457 lines
23 KiB
TeX
457 lines
23 KiB
TeX
%%
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%% getstart.tex -- Flight Gear documentation: Installation and Getting Started
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%% Chapter file
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%%
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%% Written by Michael Basler, started September 1998.
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%%
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%% Copyright (C) 1999 Michael Basler (pmb@knUUt.de)
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%%
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%%
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%% This program is free software; you can redistribute it and/or
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%% modify it under the terms of the GNU General Public License as
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%% published by the Free Software Foundation; either version 2 of the
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%% License, or (at your option) any later version.
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%%
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%% This program is distributed in the hope that it will be useful, but
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%% WITHOUT ANY WARRANTY; without even the implied warranty of
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%% MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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%% General Public License for more details.
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%%
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%% You should have received a copy of the GNU General Public License
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%% along with this program; if not, write to the Free Software
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%% Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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%%
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%% $Id: getstart.tex,v 0.12 1999/03/07 michael
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%% (Log is kept at end of this file)
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\chapter{Want to have a free flight? Take {\FlightGear}!\label{free}}
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{Yet another Flight Simulator?}
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\markboth{\thechapter.\hspace*{1mm} WANT TO HAVE A FREE
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FLIGHT?}{\thesection\hspace*{1mm} YET ANOTHER FLIGHT SIMULATOR?}
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Did you ever want to fly a plane yourself, but lacked the money or
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skills to do so? Do you belong to those real pilots, who want to
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improve their skills without having to take off? Do you want to
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try some dangerous maneuvers without risking your life? Or do you
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just want to have fun with a more serious game not killing any
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people? If any of these questions applies, PC flight simulators
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are just for you.
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If you are reading this you might have got already some experience
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either using \Index{Microsoft}'s {\copyright} \Index{FS98},
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\Index{Looking Glass}' {\copyright} \Index{Flight Unlimited II} or any
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other of the commercially available PC flight simulators. As the price
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tag of those is usually within the 50\$ range buying one of it should
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not be a serious problem given the fact, that running any serious PC
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flight simulator requires a hardware within the 1500\$ range, despite
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dropping prices, at least.
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Why then that effort of spending hundreds or thousands of hours of
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programming to build a free simulator? Obviously there must be
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good reason to do so:
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\begin{itemize}
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\item All of the commercial programs have a serious drawback: They are made
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by a small group of developers defining their properties - often
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quite inert and not listening too much to the customer.
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Anyone ever trying to contact \Index{Microsoft} will
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immediately agree.
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\item Commercial PC flight simulators usually try to cover a market
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segment as broad as possible. For obvious reason, most of them want
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to serve the serious pilot as well as the beginner and the gamer.
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The result are compromises. As \FlightGear is free, there is no need
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for such compromises; it just can be given the properties its users
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want. It defines itself via building.
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\item Building a flight simulator is a challenge to the art of
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programming. Contributing to that project makes you belong to
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those being able to contribute to serious, ambitious and
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advanced software projects.
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\item It is fun. Not only is it fun to write the code (\ldots or
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documentation\ldots) but also to belong to that -- temporarily changing
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-- club of clever people on the net having discussed, struggled and finally
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succeeded in creating that project. Even reading the \FlightGear
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mailing lists is informative and fun for itself.
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\end{itemize}
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The above-mentioned points make \FlightGear different from other
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competitors in several respect. \FlightGear aims to be a
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civilian,\index{Flight simulator!civilian}
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multi-platform,\index{Flight simulator!multi-platform}
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open,\index{Flight simulator!open} user-supported,\index{Flight
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simulator!user-sported} user-extensible\index{Flight
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simulator!user-extensible} simulator:
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\begin{itemize}
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\item \textbf{Civilian:}\index{Flight simulator!civilian} The \FlightGear
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project is primarily aimed to civilian flight simulation.
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It should be appropriate for simulating
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general aviation as well as civilian aircraft. However, according to
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the open concept of development, that sure does not exclude someone
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taking the code and integrating \Index{military components}.
