Showing posts with label FlightGear. Show all posts
Showing posts with label FlightGear. Show all posts

Friday, January 18, 2008

FG batch files -- a Dummy to Dummy guide

Just a quick note here. I had an earlier post on '"saving" favorite flights in FlightGear by creating batch files. However, I didn't understand how to get over a simple batch file issue, so I came up with a kludge. I am embarassed by that now, since the way I am doing it now is so much simpler. I already listed this on the FG forum, after being set straight by another poster on the forum. I offer it here for the benefit anyone else who is running windows and is not fluent in DOS.

1. Create flight of choice in FG wizard
2. Copy the command line text from the wizard into notepad
3. Use backspace or delete to remove all the line returns
4. replace all "Program Files" with "Progra~1"
5. Save with .bat extension, e.g. myflight.bat
6. Now you just double click on file to launch the flight. This will bypass FG wizard and start up fgfs.exe right away.

I also like to put the line "pause" at the end of the batch script, so that it leaves the window open. This way you can see any error messages.

Thursday, January 03, 2008

FlightGear 1.0 mini review


Here's a few quick observations about the new official 1.0 release of FlightGear. If you're new to FlightGear you may wan't to read my review of version 0.9.10 here. This review is written for poor slobs like me who are totally dependant on the FG developer community for executable install packages--a large portion of the FG user base has been enjoying these improvements for some time. You can find a nice summary of the changes since 0.9.10 here.

  1. First off, the visual experience isn't much different than version 0.9.10. There are some changes mentioned in the link above, but frankly I don't notice anything dramatic.
  2. There are new views, for example a flyby view which is very nice. A major usability enhancement is an option in the View menu to select which views are included when you cycle through the views.
  3. There is also a dynamic cockpit view now. This is intended to mimic intentional eye movements, rather than the head latency effect used in Active Camera and FSX. For example, if you step on the right rudder while taxiing, the view shift to the right, because thats where you want to go, presumably. But this becomes a problem if you are trying to stay on the centerline on takeoff, because you want to keep your eyes on the center. I fly with this turned off, but I'm hoping someone will write an alternative head movement component, because I don't like the bolted-to-the-airframe feeling you get without any head movement.
  4. There are some nice additions to the default hangar, including a couple of Beavers (float and wheeled) and a pretty nice Camel. Best of all, tho, is that now all of the additional aircraft availabe on the FG website will work. I had tried some of these addons with version 0.9.10, but a lot of them didn't cooperate with that version.
  5. The FG wizard (fgrun.exe) now has an option for scenarios. This makes it easy to set up situations such as carrier operations with the plane starting out on the deck. Also, one can set up glider towing with an AI cub, and aerial refueling from a tanker flying above KSFO. A couple of these scenarios are featured in the screenshots below.
  6. FG now recognizes both my rudder pedals and my joystick at the same time! Version 0.9.10 didn't recognize my rudder pedals automatically, though it is possible I could have tweaked and/or hacked a solution.
  7. Multiplayer chat is now available.
  8. The tutorials are really neat. When you run one of these, it gives you text instructions at the top of the screen, then the viewpoint automatically shifts to the appropriate area of the cockpit, and the relevant control is circled. This is a great example of how the FG developers are not just copying other simulators, but coming up with new ways it can be used. A screenshot from one is below.
  9. A note to MS FSX bashers: Progress comes at a price! Just as the new features of FSX packs a performance hit, so does upgrading from FG 0.9.10 to 1.0. Well, maybe not as bad. What I am seeing is that flight loadup takes at least twice the time it did in version 0.9.10. However, in flight performance is not nearly as badly affected. Except for my next point.
  10. Alas, I seem to have lost the hardware lottery on this. My rig, which ran 0.9.0 quite well, and even manages FSX adequately, has terrible stuttering problems with FG 1.0. I see the stutters mostly during taxi and takeoff, where sometimes everything stops for more than a second at a time. Once aloft, things are not too bad. Overall, framerates are in the mid twenties and above. The conventionaly wisdom is that ATI cards such as mine do not handle OpenGL as well as Nvidia cards. There may yet be a tweak to reduce these stutterings, but for now they seriously cramp my style.
All in all, a very nice package, and an amazing one considering it's free. Although its a few years behind Microsoft in the visual department, it boasts many features that are state of the art, for example the tutorials, and the ability to have curved runways. If you haven't tried FG yet, now is a good time. Get it here.

