Author: Thorsten R.

A preview of features for the ‘Barcelona’ release

Join us for a short overview of what the next Flightgear release within the new automated three-month release cycle will bring!

FG goes to Spain

The most visible change to first-time users will be the change of the default airport. For the future, we plan to name every release after the default airport, and thus while the last release has been ‘San Francisco’ (or 2016.1), the next release (2016.2) will go to the beautiful city of Barcelona. Look forward to some impressive scenery and all-new VRF tutorials and suggested flights in the region!

Improvements to scenery

Improvements to scenery rendering …
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Posted in News

An experience like no other…

The Space Shuttle in Flightgear

After Vostok-1 and the X-15, Flightgear now adds the third craft capable of reaching space – the Space Shuttle.

Thanks to the fact that virtually all material NASA has on the Shuttle is in public domain, the simulated flight dynamics and the resulting capabilities of the Shuttle are based on a large body of NASA wind-tunnel and actual mission data and hence highly realistic. For instance, the response to aerosurfaces is not only simulates as a function of surface deflection and dynamical pressure, but also as function of Mach number, AoA and the deflection
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Posted in Tours

The new Cessna 172p

by Gilberto Agostinho

FlightGear’s default aircraft, the Cessna 172P, went through a major makeover. This post will show some of these improvements.

The aircraft exterior is now much more detailed, with new higher resolution liveries (as well as several cockpit and interior themes).

The cockpit is now fully textured and fully functional. All switches, buttons and levers are operable (try pulling out some circuit breakers!). When using ALS, the new interior shadow effect is very immersive.

There are six variants avilable now (default, two bush tire variants, amphibian, pontoon and skis) as well as two types of engine (160 HP …
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Posted in Tours

What’s the Flightgear news?

Changes of various kinds affect FG – it seems this year more than in others. Please read here an overview.

Whatever happened to the 3.6 release?

The simple truth is – it didn’t work out. In the end, the release team had personal constraints, got as far as producing a release candidate but then the efforts stalled. Flightgear is developed by human beings, and sometimes things don’t go the way we’d like them to.

Ideally this should have been communicated earlier – we’re sorry for this, the final decision not to have a 3.6 release was made not so long …
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Posted in News

A preview of features for Flightgear 3.6

Flightgear is constantly under development and as the feature freeze for the next 3.6 release approaches, it is becoming increasingly clear what the next version will have to offer to users:

(to avoid misunderstandings – this is a selection of features currently under development, not a release note, i.e. there is no guarantee that all items will appear in 3.6, nor is are the features of 3.6 limited to what is listed here)

A complete makeover for the default aircraft

The C-172p has always been Flightgear’s default plane, as it is easy to fly and great to learn the basics …
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Posted in Info

Simulating the ever-changing scenery

The secrets of the environment settings

If you look at aerial imagery of a region every day for a year, it never changes. Yet if you would fly over the same region in reality every day, it would almost never look the same twice. In reality, nature is a dynamically changing environment, and what you see from a cockpit reflects this.

Some of these changes have to do with weather – on a cloudy day, the light is different from bright sun, the shadows are muted, the amount of haze may change so that faraway terrain looks fainter… and these …
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Posted in Tours

The magic of light and haze

The ‘Atmospheric Light Scattering’ (ALS) rendering framework

Have you ever admired the beautiful colors of a sunset? Have you maybe wondered why sometimes sunsets show a fantastic palette of glowing red and golden colors in the sky and sometimes a rather muted blue-grey? Have you observed distant hills fade into blue haze while the glittering reflection of the sun on water shifts color to a yellow-orange and asked yourself where the difference comes from? Have you wondered why there’s sometimes a halo visible around the moon?

All these phenomena and more are related to light scattering in the atmosphere. Actually, …
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Posted in Tours

A preview of features for Flightgear 3.4

Flightgear is constantly under development and as the feature freeze for the next 3.2 release approaches, it is becoming increasingly clear what the next version will have to offer to users:

(to avoid misunderstandings – this is a selection of features currently under development and not a release note, i.e. there is no guarantee that all items will appear in 3.4, nor are the features of 3.4 limited to what is listed here)

Precipitation

Added realism for precipitation:

The precipitation system has been partially upgraded. The speed of falling raindrops now follows a physical scaling with droplet size, and the …
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Posted in Info

The F-14b is back

Ready to launch?

Thanks to Alexis Bory and Enrique Laso, the F-14b has been for a long time one of Flightgear’s most impressive 3d models, with a highly detailed cockpit and a large number of modeled systems.

But it just got even better – are you ready for a ride?

New flight dynamics

Richard Harrison has added a detailed JSBSim model for the flight dynamics based on a number of aerodynamical data sources which makes especially the behaviour at low airspeed very close to the real airplane. This also includes an accurate modeling of stall and departure into spin or …
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Posted in Tours

Feedback on dds textures required

Should Flightgear switch to dds texture format?

What is this about?

The FG development team is considering to switch the format for terrain textures from png to dds. This would offer a number of significant advantages:

– dds is a compressed format, hence the download size of the FG base package may be decreased
– compressed dds can be directly used by many graphics cards, reducing also GPU memory consumption
– dds stores all texture resolution levels, i.e. no lower resolution levels have to be generated when the texture is used, hence it loads much faster into memory
– the …
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Posted in Info, News