![]() This is also the stuff that is transmitted in multiplayer. This will return the current position of the aircraft within FlightGear. controls/gear/steering // Used if rudder is not sufficient for control of steering They are either normalized (like /surface-positions/elevator-pos-norm) or in degrees, and sometimes the aileron is split left/right. These usually drive the animations of the control surfaces. The positions of the controls are usually put in /surface-positions/ at the discretion of the aircraft designer. Contents 1 Background 2 Source code 3 Building & Packaging Notes 4 Status 4.1 Known issues 4. This is done using the OpenXR 2 API, via an external library called osgXR 3 for handling OpenXR and OpenSceneGraph specifics, which is being developed in parallel. controls/flight/BLC // Boundary Layer Control The Virtual Reality project aims to add immersive VR support to FlightGear. These properties control the flight controls surfaces, though often through a mechanical, analog or digital flight control system (FCS) that may or may not be modeled. controls/engines/engine/fire-bottle-discharge (The model allows for up to 12 engines rumour has it -) controls/autoflight/vertical-speed-selectĮngines are numbered engine for a single engine to engine to engine for a 747 for example. before and after the aircraft's engines are up an running. These properties control any auxiliary power unit, in essence a small turbine engine driving generators, hydraulic pumps etc. These properties control the various anti-ice properties that may be present in an aircraft. These properties should, and usually do correspond to how various cockpit controls are set. This is a part of FlightGear that we could certainly document betterĬonsumables See also #Fuel /consumables/fuel/tank/level-lb To determine how a property works and what it does often requires looking through any code that uses it. One is in the aircraft files, starting from the aircraft specific aircraft-set.xml file, another is the Nasal files, and the last place (and often most useful!) is "grepping" (searching) through the C++ code. There are several places to look for properties. There are a couple ways that the properties are set, but a fair amount of them just "appear" without being documented anywhere. ![]() In addition many properties will by necessity be aircraft specific, though developers should make a conscious effort to have properties map to more common ones if that is possible. There are also different flight dynamic models (FDMs) that have different needs. This becomes obvious if one consider the many different configurations (aircraft/helicopter/car, control surface and landing gear layout, number and locations of engines, etc) and propulsions systems (types of engines, types of fuels etc.) an aircraft can have. ![]() While many properties will be common between most aircraft, many properties will also be different between aircraft. The properties represent both the input from the pilot, the values determining the position and velocity of the aircraft, the values used for animating the aircraft, and pretty much anything else. Most parts of FlightGear communicate with each other through key-value pair properties in the property tree. Our Approach Brings Its Own Unique Challenges And Difficulties, But We Are Confident (and Other Similarly Structured Projects Have Demonstrated) That In The Long Run We Can Outclass The Commercial "competition.See Property tree for the main article about this subject. ![]() Contrast This With The Traditional Approach Of Commercial Software Vendors, Who Are Limited By The Collective Ability Of The People They Can Hire And Pay. In Doing So, We Are Able To Take Advantage Of The Efforts Of Tremendously Talented People From Around The World. We Are Developing A Sophisticated, Open Simulation Framework That Can Be Expanded And Improved Upon By Anyone Interested In Contributintor Out Old Airplane Parts, To University Research And Instructional Use, To Simply Having A Viable Alternative To Commercial PC Simulators.įlight Gear And Its Source Code Have Intentionally Been Kept Open, Available, And Free. The Goal Of The FlightGear Project Is To Create A Sophisticated Flight Simulator Framework For Use In Research Or Academic Environments, For The Development And Pursuit Of Other Interesting Flight Simulation Ideas, And As An End-user Application. Source Code For The Entire Project Is Available And Licensed Under The GNU General Public License. The FlightGear Flight Simulator Project Is An Open-source, Multi-platform, Cooperative Flight Simulator Development Project. ![]()
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