On to the screenshots.
Here's a shot approaching the refueling tanker (never did quite connect tho).

A sample shot from a tutorial (how to start the Spitfire, I think)

My first successful carrier landing in 1.0.
OK, I admit it. The shot above was not my first sucessful landing--this one was :-)
However, I did land the Seahawk on the first attempt, honest! And with the baby in my lap at the time!

Being towed by the AI cub. You can also be towed by someone in multiplayer mode. The towing action feels pretty realistic, and you will break the cable if you don't follow well enough. You can't actually see the cable though.

Wednesday, December 19, 2007

FlightGear 1.0. released!


OK, I haven't posted in a long while. The truth is, I haven't flightsimmed in weeks now. It's not just the guitar thing--I've been sick as well with a nasty head cold.

However, I do read up on my favorite flightsim sites, and I was delighted to see that FlightGear has finally release version 1.0.0. I downloaded it tonight and it looks really nice. Go try it out! I might get around to a mine-review here, but don't hold your breath. You're better off just trying it for yourself.

Thursday, October 18, 2007

Flightsim in my pocket

OK, so I lied. Here I am posting just days after I said I would be on hiatus. However, this is an unusual occasion as I am away from home (and the guitar) for a week, on a business trip. Of course, one of the benefits of this trip is that I got to fly for the first time in a few years. The experience was glorious, and I am really looking forward to the trip home.

But the main topic of this post running FlightGear from a thumb drive. This is a really neat thing you can do with FlightGear, and I've been meaning to post about for a long time, but somehow never got around to it. The truth is, you can easily get the entire FG base package, about 500MB, on a 1 Gig thumb drive. And then you can run FG off the drive without installing anything on the computer. These drives are really cheap nowadays: I got my 2 GB drive for less than $20. Of course, if you want to add more scenery areas, that will quickly take up a lot more space. Another option, with slightly less cool factor, would be to burn a CD. But then you couldn't fit it in your pocket.

The beauty of this is that you can fly FG on any eligible computer without installing it. This is especially valuable to me, since my employer keeps very tight controls on their computers and won't let the common folk install anything without going through IT. However, with the flightsim on the thumb drive, I can fly on my laptop any time I want to. This has been especially nice this week. Being away from home, I finally have my evenings all to myself, and no guitar to tempt me, so I've taken a bit of those evenings to enjoy some flying time again. The photo above shows FG running on my work laptop, from the thumb drive on the right side of the laptop, attached to my keychain.

My parting shot is a nice evening cloud effect that I never saw before in FG, until this evening's flight. I think it's awfully nice, and a fitting image if this is really my last post (for a while, at least).

Friday, July 13, 2007

FlightGear multiplayer and moving map

First, in reference to the doldrums mentioned at the end of my last post, I'd like to say once again that my remedy of flying the pattern really helps me get back into the groove. I can't recommend highly enough the benefits of pattern flying, particularly when your base airport is on the small side or presents some other challenge. There are few things as satisfying as honing a skill over the long term.

One thing I've been doing a fair bit in the last few months, but have not yet blogged about , is multiplayer flying in FlightGear. I know people have been flying multiplayer in MS Flight Simulator for years, and perhaps some day I'll give it a try. However, multiplayer mode is really easy to set up in FlightGear. See this article in the FlightGear Wiki for instructions.

When you fly multiplayer in FlightGear you fly with the entire world of online FlightGear users. An additional really cool feature is the live map that shows who's online, where they are (their plane, that is), and what they're flying. You can see whose flying right now, without signing up or logging in or anything, by checking out the online server. If you click that link you will see KSFO (San Francisco), which is the default FG airport, and anyone who's flying at the moment. You should at least see "mpdummy" who is not some self-effacing individual, but rather a test connection to show that the server is running properly. If you happen to see "marlboro", that's me!

