panel<a NAME="panel62"> -</a> and several of the -real pilots might prefer it because of combining the readouts of -critical parameters with an outside view onto the real world. -(Several Cessna<a NAME="Cessna62"> -</a> pilots might love to have one, but -technology is simply too expensive for implementing HUDs in -general aviation aircrafts.) - <p><br> -<p> - -<center><img src="hud.gif"><br></center><br> Fig. 3: <i>The HUD, or head up display, as the present main -<i>FlightGear </i>instrument.</i> -<p><br> -<p> -The most important information for navigating, i. e. -throttle<a NAME="throttle62"> -</a>, elevation<a NAME="elevation62"> -</a>, aileron<a NAME="aileron62"> -</a> can be found -on the r.h.s of the HUD<a NAME="HUD62"> -</a>. These are just given on a scale -between 0 and 1. Above these you find the AOA<a NAME="AOA62"> -</a> -(angle of attack<a NAME="angle of attack62"> -</a>; the angle between the wings and the -relative wind i. e. the direction of airflow), the -heading<a NAME="heading62"> -</a> given in degrees, and the sideslip<a NAME="sideslip62"> -</a>. - -<p> -On the left hand side you find the speed<a NAME="speed62"> -</a> in kts and the -roll<a NAME="roll62"> -</a> given in degrees. You may recall the Navion<a NAME="Navion62"> -</a> -taking off at a speed of 100 kts. Still further left you find the -FOV<a NAME="FOV62"> -</a> (= field of view<a NAME="field of view62"> -</a>) in degrees. -Zooming<a NAME="zoom62"> -</a> in and out with the x/X keys changes this one. -The value below that, the number of triangles<a NAME="number of triangles62"> -</a> rendered is -usually not of importance for you as a pilot (and can be switched -off via a corresponding startup option). Below you find the -frame rate<a NAME="frame rate62"> -</a>, displaying the frames per second. - -<p> -Besides these figures, most of the flight parameters and flight -characteristics are displayed graphically in the upper half of the -screen. In the center you find the pitch indicator<a NAME="pitch indicator62"> -</a> (in -degrees) with the aileron indicator<a NAME="aileron indicator62"> -</a> above and the -rudder indicator<a NAME="rudder indicator62"> -</a> below. A corresponding readoff for the -elevation<a NAME="elevation indicator62"> -</a> can be found to the left of -the pitch scale. Below the pitch indicator<a NAME="pitch indicator62"> -</a> you will find a -simple turn indicator<a NAME="turn indicator62"> -</a>. - -<p> -There are two scales further left: The inner one displays the -speed<a NAME="speed62"> -</a> (in kts) while the outer one gives the -vertical speed<a NAME="vertical speed62"> -</a> (climb/sink rate<a NAME="climb/sink rate62"> -</a>). The two scales -on the r.h.s display your height<a NAME="height62"> -</a>, i. e. the left of it -shows the height above ground while the right of it gives that -above zero, both being displayed in feet. - -<p> -Based on these keystrokes and the HUD you should be able to -properly control the plane. Try it! The functions already -implemented are completely sufficient for even doing complicated -manoeuvres. - -<p> -In addition, <i>FlightGear </i>has a rudimentary menu which, however, is -not yet working. If you're done and are about to leave the plane, -just hit the ESC key to exit the program. - -<p> -If you are looking for some interesting places to discover with -<i>FlightGear </i>(which may or may not require downloading additional -scenery) you may want to check - -<p> - <a href="http://www.flightgear.org/Downloads/Places">http://www.flightgear.org/Downloads/Places</a>. - -<p> - <H1><A NAME="tth_chAp7"> -Chapter 7 </A><br>Landing: Some further thoughts before leaving the plane<A NAME="landing"> -</A></H1> - -<p> - <H2><A NAME="tth_sEc7.1"> -7.1</A> Those, who did the work</H2> - -<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="programmers71"> -</a> in case something does not work the way you want -it to. Instead, sit down and write them a kind (!) letter proposing what to change. -Alternatively, you can subscribe to the <i>FlightGear </i>mailing lists<a NAME="mailing lists71"> -</a> and contribute -your thoughts there. Instructions to do so can be found under - -<p> - <a href="http://www.flightgear.org/mail.html">http://www.flightgear.org/mail.html</a>. - -<p> -Essentially there are two lists, one of which being mainly for the developers and the -other one for users. - -<p> - These are the people who did the job (This information was -essentially taken from the file <tt>Thanks</tt> accompanying the -code): - <p><br> -<p> - Raul Alonzo<a NAME="Alonzo, Raul71"> -</a> (<a href="mailto:amil@las.es">amil@las.es</a>)<br> Author of Ssystem and -moon texture. - <p><br> -<p> - Michele America<a NAME="America, Michele71"> -</a> -(<a href="mailto:nomimarketing@mail.telepac.pt">nomimarketing@mail.telepac.pt</a>)<br> - Contributed to the HUD<a NAME="HUD71"> -</a> code. - <p><br> -<p> - Steve Baker<a NAME="Baker, Steve71"> -</a> (<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>)<br> - Author of PUI<a NAME="PUI71"> -</a> (a graphical interface written entirely on top of - OpenGL<a NAME="OpenGL71"> -</a>/GLUT<a NAME="GLUT71"> -</a>). Author of the basic - audio library<a NAME="audio library71"> -</a> used in <i>FlightGear </i>. An immense amount of coaching and tutelage, - both on the subjects of flight simulation and OpenGL<a NAME="OpenGL71"> -</a>. It has been - his comments and thoughts that have prompted the implementation of - most of the more sophisticated features of <i>FlightGear </i> . - <p><br> -<p> - Michael Basler<a NAME="Basler, Michael71"> -</a> (<a href="mailto:pmb@knUUt.de">pmb@knUUt.de</a>)<br> - Coauthor of Installation and Getting Started (together with Bernhard - Buckel). -<p><br> -<p> - John S. Berndt<a NAME="Berndt, John, S.71"> -</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. - 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. -<p><br> -<p> - Paul Bleisch<a NAME="Bleisch, Paul71"> -</a> (<a href="mailto:pbleisch@acm.org">pbleisch@acm.org</a>)<br> - Paul 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. - -<p> - Also contributed a first stab at a config file/command line parsing - system. - <p><br> -<p> - Jim Brennan<a NAME="Brennan, Jim71"> -</a> (<a href="mailto:jjb@foothill.net">jjb@foothill.net</a>)<br> - Provided a big chunk of online space to store USA scenery for Flight Gear. - <p><br> -<p> - Bernie Bright<a NAME="Bright, Bernie71"> -</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. - <p><br> -<p> - Bernhard H. Buckel<a NAME="Buckel, Bernhard H.71"> -</a> -(<a href="mailto:buckel@wmad95.mathematik.uni-wuerzburg.de">buckel@wmad95.mathematik.uni-wuerzburg.de</a>)<br> - Contributed the README.Linux. Coauthor of Installation - and Getting Started (together with Michael Basler). - <p><br> -<p> - Gene Buckle<a NAME="Buckle, Gene71"> -</a> (<a href="mailto:geneb@nwlink.com">geneb@nwlink.com</a>)<br> - Gene has done a lot of work getting <i>FlightGear </i>to compile with the MSVC<a NAME="MSVC71"> -</a>++ - compiler. Numerous hints on detailed improvements. - <p><br> -<p> - Didier Chauveau<a NAME="Chauveau, Didier71"> -</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> - <a href="http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html">http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html</a>. - <p><br> -<p> - Jean-Francois Doue<a NAME="Doue, Jean-Francois71"> -</a><br> - Vector 2D, 3D, 4D and Matrix 3D and 4D inlined C++ classes. (Based on - Graphics Gems IV ed. Paul S. Heckbert) - -<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> - Francine Evans<a NAME="Evans, Francine71"> -</a> (<a href="mailto:evans@cs.sunysb.edu">evans@cs.sunysb.edu</a>) - -<p> -<a href="http://www.cs.sunysb.edu/~evans/stripe.html">http://www.cs.sunysb.edu/~evans/stripe.html</a> - -<p> - Wrote the GPL'd tri-striper. - <p><br> -<p> - Oscar Everitt<a NAME="Everitt, Oscar71"> -</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="FS9871"> -</a>. They are pretty cool and Oscar was happy to contribute - them to our little project. - <p><br> -<p> - Jean-loup Gailly<a NAME="Gailly, Jean-loup71"> -</a> and Mark Adler<a NAME="Adler, Mark71"> -</a> -(<a href="mailto:zlib@quest.jpl.nasa.gov">zlib@quest.jpl.nasa.gov</a>)<br> - Authors of the zlib library<a NAME="zlib library71"> -</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> - Thomas Gellekum<a NAME="Gellekum, Thomas71"> -</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="FreeBSD71"> -</a>. - <p><br> -<p> - Jeff Goeke-Smith<a NAME="Goeke-Smith, Jeff71"> -</a> (<a href="mailto:jgoeke@voyager.net">jgoeke@voyager.net</a>)<br> - Contributed our first autopilot<a NAME="autopilot71"> -</a> (Heading Hold). - Better autoconf check for external timezone/daylight variables. - <p><br> -<p> - Michael I. Gold<a NAME="Gold, Michael, I.71"> -</a> (<a href="mailto:gold@puck.asd.sgi.com">gold@puck.asd.sgi.com</a>)<br> - Patiently answered questions on OpenGL<a NAME="OpenGL71"> -</a>. - <p><br> -<p> - Charlie Hotchkiss<a NAME="Hotchkiss, Charlie71"> -</a> -(<a href="mailto:chotchkiss@namg.us.anritsu.com">chotchkiss@namg.us.anritsu.com</a>)<br> Worked on improving and enhancing the -HUD<a NAME="HUD71"> -</a> code. Lots of code style tips and code tweaks... - <p><br> -<p> - Bruce Jackson<a NAME="Jackson, Bruce71"> -</a> (NASA) (<a href="mailto:e.b.jackson@larc.nasa.gov">e.b.jackson@larc.nasa.gov</a>) - -<p> - <a href="http://agcbwww.larc.nasa.gov/People/ebj.html">http://agcbwww.larc.nasa.gov/People/ebj.html</a> - -<p> - Developed the LaRCsim<a NAME="LaRCsim71"> -</a> code under funding by NASA which we use to provide the - flight model. Bruce has patiently answered many, many questions. - <p><br> -<p> - Tom Knienieder<a NAME="Knienieder, Tom71"> -</a> (<a href="mailto:knienieder@ms.netwing.at">knienieder@ms.netwing.at</a>)<br> - Ported Steve Bakers's audio library<a NAME="audio library71"> -</a> to Win32. - <p><br> -<p> - Reto Koradi<a NAME="Koradi, Reto71"> -</a> (<a href="mailto:kor@mol.biol.ethz.ch">kor@mol.biol.ethz.ch</a>) - -<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/~kor</a></a> - -<p> - Helped with setting up fog effects<a NAME="fog effects71"> -</a>. - <p><br> -<p> - Bob Kuehne<a NAME="Kuehne, Bob71"> -</a> (<a href="mailto:rpk@sgi.com">rpk@sgi.com</a>)<br> - Redid the Makefile system so it is simpler and more robust. - <p><br> -<p> - Vasily Lewis<a NAME="Lewis, Vasily71"> -</a> (<a href="mailto:vlewis@woodsoup.org">vlewis@woodsoup.org</a>) - -<p> - <a href="http://www.woodsoup.org">http://www.woodsoup.org</a> - -<p> - Provided computing resources and services so that the Flight Gear - project could have real home. This includes web services, ftp - services, shell accounts, email lists, dns services, etc. - <p><br> -<p> - Eric Mitchell<a NAME="Mitchell, Eric71"> -</a> (<a href="mailto:mitchell@mars.ark.com">mitchell@mars.ark.com</a>)<br> - Contributed some topnotch scenery textures<a NAME="textures71"> -</a>. - <p><br> -<p> - Anders Morken<a NAME="Morken, Anders71"> -</a> (<a href="mailto:amrken@online.no">amrken@online.no</a>)<br> - Maintains the European mirror of the <i>FlightGear </i>web pages. - <p><br> -<p> - Alan Murta<a NAME="Murta, Alan71"> -</a> (<a href="mailto:amurta@cs.man.ac.uk">amurta@cs.man.ac.uk</a>) - -<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> - Created the Generic Polygon Clipping library. - <p><br> -<p> - Curt Olson<a NAME="Olson, Curt71"> -</a> (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>)<br> - Primary organization of the project. First implementation - and modifications based on LaRCsim<a NAME="LaRCsim71"> -</a>. Besides putting together all - the pieces provided by others mainly concentrating on the scenery - engine<a NAME="scenery - engine71"> -</a> as well as the graphics stuff. - <p><br> -<p> - Friedemann Reinhard<a NAME="Reinhard, Friedemann71"> -</a> -(<a href="mailto:mpt218@faupt212.physik.uni-erlangen.de">mpt218@faupt212.physik.uni-erlangen.de</a>)<br> - Development of textured instrument panel<a NAME="panel71"> -</a>. - <p><br> -<p> - Petter Reinholdtsen<a NAME="Reinholdtsen, Petter71"> -</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> - William Riley<a NAME="Riley, William71"> -</a> (<a href="mailto:riley@technologist.com">riley@technologist.com</a>)<br> - Contributed code to add ''brakes''. - <p><br> -<p> - Paul Schlyter<a NAME="Schlyter, Paul71"> -</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. - <p><br> -<p> - Chris Schoeneman<a NAME="Schoenemann, Chris71"> -</a> (<a href="mailto:crs@millpond.engr.sgi.com">crs@millpond.engr.sgi.com</a>)<br> - Contributed ideas on audio support. - <p><br> -<p> - Jonathan R Shewchuk<a NAME="Shewchuk, Jonathan71"> -</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 program71"> -</a> program. Triangle - is used to calculate the Delauney triangulation of our irregular terrain. - <p><br> -<p> - Gordan Sikic<a NAME="Sikic, Gordan71"> -</a> (<a href="mailto:gsikic@public.srce.hr">gsikic@public.srce.hr</a>)<br> - Contributed a Cherokee flight model<a NAME="Cherokee flight model71"> -</a> for LaRCsim<a NAME="LaRCsim71"> -</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 Navion<a NAME="Navion71"> -</a>. - <p><br> -<p> - Michael Smith<a NAME="Smith, Michael71"> -</a> (<a href="mailto:msmith99@flash.net">msmith99@flash.net</a>)<br> - Contributed cockpit graphics, 3d models, logos, and other images. - Project Bonanza - -<p> - <a href="http://members.xoom.com/ConceptSim/index.html">http://members.xoom.com/ConceptSim/index.html</a>. - <p><br> -<p> - U. S. Geological Survey<a NAME="U.\,S. Geological Survey71"> -</a> - -<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> - Provided geographic data used by this project. - <p><br> -<p> - Durk Talsma<a NAME="Talsma, Durk71"> -</a> (<a href="mailto:pn\_talsma@macmail.psy.uva.nl">pn_talsma@macmail.psy.uva.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. - <p><br> -<p> - Gary R. Van Sickle<a NAME="van Sickle, Gary R.71"> -</a> -(<a href="mailto:tiberius@braemarinc.com">tiberius@braemarinc.com</a>)<br> - Contributed some initial GameGLUT<a NAME="GameGLUT71"> -</a> support and other fixes. - <p><br> -<p> - Norman Vine<a NAME="Vine, Norman71"> -</a> (<a href="mailto:nhv@laserplot.com">nhv@laserplot.com</a>)<br> - Many performance optimizations throughout the code. Many contributions - and much advice for the scenery generation section. Lots of Windows - related contributions. -<p><br> -<p> - Carmelo Volpe<a NAME="Volpe, Carmelo71"> -</a> (<a href="mailto:carmelo.volpe@csb.ki.se">carmelo.volpe@csb.ki.se</a>)<br> - Porting <i>FlightGear </i>to the Metro Works<a NAME="Metro Works71"> -</a> development environment - (PC/Mac). - <p><br> -<p> - Robert Allan Zeh<a NAME="Zeh, Allan71"> -</a> (<a href="mailto:raz@cmg.FCNBD.COM">raz@cmg.FCNBD.COM</a>)<br> - Helped tremendously in figuring out the Cygnus<a NAME="Cygnus71"> -</a> Win32 compiler and - how to link with .dll's. Without him the first run-able Win32 - version of <i>FlightGear </i>would have been impossible. - -<p> - <H2><A NAME="tth_sEc7.2"> -7.2</A> What remains to be done</H2> -At first: If you read (and, maybe, followed) this guide until this -point you may probably agree that <i>FlightGear </i> , 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, terrain -scenery, texturing and simple controls. - -<p> -Despite, <i>FlightGear </i>needs - and gets - further development. Except internal tweakings, -there are several fields where <i>FlightGear </i>needs basics improvement and development. - -<p> -A first direction is adding airports<a NAME="airports72"> -</a>, streets, rivers and -all that bringing the Scenery to real life. - -<p> -Second, the panel<a NAME="panel72"> -</a> (being disabled by default at present) -needs further improvement including more working gauges. - -<p> -Besides, there should be support for adding more planes<a NAME="planes72"> -</a> -and for implementing corresponding flight models differing from -the basic Navion<a NAME="Navion72"> -</a>. - -<p> -Another major task is further implementation of the menu -system<a NAME="menu -system72"> -</a>, which at its present state basically does nothing. - -<p> -Another direction concerns audio support<a NAME="audio support72"> -</a>. While the audio -library itself is essentially complete there is a need for more -sounds to play and for code to drive it. - -<p> -There are already people working in all of these directions. But 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>FlightGear </i>a reality. - -<p> -Beyond this we would like to say special thanks to Curt -Olson,<a NAME="Olson, Curt72"> -</a> whose numerous scattered Readmes, -Thanks, Webpages, and personal eMails were of special help to us -and were freely exploited in the making of this booklet. - -<p> -Further, we would like to thank Kai Troester<a NAME="Troester, Kai72"> -</a> for donating the -solution of some of his compile problems to our Chapter <A href="#missed">8</A>. - -<p> -In addition, we would like to thank Steve Baker<a NAME="Baker, -Steve72"> -</a> for a careful reading and for numerous hints on the first -draft of this guide. - -<p> -In addition we gained from hints given to Newcomers on the Mailing lists, notably from -those given by Norman Vine <a NAME="Vine, Norman72"> -</a>, to name only one. - -<p> - <H1><A NAME="tth_chAp8"> -Chapter 8 </A><br>Missed approach: If anything refuses to work<A NAME="missed"> -</A></H1> -We tried to sort problems<a NAME="problems80"> -</a> according to operating system to -a certain extent , but if you encounter a problem it may be a wise -idea to look beyond ''your'' operating system - just in case. - -<p> - <H2><A NAME="tth_sEc8.1"> -8.1</A> General problems</H2> - -<UL> -<p> - -<li><i>FlightGear </i>runs SOOO slow<br> - If the HUD<a NAME="HUD81"> -</a> indicates you are getting something like 1 fps - (frame per second) or below you typically don't have working hardware - OpenGL<a NAME="OpenGL81"> -</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">2</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>FlightGear </i>with the libraries <tt>opengl32.dll</tt>, - <tt>glut32.dll</tt>, and <tt>glu32.dll</tt> replaced by their - non-32 counterparts. For more details check chapter - <A href="#building">3</A>. - -<p> - If you installed the pre-compiled binaries <tt>runfgfs.bat</tt> invokes - <tt>fgfs.exe</tt> while <tt>runfgfs.sgi.bat</tt> invokes - <tt>fgfs.sgi.exe</tt> with the first ones being linked against the 32-versions. - -<p> - Usually, hardware accelerated drivers use the 32-libraries. - -<p> - -<li>The menu items do not work<br> - No wonder - they are not implemented yet. - -<p> - </UL> <H2><A NAME="tth_sEc8.2"> -8.2</A> Potential problems under Linux</H2> - -<p> -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 <a href="mailto:Kai.Troester@rz.tu-ilmenau.de">Kai.Troester@rz.tu-ilmenau.de</a>.) - -<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>FlightGear </i>by hand. Be sure that - especially the Mesa library contains support for the 3DFX board<a NAME="3DFX board82"> -</a> and - that Glide<a NAME="Glide82"> -</a> libraries are installed and can be found. If a - <tt>ldd `which fgfs`</tt> complains