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\item\textbf{Multi-platform:}\index{Flight simulator!multi-platform} The
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developers are attempting to keep the code as platform-independent
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as possible. This is based on their observation that
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people interested in flight simulations run quite
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a variety of computer hardware and operating systems. The present code
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supports the following \Index{Operating Systems}:
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\begin{itemize}
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\item\Index{Linux} (any platform),
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\item\Index{Windows NT} (i86 platform),
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\item\Index{Windows 95/98},
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\item\Index{BSD UNIX},
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\item\Index{SGI IRIX},
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\item\Index{SunOS}.
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\end{itemize}
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There is ongoing effort to support more platforms such as the
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\Index{MacIntosh}. At this time we are not aware of the existence of any other
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serious multi-platform flight simulator -- neither commercial nor free.
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Initial ideas on support for \Index{DOS} or \Index{OS/2} were dropped later because of
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diminishing interest in these platforms and the non-availability of OpenGL for DOS.
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\item\textbf{Open:}\index{Flight simulator!open} The project is not
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restricted to a closed club of developers. Anyone who feels he or she
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being able to contribute is highly welcome.
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The code (including documentation) is copyrighted under the
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terms of the \Index{Gnu Public License}.
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The Gnu Public License is often misunderstood. In simple terms it
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states that you can copy and freely distribute the program(s) licensed
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to it. You can modify them, if you like. You are even allowed to charge
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as much money for the distribution of the modified or original program as you want.
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However, you must distribute it complete with the entire source code
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and it must retain the original copyrights. In short:
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\medskip
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\centerline{\textit{''You can do anything with the software except
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making it non-free''}.}
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At present, the \Index{Gnu Public License} is not included in this
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document, but can be obtained from
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\web{http://www.gnu.org/copyleft/gpl.html}.
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\item\textbf{User-supported, user-extensible:}\index{Flight simulator!user-supported}
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\index{Flight simulator!user-extensible}Contrary to the various
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commercial simulators available, scenery and aircraft format,
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internal variables, etc. are user accessible and documented
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from the beginning. Even without an explicit developmental \Index{documentation},
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which sure has to be written at some point, this is guaranteed by supplying the
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\Index{source code}. It is the goal of the developers to build a basic
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engine to which scenery designers, panel engineers, maybe adventure
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or ATC routine writers, sound capturers and others can (and are asked to)
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add. It is our hope, that the project will finally gain from the creativeness
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and ideas of hundreds of talented simmers across the world.
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Without doubt, the success of the \Index{Linux} project initiated by Linus
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Torvalds\index{Torvalds, Linus} inspired several of the developers.
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Not only has it shown that distributed development of even highly sophisticated
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software projects over the Internet is possible. It led to a product which,
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in several respect, is better than its commercial competitors.
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\end{itemize}
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\section{A short \Index{history} of \FlightGear}
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This project goes back to a discussion of a group of net-citizens
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in 1996. This resulted in a proposal written by David
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Murr\index{Murr, David} who, unfortunately, dropped out from the
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project (as well as the net) later. His \Index{proposal} is still
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available from the \FlightGear web site and can be found under
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\web{http://www.flightgear.org/proposal-3.0}.
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Although the names of the people and several of the details
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naturally changed in time, the spirit of that proposal was clearly
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retained up to the present status of the project.
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Actual coding started in summer 1996 and by the end of that year essential graphics
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routines were completed. At that time, programming was mainly done and coordinated by
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Eric Korpela\index{Korpela, Eric} from Berkeley University
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(\mail{korpela@ssl.Berkeley.EDU}). Early code was running under \Index{Linux} as well as
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under \Index{DOS}, \Index{OS/2}, \Index{Windows 95/NT}, and \Index{Sun-OS}. This was
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quite an ambitious project, as it involved, among others, writing all the \Index{graphics
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routines} in a system-independent way just from scratch.
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Development slowed down and finally stopped at the beginning of 1997 when Eric had to
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complete his thesis. At this point, the project seemed to be dead and traffic on the
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mailing list went down to nearly nothing.
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It was Curt Olson\index{Olson, Curt} from the University of Minnesota
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(\mail{curt@flightgear.org}) who re-started the project in the middle of 1997. His idea
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was as simple as successful: Why invent the wheel a second time? There have been several
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free flight simulators\index{Flight simulator!free} available running on
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\Index{workstation}s under several flavors of \Index{UNIX}. One of these,
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\Index{LaRCsim}, which was developed by Bruce Jackson\index{Jackson, Bruce} from NASA
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(\mail{jackson@larc.nasa.gov}) seemed to be well-adapted for the present approach. Curt
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took this one apart and re-wrote several of the routines in a way making them build-able
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as well as run-able on the intended target platforms. The key idea in doing so was
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selecting a system-independent graphics platform, i.\,e. \Index{OpenGL}, for the basic
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\Index{graphics routines}.