A fun thing I like to do when I have a few spare minutes is to check the server, see if anyone's flying, and then starting up FG and trying to fly formation, or at least buzz the other planes. I hear there is a way to message other pilots, but that requires a newer version of FG than I have (i.e. the kind you have to build yourself).

The server map can also be used to track your flying. It can be configured so that your plane is always centered on the map. you can zoom in and out, and display road names and such, just as with any Google Map application. It's easy to switch back and forth using the Alt-Tab combination. Unlike MSFS which tends to go into a sulk if you try task switching, you can switch in and out of FG very quickly.

Last night I decided to do a comparison between where I was in the FG world and where the server would show me. The results are below. I think that's pretty amazing.


Saturday, May 26, 2007

FlightGear ship traffic-- A Dummy to Dummy Guide

Ok, this is probably one of the most useless things you would want to do with FlightGear, but it is kind of fun. A full guide to AI Systems can be found here on the FlightGear Wiki. Here, I will show you exactly what I did to easily add some ships to my local scenery. Using this method you will have boats that travel in slow circles according to their rudder settings, without the need to explicitly define routes.

The first thing to do is to copy the ship_demo.xml file found in your FlightGear\data\AI directory, and rename it. In my case I called it RIship_demo.xml, because I was creating boat traffic for the Naragansett Bay in Rhode Island.

Edit the file in any text editor, such as Wordpad. Below is how I edited the file. (My apologies for giving this with screen shots instead of cut-and-pastable text, but I don't know a simple way to put xml code into this blog without the browser trying to interpret it as code.) My edits are red. Mainly, I just changed the latitude and longitude for the ship. Then I copied it twice, and modified each copy for location and speed. Finally, in the third entry I changed the vessel to the freighter. This required one more modification, which I will explain below. To find the latitude and longitude values, you can go here. Move the map to your desired location, and you will see the lat. and long. in the upper right corner.



But before we set up the freighter, I will show you how to add this traffic file to your preferences. This step is essential or we will not see the ships. Edit the preferences.xml file in your FlightGear\data directory. Search for the text 'scenario' and add a line for your new file, as shown below (use your file name, however). My edits are in red. Also, make sure the boolean value shown in red is set to true.



I noticed there was a freighter in the same directory as the sailboat model. However, it did not have a corresponding xml file. Acting on a guess, I copied the sailboat.xml, edited as shown below, and saved it as freighter.xml. It worked!



Once you've modified and saved these files, load up a flight in the appropriate area, and go look for your boats!

Monday, May 21, 2007

SP1 second impressions, and more FlightGear


Having had SP1 for, oh, five days I guess, I'm finding it's not quite as good for me as originally seemed, but still it's pretty good and definitely an improvement over the original experience. But I have not yet tried any config file tweaks, so more improvement may be on the way.

The airport shot is from Logan Airport, with about 33% traffic. I assure you that 20 FPS indication is not typical. Usually I get around around 11 FPS. While not ideal, it is definitely possible to fly at this rate. This is one of the first situations I tried, in order to give the patch a good test, and I was very impressed at how well it handled everything in this very busy scenery.

I typically fly suburban and rural areas, and found that the FPS increase, while appreciable, was not as high as I had hoped. I think the trees, in the quantities I need, might be more demanding than a lot of the urban scenery. Also, the more I fly, the more I notice intermittent blurries. This seems to be the most common complaint on the forums, and my single-core system is running into this more often than I'd like. You can see the blurries in the second shot. I'm also noticing and occasionally being annoyed by autogen popping. Aces' Phil Taylor's blog mentions that they implemented some kind of batch processing for autogen, and acknowledged that scenery popping may occur.

As I mentioned in my last post, the one improvement that has really made me happy is the fluid panning with either the hat switch or mouse, and instant view changes using the number pad preset views. It was the lagging view changes that caused me the most grief before the patch, and after a few hours I have not had any poor performance. For me, this one big improvement makes the other minor issues easy to swallow.