about missing libraries you are in trouble. - -<p> - -<li>Missing permissions<a NAME="permissions82"> -</a><br> - <i>FlightGear </i>needs to be setuid root in order to be capable of - accessing the accelerator board. Be sure to 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>FlightGear </i>binary the proper rights. There is development - of a device named <tt>/dev/3dfx</tt> underway, so this probably - being remedied in the near future. - -<p> - -<li>Non-default install options<br> - <i>FlightGear </i>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>FlightGear </i> - 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<br> - Check as far as you can, as a last resort (and a great information - source, too) there are mailing lists for which information can be - gotten at - -<p> - <a href="http://www.flightgear.org/mail.html">http://www.flightgear.org/mail.html</a>. - -<p> -This will give you direct contact to the developers. - -<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 ) - -<p> - -<li>SuSE Distribution - -<UL> -<p> - -<li> If you have a SuSE distribution use the egcs compiler instead -of the compiler delivered with SuSE. Grab it at - -<p> -<a href="http://egcs.cygnus.com">http://egcs.cygnus.com</a> - -<p> - -<li> SuSE 6.0 users should also use the Glide, -Mesa and Glut Libraries delivered with the distribution - -<li> A known problem of Flight Gear until version Version 0.57 with SuSE concerns - <tt>acconfig.h</tt>. If 'make' stops and reports an error in relation with acconfig.h -insert the following lines to <tt>/usr/share/autoconf/</tt> <tt>acconfig.h</tt>: - -<p> - <tt>/* needed to compile fgfs properly*/</tt><br> - <tt>#undef FG_NDEBUG</tt><br> - <tt>#undef PACKAGE</tt><br> - <tt>#undef VERSION</tt><br> - <tt>#undef WIN32a</tt> - -<p> -(a solution for this problem is coming soon ) -</UL> -<p> - Additionally there are two versions of the GNU C compiler around: - egcs and gcc (the classic one). gcc seems to have its own notion of - some C++ constructs, so updating to egcs won't hurt and maybe help - to compile the program. - -<p> -</UL> <H2><A NAME="tth_sEc8.3"> -8.3</A> Potential problems under Windows95/NT</H2> - -<p> - -<UL> -<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 - in a MS-DOS shell. Double-clicking via explorer does never work - (except you set the environment variable <tt>FG_ROOT</tt> - in the autoexec.bat or otherwise). Rather double-click <tt>runfgfs.bat</tt> or - <tt>runfgfs-sgi.bat</tt> For more detail, check chapter <A href="#takeoff">5</A>. - -<p> - Another potential problem might be you did not download the - most recent versions of scenery and textures required by <i>FlightGear </i>, or - you did not load any scenery or texture 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">4</A>. - -<p> - A further potential source of trouble are so-called - mini-OpenGL<a NAME="mini-OpenGL83"> -</a> drivers provided by some manufacturers. In this case, - <i>FlightGear </i>'s typically hangs while opening the graphics window. - In this case, either replace the mini-OpenGL<a NAME="mini-OpenGL83"> -</a> driver by a - full OpenGL driver or or in case such is not available install - software OpenGL support (see section <A href="#softrend">2.5</A>). - -<p> - -<li><i>FlightGear </i>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. g. with - -<p> -<tt>cd //D/FlightGear-X.XX</tt> - -<p> -before running <tt>Configure</tt> and <tt>Make</tt>. - -<p> - -<li>I am unable to build <i>FlightGear </i>under MSVC<a NAME="MSVC83"> -</a>/MS DevStudio<a NAME="MS DevStudio83"> -</a><br> - By default, <i>FlightGear </i>is bild with GNU C++, i. e. the - Cygnus<a NAME="Cygnus83"> -</a> compiler for Win32. For hints or Makefiles - required for MSVC for MSC DevStudio have a look into - -<p> - <a href="http://www.flightgear.org/Downloads/Source">http://www.flightgear.org/Downloads/Source</a>. - -<p> -</UL><p> - <font size="-2"> <a name="tth_sEcindex"></a> - -<H2> Index (showing section)</H2> - -<DL compact> <dt></dt><dd> <i>FlightGear </i>Flight School, - <a href="#\FlightGear Flight School14">1-4</a> - <dt></dt><dd> <i>FlightGear </i>Programmer's Guide, - <a href="#\FlightGear Programmer's Guide30">3-0</a> - <dt></dt><dd> <i>FlightGear </i>Scenery Design Guide, - <a href="#\FlightGear Scenery Design Guide14">1-4</a> - <dt></dt><dd> <i>FlightGear </i>Website, <a href="#\FlightGear Website12">1-2</a> - <dt></dt><dd> <i>FlightGear </i>documentation, - <a href="#\FlightGear documentation14">1-4</a> - <dt></dt><dd> <i>FlightGear </i>home page, <a href="#\FlightGear home page14">1-4</a> - <dt></dt><dd> 3DFX, <a href="#3DFX21">2-1</a>, <a href="#3DFX24">2-4</a> - <dt></dt><dd> 3DFX board, <a href="#3DFX board82">8-2</a> - <dt></dt><dd> 3DFX chip, <a href="#3DFX chip24">2-4</a> - <dt></dt><dd> 3DXF, <a href="#3DXF24">2-4</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Adler, Mark, <a href="#Adler, Mark71">7-1</a> - <dt></dt><dd> aileron, <a href="#aileron62">6-2</a> - <dt></dt><dd> aileron indicator, <a href="#aileron indicator62">6-2</a> - <dt></dt><dd> airport code, <a href="#airport code53">5-3</a> - <dt></dt><dd> airports, <a href="#airports72">7-2</a> - <dt></dt><dd> Alonzo, Raul, <a href="#Alonzo, Raul71">7-1</a> - <dt></dt><dd> America, Michele, <a href="#America, Michele12">1-2</a>, - <a href="#America, Michele71">7-1</a> - <dt></dt><dd> angle of attack, <a href="#angle of attack62">6-2</a> - <dt></dt><dd> AOA, <a href="#AOA62">6-2</a> - <dt></dt><dd> astronomy code, <a href="#astronomy code12">1-2</a> - <dt></dt><dd> audio library, <a href="#audio library71">7-1</a> - <dt></dt><dd> audio support, <a href="#audio support12">1-2</a>, - <a href="#audio support72">7-2</a> - <dt></dt><dd> autopilot, <a href="#autopilot12">1-2</a>, <a href="#autopilot61">6-1</a>, - <a href="#autopilot71">7-1</a> - <dt></dt><dd> autopilot controls, <a href="#autopilot controls61">6-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Baker, Steve, <a href="#Baker, Steve12">1-2</a>, - <a href="#Baker, Steve71">7-1</a> - <dt></dt><dd> Basler, Michael, <a href="#Basler, Michael71">7-1</a> - <dt></dt><dd> Berndt, John, S., <a href="#Berndt, John, S.71">7-1</a> - <dt></dt><dd> binaries, <a href="#binaries31">3-1</a>, <a href="#binaries32">3-2</a>, - <a href="#binaries41">4-1</a> - <dt></dt><dd> installation, <a href="#binaries+installation41">4-1</a> - <dt></dt><dd> binaries, pre-compiled, <a href="#binaries, pre-compiled30">3-0</a> - <dt></dt><dd> Bleisch, Paul, <a href="#Bleisch, Paul71">7-1</a> - <dt></dt><dd> Brennan, Jim, <a href="#Brennan, Jim71">7-1</a> - <dt></dt><dd> Bright, Bernie, <a href="#Bright, Bernie71">7-1</a> - <dt></dt><dd> BSD UNIX, <a href="#BSD UNIX11">1-1</a> - <dt></dt><dd> Buckel, Bernhard H., <a href="#Buckel, Bernhard H.71">7-1</a> - <dt></dt><dd> Buckle, Gene, <a href="#Buckle, Gene71">7-1</a> - <dt></dt><dd> build tree, <a href="#build tree32">3-2</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Cessna, <a href="#Cessna62">6-2</a> - <dt></dt><dd> Chauveau, Didier, <a href="#Chauveau, Didier71">7-1</a> - <dt></dt><dd> Cherokee flight model, <a href="#Cherokee flight model71">7-1</a> - <dt></dt><dd> climb/sink rate, <a href="#climb/sink rate62">6-2</a> - <dt></dt><dd> cockpit, <a href="#cockpit53">5-3</a> - <dt></dt><dd> command line options, <a href="#command line options53">5-3</a> - <dt></dt><dd> compiler, <a href="#compiler13">1-3</a> - <dt></dt><dd> compiling, <a href="#compiling30">3-0</a> - <dt></dt><dd> Linux, <a href="#compiling+Linux31">3-1</a> - <dt></dt><dd> Windows 98/NT, <a href="#compiling+Windows 98/NT32">3-2</a> - <dt></dt><dd> configure, <a href="#configure31">3-1</a>, <a href="#configure32">3-2</a> - <dt></dt><dd> Creative Graphics Blaster, - <a href="#Creative Graphics Blaster23">2-3</a> - <dt></dt><dd> Cygnus, <a href="#Cygnus13">1-3</a>, <a href="#Cygnus32">3-2</a>, - <a href="#Cygnus71">7-1</a>, <a href="#Cygnus83">8-3</a> - <dt></dt><dd> Cygnus Win32 port of GNU C, - <a href="#Cygnus Win32 port of GNU C32">3-2</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Diamond Stealth II, <a href="#Diamond Stealth II22">2-2</a> - <dt></dt><dd> Diamond Viper 550, <a href="#Diamond Viper 55023">2-3</a> - <dt></dt><dd> documentation, <a href="#documentation11">1-1</a> - <dt></dt><dd> DOS, <a href="#DOS11">1-1</a>, <a href="#DOS12">1-2</a> - <dt></dt><dd> Doue, Jean-Francois, <a href="#Doue, Jean-Francois71">7-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> EGCS, <a href="#EGCS32">3-2</a> - <dt></dt><dd> elevation, <a href="#elevation62">6-2</a> - <dt></dt><dd> elevation indicator, <a href="#elevation indicator62">6-2</a> - <dt></dt><dd> environment variable, <a href="#environment variable21">2-1</a> - <dt></dt><dd> Evans, Francine, <a href="#Evans, Francine71">7-1</a> - <dt></dt><dd> Everitt, Oscar, <a href="#Everitt, Oscar71">7-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> field of view, <a href="#field of view53">5-3</a>, - <a href="#field of view62">6-2</a> - <dt></dt><dd> Flight simulator - <dt></dt><dd> civilian, <a href="#Flight simulator+civilian11">1-1</a> - <dt></dt><dd> free, <a href="#Flight simulator+free12">1-2</a> - <dt></dt><dd> multi-platform, - <a href="#Flight simulator+multi-platform11">1-1</a> - <dt></dt><dd> open, <a href="#Flight simulator+open11">1-1</a> - <dt></dt><dd> user-extensible, - <a href="#Flight simulator+user-extensible11">1-1</a> - <dt></dt><dd> user-supported, - <a href="#Flight simulator+user-supported11">1-1</a> - <dt></dt><dd> Flight Unlimited II, <a href="#Flight Unlimited II11">1-1</a> - <dt></dt><dd> fog, <a href="#fog53">5-3</a> - <dt></dt><dd> fog effects, <a href="#fog effects71">7-1</a> - <dt></dt><dd> FOV, <a href="#FOV62">6-2</a> - <dt></dt><dd> frame rate, <a href="#frame rate12">1-2</a>, - <a href="#frame rate13">1-3</a>, <a href="#frame rate62">6-2</a> - <dt></dt><dd> FreeBSD, <a href="#FreeBSD71">7-1</a> - <dt></dt><dd> FS98, <a href="#FS9811">1-1</a>, <a href="#FS9871">7-1</a> - <dt></dt><dd> fullscreen display, <a href="#fullscreen display53">5-3</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Gailly, Jean-loup, <a href="#Gailly, Jean-loup71">7-1</a> - <dt></dt><dd> GameGLUT, <a href="#GameGLUT71">7-1</a> - <dt></dt><dd> Gellekum, Thomas, <a href="#Gellekum, Thomas71">7-1</a> - <dt></dt><dd> GLIDE, <a href="#GLIDE21">2-1</a> - <dt></dt><dd> Glide, <a href="#Glide82">8-2</a> - <dt></dt><dd> GLUT, <a href="#GLUT21">2-1</a>, <a href="#GLUT71">7-1</a> - <dt></dt><dd> GNU C++, <a href="#GNU C++13">1-3</a> - <dt></dt><dd> Gnu Public License, <a href="#Gnu Public License11">1-1</a> - <dt></dt><dd> Goeke-Smith, Jeff, <a href="#Goeke-Smith, Jeff12">1-2</a>, - <a href="#Goeke-Smith, Jeff71">7-1</a> - <dt></dt><dd> Gold, Michael, I., <a href="#Gold, Michael, I.71">7-1</a> - <dt></dt><dd> graphics drivers, <a href="#graphics drivers20">2-0</a> - <dt></dt><dd> graphics library, <a href="#graphics library20">2-0</a> - <dt></dt><dd> graphics routines, <a href="#graphics routines12">1-2</a> - -<p> - <dt></dt><dd> <dt></dt><dd> haze, <a href="#haze53">5-3</a> - <dt></dt><dd> head up display, <a href="#head up display12">1-2</a>, - <a href="#head up display62">6-2</a> - <dt></dt><dd> heading, <a href="#heading62">6-2</a> - <dt></dt><dd> height, <a href="#height62">6-2</a> - <dt></dt><dd> history, <a href="#history12">1-2</a> - <dt></dt><dd> Hotchkiss, Charlie, <a href="#Hotchkiss, Charlie12">1-2</a>, - <a href="#Hotchkiss, Charlie71">7-1</a> - <dt></dt><dd> HUD, <a href="#HUD12">1-2</a>, <a href="#HUD53">5-3</a>, <a href="#HUD60">6-0</a>, - <a href="#HUD62">6-2</a>, <a href="#HUD71">7-1</a>, - <a href="#HUD81">8-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> initial heading, <a href="#initial heading53">5-3</a> - <dt></dt><dd> initial pitch angle, <a href="#initial pitch angle53">5-3</a> - <dt></dt><dd> initial roll angle, <a href="#initial roll angle53">5-3</a> - <dt></dt><dd> install tree, <a href="#install tree32">3-2</a> - <dt></dt><dd> instrument panel, <a href="#instrument panel53">5-3</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Jackson, Bruce, <a href="#Jackson, Bruce12">1-2</a>, - <a href="#Jackson, Bruce71">7-1</a> - <dt></dt><dd> joystick, <a href="#joystick13">1-3</a>, <a href="#joystick61">6-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> keyboard commands, <a href="#keyboard commands61">6-1</a> - <dt></dt><dd> keystrokes, <a href="#keystrokes60">6-0</a> - <dt></dt><dd> Knienieder, Tom, <a href="#Knienieder, Tom12">1-2</a>, - <a href="#Knienieder, Tom71">7-1</a> - <dt></dt><dd> Koradi, Reto, <a href="#Koradi, Reto71">7-1</a> - <dt></dt><dd> Korpela, Eric, <a href="#Korpela, Eric12">1-2</a> - <dt></dt><dd> Kuehne, Bob, <a href="#Kuehne, Bob71">7-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> LaRCsim, <a href="#LaRCsim12">1-2</a>, <a href="#LaRCsim71">7-1</a> - <dt></dt><dd> Lewis, Vasily, <a href="#Lewis, Vasily71">7-1</a> - <dt></dt><dd> Linux, <a href="#Linux11">1-1</a>, <a href="#Linux12">1-2</a>, - <a href="#Linux13">1-3</a>, <a href="#Linux21">2-1</a>, - <a href="#Linux30">3-0</a>, <a href="#Linux31">3-1</a>, - <a href="#Linux41">4-1</a>, <a href="#Linux42">4-2</a> - <dt></dt><dd> Looking Glass, <a href="#Looking Glass11">1-1</a> - <dt></dt><dd> loop-through-cable, <a href="#loop-through-cable21">2-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> MacIntosh, <a href="#MacIntosh11">1-1</a> - <dt></dt><dd> mailing lists, <a href="#mailing lists71">7-1</a> - <dt></dt><dd> menu system, <a href="#menu system12">1-2</a> - <dt></dt><dd> MESA, <a href="#MESA21">2-1</a> - <dt></dt><dd> Metro Works, <a href="#Metro Works71">7-1</a> - <dt></dt><dd> Microsoft, <a href="#Microsoft11">1-1</a> - <dt></dt><dd> military components, <a href="#military components11">1-1</a> - <dt></dt><dd> mini-OpenGL, <a href="#mini-OpenGL22">2-2</a>, - <a href="#mini-OpenGL83">8-3</a> - <dt></dt><dd> Mitchell, Eric, <a href="#Mitchell, Eric12">1-2</a>, - <a href="#Mitchell, Eric71">7-1</a> - <dt></dt><dd> Morken, Anders, <a href="#Morken, Anders71">7-1</a> - <dt></dt><dd> MS DevStudio, <a href="#MS DevStudio83">8-3</a> - <dt></dt><dd> MS Visual C5, <a href="#MS Visual C532">3-2</a> - <dt></dt><dd> MSVC, <a href="#MSVC13">1-3</a>, <a href="#MSVC71">7-1</a>, - <a href="#MSVC83">8-3</a> - <dt></dt><dd> Murr, David, <a href="#Murr, David12">1-2</a> - <dt></dt><dd> Murta, Alan, <a href="#Murta, Alan71">7-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Navion, <a href="#Navion12">1-2</a>, <a href="#Navion61">6-1</a>, - <a href="#Navion62">6-2</a>, <a href="#Navion71">7-1</a>, - <a href="#Navion72">7-2</a> - <dt></dt><dd> number of triangles, <a href="#number of triangles62">6-2</a> - <dt></dt><dd> NumLock, <a href="#NumLock61">6-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Olson, Curt, <a href="#Olson, Curt12">1-2</a>, - <a href="#Olson, Curt42">4-2</a>, <a href="#Olson, Curt71">7-1</a>, - <a href="#Olson, Curt72">7-2</a> - <dt></dt><dd> OpenGL, <a href="#OpenGL12">1-2</a>, <a href="#OpenGL13">1-3</a>, - <a href="#OpenGL14">1-4</a>, <a href="#OpenGL20">2-0</a>, - <a href="#OpenGL22">2-2</a>, <a href="#OpenGL25">2-5</a>, - <a href="#OpenGL30">3-0</a>, <a href="#OpenGL52">5-2</a>, - <a href="#OpenGL71">7-1</a>, <a href="#OpenGL81">8-1</a> - <dt></dt><dd> drivers, <a href="#OpenGL+drivers13">1-3</a> - <dt></dt><dd> software rendering, - <a href="#OpenGL+software rendering25">2-5</a> - <dt></dt><dd> Operating Systems, <a href="#Operating Systems11">1-1</a> - <dt></dt><dd> orientation, <a href="#orientation53">5-3</a> - <dt></dt><dd> OS/2, <a href="#OS/211">1-1</a>, <a href="#OS/212">1-2</a> - -<p> - <dt></dt><dd> <dt></dt><dd> panel, <a href="#panel12">1-2</a>, <a href="#panel62">6-2</a>, - <a href="#panel71">7-1</a>, <a href="#panel72">7-2</a> - <dt></dt><dd> panel code, <a href="#panel code12">1-2</a> - <dt></dt><dd> permissions, <a href="#permissions82">8-2</a> - <dt></dt><dd> pitch indicator, <a href="#pitch indicator62">6-2</a> - <dt></dt><dd> planes, <a href="#planes72">7-2</a> - <dt></dt><dd> problems, <a href="#problems80">8-0</a> - <dt></dt><dd> programmers, <a href="#programmers71">7-1</a> - <dt></dt><dd> proposal, <a href="#proposal12">1-2</a> - <dt></dt><dd> PUI, <a href="#PUI12">1-2</a>, <a href="#PUI71">7-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Reinhard, Friedemann, <a href="#Reinhard, Friedemann12">1-2</a>, - <a href="#Reinhard, Friedemann71">7-1</a> - <dt></dt><dd> Reinholdtsen, Petter, <a href="#Reinholdtsen, Petter71">7-1</a> - <dt></dt><dd> rendering options, <a href="#rendering options53">5-3</a> - <dt></dt><dd> Rendition chipset, <a href="#Rendition chipset22">2-2</a> - <dt></dt><dd> Riley, William, <a href="#Riley, William71">7-1</a> - <dt></dt><dd> RIVA TNT chipset, <a href="#RIVA TNT chipset23">2-3</a> - <dt></dt><dd> roll, <a href="#roll62">6-2</a> - <dt></dt><dd> rudder indicator, <a href="#rudder indicator62">6-2</a> - -<p> - <dt></dt><dd> <dt></dt><dd> scenery, <a href="#scenery12">1-2</a>, <a href="#scenery32">3-2</a>, - <a href="#scenery42">4-2</a> - <dt></dt><dd> Schlyter, Paul, <a href="#Schlyter, Paul71">7-1</a> - <dt></dt><dd> Schoenemann, Chris, <a href="#Schoenemann, Chris71">7-1</a> - <dt></dt><dd> SGI IRIX, <a href="#SGI IRIX11">1-1</a> - <dt></dt><dd> Shewchuk, Jonathan, <a href="#Shewchuk, Jonathan71">7-1</a> - <dt></dt><dd> sideslip, <a href="#sideslip62">6-2</a> - <dt></dt><dd> Sikic, Gordan, <a href="#Sikic, Gordan71">7-1</a> - <dt></dt><dd> Smith, Michael, <a href="#Smith, Michael71">7-1</a> - <dt></dt><dd> software rendering, <a href="#software rendering32">3-2</a> - <dt></dt><dd> sound, <a href="#sound42">4-2</a> - <dt></dt><dd> sound card, <a href="#sound card13">1-3</a> - <dt></dt><dd> sound effects, <a href="#sound effects13">1-3</a> - <dt></dt><dd> source code, <a href="#source code11">1-1</a> - <dt></dt><dd> speed, <a href="#speed62">6-2</a> - <dt></dt><dd> Sun-OS, <a href="#Sun-OS12">1-2</a> - <dt></dt><dd> SunOS, <a href="#SunOS11">1-1</a> - <dt></dt><dd> Support files, <a href="#Support files42">4-2</a> - <dt></dt><dd> system requirements, <a href="#system requirements13">1-3</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Talsma, Durk, <a href="#Talsma, Durk12">1-2</a>, - <a href="#Talsma, Durk71">7-1</a> - <dt></dt><dd> terrain, <a href="#terrain53">5-3</a> - <dt></dt><dd> texture, <a href="#texture42">4-2</a> - <dt></dt><dd> textures, <a href="#textures12">1-2</a>, <a href="#textures32">3-2</a>, - <a href="#textures71">7-1</a> - <dt></dt><dd> throttle, <a href="#throttle62">6-2</a> - <dt></dt><dd> Torvalds, Linus, <a href="#Torvalds, Linus11">1-1</a> - <dt></dt><dd> triangle program, <a href="#triangle program71">7-1</a> - <dt></dt><dd> Troester, Kai, <a href="#Troester, Kai72">7-2</a> - <dt></dt><dd> turn indicator, <a href="#turn indicator62">6-2</a> - -<p> - <dt></dt><dd> <dt></dt><dd> U. S. Geological Survey, - <a href="#U.\,S. Geological Survey12">1-2</a>, - <a href="#U.