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\medskip
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\centerline{
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\includegraphics[clip,width=12.5cm]{navion.eps}
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}
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\noindent
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Fig.\,1: \textit{The \Index{Navion} flight model is one of the
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features \FlightGear inherited from \Index{LaRCsim}. Until now it
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is the only one plane being realized in \FlightGear.}
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\medskip
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In addition, a clever decision on the selection of the basic
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\Index{scenery} data was already made in this very first version.
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\FlightGear Scenery is created on the basis of satellite data
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published by the \Index{U.\,S. Geological Survey}. These terrain
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data are available for the whole world over the Internet for free
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from
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\web{http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html}
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\noindent
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for the US resp.
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\web{http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html}
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\noindent
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for other countries. Those freely accessible scenery data in
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conjunction with scenery building tools provided with
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\FlightGear are an important prerequisite enabling anyone to
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create his or her own scenery, at least in principle.
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This new FlightGear code - still largely being based on original \Index{LaRCsim} code -
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was released in July 1997. From that moment the project gained momentum again. Here are
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some milestones from the further history of development:
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\begin{itemize}
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\item Sun, moon and stars are a field where PC flight simulators
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have been notoriously weak for ages. It is one of the great
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achievements of \FlightGear that it includes accurate sun (watch, Microsoft!),
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moon, and planets being moreover placed on their proper positions.
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The corresponding \Index{astronomy code} was implemented in fall 1997 by Durk
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Talsma\index{Talsma, Durk}
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(\href{mailto:pn_talsma@macmail.psy.uva.nl}{pn\_talsma@macmail.psy.uva.nl}.
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\item Texture support\index{textures} was added by Curt
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Olson\index{Olson, Curt}
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(\mail{curt@flightgear.org}) in spring 1998. This marked a
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significant improvement in terms of reality. You may recall: MSFS had
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untextured scenery up to version 4.0. For this purpose, some high-quality
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textures were submitted by Eric Mitchell\index{Mitchell, Eric}
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(\href{mailto:mitchell@mars.ark.com}{mitchell@mars. ark.com}.
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\item A \Index{HUD} (\Index{head up display}) was added based on code
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provided by Michele America\index{America, Michele} (\mail{nomimarketing@mail.telepac.pt})
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and Charlie Hotch\-kiss\index{Hotchkiss, Charlie}
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(\href{mailto:chotchkiss@namg.us.anritsu.com}{chotch kiss@namg.us.anritsu.com})
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in fall 1997 and continuously improved later.
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While being probably not a substitute for a \Index{panel} and moreover
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possibly being a bit odd in that tiny \Index{Navion}, this \Index{HUD} has proven
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extremely useful in navigation until now.
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\item After improving scenery\index{scenery} and
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texture\index{textures} support and adding some more
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features there was a disappointing side-effect in spring 1998: Frame
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rates\index{frame rate} dropped down to a point where \FlightGear became inflyable. There
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were two main achievements overcoming this problem. First, with the advent
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of hardware \Index{OpenGL} support and corresponding drivers for most of
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the graphics cards these features could be exploited in
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\FlightGear as well, leading to a \Index{frame rate} boost by a
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factor up to 10. Second, Curt Olson\index{Olson, Curt} (\mail{curt@flightgear.org})
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implemented so-called \Index{view frustrum culling} (a procedure to except part of
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the scenery not required from rendering) which gave another 20\% or so of
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frame rate boost in May 1998.
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With these two achievements \FlightGear became flyable again even on weaker
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machines as long as they included a 3D graphics board with
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hardware \Index{OpenGL} support. (With respect to this point one should keep in mind that the code
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at present is in no way optimized leaving a lot of room for further
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improvements of frame rate.)
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\item A rudimentary \Index{autopilot} implementing heading hold was
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contributed by Jeff Goeke-Smith\index{Goeke-Smith, Jeff} (\mail{jgoeke@voyager.net}) in
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April 1998. This autopilot was improved to cover altitude hold and a terrain follow
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switch in October 1998.