My third FSX shot shows a goof that perhaps might have been there before SP1, but I only just noticed it. The cargo doors on this jet remain open, even when it takes off. I don't get incensed by this kind of thing the way some people do, but rather find it mildly amusing.

I have gone back to FlightGear a few times since SP1, just to see if my earlier enthusiasm for this product was more than a flash in the pan. I'm convinced FG is the genuine article. I continue have lots of fun and look forward to the new version, whenever that gets out. This morning I tried a back-to-back flight around the pattern in FSX and FG. Besides the obvious differences (FG loads in a fraction of the time, FSX looks much prettier) I have to say the flying enjoyment (Flug Vergnugen?) is about equal.


The last shot shows my first attempt at a carrier landing in FG. It was a sucess! However, you'll have to take my word for it. The screenshot here is from a replay, and I discovered that the AI carrier continues along its path during replay, so by the time you reach the original landing spot you've missed the boat.

Tuesday, May 15, 2007

Some more FG shots


Here's some more FG screenshots, as promised in an earlier post. I collected these in a hurry, having already spent too much time on this blog lately.

If you're a regular visitor to this blog, you may have noticed I'm posting more frequently than normal. There are two reasons for this. First, I'm very excited about FlightGear, and I want to help make it better know in the larger flightsim community. The other reason is that as of last week it became clear that the FSX SP1 is going to be released some time this week (see Phil Taylor's blog.) Therefore, I wanted to get the FlightGear posts out before the collective attention of most of the flightsimming community is focused on trying out SP1. Incidently, I'll be one of the first in line for SP1, and will let you know how it goes for me, as soon as time permits.



However, for the moment we're still considering FG. As I said before, I will keep coming back to FG, and this is true even if SP1 exceeds my wildest expectations. FG is great fun, and the ongoing development will be interesting to keep up with. For a project that expressly does not have its primary focus on visuals, it can look pretty nice at times. If I had a spare hour or two I'm sure I could come up with even better shots than these.

This is not so say that FG always looks this good. There are times when it can look not-so-good (visit a major city, for example, and fly low). Also, take a look at the last shot. Are those Gateway computer boxes? I do hope this was done tongue in cheek.

I do hope I've inspired a few people to try out FG. If you're not running FSX, why not try FG now? If you are running FSX and axiously awaiting SP1, don't forget about FG. Maybe you should add a bookmark for http://www.flightgear.org.

Sunday, May 13, 2007

FlightGear saved flights-- A Dummy to Dummy Guide


This is the first in a possible series of Dummy to Dummy Guides. I use this term not because I think you or I are a dummies, but because for my part I don’t claim any expert backgrond, and for your part I assume no special knowledge of the topic at hand. The solution provided works for me, and I expect it will work for you, thats all I promise. I is quite possible there are smarter ways to solve the problem.

Today, I show you a way to "save" a flight in FlightGear and get a clickable shortcut to your desired flight. Using this method I find I can go from desktop to tarmac in 30-40 seconds.

A note to those still considering whether to install FG: if all this sounds too complicated, don't let it scare you away from FG. You can forget about this stuff and just to use the wizard, which is very easy to use, to set up your flights.


The approach is straightforward:

  1. When launched from the command line, FG uses the preferences.xml file in the FlightGear/data directory to determine setup for the flight. This file contains default settings.
  2. We're going to make a copy of this file, and hand edit it to create our desired starting conditions for a flight.
  3. We can do a switcheroo between our custom preferences and the default, and launch FG from the command line.
  4. We can create a batch file to do this automatically, and give us a double-click way to start our favorite flight.
  5. Repeat as necessary for each alternate scenario.

If you've never written a batch file before, don't worry. A batch file is basically a text file containing commands you could enter at a command prompt. You should be able to just cut and paste the text below into a text file (use simple text editor such as Wordpad, not Word), and then save the file with the .bat extension. When you double-click on it it will run the commands. You will only need to edit this text if your installation is not in the normal place, or you decide to name your custom file something different. Note that this script will make a backup copy of the default preferences before copying your custom one over, and then restore the original afterwards.