\,S. Geological Survey71">7-1</a> - <dt></dt><dd> UNIX, <a href="#UNIX12">1-2</a>, <a href="#UNIX13">1-3</a>, - <a href="#UNIX30">3-0</a>, <a href="#UNIX42">4-2</a> - <dt></dt><dd> USA Scenery files, <a href="#USA Scenery files42">4-2</a> - -<p> - <dt></dt><dd> <dt></dt><dd> van Sickle, Gary R., <a href="#van Sickle, Gary R.71">7-1</a> - <dt></dt><dd> vertical speed, <a href="#vertical speed62">6-2</a> - <dt></dt><dd> video card, <a href="#video card20">2-0</a>, - <a href="#video card32">3-2</a> - <dt></dt><dd> view directions, <a href="#view directions61">6-1</a> - <dt></dt><dd> view frustrum culling, <a href="#view frustrum culling12">1-2</a> - <dt></dt><dd> Vine, Norman, <a href="#Vine, Norman12">1-2</a>, - <a href="#Vine, Norman71">7-1</a>, - <a href="#Vine, Norman72">7-2</a> - <dt></dt><dd> Volpe, Carmelo, <a href="#Volpe, Carmelo71">7-1</a> - <dt></dt><dd> Voodoo, <a href="#Voodoo21">2-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Win32 libraries, <a href="#Win32 libraries32">3-2</a> - <dt></dt><dd> Windows 95/98, <a href="#Windows 95/9811">1-1</a> - <dt></dt><dd> Windows 95/NT, <a href="#Windows 95/NT12">1-2</a> - <dt></dt><dd> Windows 98, <a href="#Windows 9813">1-3</a> - <dt></dt><dd> Windows 98/NT, <a href="#Windows 98/NT13">1-3</a>, - <a href="#Windows 98/NT22">2-2</a>, - <a href="#Windows 98/NT23">2-3</a>, - <a href="#Windows 98/NT24">2-4</a>, - <a href="#Windows 98/NT25">2-5</a>, - <a href="#Windows 98/NT30">3-0</a>, - <a href="#Windows 98/NT32">3-2</a>, - <a href="#Windows 98/NT41">4-1</a>, - <a href="#Windows 98/NT42">4-2</a>, - <a href="#Windows 98/NT52">5-2</a> - <dt></dt><dd> Windows drivers, <a href="#Windows drivers22">2-2</a> - <dt></dt><dd> Windows NT, <a href="#Windows NT11">1-1</a>, - <a href="#Windows NT13">1-3</a> - <dt></dt><dd> workstation, <a href="#workstation12">1-2</a>, - <a href="#workstation13">1-3</a> - -<p> - <dt></dt><dd> <dt></dt><dd> yoke, <a href="#yoke13">1-3</a>, <a href="#yoke61">6-1</a> - -<p> - <dt></dt><dd> <dt></dt><dd> Zeh, Allan, <a href="#Zeh, Allan71">7-1</a> - <dt></dt><dd> zlib library, <a href="#zlib library71">7-1</a> - <dt></dt><dd> zoom, <a href="#zoom62">6-2</a> - -<p> -</DL> </font> -<p><hr><small>File translated from T<sub><font size="-1">E</font></sub>X by <a href="http://hutchinson.belmont.ma.us/tth/">T<sub><font size="-1">T</font></sub>H</a>, version 1.57.</small> -</HTML> + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" + "http://www.w3.org/TR/REC-html40/loose.dtd"><HTML> +<META NAME="GENERATOR" CONTENT="TtH 1.57"> +<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@knUUt.de">pmb@knUUt.de</a>)<br> + Bernhard Buckel + (<a href="mailto:buckel@wmad95.mathematik.uni-wuerzburg.de">buckel@wmad95.mathematik.uni-wuerzburg.de</a>)<br> + +<p> +<img src="start.gif"><br> </H3> +<H3 align=center>June 4, 1999</H3> + +<p> + +<H1>Contents </H1><A href="#tth_chAp1" +>1 Want to have a free flight? Take <i>FlightGear </i>!</A><br>chapter.1 + <A href="#tth_sEc1.1" +>1.1 Yet another Flight Simulator?</A><br>section.1.1 + <A href="#tth_sEc1.2" +>1.2 A short history of <i>FlightGear </i></A><br>section.1.2 + <A href="#tth_sEc1.3" +>1.3 System requirements</A><br>section.1.3 + <A href="#tth_sEc1.4" +>1.4 Whom this guide is addressed to and how it is organized</A><br>section.1.4 +<A href="#tth_chAp2" +>2 Getting the engine: Installing OpenGL graphics drivers</A><br>chapter.2 + <A href="#tth_sEc2.1" +>2.1 3DFX under Linux</A><br>section.2.1 + <A href="#tth_sEc2.2" +>2.2 Rendition Chipset under Windows 98/NT</A><br>section.2.2 + <A href="#tth_sEc2.3" +>2.3 RIVA TNT Chipset under Windows 98/NT</A><br>section.2.3 + <A href="#tth_sEc2.4" +>2.4 3DFX chip based boards under Windows 98/NT</A><br>section.2.4 + <A href="#tth_sEc2.5" +>2.5 OpenGL software rendering under Windows 98/NT</A><br>section.2.5 +<A href="#tth_chAp3" +>3 Building the plane: Compiling the program</A><br>chapter.3 + <A href="#tth_sEc3.1" +>3.1 Compiling under Linux</A><br>section.3.1 + <A href="#tth_sEc3.2" +>3.2 Compiling under Windows 98/NT</A><br>section.3.2 +<A href="#tth_chAp4" +>4 Preflight: Installing <i>FlightGear </i></A><br>chapter.4 + <A href="#tth_sEc4.1" +>4.1 Installing the Binaries on a Windows system</A><br>section.4.1 + <A href="#tth_sEc4.2" +>4.2 Installing Support files</A><br>section.4.2 +<A href="#tth_chAp5" +>5 Takeoff: How to start the program</A><br>chapter.5 + <A href="#tth_sEc5.1" +>5.1 Starting under Linux</A><br>section.5.1 + <A href="#tth_sEc5.2" +>5.2 Starting under Windows 98/NT</A><br>section.5.2 + <A href="#tth_sEc5.3" +>5.3 Command line parameters</A><br>section.5.3 + <A href="#tth_sEc5.3.1" +>5.3.1 General Options</A><br>subsection.5.3.1 + <A href="#tth_sEc5.3.2" +>5.3.2 Features</A><br>subsection.5.3.2 + <A href="#tth_sEc5.3.3" +>5.3.3 Flight model</A><br>subsection.5.3.3 + <A href="#tth_sEc5.3.4" +>5.3.4 Initial Position and Orientation</A><br>subsection.5.3.4 + <A href="#tth_sEc5.3.5" +>5.3.5 Rendering Options</A><br>subsection.5.3.5 + <A href="#tth_sEc5.3.6" +>5.3.6 Scenery Options Options</A><br>subsection.5.3.6 + <A href="#tth_sEc5.3.7" +>5.3.7 HUD Options</A><br>subsection.5.3.7 + <A href="#tth_sEc5.3.8" +>5.3.8 Time options</A><br>subsection.5.3.8 +<A href="#tth_chAp6" +>6 Flight: All about instruments, keystrokes and menus</A><br>chapter.6 + <A href="#tth_sEc6.1" +>6.1 Keyboard commands</A><br>section.6.1 + <A href="#tth_sEc6.2" +>6.2 Menu entries</A><br>section.6.2 + <A href="#tth_sEc6.3" +>6.3 The head up display</A><br>section.6.3 + <A href="#tth_sEc6.4" +>6.4 The Panel</A><br>section.6.4 +<A href="#tth_chAp7" +>7 Landing: Some further thoughts before leaving the plane</A><br>chapter.7 + <A href="#tth_sEc7.1" +>7.1 Those, who did the work</A><br>section.7.1 + <A href="#tth_sEc7.2" +>7.2 What remains to be done</A><br>section.7.2 +<A href="#tth_chAp8" +>8 Missed approach: If anything refuses to work</A><br>chapter.8 + <A href="#tth_sEc8.1" +>8.1 General problems</A><br>section.8.1 + <A href="#tth_sEc8.2" +>8.2 Potential problems under Linux</A><br>section.8.2 + <A href="#tth_sEc8.3" +>8.3 Potential problems under Windows 98/NT</A><br>section.8.3 + +<p> + <H1><A NAME="tth_chAp1"> +Chapter 1 </A><br>Want to have a free flight? Take <i>FlightGear </i>!<A NAME="free"> +</A></H1> + +<p> + <H2><A NAME="tth_sEc1.1"> +1.1</A> Yet another Flight Simulator?</H2> +Did you ever want to fly a plane yourself, but lacked the money or +skills to do so? Do you belong to those real pilots, who want to +improve their 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> +If you are reading this you might have got already some experience either using +Microsoft<a NAME="Microsoft11"> +</a>'s © FS98<a NAME="FS9811"> +</a>, Looking Glass<a NAME="Looking Glass11"> +</a>' © +Flight Unlimited II<a NAME="Flight Unlimited II11"> +</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 the fact, 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="Microsoft11"> +</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 are compromises. As <i>FlightGear </i>is free, there is no need + for such compromises; 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>FlightGear </i> + mailing lists is informative and fun for itself. +</UL> +<p> +The above-mentioned points make <i>FlightGear </i>different from its competitors in several +respect. <i>FlightGear </i>aims to be a civilian,<a NAME="Flight simulator+civilian11"> +</a> +multi-platform,<a NAME="Flight simulator+multi-platform11"> +</a> open,<a NAME="Flight simulator+open11"> +</a> +user-supported,<a NAME="Flight simulator+user-sported11"> +</a> user-extensible<a NAME="Flight +simulator+user-extensible11"> +</a> simulator. + +<p> + +<UL> +<li> <b>Civilian:</b><a NAME="Flight simulator+civilian11"> +</a> The + project is primarily aimed to civilian flight simulation. + It should be appropriate for simulating + general aviation as well as civilian aircraft. However, according to + the open concept of development that sure does not exclude someone + taking the code and integrating military components<a NAME="military components11"> +</a>. + +<p> + +<li><b>Multi-platform:</b><a NAME="Flight simulator+multi-platform11"> +</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 Systems11"> +</a>: + +<UL> +<p> + +<li>Linux<a NAME="Linux11"> +</a> (any platform), + +<li>Windows NT<a NAME="Windows NT11"> +</a> (i86 platform), + +<li>Windows 98(95)<a NAME="Windows 98(95)11"> +</a>, + +<li>BSD UNIX<a NAME="BSD UNIX11"> +</a>, + +<li>SGI IRIX<a NAME="SGI IRIX11"> +</a>, + +<li>SunOS<a NAME="SunOS11"> +</a>, + +<li>MacIntosh (experimental). + </UL> +<p> +There is no known flight simulator, neither commercially nor free, supporting such a +broad range of platforms. + +<p> + +<li><b>Open:</b><a NAME="Flight simulator+open11"> +</a> The project is not + restricted to a closed club of developers. Anyone who feels he or she + being able to contribute is highly welcome. + The code (including documentation) is copyrighted under the + terms of the Gnu Public License<a NAME="Gnu Public License11"> +</a>. + +<p> + The Gnu Public License is often misunderstood. In simple terms it + states that you can copy and freely distribute the program(s) licensed + to it. 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 +making it non-free''</i>.</center><br> + +<p> +The full text of the Gnu Public License<a NAME="Gnu Public License11"> +</a> can be obtained from + +<p> +<a href="http://www.gnu.org/copyleft/gpl.html">http://www.gnu.org/copyleft/gpl.html</a>. + +<p> + +<li><b>User-supported, user-extensible:</b><a NAME="Flight simulator+user-supported11"> +</a> + <a NAME="Flight simulator+user-extensible11"> +</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 developmental documentation<a NAME="documentation11"> +</a>, + which sure has to be written at some point, this is guaranteed by supplying the + source code<a NAME="source code11"> +</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 capturers and others can (and are asked to) + add. It is our hope, that the project will finally gain from the creativeness + and ideas of the hundreds of talented simmers across the world. +</UL> +<p> + Without doubt, the success of the Linux<a NAME="Linux11"> +</a> project initiated by Linus + Torvalds<a NAME="Torvalds, Linus11"> +</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 respect, is better than its commercial competitors. + +<p> + <H2><A NAME="tth_sEc1.2"> +1.2</A> A short history<a NAME="history12"> +</a> of <i>FlightGear </i></H2> + +<p> +This project goes back to a discussion of a group of net-citizens in 1996 resulting in a +proposal written by David Murr<a NAME="Murr, David12"> +</a> who, unfortunately, dropped out from +the project (as well as the net) later. The original proposal<a NAME="proposal12"> +</a> is still available +from the <i>FlightGear </i>web site and can be found under + +<p> +<a href="http://www.flightgear.org/proposal-3.0.1">http://www.flightgear.org/proposal-3.0.1</a> + +<p> +Although the names of the people and several of the details +naturally changed in time, the spirit of that proposal was clearly +retained up to the present status of the project. + +<p> +Actual coding started in summer 1996 and by the end of that year essential graphics +routines were completed. At that time, programming was mainly done and coordinated by +Eric Korpela<a NAME="Korpela, Eric12"> +</a> from Berkeley University +(<a href="mailto:korpela@ssl.Berkeley.EDU">korpela@ssl.Berkeley.EDU</a>). Early code was running under Linux<a NAME="Linux12"> +</a> as well as +under DOS<a NAME="DOS12"> +</a>, OS/2<a NAME="OS/212"> +</a>, Windows 95/NT<a NAME="Windows 95/NT12"> +</a>, and Sun-OS<a NAME="Sun-OS12"> +</a>. This was +quite an ambitious project, as it involved, among others, writing all the graphics +routines<a NAME="graphics +routines12"> +</a> in a system-independent way just from scratch. + +<p> +Development slowed down and finally stopped at the beginning of 1997 when Eric had to +complete 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, Curt12"> +</a> from the University of Minnesota +(<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) who re-started the project in the middle of 1997. His idea +was as simple as successful: Why invent the wheel a second time? There have been several +free flight simulators<a NAME="Flight simulator+free12"> +</a> available running on +workstation<a NAME="workstation12"> +</a>s under different flavors of UNIX<a NAME="UNIX12"> +</a>. One of these, +LaRCsim<a NAME="LaRCsim12"> +</a>, having been developed by Bruce Jackson<a NAME="Jackson, Bruce12"> +</a> from NASA +(<a href="mailto:jackson@larc.nasa.gov">jackson@larc.nasa.gov</a>) seemed to be well-adapted for the present approach. Curt +took this one apart and re-wrote several of the routines in a way making them build-able +as well as run-able on the intended target platforms. The key idea in doing so was +selecting a system-independent graphics platform, i. e. OpenGL<a NAME="OpenGL12"> +</a>, for the basic +graphics routines<a NAME="graphics routines12"> +</a>. +<p><br> +<p> + +<center><img src="navion.gif"><br></center><br><p> Fig. 1: <i>The Navion<a NAME="Navion12"> +</a> flight model is one of the features <i>FlightGear </i> +inherited from LaRCsim<a NAME="LaRCsim12"> +</a>. Until now it is the only one plane being fully realized +in <i>FlightGear </i> .</i> +<p><br> +<p> +In addition, a clever decision on the selection of the basic scenery<a NAME="scenery12"> +</a> data was +already made in this very first version. <i>FlightGear </i>Scenery is created based on +satellite data published by the U. S. Geological Survey<a NAME="U.\,S. Geological Survey12"> +</a>. These terrain data are +available for the whole world over the Internet for free from + +<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> + for the US resp. + +<p> + <a href="http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html">http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html</a> + +<p> + for other countries. Those freely accessible scenery data in + conjunction with scenery building tools provided with + <i>FlightGear </i>are an important prerequisite enabling anyone to + create his or her own scenery, at least in principle. + +<p> +This new <i>FlightGear </i>code - still largely being based on original LaRCsim<a NAME="LaRCsim12"> +</a> code - +was released in July 1997. From that moment the project gained momentum again. Here are +some milestones from the more recent history of development: + +<p> + +<UL> +<li> Sun, moon and stars are a field where PC flight simulators + have been notoriously weak for ages. It is one of the great + achievements of <i>FlightGear </i>that it includes accurate sun (watch, Microsoft!), + moon, and planets, being moreover placed on their proper positions. + The corresponding astronomy code<a NAME="astronomy code12"> +</a> was implemented in fall 1997 by Durk + Talsma<a NAME="Talsma, Durk12"> +</a> + (<a href="mailto:pn_talsma@macmail.psy.uva.nl">pn_talsma@macmail.psy.uva.nl</a>). + +<p> + +<li> Texture support<a NAME="textures12"> +</a> was added by Curt +Olson<a NAME="Olson, Curt12"> +</a> + (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) in spring 1998. This marked a + significant improvement in terms of reality. You may recall: MSFS had + untextured scenery up to version 4.0. For this purpose, some high-quality + textures were submitted by Eric Mitchell<a NAME="Mitchell, Eric12"> +</a> + (<a href="mailto:mitchell@mars.ark.com">mitchell@mars. ark.com</a>. + +<p> + +<li> A HUD<a NAME="HUD12"> +</a> (head up display<a NAME="head up display12"> +</a>) was added based on code + provided by Michele America<a NAME="America, Michele12"> +</a> + (<a href="mailto:nomimarketing@mail.telepac.pt">nomimarketing@mail.telepac.pt</a>) and + Charlie Hotchkiss<a NAME="Hotchkiss, Charlie12"> +</a> +(<a href="mailto:chotchkiss@namg.us.anritsu.com">chotch kiss@namg.us.anritsu.com</a>) + in fall 1997 and continuously improved later, mainly by Norman Vine +(<a href="mailto:nhv@laserplot.com">nhv@laserplot.com</a>). + While being probably not a substitute for a panel<a NAME="panel12"> +</a> and moreover + possibly being a bit odd in that tiny Navion<a NAME="Navion12"> +</a>, this HUD<a NAME="HUD12"> +</a> has proven + extremely useful in navigation until now. + +<p> + +<li> After improving scenery<a NAME="scenery12"> +</a> and +texture<a NAME="textures12"> +</a> support and adding some more + features there was a disappointing side-effect in spring 1998: Frame + rates<a NAME="frame rate12"> +</a> dropped down to a point where <i>FlightGear </i>became inflyable. There + were two main achievements overcoming this problem. First, with the advent + of hardware OpenGL<a NAME="OpenGL12"> +</a> support and corresponding drivers for most of + the graphics cards these features could be exploited in + <i>FlightGear </i>as well, leading to a frame rate<a NAME="frame rate12"> +</a> boost by a + factor up to 10. Second, Curt Olson<a NAME="Olson, Curt12"> +</a> (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) + implemented so-called view frustrum culling<a NAME="view frustrum culling12"> +</a> (a procedure to except part of + the scenery not required from rendering) which gave another 20% or so of + frame rate boost in May 1998. + +<p> + With these two achievements <i>FlightGear </i>became flyable again even on weaker + machines as long as they included a 3D graphics board with + hardware OpenGL<a NAME="OpenGL12"> +</a> support. With respect to this point one should keep in mind that code + at present is in no way optimized leaving a lot of room for further + improvements of frame rate. + +<p> + +<li> A rudimentary autopilot<a NAME="autopilot12"> +</a> implementing heading hold was +contributed by Jeff Goeke-Smith<a NAME="Goeke-Smith, Jeff12"> +</a> (<a href="mailto:jgoeke@voyager.net">jgoeke@voyager.net</a>) in +April 1998. The autopilot was improved, included adding an altitude hold and a terrain +follow switch, in October 1998. + +<p> + +<li> The basics for selectable menu<a NAME="menu12"> +</a>s were laid based on Steve Baker's<a NAME="Baker, Steve12"> +</a> + (<a href="mailto:sjbaker@ hti.com">sjbaker@ hti.com</a>) portable library PLIB<a NAME="PLIB12"> +</a> in June 1998. After having been idle for a + long time, first working menu entries came to life in spring 1999. + +<p> + +<li> Friedemann Reinhard <a NAME="Reinhard, Friedemann12"> +</a> +(<a href="mailto:mpt218@faupt212.physik.uni-erlangen.de">mpt218@faupt212.physik.uni-erlangen.de</a>) + developed early panel code<a NAME="panel code12"> +</a>, including a working airspeed + indicator<a NAME="airspeed + indicator12"> +</a>, which was added in June 1998 and has been considerably improved until today. + +<p> + +<li> There was basic audio support<a NAME="audio support12"> +</a>, i. e. an audio library and some basic background engine sound, contributed by Steve +Baker (<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>)<a NAME="Baker, Steve12"> +</a> in Summer 1998. Today, the audio +library is part of Steves's above-mentioned portable library PLIB<a NAME="PLIB12"> +</a>. This same +library was extended to support joystick /yoke/rudder later which brought <i>FlightGear </i> +joystick support in October 1989, again marking a huge improvement in terms of realism. + +<p> + +<li> In September 1998 Curt Olson<a NAME="Olson, Curt12"> +</a> +(<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>) succeeded