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\item Although detailed menus are still missing there is a first
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approach on developing a \Index{menu system} based on Steve Baker's\index{Baker, Steve}
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(\mail{sjbaker@hti.com}) menu library \Index{PUI}. This first menu
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system was added in June 1998.
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\item Friedemann Reinhard \index{Reinhard, Friedemann}
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(\mail{mpt218@faupt212.physik.uni-erlangen.de})
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developed early \Index{panel code} including a working \Index{airspeed
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indicator} which was added in June 1998 and has been considerably improved until today.
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\item There was basic \Index{audio support}
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i.\,e. an audio library and some basic background engine sound,
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contributed by Steve Baker (\mail{sjbaker@hti.com})\index{Baker,
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Steve} and Tom Knienieder\index{Knienieder, Tom}
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(\mail{knienieder@ms.netwing.at}) in Summer 1998.
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\item Steve Baker\index{Baker, Steve}
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(\mail{sjbaker@hti.com}) and Curt Olson\index{Olson, Curt} (\mail{curt@flightgear.org})
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got basic joystick/yoke support running in October 1998. While implementation may change
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and pedals do not yet work under Windows this marks a huge improvement in terms of
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realism.
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\item In September 1998 Curt Olson\index{Olson, Curt}
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(\mail{curt@flightgear.org}) succeeded in creating complete terrain Scenery for the USA,
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which is available for download from
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\web{ftp://ftp.kingmont.com/pub/kingmont/}.
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\end{itemize}
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\longpage
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This is by no way a complete history and a lot of people making even important
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contributions were left out here. Besides the named achievements which are more on the
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surface, there was a lot of work done concerning the internal structure, by Steve
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Baker\index{Baker, Steve} (\mail{sjbaker@hti.com})\index{Baker, Steve}, Norman
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Vine\index{Vine, Norman} (\mail{nhv@laserplot.com}), Gary R. Van Sickle\index{Van Sickle,
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Gary, R.} (\mail{tiberius@braemarinc.com}), and others. A more complete list of
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contributors to the project can be found in \textit{Landing: Some further thoughts before
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leaving the plane}, chapter \ref{landing} as well as in the file \texttt{Thanks} provided
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with the code. Moreover, the \Index{\FlightGear Website} contains a detailed history of
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all of the development under
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\web{http://www.flightgear.org/News/}.
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\section{System requirements}\index{system requirements}
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Compared to other recent flight simulators the system requirements
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for \FlightGear are rather decent. A P100 is already sufficient,
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given you have a proper 3D graphics card, but of course for
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getting good performance we recommend a P200 or better, if you run
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it on a PC. On the other hand, any not too ancient \Index{UNIX}
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\Index{workstation} will run \FlightGear as well.
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While in principle you can run \FlightGear on 3D boards without OpenGL support or even on
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systems without 3D graphics hardware, missing hardware OpenGL support can force even the
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fastest PII to its knees (\Index{frame rate}s typically below 1 fps even on fast
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machines). Any cheap 3D graphics card will do as long as it features hardware
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\Index{OpenGL} support. For \Index{Windows 98/NT} drivers, you may contact the home page
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of the manufacturer. Moreover, you should have in mind that most OpenGL
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drivers\index{OpenGL!drivers} are still marked as beta and moreover, often these drivers
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are provided by the makers of the graphics chip instead of the makers of the board. More
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detail on OpenGL drivers can be found under
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\web{http://www.x-plane.com/v4ibm.html}
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\noindent
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as well as under
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\web{http://www.flightgear.org/Hardware}.
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Moreover, you need around 16MB of free disk space for installing the
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executable including most of the scenery. In case you want to compile
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the program yourself you need around 50MB for the source code and for
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temporary files created during compilation, independent of the
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operating system.
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If you want to hear the \Index{sound effects} any decent \Index{sound card} should serve.
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At present, support for using a \Index{joystick} or \Index{yoke} is just in its early
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stages, but is expected to work on most systems. At present, Pedals are supported under
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UNIX/Linux only.