If you're not familiar with xml files, they are simply text files written in the xml format. An xml file doesn't do anything, it just presents information in a way that other applications can easily parse, while remaining human readable. You can edit the xml file in any standard text editor, but it will be a lot easier to get around large xml files if you use an xml-specific editor, such as Xmlpad (free! Google it if you want to try), as shown in the screenshot. This image demonstrates how you can navigate through sections on the left panel, and make edits on the right side.

As for the actual edits to the xml file, I will leave that to you to figure out. Most of the tags you will want to edit are self-explanatory. For the airplane, you will need to know the correct name the simulator uses for that plane. For starting airport, you will need to know its ICAO name. For these and some other values, you can check by calling up the wizard, making your selections, then checking the "show command line" option. Many of the options you set in the wizard can be turned on or off by using either "true" or "false" in the property value. Have fun experimenting with options. Just make sure you backup the original version before you start, and work with a file that you have saved a different name, such as my_preferences.xml (this is the name to use if you want to use my batch script as is).

I suggest you work on one custom file for a while until you get all the options the way you want them. Then, you can copy this for other versions for different options (plane, airport, etc). Create a separate batch file for each custom preferences file.

Here's my batch file (cut and paste between the -------'s):
-----------------------------------
SET FG_HOME=c:\Program Files\FlightGear
SET FG_ROOT=c:\Program Files\FlightGear\data
SET FG_SCENERY=C:\Program Files\FlightGear\data\Scenery;C:\Program Files\FlightGear\data\WorldScenery;
cd "c:\Program Files\FlightGear\data"
copy /Y preferences.xml bac_preferences.xml
REM edit the next line of you custom preferences file has a diffferent name
copy /Y my_preferences.xml preferences.xml

"c:\Program Files\FlightGear\bin\win32\fgfs.exe"
copy /Y bac_preferences.xml preferences.xml
pause
-----------------------------------

Drop me a comment if you try this and run into any trouble. Also, if you know of a more clever way to do this let me know.

Finally, a few fun pictures. The first two show the trees I've added to 9B1, using the process described in the previous post. As I've mentioned before, this is true-to-life and keeps you on your toes when landing. FG trees can be flown through without harm, though. Another odd thing is that these trees are one sided and appear transparent from the "back". I ended up copying a bunch of them and specifying a rotation of 180 degrees.

The last shot shows a neat effect that MSFS has not been able to accomplish: the airplane shadow correctly projects on scenery objects. I hope this doesn't go away with the next version of FG.



Friday, May 11, 2007

Whoa! FlightGear scenery design!


The more time I spend with FlightGear the more I love it. I've spent the last week flying nothing but FlightGear. I got some neat screenshots I hope I get a chance to share soon. I'm sure I will go back to MSFS after the novelty of FG starts to wear off (or FSX SP1 is released, whichever comes sooner), but I know I will continue to fly FG. I'm working on a kludge that will let me sort of save favorite flights (this is not built into FG, suprisingly). When that is done I will be a double-click and about 45 seconds away from my favorite flying situations any time I'm at the computer. If my kludge works, I will share it here.

The above shot (by the way) shows my first attempt at scenery design, adding a few buildings around my local airport. Sure, the buildings are kind of cheesy, but cheesy rhymes with easy. The whole project, from never-having-done-it-before to flying with the new scenery took all of 5 minutes.

What makes it work is that the UFO "plane" in the FlightGear 0.9.10 is actually an object placement tool that allows you to place scenery objects with a mouse click. You can read the whole procedure on the FG Wiki here, but in brief, what you do is fly the UFO to the desired location (the UFO flies like skew mode). Then call up the airplane help ('?' key) and that will tell you the commands you use to place objects. There is a command to output the information to the terminal, and then you paste that gobbledegookto the appropriate scenery file, as explained in the wiki article.

You can only add from the included scenery objects, which is a pretty limited collection. There's probably a way to get more, but that may require getting deep into the developer's world. Anyhow, there's enough generic hangars and buildings so that you can make your airport look less like they've bulldozed the place and are about to rip up the runway and put in a subdivision.