in creating first complete terrain Scenery for the +USA, which is available for download from + +<p> +<a href="ftp://ftp.kingmont.com/pub/kingmont/">ftp://ftp.kingmont.com/pub/kingmont/</a> + +<p> +Scenery was further improved by Curt via adding features like lakes, rivers, coastlines +and the like in spring 1999. + +<p> +</UL>This is by no way a complete history and a lot of people making even important +contributions were left out here. Besides the named achievements being more on the +surface there was a lot of work done concerning the internal structure, by Steve +Baker<a NAME="Baker, Steve12"> +</a> (<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>)<a NAME="Baker, Steve12"> +</a>, Norman +Vine<a NAME="Vine, Norman12"> +</a> (<a href="mailto:nhv@laserplot.com">nhv@laserplot.com</a>), Gary R. Van Sickle<a NAME="Van Sickle, +Gary, R.12"> +</a> (<a href="mailto:tiberius@braemarinc.com">tiberius@braemarinc.com</a>), and others. A more complete list of +contributors to the project can be found in <i>Landing: Some further thoughts before +leaving the plane</i>, Chapter <A href="#landing">7</A>, as well as in the file <tt>Thanks</tt> +provided with the code. Moreover, the <i>FlightGear </i>Website<a NAME="\FlightGear Website12"> +</a> contains a detailed +history of all of the development under + +<p> +<a href="http://www.flightgear.org/News/">http://www.flightgear.org/News/</a> + +<p> + <H2><A NAME="tth_sEc1.3"> +1.3</A> System requirements</H2><a NAME="system requirements13"> +</a> +Compared to other recent flight simulators the system requirements +for <i>FlightGear </i>are rather decent. A P100 is already sufficient, +given you have a proper 3D graphics card, but of course for +getting good performance we recommend a P200 or better, if you run +it on a PC. On the other hand, any not too ancient UNIX<a NAME="UNIX13"> +</a> +workstation<a NAME="workstation13"> +</a> will run <i>FlightGear </i>as well. + +<p> +While in principle you can run <i>FlightGear </i>on 3D boards without OpenGL support or even on +systems without 3D graphics hardware at all, missing hardware OpenGL support can force +even the fastest PIII to its knees (frame rate<a NAME="frame rate13"> +</a>s typically below 1 fps). Any cheap +3D graphics card will do as long as it features hardware OpenGL<a NAME="OpenGL13"> +</a> support. For +Windows 98/NT<a NAME="Windows 98/NT13"> +</a> drivers, you may contact the home page of the manufacturer. +Moreover, you should have in mind that several OpenGL drivers<a NAME="OpenGL+drivers13"> +</a> are +still marked as beta and moreover, and sometimes these drivers are provided by the makers +of the graphics chip instead of the makers of the board. More detail on OpenGL drivers +can be found under + +<p> +<a href="http://www.x-plane.com/v4ibm.html">http://www.x-plane.com/v4ibm.html</a> + +<p> + as well as under + +<p> +<a href="http://www.flightgear.org/Hardware">http://www.flightgear.org/Hardware</a>. + +<p> +Next, you need around 16MB of free disk space for installing the executable including +basic scenery. In case you want to compile the program yourself you need around 50MB for +the source code and for temporary files created during compilation, independent of the +operating system. + +<p> +If you want to hear the sound effects<a NAME="sound effects13"> +</a> any decent sound card<a NAME="sound card13"> +</a> should serve. +Besides, <i>FlightGear </i>supports a joystick<a NAME="joystick13"> +</a> or yoke<a NAME="yoke13"> +</a> as well as rudder +pedals<a NAME="rudder +pedals13"> +</a> under Linux<a NAME="Linux13"> +</a> as well as under Windows<a NAME="Windows13"> +</a>. + +<p> +With respect to operating systems, <i>FlightGear </i>is being primarily developed under +Linux<a NAME="Linux13"> +</a>, a free UNIX clone developed cooperatively over the net in much the same +way as the <i>FlightGear </i>project itself. Moreover, <i>FlightGear </i>runs under Windows +95<a NAME="Windows +9513"> +</a>, Windows 98<a NAME="Windows 9813"> +</a> and Windows NT<a NAME="Windows NT13"> +</a> and given you have a proper +compiler<a NAME="compiler13"> +</a> installed can be build under all of these platforms as well. The primary +compiler for all platforms is the free GNU C++<a NAME="GNU C++13"> +</a> (i. e. the Cygnus<a NAME="Cygnus13"> +</a> +compiler under Win32), however there is some support for MSVC<a NAME="MSVC13"> +</a> as well. Moreover, +<i>FlightGear </i>runs and can be build on several UNIX<a NAME="UNIX13"> +</a>/X11 platforms with GNU C++ +installed. + +<p> + <H2><A NAME="tth_sEc1.4"> +1.4</A> Whom this guide is addressed to and how it is organized</H2> + +<p> +At first: There is not much of the material in this Guide being originally invented by +ourself. You could even say with Montaigne that we ''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 grabbed from +the <i>FlightGear </i>home page<a NAME="\FlightGear home page14"> +</a> being situated at + +<p> +<a href="http://www.flightgear.org/">http://www.flightgear.org/</a> + +<p> + and its various sub pages. However, there still seems to +be a small group of people preferring neatly printed manuals over +loosely scattered Readmes and those may acknowledge our effort. + +<p> +This <i>Installation and Getting Started</i> is intended as being a first step towards +a more complete <i>FlightGear </i>documentation<a NAME="\FlightGear documentation14"> +</a> (with the other parts, supposedly, to +be written by others). Its main addressee is the end-user who is not interested in the +internal workings of OpenGL<a NAME="OpenGL14"> +</a> or in building his or her own scenery, for instance. +It is our hope, that sometime there will be an accompanying <i><i>FlightGear </i> +Programmer's Guide<a NAME="\FlightGear +Programmer's Guide14"> +</a></i>, which could be based on some of the documentation under + +<p> +<a href="http://www.flightgear.org/Docs">http://www.flightgear.org/Docs</a>, + +<p> + a <i><i>FlightGear </i>Scenery Design Guide<a NAME="\FlightGear Scenery Design Guide14"> +</a></i>, and a +<i><i>FlightGear </i>Flight School<a NAME="\FlightGear Flight School14"> +</a></i>, at least. + +<p> +This <i>Installation and Getting Started</i> is organized as +follows: + +<p> +The first Chapter <A href="#opengl">2</A>, <i>Getting the engine: Installing OpenGL graphics +drivers</i>, describes how to prepare the computer for handling <i>FlightGear </i>'s graphics +routines. <i>FlightGear </i>is based on a graphics library called OpenGL, thus you must install +either hardware or software OpenGL support for your graphics board (except, you did so +before). + +<p> +Chapter <A href="#building">3</A>, <i>Building the plane: Compiling the program</i>, explains how +to build, i. e. compile the simulator. Depending on your platform this may or may not be +required for you. There will at least be binaries available for those working on a Win32 +(i. e. Windows 98 © or Windows NT ©) platform. For those on such +systems, who want to take off immediately without going through the potentially +troublesome process of compiling, we recommend just skipping that Chapter and going +directly to the next one. + +<p> +In Chapter <A href="#prefligh">4</A>, <i>Preflight: Installing <i>FlightGear </i></i>, you find +instructions for installing the binaries in case you did not so by building them in the +previous Chapter. Moreover, you'll have to install scenery and texture files, which will +be described there, too. + +<p> +The following Chapter <A href="#takeoff">5</A>, <i>Takeoff: How to start the program</i>, +describes how to start the program including an overview on the command line options. + +<p> +Chapter <A href="#flight">6</A>, <i>Flight: All about instruments, keystrokes and menus</i>, +describes how to operate the program, i. e. to actually fly with +<i>FlightGear </i> . This includes a (hopefully) complete list of key strokes, an +overview on the menu entries, as well as a detailed description of the HUD (head up +display) and the panel. + +<p> +In Chapter <A href="#landing">7</A>, <i>Landing: Some further thoughts before leaving the +plane</i>, we would like to give credits to those who did the hard work, and give an outlook +on what remains to be done. + +<p> +Finally: <b>We kindly ask others to help us improving this document by submitting +corrections, improvements, and more. Notably, we invite others to contribute descriptions +referring to alternative setups (graphics cards, operating systems, and compilers etc.). +We will be more than happy to include those into forthcoming versions of this +<i>Installation and Getting Started</i> (of course not without giving credit to the +authors).</b> + +<p> +We hope to continuously maintain this document at least for a foreseeable future, but +probably will not be able to produce a new one for any single release of <i>FlightGear </i>. +While we are both watching the mailing lists, it might help, if developers adding new +functionality could send us a short note. + +<p> + <H1><A NAME="tth_chAp2"> +Chapter 2 </A><br>Getting the engine: Installing OpenGL<a NAME="OpenGL20"> +</a> graphics drivers<a NAME="graphics drivers20"> +</a><A NAME="opengl"> +</A></H1> +<i>FlightGear </i>'s graphics engine is based on a graphics library<a NAME="graphics library20"> +</a> called +OpenGL<a NAME="OpenGL20"> +</a>. Its primary advantage is it's platform independence, i. e., programs +written with OpenGL<a NAME="OpenGL20"> +</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 +install some sort of OpenGL<a NAME="OpenGL20"> +</a> support for your video card<a NAME="video card20"> +</a>. Naturally, you +can skip this Chapter in case you already did (maybe for Quake or some other game). + +<p> +Unfortunately, there are so many graphics boards, graphics chips and drivers that we are +unable to provide a complete description for all systems. To give beginners a hand, we +just describe what we did to install drivers on our systems, which might be not too +exotic. + +<p> +By any means, try getting hardware OpenGL<a NAME="OpenGL20"> +</a> drivers for your system, which is +exemplary described in Sections <A href="#3dfxlinux">2.1</A> to <A href="#3DFXwin98">2.4</A>, resp. If you are +unable to locate any such drivers you can try software support<a NAME="OpenGL+software +support20"> +</a> as detailed under <A href="#softrend">2.5</A>. + +<p> + <H2><A NAME="tth_sEc2.1"> +2.1</A> 3DFX<a NAME="3DFX21"> +</a> under Linux<a NAME="Linux21"> +</a><A NAME="3dfxlinux"> +</A></H2> + +<p> +An excellent place to search for documentation about Linux and 3D +accelerators is the <i>Linux 3Dfx HOWTO</i> at + +<p> +<a href="http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html">http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html</a>. + +<p> +It describes all the following steps in an in-depth fashion and +should be your first aid in case something goes wrong with your 3D +setup. + +<p> +The 3DFX<a NAME="3DFX21"> +</a> graphics card is a quite popular one (We tested +the Voodoo<a NAME="Voodoo21"> +</a>1 to work). At first, you need the GLIDE<a NAME="GLIDE21"> +</a> +library installed. Grab it at: + +<p> +<a href="http://www.3dfx.com/software/download_glidel.html">http://www.3dfx.com/software/download_glidel.html</a> + +<p> + and install it. +Be careful, you need different Glide libraries for the different types of VooDoos (I, II, Banshee). +There is even an install script included that will do things for you. The canonical place +for GLIDE<a NAME="GLIDE21"> +</a> is <tt>/usr/local/glide</tt>, if you prefer another location, you'll +have to edit the Makefile for <i>FlightGear </i>by hand. Be sure to read and understand the +file <tt>/usr/local/glide/README</tt>. Next, you need to install the MESA<a NAME="MESA21"> +</a> library +version 3.0 (or later). Grab it at + +<p> + <a href="ftp://iris.ssec.wisc.edu/pub/Mesa">ftp://iris.ssec.wisc.edu/pub/Mesa</a>, + +<p> + unpack it and run + +<p> + <tt>make linux-glide</tt> + +<p> + in the Mesa directory. Follow the instructions in the <tt>README</tt> +file, take a close look at <tt>README.3DFX</tt> and play with the demo +programs. + +<p> +Besides these, you need the GLUT<a NAME="GLUT21"> +</a> library version 3.7 (or +greater, aka GameGLUT) installed. Grab it at: + +<p> + <a href="http://reality.sgi.com/opengl/glut3/glut3.html">http://reality.sgi.com/opengl/glut3/glut3.html</a>. + +<p> + Note: Glut-3.7 is included with Mesa 3.0 so if you've already grabbed +the latest version of mesa, you should have everything you need. + +<p> +Finally, some more notes on the behavior of Voodoo<a NAME="Voodoo21"> +</a> boards: + +<p> +Your card comes packaged with a loop-through-cable<a NAME="loop-through-cable21"> +</a>. If you +have only one monitor, then the Voodoo will take it over when +used. This means that all the applications on your desktop will +continue running but you'll only see the <i>FlightGear </i>screen. If +your window manager uses a focus-follows-mouse policy, don't move +the mouse. If you lose the focus, there's no way to shut down +<i>FlightGear </i>graciously! Better solution: Use two monitors, one for +your desktop, connect the other one to your accelerator. You'll +then get a window on your desktop which manages all keyboard +events and you're still able to see your desktop. + +<p> +Running <i>FlightGear </i>under Linux using a 3DFX accelerator board is +somewhat tricky. Most of the boards behavior is controlled by +environment variables.<a NAME="environment variable21"> +</a> The two most +important are: + +<p> + +<UL> +<li><tt>MESA_GLX_FX</tt>: When set to <tt>f</tt> rendering will be in + fullscreen mode, + <tt>w</tt> will perform rendering in a window at a significant speed penalty. + +<p> + +<li> <tt>FX_GLIDE_NO_SPLASH</tt>: + When set to <tt>1</tt> the rotating 3DFX logo + won't appear. For a description of all environment + variables<a NAME="environment variable21"> +</a> for VooDooI/II have a look at + +<p> +<a href="http://www.bahnhof.se/~engstrom/e_3dfxvars.htm">http://www.bahnhof.se/~engstrom/e_3dfxvars.htm</a>. + +<p> +</UL>This completes preparing your 3DFX<a NAME="3DFX21"> +</a> equipped Linux PC for running +<i>FlightGear </i> . +Now proceed and install the support files as described later in this document. + +<p> + <H2><A NAME="tth_sEc2.2"> +2.2</A> Rendition Chipset<a NAME="Rendition chipset22"> +</a> under + Windows 98/NT<a NAME="Windows 98/NT22"> +</a><A NAME="renditionwin"> +</A></H2> + +<p> +This Section serves as an example for installing OpenGL<a NAME="OpenGL22"> +</a> drivers under +Windows 98/NT<a NAME="Windows 98/NT22"> +</a>. The Rendition 2100 chipset<a NAME="Rendition 2100 chipset22"> +</a> is, for instance, included in +the Diamond Stealth II<a NAME="Diamond Stealth II22"> +</a> card performing especially well in somewhat weaker +machines. + +<p> +Diamond itself does not provide any OpenGL<a NAME="OpenGL22"> +</a> driver support for that board. +However, Rendition, who make the graphics chip, do. Go to their Web site and grab the +latest OpenGL<a NAME="OpenGL22"> +</a> Windows drivers<a NAME="Windows drivers22"> +</a> from + +<p> + <a href="http://www.rendition.com/download.html">http://www.rendition.com/download.html</a> + +<p> + Follow the description in <tt>readme.txt</tt>. We recommend making +the drivers the default ones by copying them to +<tt>\windows\system</tt> (which avoids the +hassle of not being sure which driver actually runs). + +<p> +With this step you're already done. + +<p> +According to our experience, so-called mini-OpenGL<a NAME="mini-OpenGL22"> +</a> drivers +provided by some manufacturers for making Quake playable do not +provide the level of OpenGL support required by <i>FlightGear </i>. At +least, Rendition's mini-OpenGL<a NAME="mini-OpenGL22"> +</a> driver definitely does not. + +<p> + <H2><A NAME="tth_sEc2.3"> +2.3</A> RIVA TNT Chipset<a NAME="RIVA TNT chipset23"> +</a> under + Windows 98/NT<a NAME="Windows 98/NT23"> +</a><A NAME="rivatnt"> +</A></H2> + +<p> +Because of its high performance, the RIVA TNT is one of the most popular chipsets today. +The Diamond Viper 550<a NAME="Diamond Viper 55023"> +</a>, ELSA Erazor-2, Creative Graphics Blaster<a NAME="Creative Graphics Blaster23"> +</a>, and +more cards come equipped with this chip. At least the default Viper 550 drivers are known +to us having native built-in OpenGL support making any add-on OpenGL drivers obsolete. +Similar things should apply to the other RIVA TNT based boards. In any case, NVIDIA's +reference drivers being available from + +<p> + <a href="http://www.nvidia.com/">http://www.nvidia.com/</a> + +<p> + do the job as well. + +<p> + <H2><A NAME="tth_sEc2.4"> +2.4</A> 3DFX chip based boards<a NAME="3DFX chip24"> +</a> under + Windows 98/NT<a NAME="Windows 98/NT24"> +</a><A NAME="3DFXwin98"> +</A></H2> + +<p> +The 3DXF<a NAME="3DXF24"> +</a> based 3D add-on or 2D/3D boards are perhaps the +most popular ones today at all. 3DFX<a NAME="3DFX24"> +</a> made Beta OpenGL +Windows 98 drivers available on their Website at + +<p> +<a href="http://www.3dfx.com">http://www.3dfx.com</a>. + +<p> + From the main page go to <tt>Develop 3DFX</tt> and further to <tt>SDKs and +Demos</tt> and grab them there. + +<p> +First, make sure you have the file <tt>glu32.dll</tt> either under +<tt>\Windows\System</tt> or elsewhere in your path. If not, install +the MS OpenGL kit <tt>opengl95</tt> available from Microsoft or elsewhere on the net +(which by itself only provides software rendering). + +<p> +Next, locate the file <tt>3dfxopengl.dll</tt>. in the 3DFX driver package, rename it to +<tt>opengl32.dll</tt> and copy it into <tt>\Windows\System</tt> +overwriting the file with the same name installed from the MS kit. This should get you +going. + +<p> + <H2><A NAME="tth_sEc2.5"> +2.5</A> OpenGL<a NAME="OpenGL25"> +</a> software rendering<a NAME="OpenGL+software rendering25"> +</a> +under Windows 98/NT<A NAME="softrend"> +</A></H2> + +<p> +If you have an accelerated 3D card, it is highly recommended you +install hardware OpenGL<a NAME="OpenGL25"> +</a> drivers for your specific card. + +<p> +However, in case you are really unable to find such drivers and +want to try <i>FlightGear </i>despite this you can install SGI software +OpenGL<a NAME="OpenGL25"> +</a> rendering. For this purpose, get the file +<tt>sgi-opengl2.exe</tt> from + +<p> +<a href="ftp://ftp.flightgear.org/pub/fgfs/Misc/">ftp://ftp.flightgear.org/pub/fgfs/Misc/</a>. + +<p> + This is a Windows 98/NT<a NAME="Windows 98/NT25"> +</a> self extracting installation +program. Install it by double-clicking in Windows explorer. The +package includes some demo games you may wish to try by invoking +them from the Start menu. + +<p> + <H1><A NAME="tth_chAp3"> +Chapter 3 </A><br>Building the plane: Compiling<a NAME="compiling30"> +</a> the program<A NAME="building"> +</A></H1> +This central Chapter describes how to build <i>FlightGear </i>on several systems. In case you +are on a Win32 (i. e. Windows 98 or Windows NT) platform you may not want to go though +that potentially troublesome process but instead skip that Chapter 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 