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With respect to operating systems, \FlightGear is being primarily developed under
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\Index{Linux}, a free UNIX clone developed cooperatively over the net in much the same
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way as the \FlightGear project itself. Moreover, \FlightGear runs under \Index{Windows
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95}, \Index{Windows 98} and \Index{Windows NT} and given you have a proper
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\Index{compiler} installed it can be build under all of these platform as well. The
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primary compiler for all platforms is \Index{GNU C++} (i.\,e. the \Index{Cygnus} compiler
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under Win32), however there is some support for \Index{MSVC}5 as well. Moreover,
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\FlightGear runs and can be build on several \Index{UNIX}/X11 platforms with GNU C++
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installed.
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\section{Whom this guide is addressed to and how it is organized}
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At first: There is not much of the material in this Guide being originally invented by
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ourself. You could even say with Montaigne that we ''merely gathered here a big bunch of
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other men's flowers, having furnished nothing of my own but the strip to hold them
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together''. Most (but fortunately not all) of the information can as well be grabbed from
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the \Index{\FlightGear home page} being situated at
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\web{http://www.flightgear.org/}
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\noindent
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and its various sub pages. However, there still seem to
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be a small group of people preferring neatly printed manuals over
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loosely scattered Readmes and those may acknowledge our effort.
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This \textit{Installation and Getting Started} is intended as being a first step towards
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a more complete \Index{\FlightGear documentation} (with the other parts, supposedly, to
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be written by others). Its main addressee is the end-user who is not interested in the
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internal workings of \Index{OpenGL} or in building his or her own scenery, for instance.
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It is our hope, that sometime there will be an accompanying \textit{\Index{\FlightGear
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Programmer's Guide}}, which could be based on some of the documentation under
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\web{http://www.flightgear.org/Docs},
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\noindent
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a \textit{\Index{\FlightGear Scenery Design Guide}}, and a
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\textit{\Index{\FlightGear Flight School}}, at least.
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This \textit{Installation and Getting Started} is organized as
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follows:
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The first chapter \ref{opengl}, \textit{Getting the engine: Installing OpenGL graphics
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drivers}, describes how to prepare the computer for handling \FlightGear's graphics
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routines. \FlightGear is based on a graphics library called OpenGL, thus you must install
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either hardware or software OpenGL support for your graphics board (except, you did so
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before, of course).
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Chapter \ref{building}, \textit{Building the plane: Compiling the program}, explains how
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to build, i.\,e. compile the simulator. Depending on your platform this may or may not be
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required for you. There will at least be binaries available for those working on a Win32
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|
(i.\,e. Windows 98 {\copyright} or Windows NT {\copyright}) platform. For those on such
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|
systems, who want to take off immediately without going through the potentially
|
|
troublesome process of compiling, we recommend just skipping that chapter and going
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|
directly to the next one.
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|
|
|
In chapter \ref{prefligh}, \textit{Preflight: Installing \FlightGear}, 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.
|
|
|
|
The following chapter \ref{takeoff}, \textit{Takeoff: How to start the program},
|
|
describes how to start the program including an overview on the command line options.
|
|
|
|
\textit{Flight: Keystrokes, HUD, and all that}, chapter \ref{flight}, describes how to
|
|
operate the program, i.\,e. to actually fly with \FlightGear. 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.
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|
|
|
In chapter \ref{landing}, \textit{Landing: Some further thoughts before leaving the
|
|
plane}, we would like to give credits to those who did the hard work and give an outlook
|
|
on what remains to be done.
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|
|
|
Finally: \textbf{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
|
|
\textit{Installation and Getting Started} (of course not without giving credit to the
|
|
authors).}
|
|
|
|
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 {\FlightGear}.
|
|
While we are both watching the mailing lists, it might help, if developers adding new
|
|
functionality could send us a short note.
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%% Revision 0.00 1998/09/08 michael
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|
%% Initial revision for version 0.53.
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|
%% Revision 0.01 1998/09/20 michael
|
|
%% several extensions and corrections
|
|
%% revision 0.10 1998/10/01 michael
|
|
%% final proofreading for release
|
|
%% revision 0.11 1998/11/01 michael
|
|
%% minor corrections on platforms, satellite data, OpenGL (S. Baker)
|
|
%% added Navion pic
|
|
%% revision 0.12 1999/03/07 michael
|
|
%% update on recent development
|