Maybe (probably) you're not very impressed with this scenery. But it does help a little with the suspension of disbelief when the airport has some features vaguely reminiscent of its real-world component. I was lucky to find a quonset hut, because this airport really has one (see photo, a few posts back). I will go back and add a few trees in front of the runway.

Anyhow, the crudeness of the objects has one advantage, and that is I will not be tempted by the desire to tweak it to perfection.

Now that I've gotten a glimpse of how scenery works in FG, I'm going to look into whether I can get rid of that fictitious tower, and adjust the location used for the tower view. If I figure that out I'll share it here.

Thursday, May 03, 2007

FlightGear Mini Review

I'm a great fan of open source software. Some of my favorite of these programs are the Gimp (Photoshop alternative), Inkscape (drawing), Audacity (digital recording and editing). These products are the efforts of many people over a long period of time, and reflect a lot of hard work and pride in what they do. For us mortals, they give us a chance to dabble in things like image editing without having to spend a lot of money on a professional grade software package. Plus, the open source ethos is refreshing and inspiring in its own right.

For a while I have known of an open source flight simulator, but until now I hesitated to give it a try. I finally gave into the itch to click the download link. Now I wish I had not waited so long.

The simulator is called FlightGear, and you can get information about it and links to downloads here. You can tell from these screenshots that no, it will not replace MSFS for most people, but it still looks pretty decent. I should emphasize the fact that this is a work in progress. In fact, it is not even up to version 1.0, the latest being version 0.9.10. If you visit the web site don't be scared away by talk of compiling source code and such. There is an automatic installer for windows that works well, and there is a GUI for launching the simulator, as well as a menu driven interface within the sim. There are also installers for other platforms, but I have not tried them.









Why should you consider FlightGear? One reason is if you like open source software. Another is if you just like to tinker. Perhaps a more compelling reason is performance. Your mileage may vary, but I find that it flies extremely smooth, compared to MSFS. There is absolutely no hesitation when I pan the view around. I have noticed microstutters on a few occasions, but overall I don't give a second thought to frame rates. Still another reason: if you have an older, slower computer in addition to your flightsim computer, why not see how FlightGear will run on it? It won't cost you anything beyond the inconvenience of a large download.

The graphics both inside and outside the plane do not measure up to FS2004 (certainly not FSX), but given to performance gain, it's not a bad trade off. The airplane models vary greatly. I've found a few with pretty decent virtual cockpits, such as the Cub, the 172, and the Beaver, and the Warthog. The scenery also varies in quality. Some rural textures look pretty nice at altitude (the haze effect helps a lot), but some of it looks a bit cheesy. The autogen trees are o.k., but the buildings will make you feel nostalgiac for FS98. In fact, I've been keeping an old installation of FS98 on my hard drive, because I like to occasionally run with really fast framerates. However, its probably time to uninstall FS98, because FlightGear runs just as fast, but looks so much better. (I leapfrogged from FS98 to FS2004, so I can't say how it compares to FS2000 or 2002.)

Another interesting feature is that there are several approaches to flight modelling to choose from. I haven't experimented with this much, but it is intriguing.

So I encourage everyone to give it a try. A word of warning, though: to get the most out of this you'll need at least two propellers: one for your hat, as well as one for your plane. Still, if one is able to accept limitations (such as not being able to assign joystick buttons) you can use it out of the box. If you want to stick that propeller on your cap, then you can customize your joystick or just about anything else in this sim.

Likes
1. Fast, smooth performance (YMMV)
2. Instant change of time of day or weather.
3. True overcast, convincing from above or below
4. True sloped runways.
5. Aircraft self-shadowing.
6. Chase plane spot view, where the chase plane banks with your plane.
7. Quick start up.
8. It's free!


Limitations
(I don’t like being negative about free software, but I offer this for those who are deciding whether to download this software)
1. Poor landing effects (sounds are weak, no visual effects like smoke puffs or splashes)
2. Only one season, as far as I can tell
3. Can’t change airplane without restart
4. Not as easy to save and reload flights
5. Sparse autogen, and sparse AI.