at least to try building the simulator: + +<p> + +<UL> +<li> In case you are on a UNIX<a NAME="UNIX30"> +</a>/Linux<a NAME="Linux30"> +</a> platform there are supposedly no +pre-compiled binaries<a NAME="binaries, pre-compiled30"> +</a> available for your system. We do not +see any reason why the distribution of pre-compiled binaries (with statically linked +libraries) should not be possible for UNIX<a NAME="UNIX30"> +</a> systems in principle as well, but in +practice it is common to install programs like this one on UNIX<a NAME="UNIX30"> +</a> systems by +recompiling them. + +<p> + +<li> There are several options you can set only during +compile time. One such option is the decision to compile with +hardware or software OpenGL<a NAME="OpenGL30"> +</a> rendering enabled. A more +complete list goes beyond this <i>Installation and Getting +Started</i> and should be included in a future +<i><i>FlightGear </i>Programmer's Guide<a NAME="\FlightGear Programmer's Guide30"> +</a></i>. + +<p> + +<li> You may be proud you did. +</UL> +<p> +On the other hand, compiling <i>FlightGear </i>is not a task for novice users. Thus, if you're +a beginner (we all were once) we recommend postponing this and just starting with the +binary distribution to get you flying. + +<p> +As you will note, this Chapter is far from being complete. Basically, we describe +compiling for two operating systems only, Windows 98/NT<a NAME="Windows 98/NT30"> +</a> and Linux<a NAME="Linux30"> +</a>. There +is a simple explanation for this: These are just the systems we are working on. We hope +to be able to provide descriptions for more systems based on contributions written by +others. + +<p> + <H2><A NAME="tth_sEc3.1"> +3.1</A> Compiling<a NAME="compiling+Linux31"> +</a> under Linux<a NAME="Linux31"> +</a></H2> + +<p> +If you are running Linux you probably have to build your own +binaries<a NAME="binaries31"> +</a>. The following is one way to do so. + +<p> + +<OL type="1"> +<li> Get the file <tt>FlightGear-x.xx.tar.gz</tt> from the +<tt>source</tt> subdirectory under + +<p> + <a href="ftp://ftp.flightgear.org/pub/fgfs/Source/">ftp://ftp.flightgear.org/pub/fgfs/Source/</a> + +<p> + +<li> Unpack it using : + +<p> + <tt>tar xvfz FlightGear-x.xx.tar.gz</tt>. + +<p> + +<li> <tt>cd</tt> into <tt>FlightGear-x.xx</tt>. Run: + +<p> + <tt>./configure</tt> + +<p> + and wait a few minutes. configure<a NAME="configure31"> +</a> knows about a lot of +options. Have a look at the file <tt>INSTALL</tt> in the +<i>FlightGear </i>source directory to learn about them. If run without +options, configure assumes that you will install the data files +under <tt>/usr/local/lib/FlightGear</tt>. + +<p> + +<li> Assuming configure finished successfully, simply run + +<p> + <tt>make</tt> + +<p> + and wait for the make process to finish. + +<p> + +<li> Now become root (for example by using the su command) and +type + +<p> + <tt>make install</tt>. + +<p> + This will install the binaries<a NAME="binaries31"> +</a> in <tt>/usr/local/bin</tt>. + +<p> +There is a problem concerning permissions under Linux/Glide. All +programs accessing the accelerator board need root permissions. +The solution is either to play as root or make the +<tt>/usr/local/bin/fgfs</tt> binary <tt>setuid root</tt>, i.e. +when this binary is run root privileges are given. Do this by +issuing (as root) + +<p> + <tt>chmod +s /usr/local/bin/fgfs</tt>. + +<p> + A solution for this problem is upcoming, keep an eye on the 3Dfx +website if you run a 3Dfx board. + +<p> +</OL> <H2><A NAME="tth_sEc3.2"> +3.2</A> Compiling<a NAME="compiling+Windows 98/NT32"> +</a> under Windows 98/NT<a NAME="Windows 98/NT32"> +</a></H2> + +<p> + +<OL type="1"> +<li> Windows, contrary to Linux which brings its own compiler, comes +not equipped with developmental tools. Several compilers have been shown to work for +compiling <i>FlightGear </i>, including the Cygnus Win32 port of GNU C<a NAME="Cygnus Win32 port of GNU C32"> +</a>++ and the +MS Visual C<a NAME="MS Visual C32"> +</a> compiler. Given that the project will be a free one we prefer the +Cygnus Compiler as it provides a free development environment. However, we will be happy +to include a proper description in case those who worked out how to compile with MSVC or +other Compilers provide one. + +<p> + +<li> Install and configure the Cygnus<a NAME="Cygnus32"> +</a> Gnu-Win32 development + environment. The latest version is Beta 20. The main + Cygnus Gnu-Win32 page is at: + +<p> + <a href="http://sourceware.cygnus.com/cygwin/">http://sourceware.cygnus.com/cygwin/</a>. + +<p> + You can download the complete Cygnus Gnu-Win32 compiler from: + +<p> + <a href="ftp://go.cygnus.com/pub/sourceware.cygnus.com/cygwin/latest/full.exe">ftp://go.cygnus.com/pub/sourceware.cygnus.com/cygwin/latest/full.exe</a>. + +<p> + Be sure to read this package's README files to be found under the main page, first. + +<p> + To install the compiler, just run <tt>full.exe</tt> by double-clicking in + Windows explorer. After doing so you'll find a program group called + <tt>Cygnus Solutions</tt> in your Start menu. Do not forget making a copy of the + shell under c:/bin, as detailed in the docs. + +<p> + +<li> Open the Cygnus shell via its entry in the Start menu. + Mount the drive where you want to build <i>FlightGear </i>as follows + (assuming your <i>FlightGear </i>drive is <tt>d:</tt>): + +<p> + <tt>mkdir /mnt</tt><br> + <tt>mount d: /mnt</tt> + +<p> + You only have to do this once. The drive stays mounted (until you + umount it) even through reboots and switching off the machine. + +<p> + +<li> Before actually being able to compile <i>FlightGear </i>you have to install a hand full +of support libraries required for building the simulator itself. Those go usually into +<tt>c:/usr/local</tt> and it is highly recommended to choose just that place. + +<p> + First, you have to install the free win32 api library<a NAME="win32 api library32"> +</a> (the latest + version being 0.1.5). Get the package <tt>win32api-0.1.5.tar.gz</tt> from: + +<p> + <a href="http://www.acc.umu.se/~anorland/gnu-win32/w32api.html">http://www.acc.umu.se/ anorland/gnu-win32/w32api.html</a> + +<p> +Conveniently you may unpack the package just onto you <i>FlightGear </i>drive. Copy the file to +the named drive, open the Cygnus shell via the Start menu entry and change to the +previously mounted drive with + +<p> + <tt>cd /mnt</tt> + +<p> + Now, you can unpack the distribution with + +<p> + <tt>gzip -d win32api-0.1.5.tar.gz</tt><br> + <tt>tar xvf win32api-0.1.5.tar</tt> + +<p> + This provides you with a directory containing the named libraries. For installing them, + change to that directory with + +<p> +<tt>cd win32api-0.1.5</tt> + +<p> +and type + +<p> + <tt>make</tt><br> + <tt>make install</tt> + +<p> +This installs the libraries to their default locations under <tt>c:/usr/local</tt> + +<p> + +<li> To proceed, you need the glut libraries<a NAME="glut libraries32"> +</a>. Get these from the same site named +above + +<p> +<a href="http://www.acc.umu.se/~anorland/gnu-win32/w32api.html">http://www.acc.umu.se/ anorland/gnu-win32/w32api.html</a> + +<p> +as <tt>glutlibs-3.7beta.tar.gz</tt>. Just copy the package to your <i>FlightGear </i>drive and +unpack it in the same way as describes above. There is no need to run <tt>make</tt> here. +Instead, just copy the two libraries <tt>libglut.a</tt> and <tt>libglut32.a</tt> to +<tt>c:/usr/local/lib</tt>. There is no need for the two accompanying <tt>*.def</tt> files +here. + +<p> + +<li> Next, get the Glut header files<a NAME="Glut header files32"> +</a>, for instance, from + +<p> +<a href="ftp:://ftp.flightgear.org/pub/fgfs/Win32/Mesa-3.0-includes.zip">ftp:://ftp.flightgear.org/pub/fgfs/Win32/Mesa-3.0-includes.zip</a> + +<p> +Unpack these as usual with <tt>unzip -d</tt> and copy the contents of the resulting +directory <tt>/gl</tt> to <tt>c:/usr/local/include/gl</tt> + +<p> + +<li> Finally, you need Steve Backer's PLIB<a NAME="PLIB32"> +</a> being one of the key libraries for <i>FlightGear </i> . +Get the most recent version <tt>plib-X.X.tar.gz</tt> from + +<p> +<a href="http://www.woodsoup.org/projs/plib/">http://www.woodsoup.org/projs/plib/</a> + +<p> +(There are mirrors, but make sure they contain the most recent version!). Copy it to your +<i>FlightGear </i>drive, open the Cygnus shell and unpack the library as described above. + +<p> +Next, change into PLIB<a NAME="PLIB32"> +</a>'s directory. It is recommended to configure PLIB<a NAME="PLIB32"> +</a> +with the following command line (you can make a script as I did if it hurts) + +<p> +CFLAGS="-O2 -Wall" CXXFLAGS="-O2 -Wall"<br> CPPFLAGS=-I/usr/local/include +LDFLAGS=-L/usr/local/lib ./configure +-prefix=/usr/local<br> + -includedir=/usr/local/include/plib + +<p> +You must write all this <b>on one line</b> without any line breaks in between! + +<p> +Finally, build PLIB<a NAME="PLIB32"> +</a> with + +<p> + <tt>make</tt><br> + <tt>make install</tt> + +<p> + +<li> Now, you're finally prepared to build <i>FlightGear </i>itself. + +<p> + Fetch the <i>FlightGear </i>code and special Win32 libraries<a NAME="Win32 libraries32"> +</a>. These +can be found at: + +<p> + <a href="ftp://ftp.flightgear.org/pub/fgfs/Source/">ftp://ftp.flightgear.org/pub/fgfs/Source/</a> + +<p> + Grab the latest <tt>FlightGear-X.XX.zip</tt> and + <tt>win32-libs-X.XX.zip</tt> files. + +<p> +(It you're really into adventures, you can try one of the recent snapshots instead.) + +<p> + +<li> Unpack the <i>FlightGear </i>source code via + +<p> + <tt>pkunzip -d FlightGear-X.XX.zip</tt>. + +<p> + +<li> Change to the newly created <tt>FlightGear-X.XX directory</tt> with e. g. + +<p> +<tt>cd //D/FlightGear-X.XX</tt> + +<p> + and unpack the Win32 libraries there: + +<p> + <tt>pkunzip -d win32-libs-X.XX.zip</tt>. + +<p> + +<li> You will find a file called <tt>install.exe</tt> in the Win32 +directory after unzipping <tt>win32-libs-X.XX.zip</tt>. This +version of <tt>install.exe</tt> should replace the one in your +\<tt>H-i386-cygwin32\bin</tt> directory - +it's sole claim to fame is that it understands that when many +calls to it say <tt>install foo</tt> they mean <tt>install +foo.exe</tt>. If you skip this step and attempt an install with the +older version present <tt>make install</tt> will fail. + +<p> +Side Note: We need to make a distinction between the +<tt>build tree<a NAME="build tree32"> +</a></tt> and the <tt>install tree<a NAME="install tree32"> +</a></tt>. +The <tt>build tree</tt> is what we've been talking about up until +this point. This is where the source code lives and all the +compiling takes place. Once the executables are built, they need +to be installed someplace. We shall call this install location +the <tt>install tree</tt>. This is where the executables, the +scenery, the textures, and any other run-time files will be +located. + +<p> + +<li> Configure<a NAME="Configure32"> +</a> the make system for your environment and your +<tt>install tree</tt>. Tell the configure script where you would like to install the +binaries<a NAME="binaries32"> +</a> and all the scenery<a NAME="scenery32"> +</a> and textures<a NAME="textures32"> +</a> by using the +<tt>--prefix</tt> option. In the following example the base of the <tt>install +tree</tt> is <tt>FlightGear</tt>. Make sure you are within <i>FlightGear </i>'s <tt>build tree</tt> +root directory. + +<p> + +<li> Run:<a NAME="configure32"> +</a> + +<p> + <tt>./configure --prefix=/mnt/FlightGear</tt>. + +<p> + Side note: The make procedure is designed to link against opengl32.dll, glu32.dll, and +glut32.dll which most accelerated boards require. If this does not apply to yours or if +you installed SGI's software rendering<a NAME="software rendering32"> +</a> as mentioned in Subsection <A href="#softrend">2.5</A> +you may have to change these to opengl.dll, glu.dll, and glut.dll. (In case you're in +doubt check your <tt>\windows\system</tt> directory what you've +got.) + +<p> + If this is the case for your video card<a NAME="video card32"> +</a>, you can edit + <tt>.../Simulator/Main/ Makefile</tt> and rename these three libraries to + their "non-32" counterparts. There is only one place in this + <tt>Makefile</tt> where these files are listed. + +<p> + +<li> Build the executable. Run: + +<p> + <tt>make</tt>. + +<p> +Assuming you have installed the updated version of <tt>install.exe</tt> (see earlier +instructions) you can now create and populate the <tt>install tree</tt>. Run: + +<p> + <tt>make install</tt>. + +<p> + You can save a significant amount of space by stripping all the + debugging symbols off of the executable. To do this, change to the + directory in the <tt>install tree</tt> where your binary lives and run: + +<p> + <tt>strip fgfs.exe</tt> resp. <tt>strip fgfs-sgi.exe</tt>. + +<p> +</OL> <H1><A NAME="tth_chAp4"> +Chapter 4 </A><br>Preflight: Installing <i>FlightGear </i><A NAME="prefligh"> +</A></H1> + +<p> + <H2><A NAME="tth_sEc4.1"> +4.1</A> Installing the Binaries on a Windows system</H2><a NAME="binaries+installation41"> +</a> +You can skip this Section and go to the installation of scenery in case you built +<i>FlightGear </i>along the lines describes during 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 only pre-compiled binaries<a NAME="binaries41"> +</a> available for Windows 98/NT<a NAME="Windows 98/NT41"> +</a> while in +principle it might be possible to create (statically linked) binaries for Linux<a NAME="Linux41"> +</a> +as well. + +<p> +The following supposes you are on a Windows 98 or Windows NT<a NAME="Windows 98/NT41"> +</a> system. +Installing the binaries is quite simple. Go to + +<p> + <a href="ftp://ftp.flightgear.org/pub/fgfs/Win32/">ftp://ftp.flightgear.org/pub/fgfs/Win32/</a> + +<p> + get the latest binaries from that subdirectory named + +<p> +<tt>fgfs-win32-bin-X.XX.exe</tt> + +<p> + and unpack them via double clicking. This will create a directory <tt>FlightGear</tt> +with several subdirectories. You are done. + +<p> + <H2><A NAME="tth_sEc4.2"> +4.2</A> Installing Support files<a NAME="Support files42"> +</a></H2> + +<p> +Independent on your operating system and independent on if you built the binaries +yourself or installed the precompiled ones as described above you will need +scenery<a NAME="scenery42"> +</a>, texture<a NAME="texture42"> +</a>, sound<a NAME="sound42"> +</a>, and some more support files. A basic +package of all these is contained in the binaries directory mentioned above as + +<p> + <tt>fgfs-base-X.XX</tt>. + +<p> + Preferably, you may want to download the <tt>.tar.gz</tt> version +if you are working under Linux<a NAME="Linux42"> +</a>/UNIX<a NAME="UNIX42"> +</a> and the <tt>.exe</tt> version if you +are under Windows 98/NT<a NAME="Windows 98/NT42"> +</a>. Make sure you get the <b>most recent</b> version. + +<p> +If you're working under Linux<a NAME="Linux42"> +</a> or UNIX<a NAME="UNIX42"> +</a>, unpack the +previously downloaded file with + +<p> + <tt>tar xvfz fgfs-base-X.XX.tar.gz</tt> + +<p> + while under Windows 98/NT<a NAME="Windows 98/NT42"> +</a> just double click on the file (being situated in the +root of your <i>FlightGear </i>drive.). + +<p> +This already completes installing <i>FlightGear </i>and should you enable to invoke the +program. + +<p> +Some more scenery which, however, is not a substitute for the +package mentioned above but rather is based on it can be found in +the scenery subdirectory under + +<p> + <a href="http://www.flightgear.org/Downloads/">http://www.flightgear.org/Downloads/</a> + +<p> + These may be older versions which may or may not work with the +most recent binaries. + +<p> +In addition, there is a complete set of USA Scenery files<a NAME="USA Scenery files42"> +</a> +available created by Curt Olson<a NAME="Olson, Curt42"> +</a> which can be +downloaded from + +<p> +<a href="ftp://ftp.kingmont.com/pub/kingmont/">ftp://ftp.kingmont.com/pub/kingmont/</a> + +<p> + The complete set covers several 100's of MBytes. Thus, Curt +provides the complete set on CD-ROM for those who really would +like to fly over all of the USA. For more detail, check the +remarks in the downloads page above. + +<p> +Finally, the binaries directory mentioned contains the complete <i>FlightGear </i>documentation +as + +<p> +<tt>fgfs-manual-X.XX.exe</tt>. + +<p> +It includes 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> +<a href="http://www.adobe.com/acrobat">http://www.adobe.com/acrobat</a> + +<p> +Moreover, if properly installed the .html version can be accessed via <i>FlightGear </i>'s +<tt>help</tt> menu entry. + +<p> + <H1><A NAME="tth_chAp5"> +Chapter 5 </A><br>Takeoff: How to start the program<A NAME="takeoff"> +</A></H1> + +<p> + <H2><A NAME="tth_sEc5.1"> +5.1</A> Starting under Linux</H2> +Under Linux, <i>FlightGear </i>is invoked by + +<p> + <tt>fgfs --option1 --option2...</tt>, + +<p> + where the options are described in Section <A href="#options">5.3</A> below. + +<p> + <H2><A NAME="tth_sEc5.2"> +5.2</A> Starting under Windows 98/NT<a NAME="Windows 98/NT52"> +</a></H2> + +<p> +In Windows explorer, change to the <tt>\FlightGear\</tt> directory. +Call <tt>runfgfs.bat</tt> by double-clicking if you want to invoke the hardware +accelerated version of <i>FlightGear </i><tt>fgfs.exe</tt>, or <tt>runfgfs-sgi.bat</tt> if you +installed SGI's software OpenGL<a NAME="OpenGL52"> +</a> support. + +<p> +Alternatively, if for one or the other reason the batch does not work, you can open an +MS-DOS shell, change to the directory where your binary resides (typically something like +<tt>d:\FlightGear\bin</tt> where you might have to substitute +<tt>d:</tt> in favor of your <i>FlightGear </i>directory), set the environment variable with + +<p> +<tt>SET FG_ROOT=d:\FlightGear\bin</tt> + +<p> + and invoke <i>FlightGear </i>(within the same shell - Windows environment + settings are only valid locally within the same shell) via + +<p> +<tt>fgfs --option1 --option2...</tt>. + +<p> +For getting maximum performance it is highly recommended to +minimize (iconize) the non-graphics window while running +<i>FlightGear </i>. + <p><br> +<p> + +<center><img src="arizona.gif"><br></center><br><p> Fig. 2: <i>Ready for takeoff. We are at the default startup +position in Arizona.</i> +<p><br> +<p> + <H2><A NAME="tth_sEc5.3"> +5.3</A> Command line parameters<A NAME="options"> +</A></H2> +<a NAME="command line options53"> +</a> + +<p> +Following is a list and short description of the command line options available. In case +of Windows 98/NT it is recommended to include these in <tt>runfgfs.bat</tt>. + +<p> + <H3><A NAME="tth_sEc5.3.1"> +5.3.1</A> General Options</H3> + +<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>FlightGear </i>where to look for its data + files if you didn't compile it with the default settings. + +<p> + +<li><tt>--disable-game-mode</tt>: Disables fullscreen display<a NAME="fullscreen display53"> +</a>. + +<p> + +<li><tt>--enable-game-mode</tt>: Enables fullscreen rendering. + +<p> + +<li><tt>--disable-splash-screen</tt>: Turns off the rotating 3DFX +logo<a NAME="3DFX +logo53"> +</a> when the accelerator board gets initialized. + +<p> + +<li><tt>--enable-splash-screen</tt>: If you like advertising, set this! + +<p> + +<li><tt>--disable-intro-music</tt>: No MP3-sample is being played when + <i>FlightGear </i>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>: In the future, <i>FlightGear </i>will + feature a mouse interface so that options can be set at runtime. As + this feature is not implemented yet it seems wise to disable the + mouse interface. + +<p> + +<li><tt>--enable-mouse-pointer</tt>: Enables another mouse pointer in the + <i>FlightGear </i>window. This is useful when running <i>FlightGear </i>in full + screen mode and will allow access to the - yet to be implemented - + mouse interface of <i>FlightGear </i> . + +<p> + +<li><tt>--disable-pause</tt>: This will put you into <i>FlightGear </i>with the + engine running, ready for Take-Off. + +<p> + +<li><tt>--enable-pause</tt>: Starts <i>FlightGear </i>in pause mode. + +<p> +</UL> <H3><A NAME="tth_sEc5.3.2"> +5.3.2</A> Features</H3> + +<p> + +<UL> +<li><tt>--disable-hud</tt>: Switches off the HUD<a NAME="HUD53"> +</a> (<b>H</b>ead <b>U</b>p + <b>D</b>isplay). + +<p> + +<li><tt>--enable-hud</tt>: Turns the HUD<a NAME="HUD53"> +</a> on. This is the default. + +<p> + +<li><tt>--disable-panel</tt>: Turns off the instrument panel<a NAME="instrument panel53"> +</a>. This is the + default, as the instrument panel is not yet complete - but in our opinion + should be given at least a try. + +<p> + +<li><tt>--enable-panel</tt>: This will give you the look of a real cockpit<a NAME="cockpit53"> +</a>. + +<p> + +<li><tt>--disable-sound</tt>: Pretty self explaining, isn't it? + +<p> + +<li><tt>--enable-sound</tt>: + +<p> +</UL> <H3><A NAME="tth_sEc5.3.3"> +5.3.3</A> Flight model<a NAME="flight model53"> +</a></H3> + +<p> + +<UL> +<li><tt>--fdm=abcd</tt> There are four allowed values for abcd: <tt>slew, jsb, larcsim, +external</tt>, which you might want to try. Default value is <tt>larcsim</tt>. + +<p> +</UL> <H3><A NAME="tth_sEc5.3.4"> +5.3.4</A> Initial Position and Orientation<a NAME="orientation53"> +</a></H3> + +<p> + +<UL> +<li><tt>--airport-id=ABCD</tt>: If you want to start directly at an airport, + enter its international code, i.e. KJFK for JFK airport in New York. + 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 gnuzip. Keep in mind, you need the + terrain data for the relevant region!<a NAME="airport code53"> +</a> + +<p> + +<li><tt>--lon=degrees</tt>: This is the starting longitude in degrees (west = -) + +<p> + +<li><tt>--lat=degrees</tt>: This is the starting latitude in degrees (south = -) + +<p> + +<li><tt>--altitude=meters</tt>: You may start in free flight at the given + altitude. Watch for the next options to insert the plane with a + given heading etc. + +<p> + +<li><tt>--heading=degrees</tt>: Sets the initial heading<a NAME="initial heading53"> +</a>. + +<p> + +<li><tt>--roll=degrees</tt>: Initial roll angle.<a NAME="initial roll angle53"> +</a> + +<p> + +<li><tt>--pitch=degrees</tt>: Initial pitch angle.<a NAME="initial pitch angle53"> +</a> + +<p> +</UL> <H3><A NAME="tth_sEc5.3.5"> +5.3.5</A> Rendering Options<a NAME="rendering options53"> +</a></H3> + +<p> + +<UL> +<li><tt>--fog-disable</tt>: To cut down the rendering efforts, distant + regions are vanishing in fog<a NAME="fog53"> +</a> by default. If you disable fogging, + 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 rates will increase. + +<p> + +<li><tt>--fog-nicest</tt>: This option will give you a fairly realistic + view of flying on a hazy day. + +<p> + +<li><tt>--fov=xx.x</tt>: Sets the field of view<a NAME="field of view53"> +</a> in degrees. +The value is displayed on the HUD. Default is 55.0. + +<p> + +<li><tt>--disable-fullscreen</tt>: Self explaining, isn't it? + +<p> + +<li><tt>--enable-fullscreen</tt>: + +<p> + +<li><tt>--shading-flat</tt>: This is the fastest mode but the terrain will look ugly! This option might help if your video accelerator 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="haze53"> +</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="terrain53"> +</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>FlightGear </i>internally looks like, try this! + +<p> + +<li><tt>--geometry=WWWxHHH</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>. + +<p> +</UL> <H3><A NAME="tth_sEc5.3.6"> +5.3.6</A> Scenery Options Options<a NAME="scenery options53"> +</a></H3> + +<p> + +<UL> +<li><tt>--tile-radius=n</tt>: Specifies the tiles radius; allowed values for +<tt>n</tt> are 1 - 4. + +<p> +</UL> <H3><A NAME="tth_sEc5.3.7"> +5.3.7</A> HUD Options<a NAME="HUD53"> +</a></H3> + +<p> + +<UL> +<li><tt>--units-feed</tt>: HUD 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 rendered. + +<p> + +<li><tt>--hud-culled</tt>: HUD displays percentage of triangles culled. + +<p> +</UL> <H3><A NAME="tth_sEc5.3.8"> +5.3.8</A> Time options<a NAME="time options53"> +</a></H3> + +<p> + +<UL> +<li><tt>--time-offset=[+-]hh:mm:ss</tt>: Offset local time by this amount. + +<p> + +<li><tt>--start-date-gmt=yyyy:mm:dd:hh:mm:ss</tt>: Specify a starting time and +date. Time is Greenwich Mean Time. + +<p> + +<li><tt>--start-date-lst=yyyy:mm:dd:hh:mm:ss</tt>: Specify a starting time and +date. Uses local sidereal time. + +<p> +</UL> <H1><A NAME="tth_chAp6"> +Chapter 6 </A><br>Flight: All about instruments, keystrokes and menus<A NAME="flight"> +</A></H1> +This is a description of the main systems for controlling the program and piloting the +plane: Historically, keyboard controls were developed first, and you can still control +most of the simulator via the keyboard alone. Recently, they are becoming supplemented by +several menu entries, making the interface more accessible, particularly for beginners, +and providing additional functionality. A joysticks provides a more realistic alternative +for actual piloting of the plane. Concerning instruments, there are again two +alternatives: You can use the rather advanced HUD or the emerging panel. + +<p> + <H2><A NAME="tth_sEc6.1"> +6.1</A> Keyboard commands</H2> + +<p> +While joystick<a NAME="joystick61"> +</a>s or yoke<a NAME="yoke61"> +</a>s are supported as are rudder pedals, you can fly +<i>FlightGear </i>using the keyboard alone. For proper controlling via keyboard (i) the +<tt>NumLock<a NAME="NumLock61"> +</a></tt> key must be switched on (ii) the <i>FlightGear </i>window must have +focus (if not, click with the mouse on the graphics window). Some of the keyboard +controls might be helpful even in case you use a joystick. + +<p> +After activating <tt>NumLock</tt> the following keyboard commands<a NAME="keyboard commands61"> +</a> should work: +<p> + +<p> + Tab. 1: <i>Main keyboard commands<a NAME="keyboard commands61"> +</a> for <i>FlightGear </i></i>. +<p><br> +<p> + +<center> +<table border><tr><td> +<tr><td>Key </td><td>Action +<tr><td>Pg Up/Pg Dn </td><td>Throttle +<tr><td>Left Arrow/Right Arrow </td><td>Aileron +<tr><td>Up Arrow/Down Arrow </td><td>Elevator +<tr><td>Ins/Enter </td><td>Rudder +<tr><td>5 </td><td>Center aileron/elevator/rudder +<tr><td>Home/End </td><td>Elevator trim</table> + +</center><br> +<p> + + +For changing views you have to de-activate <tt>NumLock</tt>. Now +<tt>Shift</tt> + <font face=symbol> < </font +><tt>Numeric Keypad Key</tt><font face=symbol> > </font +> changes the +view as follows: + +<p> + Tab. 2: <i>View directions<a NAME="view directions61"> +</a> +accessible after de-activating <tt>NumLock</tt>.</i> +<p><br> +<p> + +<center> +<table border><tr><td> +<tr><td>Numeric Key </td><td>View direction +<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="autopilot61"> +</a> is controlled via the following controls: +<p><br> +<p> + Tab. 3: <i>Autopilot controls.<a NAME="autopilot controls61"> +</a></i> +<p><br> +<p> + +<center> +<table border><tr><td> +<tr><td>Key </td><td>Action +<tr><td>Ctrl + A </td><td>Altitude hold toggle on/off +<tr><td>Ctrl + H </td><td>Heading hold toggle on/off +<tr><td>Ctrl + S </td><td>Autothrottle toggle on/off +<tr><td>Ctrl + T </td><td>Terrain follow toggle on/off +<tr><td>F11 </td><td>Set target altitude +<tr><td>F12 </td><td>Set target heading</table> + +</center><br> +<p> +<p><br>The last one is especially interesting as it makes your Navion<a NAME="Navion61"> +</a> behave like a +cruise missile. + +<p> +Besides these basic keys there are some more special ones; most of these you'll probably +not want to try during your first flight: <p> + + +<p> + Tab. 4: <i>More control commands.</i> +<p><br> +<p> + +<center> +<table border><tr><td> +<tr><td>Key </td><td>Action +<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 (warp) used by t/T forward/backward +<tr><td>P </td><td>Toggles panel 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>z/Z </td><td>Change visibility (fog) forward/backward +<tr><td>b </td><td>Toggle brakes on/off +<tr><td>p </td><td>Toggle pause on/off +<tr><td>W </td><td>Toggle fullscreen mode on/off (Mesa/3dfx/Glide only) +<tr><td>F2</td><td>Refresh Scenery tile cache +<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>F11 </td><td>Sets heading in autopilot +<tr><td>F12 </td><td>Sets altitude in autopilot +<tr><td>ESC </td><td>Exit program</table> + +</center><br> +<p> + <H2><A NAME="tth_sEc6.2"> +6.2</A> Menu entries<a NAME="Menu entries62"> +</a></H2> + +<p> +Albeit the menu being not yet fully operational it provides several useful functions. At +present, the following ones are implemented. + +<p> + +<UL> +<li> <b>File</b> + +<UL> +<p> + +<li> <b>Reset</b> Resets you to the selected starting position. Comes handy in case you got +lost or something went wrong. + +<li> <b>Save</b> Not yet operational. + +<li> <b>Print</b> Not yet operational. + +<li> <b>Close</b> Removes the menu. (Can be re-activated by hitting F10.) + +<li> <b>Exit</b> Exits the program. +</UL> +<p> + +<li> <b>Edit</b> + +<UL> +<p> + +<li> <b>Edit text</b> Not yet operational. + </UL> +<p> + +<li> <b>View</b> + +<UL> +<p> + +<li> <b>Toggle Panel</b> Toggles panel<a NAME="panel62"> +</a> on/off. + +<li> <b>View</b> Not yet operational. + +<li> <b>Cockpit View</b> Not yet operational. + </UL> +<p> + +<li> <b>Aircraft</b> + +<UL> +<p> + +<li> <b>Communication</b> Not yet operational. + +<li> <b>Navigation</b> Not yet operational. + +<li> <b>Altitude</b> Not yet operational. + +<li> <b>Autopilot</b> Sliders for setting limiting values for the autopilot. + </UL> +<p> + +<li> <b>Environment</b> + +<UL> +<p> + +<li> <b>Weather</b> Not yet operational. + +<li> <b>Terrain</b> Not yet operational. + +<li> <b>Airport</b> Typing in an airport id<a NAME="airport id62"> +</a> beams you to that airport's position. + <i>FlightGear </i>comes with an extended list of airport ids to be found under + /FlightGear/Aircraft/apt<u> </u>full.gz which you can unpack with gzip -d. + </UL> +<p> + +<li> <b>Options</b> + +<UL> +<p> + +<li> <b>Realism & Reliability</b> Not yet operational. + +<li> <b>Preferences</b> Not yet operational. + </UL> +<p> + +<li> <b>Help</b> + +<UL> +<p> + +<li> <b>Help</b> Should bring up this Getting Started Guide<a NAME="Getting Started Guide62"> +</a>. At present not yet fully + implemented. Under windows you can get it working by placing a file called <b>webrun.bat</b> + like + +<p> + c:\programme\netscape\communicator\program\netscape.exe<br> + d:\Flightgear\docs\installguide\html\getstart.html + +<p> +(you may have to substitute your path/browser) somewhere in your path. Under UNIX a +comparable shell script might do. Requires <tt>fgfs-manual-X.XX.exe</tt> being properly +installed. + +<p> + +<li> <b>About...</b> Not yet operational. + </UL> +<p> +</UL> <H2><A NAME="tth_sEc6.3"> +6.3</A> The head up display<a NAME="head up display63"> +</a></H2> + +<p> +At current, you have two options for reading off the main flight parameters of the plane: +The HUD<a NAME="HUD63"> +</a> (<b>H</b>ead <b>U</b>p <b>D</b>isplay <a NAME="head up display63"> +</a> and +the panel. Neither are HUD<a NAME="HUD63"> +</a>s used in usual general aviation planes nor in civilian +ones. Rather they belong to the equipment of modern military jets. However, in view of +the fact that the panel<a NAME="panel63"> +</a> despite recent progress is not yet complete the +HUD<a NAME="HUD63"> +</a> may well serve as a main instrument for controlling the plane. Besides, it +might be easier to fly using this one than exploiting the panel<a NAME="panel63"> +</a> and several of +the real pilots might prefer it because of combining the readouts of critical parameters +with an outside view onto the real world. (Several Cessna<a NAME="Cessna63"> +</a> pilots might love to +have one, but technology is simply too expensive for implementing HUDs in general +aviation aircrafts.) +<p><br> +<p> + +<center><img src="hud.gif"><br></center><br><p> Fig. 3: <i>The HUD, or head up display.</i> +<p><br> +<p> +The HUD<a NAME="HUD63"> +</a> shown in Fig. 3 displays all main flight parameters of the plane. In +the center you find the pitch indicator<a NAME="pitch indicator63"> +</a> (in degrees) with the aileron +indicator<a NAME="aileron +indicator63"> +</a> above and the rudder indicator<a NAME="rudder indicator63"> +</a> below. A corresponding scale for the +elevation<a NAME="elevation indicator63"> +</a> can be found to the left of the pitch scale. On the +bottom there is a simple turn indicator<a NAME="turn indicator63"> +</a>. + +<p> +There are two scales at the extreme left: The inner one displays the speed<a NAME="speed63"> +</a> (in +kts) while the outer one indicates position of the throttle<a NAME="throttle63"> +</a>. You may recall the +Navion<a NAME="Navion63"> +</a> taking off at a speed of 100 kts. The two scales on the extreme r.h.s +display your height<a NAME="height63"> +</a>, i. 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="HUD63"> +</a> displays some additions information. On the upper right you +find date and time. Below, you see latitude<a NAME="latitude63"> +</a> and longitude<a NAME="longitude63"> +</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 rate63"> +</a>, i.e. the number of times the picture being re-drawn +each second. + +<p> +You can change color of the <b>HUD</b> using the ''H'' key. Pressing it several times +minimizes the HUD. + +<p> + <H2><A NAME="tth_sEc6.4"> +6.4</A> The Panel<a NAME="panel64"> +</a></H2> + +<p> +Besides the HUD<a NAME="HUD64"> +</a>, <i>FlightGear </i>has a panel<a NAME="panel64"> +</a> which can be activated by +pressing the ''P'' key. (It is recommended disabling the HUD then by pressing ''H'' +several times.) While the panel is not yet fully complete the basic five flight +instruments<a NAME="flight +instruments64"> +</a> to scan are present and working. +<p><br> +<p> + +<center><img src="panel.gif"><br></center><br><p> Fig. 4: <i>The panel.</i> +<p><br> +<p> +In the center you find the artificial horizon<a NAME="artificial horizon64"> +</a> (attitude indicator) displaying +pitch and bank of your plane. It has pitch marks (hard to be seen in this version) 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 indicator64"> +</a>. Not only does +it have a speed indication in knots (recall: The Navion takes off at 100 kts) but also +several arcs showing characteristic velocity rages<a NAME="velocity rages64"> +</a> you have to consider. At +first, there is a green arc indicating the normal operating range of speed with the flaps +(net yet being implemented in <i>FlightGear </i>) fully retracted. The white arc indicates the +range of speed with flaps in action. The tiny 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 indicator64"> +</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 indicates a standard turn, in which you make a full +360 degrees turn in exactly two minutes. + +<p> +Below the plane, still in the turn indicator, is another instrument, called +inclinometer<a NAME="inclinometer64"> +</a>. It indicates if rudder<a NAME="rudder64"> +</a> and ailerons<a NAME="ailerons64"> +</a> are +coordinated. During turns, you always have to operate aileron and rudder in such a way +that the ball in the tube remains centered; otherwise the plane is skidding. + +<p> +To the right of the artificial horizon you find the altimeter<a NAME="altimeter64"> +</a> showing the height +above sea level (not ground!). At present it is not yet working in +<i>FlightGear </i> . Below the altimeter is the vertical speed indicator<a NAME="vertical speed indicator64"> +</a> +which, on the other hand, is operational. It indicates the rate of climbing or sinking of +your plane in hundreds of feet per minute. + +<p> +There is one more instrument working in the panel, i.e. the second one in the column on +the r.h.s. indicating position of throttle<a NAME="throttle64"> +</a>. + +<p> +This completes description of the present main <i>FlightGear </i>instruments. If you are +looking for some interesting places to discover with <i>FlightGear </i>(which may or may not +require downloading additional scenery) you may want to check + +<p> + <a href="http://www.flightgear.org/Downloads/Places">http://www.flightgear.org/Downloads/Places</a>. + +<p> +There is now a menu entry for entering directly the airport code<a NAME="airport code64"> +</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 the program. + +<p> + <H1><A NAME="tth_chAp7"> +Chapter 7 </A><br>Landing: Some further thoughts before leaving the plane<A NAME="landing"> +</A></H1> + +<p> + <H2><A NAME="tth_sEc7.1"> +7.1</A> Those, who did the work</H2> + +<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="programmers71"> +</a> in case something does not work the way you want +it to. Instead, sit down and write them a kind (!) letter proposing what to change. +Alternatively, you can subscribe to the <i>FlightGear </i>mailing lists<a NAME="mailing lists71"> +</a> and contribute +your thoughts there. Instructions to do so can be found under + +<p> + <a href="http://www.flightgear.org/mail.html">http://www.flightgear.org/mail.html</a>. + +<p> +Essentially there are two lists, one of which being mainly for the developers and the +other one for end users. +<p><br> +<p> + These are the people who did the job (This information was +essentially taken from the file <tt>Thanks</tt> accompanying the +code): + <p><br> +<p> + Raul Alonzo<a NAME="Alonzo, Raul71"> +</a> (<a href="mailto:amil@las.es">amil@las.es</a>)<br> Author of Ssystem and +moon texture. + <p><br> +<p> + Michele America<a NAME="America, Michele71"> +</a> +(<a href="mailto:nomimarketing@mail.telepac.pt">nomimarketing@mail.telepac.pt</a>)<br> + Contributed to the HUD<a NAME="HUD71"> +</a> code. + <p><br> +<p> + Steve Baker<a NAME="Baker, Steve71"> +</a> (<a href="mailto:sjbaker@hti.com">sjbaker@hti.com</a>)<br> + Author of PLIB<a NAME="PLIB71"> +</a>, a graphics/audio/joystick interface written entirely on top of + OpenGL<a NAME="OpenGL71"> +</a>/GLUT<a NAME="GLUT71"> +</a> used in <i>FlightGear </i>. An immense amount of coaching and tutelage, + both on the subjects of flight simulation and OpenGL<a NAME="OpenGL71"> +</a>. It has been + his comments and thoughts that have prompted the implementation of + most of the more sophisticated features of <i>FlightGear </i> . + <p><br> +<p> + Michael Basler<a NAME="Basler, Michael71"> +</a> (<a href="mailto:pmb@knUUt.de">pmb@knUUt.de</a>)<br> + Coauthor of Installation and Getting Started (together with Bernhard + Buckel). +<p><br> +<p> + John S. Berndt<a NAME="Berndt, John, S.71"> +</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. + 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. +<p><br> +<p> + Paul Bleisch<a NAME="Bleisch, Paul71"> +</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. + +<p> + Also contributed a first stab at a config file/command line parsing + system. + <p><br> +<p> + Jim Brennan<a NAME="Brennan, Jim71"> +</a> (<a href="mailto:jjb@foothill.net">jjb@foothill.net</a>)<br> + Provided a big chunk of online space to store USA scenery for Flight Gear. + <p><br> +<p> + Bernie Bright<a NAME="Bright, Bernie71"> +</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. + <p><br> +<p> + Bernhard H. Buckel<a NAME="Buckel, Bernhard H.71"> +</a> +(<a href="mailto:buckel@wmad95.mathematik.uni-wuerzburg.de">buckel@wmad95.mathematik.uni-wuerzburg.de</a>)<br> + Contributed the README.Linux. Coauthor of Installation + and Getting Started (together with Michael Basler). + <p><br> +<p> + Gene Buckle<a NAME="Buckle, Gene71"> +</a> (<a href="mailto:geneb@nwlink.com">geneb@nwlink.com</a>)<br> + A lot of work getting <i>FlightGear </i>to compile with the MSVC<a NAME="MSVC71"> +</a>++ + compiler. Numerous hints on detailed improvements. + <p><br> +<p> + Oliver Delise <a NAME="Delise, Oliver71"> +</a> (<a href="mailto:delise@rp-plus.de">delise@rp-plus.de</a>)<br> + FAQ Maintainer. +<p><br> +<p> + Didier Chauveau<a NAME="Chauveau, Didier71"> +</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> + <a href="http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html">http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html</a>. + <p><br> +<p> + Jean-Francois Doue<a NAME="Doue, Jean-Francois71"> +</a><br> + Vector 2D, 3D, 4D and Matrix 3D and 4D inlined C++ classes. (Based on + Graphics Gems IV ed. Paul S. Heckbert) + +<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> + Francine Evans<a NAME="Evans, Francine71"> +</a> (<a href="mailto:evans@cs.sunysb.edu">evans@cs.sunysb.edu</a>) + +<p> +<a href="http://www.cs.sunysb.edu/~evans/stripe.html">http://www.cs.sunysb.edu/~evans/stripe.html</a> + +<p> + Wrote the GPL'd tri-striper. + <p><br> +<p> + Oscar Everitt<a NAME="Everitt, Oscar71"> +</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="FS9871"> +</a>. They are pretty cool and Oscar was happy to contribute + them to our little project. + <p><br> +<p> + Jean-loup Gailly<a NAME="Gailly, Jean-loup71"> +</a> and Mark Adler<a NAME="Adler, Mark71"> +</a> +(<a href="mailto:zlib@quest.jpl.nasa.gov">zlib@quest.jpl.nasa.gov</a>)<br> + Authors of the zlib library<a NAME="zlib library71"> +</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> + Thomas Gellekum<a NAME="Gellekum, Thomas71"> +</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="FreeBSD71"> +</a>. + <p><br> +<p> + Jeff Goeke-Smith<a NAME="Goeke-Smith, Jeff71"> +</a> (<a href="mailto:jgoeke@voyager.net">jgoeke@voyager.net</a>)<br> + Contributed our first autopilot<a NAME="autopilot71"> +</a> (Heading Hold). + Better autoconf check for external timezone/daylight variables. + <p><br> +<p> + Michael I. Gold<a NAME="Gold, Michael, I.71"> +</a> (<a href="mailto:gold@puck.asd.sgi.com">gold@puck.asd.sgi.com</a>)<br> + Patiently answered questions on OpenGL<a NAME="OpenGL71"> +</a>. + <p><br> +<p> + Charlie Hotchkiss<a NAME="Hotchkiss, Charlie71"> +</a> +(<a href="mailto:chotchkiss@namg.us.anritsu.com">chotchkiss@namg.us.anritsu.com</a>)<br> Worked on improving and enhancing the +HUD<a NAME="HUD71"> +</a> code. Lots of code style tips and code tweaks... + <p><br> +<p> + Bruce Jackson<a NAME="Jackson, Bruce71"> +</a> (NASA) (<a href="mailto:e.b.jackson@larc.nasa.gov">e.b.jackson@larc.nasa.gov</a>) + +<p> + <a href="http://agcbwww.larc.nasa.gov/People/ebj.html">http://agcbwww.larc.nasa.gov/People/ebj.html</a> + +<p> + Developed the LaRCsim<a NAME="LaRCsim71"> +</a> code under funding by NASA which we use to provide the + flight model. Bruce has patiently answered many, many questions. + <p><br> +<p> + Tom Knienieder<a NAME="Knienieder, Tom71"> +</a> (<a href="mailto:knienieder@ms.netwing.at">knienieder@ms.netwing.at</a>)<br> + Ported Steve Bakers's audio library<a NAME="audio library71"> +</a> to Win32. + <p><br> +<p> + Reto Koradi<a NAME="Koradi, Reto71"> +</a> (<a href="mailto:kor@mol.biol.ethz.ch">kor@mol.biol.ethz.ch</a>) + +<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/~kor</a></a> + +<p> + Helped with setting up fog effects<a NAME="fog effects71"> +</a>. + <p><br> +<p> + Bob Kuehne<a NAME="Kuehne, Bob71"> +</a> (<a href="mailto:rpk@sgi.com">rpk@sgi.com</a>)<br> + Redid the Makefile system so it is simpler and more robust. + <p><br> +<p> + Vasily Lewis<a NAME="Lewis, Vasily71"> +</a> (<a href="mailto:vlewis@woodsoup.org">vlewis@woodsoup.org</a>) + +<p> + <a href="http://www.woodsoup.org">http://www.woodsoup.org</a> + +<p> + Provided computing resources and services so that the Flight Gear + project could have real home. This includes web services, ftp + services, shell accounts, email lists, dns services, etc. + <p><br> +<p> + Christian Mayer<a NAME="Mayer, Christian71"> +</a> (<a href="mailto:Vader@t-online.de">Vader@t-online.de</a>)<br> + Working on multi-lingual conversion tools for fgfs.<br> + Contributed code to read msfs scenery textures. + <p><br> +<p> + Eric Mitchell<a NAME="Mitchell, Eric71"> +</a> (<a href="mailto:mitchell@mars.ark.com">mitchell@mars.ark.com</a>)<br> + Contributed some topnotch scenery textures<a NAME="textures71"> +</a>. + <p><br> +<p> + Anders Morken<a NAME="Morken, Anders71"> +</a> (<a href="mailto:amrken@online.no">amrken@online.no</a>)<br> + Maintains the European mirror of the <i>FlightGear </i>web pages. + <p><br> +<p> + Alan Murta<a NAME="Murta, Alan71"> +</a> (<a href="mailto:amurta@cs.man.ac.uk">amurta@cs.man.ac.uk</a>) + +<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> + Created the Generic Polygon Clipping library. + <p><br> +<p> + Curt Olson<a NAME="Olson, Curt71"> +</a> (<a href="mailto:curt@flightgear.org">curt@flightgear.org</a>)<br> + Primary organization of the project. First implementation + and modifications based on LaRCsim<a NAME="LaRCsim71"> +</a>. Besides putting together all + the pieces provided by others mainly concentrating on the scenery + engine<a NAME="scenery + engine71"> +</a> as well as the graphics stuff. + <p><br> +<p> + Robin Peel<a NAME="Peel, Robin71"> +</a> (<a href="mailto:robinp@mindspring.com">robinp@mindspring.com</a>)<br> + Maintains worldwide airport and runway database for <i>FlightGear </i>as we as X-Plane. + <p><br> +<p> + Friedemann Reinhard<a NAME="Reinhard, Friedemann71"> +</a> +(<a href="mailto:mpt218@faupt212.physik.uni-erlangen.de">mpt218@faupt212.physik.uni-erlangen.de</a>)<br> + Development of textured instrument panel<a NAME="panel71"> +</a>. + <p><br> +<p> + Petter Reinholdtsen<a NAME="Reinholdtsen, Petter71"> +</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> + William Riley<a NAME="Riley, William71"> +</a> (<a href="mailto:riley@technologist.com">riley@technologist.com</a>)<br> + Contributed code to add ''brakes''. + <p><br> +<p> + Paul Schlyter<a NAME="Schlyter, Paul71"> +</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. + <p><br> +<p> + Chris Schoeneman<a NAME="Schoenemann, Chris71"> +</a> (<a href="mailto:crs@millpond.engr.sgi.com">crs@millpond.engr.sgi.com</a>)<br> + Contributed ideas on audio support. + <p><br> +<p> + Jonathan R Shewchuk<a NAME="Shewchuk, Jonathan71"> +</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 program71"> +</a> program. Triangle + is used to calculate the Delauney triangulation of our irregular terrain. + <p><br> +<p> + Gordan Sikic<a NAME="Sikic, Gordan71"> +</a> (<a href="mailto:gsikic@public.srce.hr">gsikic@public.srce.hr</a>)<br> + Contributed a Cherokee flight model<a NAME="Cherokee flight model71"> +</a> for LaRCsim<a NAME="LaRCsim71"> +</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 Navion<a NAME="Navion71"> +</a>. + <p><br> +<p> + Michael Smith<a NAME="Smith, Michael71"> +</a> (<a href="mailto:msmith99@flash.net">msmith99@flash.net</a>)<br> + Contributed cockpit graphics, 3d models, logos, and other images. + Project Bonanza + +<p> + <a href="http://members.xoom.com/ConceptSim/index.html">http://members.xoom.com/ConceptSim/index.html</a>. + <p><br> +<p> + U. S. Geological Survey<a NAME="U.\,S. Geological Survey71"> +</a> + +<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> + Provided geographic data used by this project. + <p><br> +<p> + Durk Talsma<a NAME="Talsma, Durk71"> +</a> (<a href="mailto:pn\_talsma@macmail.psy.uva.nl">pn_talsma@macmail.psy.uva.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. + <p><br> +<p> + Gary R. Van Sickle<a NAME="van Sickle, Gary R.71"> +</a> +(<a href="mailto:tiberius@braemarinc.com">tiberius@braemarinc.com</a>)<br> + Contributed some initial GameGLUT<a NAME="GameGLUT71"> +</a> support and other fixes. + <p><br> +<p> + Norman Vine<a NAME="Vine, Norman71"> +</a> (<a href="mailto:nhv@laserplot.com">nhv@laserplot.com</a>)<br> + Many performance optimizations throughout the code. Many contributions + and much advice for the scenery generation section. Lots of Windows + related contributions. Improved HUD<a NAME="HUD71"> +</a>. +<p><br> +<p> + Roland Voegtli<a NAME="Voegtli, Roland71"> +</a> (<a href="mailto:webmaster@sanw.unibe.ch">webmaster@sanw.unibe.ch</a>)<br> + Contributed great photorealistic textures. +<p><br> +<p> + Carmelo Volpe<a NAME="Volpe, Carmelo71"> +</a> (<a href="mailto:carmelo.volpe@csb.ki.se">carmelo.volpe@csb.ki.se</a>)<br> + Porting <i>FlightGear </i>to the Metro Works<a NAME="Metro Works71"> +</a> development environment + (PC/Mac). + <p><br> +<p> + Darrell Walisser<a NAME="Walisser, Darrell71"> +</a> (<a href="mailto:dwaliss1@purdue.edu">dwaliss1@purdue.edu</a>)<br> + Contributed a large number of changes to porting <i>FlightGear </i>to the Metro Works + development environment (PC/Mac). Finally produced the first MacIntosh port. +<p><br> +<p> + Robert Allan Zeh<a NAME="Zeh, Allan71"> +</a> (<a href="mailto:raz@cmg.FCNBD.COM">raz@cmg.FCNBD.COM</a>)<br> + Helped tremendously in figuring out the Cygnus<a NAME="Cygnus71"> +</a> Win32 compiler and + how to link with .dll's. Without him the first run-able Win32 + version of <i>FlightGear </i>would have been impossible. + +<p> + <H2><A NAME="tth_sEc7.2"> +7.2</A> What remains to be done</H2> +At first: If you read (and, maybe, followed) this guide until this +point you may probably agree that <i>FlightGear </i> , 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, terrain +scenery, texturing and simple controls. + +<p> +Despite, <i>FlightGear </i>needs - and gets - further development. Except internal tweakings, +there are several fields where <i>FlightGear </i>needs basics improvement and development. + +<p> +A first direction is adding airports<a NAME="airports72"> +</a>, streets, and more things bringing Scenery +to real life. + +<p> +Second, the panel<a NAME="panel72"> +</a> needs further improvement including more working gauges. + +<p> +Besides, there should be support for adding more planes<a NAME="planes72"> +</a> and for implementing +corresponding flight models differing from the Navion<a NAME="Navion72"> +</a>. + +<p> +Another task is further implementation of the menu system<a NAME="menu system72"> +</a>, which should not be +too hard with the basics being working now. + +<p> +A main stream of active development concerns weather. At present there is simply none: no +clouds, no rain, no wind. But there sure will be. + +<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>FlightGear </i>a reality. + +<p> +Beyond this we would like to say special thanks to Curt +Olson,<a NAME="Olson, Curt72"> +</a> whose numerous scattered Readmes, +Thanks, Webpages, and personal eMails were of special help to us +and were freely exploited in the making of this booklet. + +<p> +Next, we gained a lot of help and support from Steve Baker <a NAME="Baker, Steve72"> +</a> and +Norman Vine<a NAME="Vine, Norman72"> +</a>. Moreover, we would like to thank Steve +Baker<a NAME="Baker, Steve72"> +</a> for a careful reading and for numerous hints on the first draft +of this guide. + +<p> +Further, we would like to thank Kai Troester<a NAME="Troester, Kai72"> +</a> for donating the +solution of some of his compile problems to Chapter <A href="#missed">8</A>. + +<p> + <H1><A NAME="tth_chAp8"> +Chapter 8 </A><br>Missed approach: If anything refuses to work<A NAME="missed"> +</A></H1> +We tried to sort problems<a NAME="problems80"> +</a> according to operating system to a certain extent , 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, it is definitely a good idea to check +the FAQ maintained by Oliver Delise (<a href="mailto:delise@rp-plus.de">delise@rp-plus.de</a>) being distributed +along with the source code. + +<p> + <H2><A NAME="tth_sEc8.1"> +8.1</A> General problems</H2> + +<UL> +<p> + +<li><i>FlightGear </i>runs SOOO slow<br> + If the HUD<a NAME="HUD81"> +</a> indicates you are getting something like 1 fps + (frame per second) or below you typically don't have working hardware + OpenGL<a NAME="OpenGL81"> +</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">2</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>FlightGear </i>with the libraries <tt>opengl32.dll</tt>, + <tt>glut32.dll</tt>, and <tt>glu32.dll</tt> replaced by their + non-32 counterparts. For more details check Chapter + <A href="#building">3</A>. + +<p> + If you installed the pre-compiled binaries <tt>runfgfs.bat</tt> invokes + <tt>fgfs.exe</tt> while <tt>runfgfs.sgi.bat</tt> invokes + <tt>fgfs.sgi.exe</tt> with the first ones being linked against the 32-versions. + +<p> + Usually, hardware accelerated drivers use the 32-libraries. + +<p> + </UL> <H2><A NAME="tth_sEc8.2"> +8.2</A> Potential problems under Linux</H2> + +<p> +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 <a href="mailto:Kai.Troester@rz.tu-ilmenau.de">Kai.Troester@rz.tu-ilmenau.de</a>.) + +<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>FlightGear </i>by hand. Be sure that + especially the Mesa library contains support for the 3DFX board<a NAME="3DFX board82"> +</a> and + that Glide<a NAME="Glide82"> +</a> libraries are installed and can be found. If a + <tt>ldd `which fgfs`</tt> complains about missing libraries you are in trouble. + +<p> + +<li>Missing permissions<a NAME="permissions82"> +</a><br> + <i>FlightGear </i>needs to be setuid root in order to be capable of + accessing the accelerator board. Be sure to 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>FlightGear </i>binary the proper rights. There is development + of a device named <tt>/dev/3dfx</tt> underway, so this probably + being remedied in the near future. + +<p> + +<li>Non-default install options<br> + <i>FlightGear </i>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>FlightGear </i> + 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<br> + Check as far as you can, as a last resort (and a great information + source, too) there are mailing lists for which information can be + gotten at + +<p> + <a href="http://www.flightgear.org/mail.html">http://www.flightgear.org/mail.html</a>. + +<p> +This will give you direct contact to the developers. + +<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 ) + +<p> + +<li>SuSE Distribution + +<UL> +<p> + +<li> If you have a SuSE distribution use the egcs compiler instead +of the compiler delivered with SuSE. Grab it at + +<p> +<a href="http://egcs.cygnus.com">http://egcs.cygnus.com</a> + +<p> + +<li> SuSE 6.0 users should also use the Glide, +Mesa and Glut Libraries delivered with the distribution + +<li> A known problem of Flight Gear until version Version 0.57 with SuSE concerns + <tt>acconfig.h</tt>. If 'make' stops and reports an error in relation with acconfig.h +insert the following lines to <tt>/usr/share/autoconf/</tt> <tt>acconfig.h</tt>: + +<p> + <tt>/* needed to compile fgfs properly*/</tt><br> + <tt>#undef FG_NDEBUG</tt><br> + <tt>#undef PACKAGE</tt><br> + <tt>#undef VERSION</tt><br> + <tt>#undef WIN32a</tt> + +<p> +(a solution for this problem is coming soon ) +</UL> +<p> + Additionally there are two versions of the GNU C compiler around: + egcs and gcc (the classic one). gcc seems to have its own notion of + some C++ constructs, so updating to egcs won't hurt and maybe help + to compile the program. + +<p> +</UL> <H2><A NAME="tth_sEc8.3"> +8.3</A> Potential problems under Windows 98/NT</H2> + +<p> + +<UL> +<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 + in a MS-DOS shell. Double-clicking via explorer does never work + (except you set the environment variable <tt>FG_ROOT</tt> + in the autoexec.bat or otherwise). Rather double-click <tt>runfgfs.bat</tt> or + <tt>runfgfs-sgi.bat</tt> For more detail, check Chapter <A href="#takeoff">5</A>. + +<p> + Another potential problem might be you did not download the + most recent versions of scenery and textures required by <i>FlightGear </i>, or + you did not load any scenery or texture 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">4</A>. + +<p> + A further potential source of trouble are so-called + mini-OpenGL<a NAME="mini-OpenGL83"> +</a> drivers provided by some manufacturers. In this case, + <i>FlightGear </i>'s typically hangs while opening the graphics window. + In this case, either replace the mini-OpenGL<a NAME="mini-OpenGL83"> +</a> driver by a + full OpenGL driver or or in case such is not available install + software OpenGL support (see Section <A href="#softrend">2.5</A>). + +<p> + +<li><i>FlightGear </i>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. g. with + +<p> +<tt>cd //D/FlightGear-X.XX</tt> + +<p> +before running <tt>Configure</tt> and <tt>Make</tt>. Do not forget the win32 library +package. + +<p> + +<li>I am unable to build <i>FlightGear </i>under MSVC<a NAME="MSVC83"> +</a>/MS DevStudio<a NAME="MS DevStudio83"> +</a><br> + By default, <i>FlightGear </i>is build with GNU C++, i. e. the + Cygnus<a NAME="Cygnus83"> +</a> compiler for Win32. For hints or Makefiles + required for MSVC for MSC DevStudio have a look into + +<p> + <a href="http://www.flightgear.org/Downloads/Source">http://www.flightgear.org/Downloads/Source</a>. + +<p> +In principle, <i>FlightGear </i>should be buildable with the project files provided. + +<p> + +<li>Compilation of <i>FlightGear </i>dies not finding <tt>gfc</tt>. + +<p> +The library <tt>gfc</tt> cannot be build with the Cygnus compiler at present. It us +supposed to be substituted by something else in the future. + +<p> +As the simulator is already built at this point, you simply can forget about that problem +as long as you don't intend to build the scenery creation tools<a NAME="scenery creation tools83"> +</a>. Just go on with +<tt>make install</tt>. + +<p> +</UL><p> + <font size="-2"> <a name="tth_sEcindex"></a> + +<H2> Index (showing section)</H2> + +<DL compact> <dt></dt><dd> <i>FlightGear </i>Flight School, + <a href="#\FlightGear Flight School14">1-4</a> + <dt></dt><dd> <i>FlightGear </i>Programmer's Guide, + <a href="#\FlightGear Programmer's Guide30">3-0</a> + <dt></dt><dd> <i>FlightGear </i>Scenery Design Guide, + <a href="#\FlightGear Scenery Design Guide14">1-4</a> + <dt></dt><dd> <i>FlightGear </i>Website, <a href="#\FlightGear Website12">1-2</a> + <dt></dt><dd> <i>FlightGear </i>documentation, + <a href="#\FlightGear documentation14">1-4</a> + <dt></dt><dd> <i>FlightGear </i>home page, <a href="#\FlightGear home page14">1-4</a> + <dt></dt><dd> 3DFX, <a href="#3DFX21">2-1</a>, <a href="#3DFX24">2-4</a> + <dt></dt><dd> 3DFX board, <a href="#3DFX board82">8-2</a> + <dt></dt><dd> 3DFX chip, <a href="#3DFX chip24">2-4</a> + <dt></dt><dd> 3DXF, <a href="#3DXF24">2-4</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Adler, Mark, <a href="#Adler, Mark71">7-1</a> + <dt></dt><dd> ailerons, <a href="#ailerons64">6-4</a> + <dt></dt><dd> airport code, <a href="#airport code53">5-3</a>, + <a href="#airport code64">6-4</a> + <dt></dt><dd> airport id, <a href="#airport id62">6-2</a> + <dt></dt><dd> airports, <a href="#airports72">7-2</a> + <dt></dt><dd> airspeed indicator, <a href="#airspeed indicator64">6-4</a> + <dt></dt><dd> Alonzo, Raul, <a href="#Alonzo, Raul71">7-1</a> + <dt></dt><dd> altimeter, <a href="#altimeter64">6-4</a> + <dt></dt><dd> America, Michele, <a href="#America, Michele12">1-2</a>, + <a href="#America, Michele71">7-1</a> + <dt></dt><dd> artificial horizon, <a href="#artificial horizon64">6-4</a> + <dt></dt><dd> astronomy code, <a href="#astronomy code12">1-2</a> + <dt></dt><dd> audio library, <a href="#audio library71">7-1</a> + <dt></dt><dd> audio support, <a href="#audio support12">1-2</a> + <dt></dt><dd> autopilot, <a href="#autopilot12">1-2</a>, <a href="#autopilot61">6-1</a>, + <a href="#autopilot71">7-1</a> + <dt></dt><dd> autopilot controls, <a href="#autopilot controls61">6-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Baker, Steve, <a href="#Baker, Steve12">1-2</a>, + <a href="#Baker, Steve71">7-1</a>, + <a href="#Baker, Steve72">7-2</a> + <dt></dt><dd> Basler, Michael, <a href="#Basler, Michael71">7-1</a> + <dt></dt><dd> Berndt, John, S., <a href="#Berndt, John, S.71">7-1</a> + <dt></dt><dd> binaries, <a href="#binaries31">3-1</a>, <a href="#binaries32">3-2</a>, + <a href="#binaries41">4-1</a> + <dt></dt><dd> installation, <a href="#binaries+installation41">4-1</a> + <dt></dt><dd> binaries, pre-compiled, <a href="#binaries, pre-compiled30">3-0</a> + <dt></dt><dd> Bleisch, Paul, <a href="#Bleisch, Paul71">7-1</a> + <dt></dt><dd> Brennan, Jim, <a href="#Brennan, Jim71">7-1</a> + <dt></dt><dd> Bright, Bernie, <a href="#Bright, Bernie71">7-1</a> + <dt></dt><dd> BSD UNIX, <a href="#BSD UNIX11">1-1</a> + <dt></dt><dd> Buckel, Bernhard H., <a href="#Buckel, Bernhard H.71">7-1</a> + <dt></dt><dd> Buckle, Gene, <a href="#Buckle, Gene71">7-1</a> + <dt></dt><dd> build tree, <a href="#build tree32">3-2</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Cessna, <a href="#Cessna63">6-3</a> + <dt></dt><dd> Chauveau, Didier, <a href="#Chauveau, Didier71">7-1</a> + <dt></dt><dd> Cherokee flight model, <a href="#Cherokee flight model71">7-1</a> + <dt></dt><dd> cockpit, <a href="#cockpit53">5-3</a> + <dt></dt><dd> command line options, <a href="#command line options53">5-3</a> + <dt></dt><dd> compiler, <a href="#compiler13">1-3</a> + <dt></dt><dd> compiling, <a href="#compiling30">3-0</a> + <dt></dt><dd> Linux, <a href="#compiling+Linux31">3-1</a> + <dt></dt><dd> Windows 98/NT, <a href="#compiling+Windows 98/NT32">3-2</a> + <dt></dt><dd> Configure, <a href="#Configure32">3-2</a> + <dt></dt><dd> configure, <a href="#configure31">3-1</a>, <a href="#configure32">3-2</a> + <dt></dt><dd> Creative Graphics Blaster, + <a href="#Creative Graphics Blaster23">2-3</a> + <dt></dt><dd> Cygnus, <a href="#Cygnus13">1-3</a>, <a href="#Cygnus32">3-2</a>, + <a href="#Cygnus71">7-1</a>, <a href="#Cygnus83">8-3</a> + <dt></dt><dd> Cygnus Win32 port of GNU C, + <a href="#Cygnus Win32 port of GNU C32">3-2</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Delise, Oliver, <a href="#Delise, Oliver71">7-1</a> + <dt></dt><dd> Diamond Stealth II, <a href="#Diamond Stealth II22">2-2</a> + <dt></dt><dd> Diamond Viper 550, <a href="#Diamond Viper 55023">2-3</a> + <dt></dt><dd> documentation, <a href="#documentation11">1-1</a> + <dt></dt><dd> DOS, <a href="#DOS12">1-2</a> + <dt></dt><dd> Doue, Jean-Francois, <a href="#Doue, Jean-Francois71">7-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> elevation indicator, <a href="#elevation indicator63">6-3</a> + <dt></dt><dd> environment variable, <a href="#environment variable21">2-1</a> + <dt></dt><dd> Evans, Francine, <a href="#Evans, Francine71">7-1</a> + <dt></dt><dd> Everitt, Oscar, <a href="#Everitt, Oscar71">7-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> field of view, <a href="#field of view53">5-3</a> + <dt></dt><dd> flight model, <a href="#flight model53">5-3</a> + <dt></dt><dd> Flight simulator + <dt></dt><dd> civilian, <a href="#Flight simulator+civilian11">1-1</a> + <dt></dt><dd> free, <a href="#Flight simulator+free12">1-2</a> + <dt></dt><dd> multi-platform, + <a href="#Flight simulator+multi-platform11">1-1</a> + <dt></dt><dd> open, <a href="#Flight simulator+open11">1-1</a> + <dt></dt><dd> user-extensible, + <a href="#Flight simulator+user-extensible11">1-1</a> + <dt></dt><dd> user-sported, <a href="#Flight simulator+user-sported11">1-1</a> + <dt></dt><dd> user-supported, + <a href="#Flight simulator+user-supported11">1-1</a> + <dt></dt><dd> Flight Unlimited II, <a href="#Flight Unlimited II11">1-1</a> + <dt></dt><dd> fog, <a href="#fog53">5-3</a> + <dt></dt><dd> fog effects, <a href="#fog effects71">7-1</a> + <dt></dt><dd> frame rate, <a href="#frame rate12">1-2</a>, + <a href="#frame rate13">1-3</a>, <a href="#frame rate63">6-3</a> + <dt></dt><dd> FreeBSD, <a href="#FreeBSD71">7-1</a> + <dt></dt><dd> FS98, <a href="#FS9811">1-1</a>, <a href="#FS9871">7-1</a> + <dt></dt><dd> fullscreen display, <a href="#fullscreen display53">5-3</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Gailly, Jean-loup, <a href="#Gailly, Jean-loup71">7-1</a> + <dt></dt><dd> GameGLUT, <a href="#GameGLUT71">7-1</a> + <dt></dt><dd> Gellekum, Thomas, <a href="#Gellekum, Thomas71">7-1</a> + <dt></dt><dd> Getting Started Guide, <a href="#Getting Started Guide62">6-2</a> + <dt></dt><dd> GLIDE, <a href="#GLIDE21">2-1</a> + <dt></dt><dd> Glide, <a href="#Glide82">8-2</a> + <dt></dt><dd> GLUT, <a href="#GLUT21">2-1</a>, <a href="#GLUT71">7-1</a> + <dt></dt><dd> Glut header files, <a href="#Glut header files32">3-2</a> + <dt></dt><dd> glut libraries, <a href="#glut libraries32">3-2</a> + <dt></dt><dd> GNU C++, <a href="#GNU C++13">1-3</a> + <dt></dt><dd> Gnu Public License, <a href="#Gnu Public License11">1-1</a> + <dt></dt><dd> Goeke-Smith, Jeff, <a href="#Goeke-Smith, Jeff12">1-2</a>, + <a href="#Goeke-Smith, Jeff71">7-1</a> + <dt></dt><dd> Gold, Michael, I., <a href="#Gold, Michael, I.71">7-1</a> + <dt></dt><dd> graphics drivers, <a href="#graphics drivers20">2-0</a> + <dt></dt><dd> graphics library, <a href="#graphics library20">2-0</a> + <dt></dt><dd> graphics routines, <a href="#graphics routines12">1-2</a> + +<p> + <dt></dt><dd> <dt></dt><dd> haze, <a href="#haze53">5-3</a> + <dt></dt><dd> head up display, <a href="#head up display12">1-2</a>, + <a href="#head up display63">6-3</a> + <dt></dt><dd> height, <a href="#height63">6-3</a> + <dt></dt><dd> history, <a href="#history12">1-2</a> + <dt></dt><dd> Hotchkiss, Charlie, <a href="#Hotchkiss, Charlie12">1-2</a>, + <a href="#Hotchkiss, Charlie71">7-1</a> + <dt></dt><dd> HUD, <a href="#HUD12">1-2</a>, <a href="#HUD53">5-3</a>, <a href="#HUD63">6-3</a>, + <a href="#HUD64">6-4</a>, <a href="#HUD71">7-1</a>, + <a href="#HUD81">8-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> inclinometer, <a href="#inclinometer64">6-4</a> + <dt></dt><dd> initial heading, <a href="#initial heading53">5-3</a> + <dt></dt><dd> initial pitch angle, <a href="#initial pitch angle53">5-3</a> + <dt></dt><dd> initial roll angle, <a href="#initial roll angle53">5-3</a> + <dt></dt><dd> install tree, <a href="#install tree32">3-2</a> + <dt></dt><dd> instrument panel, <a href="#instrument panel53">5-3</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Jackson, Bruce, <a href="#Jackson, Bruce12">1-2</a>, + <a href="#Jackson, Bruce71">7-1</a> + <dt></dt><dd> joystick, <a href="#joystick13">1-3</a>, <a href="#joystick61">6-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> keyboard commands, <a href="#keyboard commands61">6-1</a> + <dt></dt><dd> Knienieder, Tom, <a href="#Knienieder, Tom71">7-1</a> + <dt></dt><dd> Koradi, Reto, <a href="#Koradi, Reto71">7-1</a> + <dt></dt><dd> Korpela, Eric, <a href="#Korpela, Eric12">1-2</a> + <dt></dt><dd> Kuehne, Bob, <a href="#Kuehne, Bob71">7-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> LaRCsim, <a href="#LaRCsim12">1-2</a>, <a href="#LaRCsim71">7-1</a> + <dt></dt><dd> latitude, <a href="#latitude63">6-3</a> + <dt></dt><dd> Lewis, Vasily, <a href="#Lewis, Vasily71">7-1</a> + <dt></dt><dd> Linux, <a href="#Linux11">1-1</a>, <a href="#Linux12">1-2</a>, + <a href="#Linux13">1-3</a>, <a href="#Linux21">2-1</a>, + <a href="#Linux30">3-0</a>, <a href="#Linux31">3-1</a>, + <a href="#Linux41">4-1</a>, <a href="#Linux42">4-2</a> + <dt></dt><dd> longitude, <a href="#longitude63">6-3</a> + <dt></dt><dd> Looking Glass, <a href="#Looking Glass11">1-1</a> + <dt></dt><dd> loop-through-cable, <a href="#loop-through-cable21">2-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> mailing lists, <a href="#mailing lists71">7-1</a> + <dt></dt><dd> Mayer, Christian, <a href="#Mayer, Christian71">7-1</a> + <dt></dt><dd> menu, <a href="#menu12">1-2</a> + <dt></dt><dd> Menu entries, <a href="#Menu entries62">6-2</a> + <dt></dt><dd> menu system, <a href="#menu system72">7-2</a> + <dt></dt><dd> MESA, <a href="#MESA21">2-1</a> + <dt></dt><dd> Metro Works, <a href="#Metro Works71">7-1</a> + <dt></dt><dd> Microsoft, <a href="#Microsoft11">1-1</a> + <dt></dt><dd> military components, <a href="#military components11">1-1</a> + <dt></dt><dd> mini-OpenGL, <a href="#mini-OpenGL22">2-2</a>, + <a href="#mini-OpenGL83">8-3</a> + <dt></dt><dd> Mitchell, Eric, <a href="#Mitchell, Eric12">1-2</a>, + <a href="#Mitchell, Eric71">7-1</a> + <dt></dt><dd> Morken, Anders, <a href="#Morken, Anders71">7-1</a> + <dt></dt><dd> MS DevStudio, <a href="#MS DevStudio83">8-3</a> + <dt></dt><dd> MS Visual C, <a href="#MS Visual C32">3-2</a> + <dt></dt><dd> MSVC, <a href="#MSVC13">1-3</a>, <a href="#MSVC71">7-1</a>, + <a href="#MSVC83">8-3</a> + <dt></dt><dd> Murr, David, <a href="#Murr, David12">1-2</a> + <dt></dt><dd> Murta, Alan, <a href="#Murta, Alan71">7-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Navion, <a href="#Navion12">1-2</a>, <a href="#Navion61">6-1</a>, + <a href="#Navion63">6-3</a>, <a href="#Navion71">7-1</a>, + <a href="#Navion72">7-2</a> + <dt></dt><dd> NumLock, <a href="#NumLock61">6-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Olson, Curt, <a href="#Olson, Curt12">1-2</a>, + <a href="#Olson, Curt42">4-2</a>, <a href="#Olson, Curt71">7-1</a>, + <a href="#Olson, Curt72">7-2</a> + <dt></dt><dd> OpenGL, <a href="#OpenGL12">1-2</a>, <a href="#OpenGL13">1-3</a>, + <a href="#OpenGL14">1-4</a>, <a href="#OpenGL20">2-0</a>, + <a href="#OpenGL22">2-2</a>, <a href="#OpenGL25">2-5</a>, + <a href="#OpenGL30">3-0</a>, <a href="#OpenGL52">5-2</a>, + <a href="#OpenGL71">7-1</a>, <a href="#OpenGL81">8-1</a> + <dt></dt><dd> drivers, <a href="#OpenGL+drivers13">1-3</a> + <dt></dt><dd> software rendering, + <a href="#OpenGL+software rendering25">2-5</a> + <dt></dt><dd> Operating Systems, <a href="#Operating Systems11">1-1</a> + <dt></dt><dd> orientation, <a href="#orientation53">5-3</a> + <dt></dt><dd> OS/2, <a href="#OS/212">1-2</a> + +<p> + <dt></dt><dd> <dt></dt><dd> panel, <a href="#panel12">1-2</a>, <a href="#panel62">6-2</a>, + <a href="#panel63">6-3</a>, <a href="#panel64">6-4</a>, + <a href="#panel71">7-1</a>, <a href="#panel72">7-2</a> + <dt></dt><dd> panel code, <a href="#panel code12">1-2</a> + <dt></dt><dd> Peel, Robin, <a href="#Peel, Robin71">7-1</a> + <dt></dt><dd> permissions, <a href="#permissions82">8-2</a> + <dt></dt><dd> pitch indicator, <a href="#pitch indicator63">6-3</a> + <dt></dt><dd> planes, <a href="#planes72">7-2</a> + <dt></dt><dd> PLIB, <a href="#PLIB12">1-2</a>, <a href="#PLIB32">3-2</a>, + <a href="#PLIB71">7-1</a> + <dt></dt><dd> problems, <a href="#problems80">8-0</a> + <dt></dt><dd> programmers, <a href="#programmers71">7-1</a> + <dt></dt><dd> proposal, <a href="#proposal12">1-2</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Reinhard, Friedemann, <a href="#Reinhard, Friedemann12">1-2</a>, + <a href="#Reinhard, Friedemann71">7-1</a> + <dt></dt><dd> Reinholdtsen, Petter, <a href="#Reinholdtsen, Petter71">7-1</a> + <dt></dt><dd> rendering options, <a href="#rendering options53">5-3</a> + <dt></dt><dd> Rendition 2100 chipset, <a href="#Rendition 2100 chipset22">2-2</a> + <dt></dt><dd> Rendition chipset, <a href="#Rendition chipset22">2-2</a> + <dt></dt><dd> Riley, William, <a href="#Riley, William71">7-1</a> + <dt></dt><dd> RIVA TNT chipset, <a href="#RIVA TNT chipset23">2-3</a> + <dt></dt><dd> rudder, <a href="#rudder64">6-4</a> + <dt></dt><dd> rudder indicator, <a href="#rudder indicator63">6-3</a> + +<p> + <dt></dt><dd> <dt></dt><dd> scenery, <a href="#scenery12">1-2</a>, <a href="#scenery32">3-2</a>, + <a href="#scenery42">4-2</a> + <dt></dt><dd> scenery creation tools, <a href="#scenery creation tools83">8-3</a> + <dt></dt><dd> scenery options, <a href="#scenery options53">5-3</a> + <dt></dt><dd> Schlyter, Paul, <a href="#Schlyter, Paul71">7-1</a> + <dt></dt><dd> Schoenemann, Chris, <a href="#Schoenemann, Chris71">7-1</a> + <dt></dt><dd> SGI IRIX, <a href="#SGI IRIX11">1-1</a> + <dt></dt><dd> Shewchuk, Jonathan, <a href="#Shewchuk, Jonathan71">7-1</a> + <dt></dt><dd> Sikic, Gordan, <a href="#Sikic, Gordan71">7-1</a> + <dt></dt><dd> Smith, Michael, <a href="#Smith, Michael71">7-1</a> + <dt></dt><dd> software rendering, <a href="#software rendering32">3-2</a> + <dt></dt><dd> sound, <a href="#sound42">4-2</a> + <dt></dt><dd> sound card, <a href="#sound card13">1-3</a> + <dt></dt><dd> sound effects, <a href="#sound effects13">1-3</a> + <dt></dt><dd> source code, <a href="#source code11">1-1</a> + <dt></dt><dd> speed, <a href="#speed63">6-3</a> + <dt></dt><dd> Sun-OS, <a href="#Sun-OS12">1-2</a> + <dt></dt><dd> SunOS, <a href="#SunOS11">1-1</a> + <dt></dt><dd> Support files, <a href="#Support files42">4-2</a> + <dt></dt><dd> system requirements, <a href="#system requirements13">1-3</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Talsma, Durk, <a href="#Talsma, Durk12">1-2</a>, + <a href="#Talsma, Durk71">7-1</a> + <dt></dt><dd> terrain, <a href="#terrain53">5-3</a> + <dt></dt><dd> texture, <a href="#texture42">4-2</a> + <dt></dt><dd> textures, <a href="#textures12">1-2</a>, <a href="#textures32">3-2</a>, + <a href="#textures71">7-1</a> + <dt></dt><dd> throttle, <a href="#throttle63">6-3</a>, <a href="#throttle64">6-4</a> + <dt></dt><dd> time options, <a href="#time options53">5-3</a> + <dt></dt><dd> Torvalds, Linus, <a href="#Torvalds, Linus11">1-1</a> + <dt></dt><dd> triangle program, <a href="#triangle program71">7-1</a> + <dt></dt><dd> Troester, Kai, <a href="#Troester, Kai72">7-2</a> + <dt></dt><dd> turn indicator, <a href="#turn indicator63">6-3</a>, + <a href="#turn indicator64">6-4</a> + +<p> + <dt></dt><dd> <dt></dt><dd> U. S. Geological Survey, + <a href="#U.\,S. Geological Survey12">1-2</a>, + <a href="#U.\,S. Geological Survey71">7-1</a> + <dt></dt><dd> UNIX, <a href="#UNIX12">1-2</a>, <a href="#UNIX13">1-3</a>, + <a href="#UNIX30">3-0</a>, <a href="#UNIX42">4-2</a> + <dt></dt><dd> USA Scenery files, <a href="#USA Scenery files42">4-2</a> + +<p> + <dt></dt><dd> <dt></dt><dd> van Sickle, Gary R., <a href="#van Sickle, Gary R.71">7-1</a> + <dt></dt><dd> velocity rages, <a href="#velocity rages64">6-4</a> + <dt></dt><dd> vertical speed indicator, + <a href="#vertical speed indicator64">6-4</a> + <dt></dt><dd> video card, <a href="#video card20">2-0</a>, + <a href="#video card32">3-2</a> + <dt></dt><dd> view directions, <a href="#view directions61">6-1</a> + <dt></dt><dd> view frustrum culling, <a href="#view frustrum culling12">1-2</a> + <dt></dt><dd> Vine, Norman, <a href="#Vine, Norman12">1-2</a>, + <a href="#Vine, Norman71">7-1</a>, + <a href="#Vine, Norman72">7-2</a> + <dt></dt><dd> Voegtli, Roland, <a href="#Voegtli, Roland71">7-1</a> + <dt></dt><dd> Volpe, Carmelo, <a href="#Volpe, Carmelo71">7-1</a> + <dt></dt><dd> Voodoo, <a href="#Voodoo21">2-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Walisser, Darrell, <a href="#Walisser, Darrell71">7-1</a> + <dt></dt><dd> win32 api library, <a href="#win32 api library32">3-2</a> + <dt></dt><dd> Win32 libraries, <a href="#Win32 libraries32">3-2</a> + <dt></dt><dd> Windows, <a href="#Windows13">1-3</a> + <dt></dt><dd> Windows 95/NT, <a href="#Windows 95/NT12">1-2</a> + <dt></dt><dd> Windows 98, <a href="#Windows 9813">1-3</a> + <dt></dt><dd> Windows 98(95), <a href="#Windows 98(95)11">1-1</a> + <dt></dt><dd> Windows 98/NT, <a href="#Windows 98/NT13">1-3</a>, + <a href="#Windows 98/NT22">2-2</a>, + <a href="#Windows 98/NT23">2-3</a>, + <a href="#Windows 98/NT24">2-4</a>, + <a href="#Windows 98/NT25">2-5</a>, + <a href="#Windows 98/NT30">3-0</a>, + <a href="#Windows 98/NT32">3-2</a>, + <a href="#Windows 98/NT41">4-1</a>, + <a href="#Windows 98/NT42">4-2</a>, + <a href="#Windows 98/NT52">5-2</a> + <dt></dt><dd> Windows drivers, <a href="#Windows drivers22">2-2</a> + <dt></dt><dd> Windows NT, <a href="#Windows NT11">1-1</a>, + <a href="#Windows NT13">1-3</a> + <dt></dt><dd> workstation, <a href="#workstation12">1-2</a>, + <a href="#workstation13">1-3</a> + +<p> + <dt></dt><dd> <dt></dt><dd> yoke, <a href="#yoke13">1-3</a>, <a href="#yoke61">6-1</a> + +<p> + <dt></dt><dd> <dt></dt><dd> Zeh, Allan, <a href="#Zeh, Allan71">7-1</a> + <dt></dt><dd> zlib library, <a href="#zlib library71">7-1</a> + +<p> +</DL> </font> +<p><hr><small>File translated from T<sub><font size="-1">E</font></sub>X by <a href="http://hutchinson.belmont.ma.us/tth/">T<sub><font size="-1">T</font></sub>H</a>, version 1.57.</small> +</HTML> diff --git a/Docs/InstallGuide/HTML/hud.gif b/Docs/InstallGuide/HTML/hud.gif index 19f12829b..6a1a5a1a5 100644 Binary files a/Docs/InstallGuide/HTML/hud.gif and b/Docs/InstallGuide/HTML/hud.gif differ diff --git a/Docs/InstallGuide/HTML/navion.gif b/Docs/InstallGuide/HTML/navion.gif index 9cca2f1ad..a4aafdf2b 100644 Binary files a/Docs/InstallGuide/HTML/navion.gif and b/Docs/InstallGuide/HTML/navion.gif differ diff --git a/Docs/InstallGuide/HTML/panel.gif b/Docs/InstallGuide/HTML/panel.gif new file mode 100644 index 000000000..87ab2d3aa Binary files /dev/null and b/Docs/InstallGuide/HTML/panel.gif differ diff --git a/Docs/InstallGuide/HTML/start.gif b/Docs/InstallGuide/HTML/start.gif index afbfd70a5..5d652cf10 100644 Binary files a/Docs/InstallGuide/HTML/start.gif and b/Docs/InstallGuide/HTML/start.gif differ