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FlightGear 0.9.10
FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.
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. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. 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. 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."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
<<lessThe 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. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. 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. 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."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
Gear
Gear project draws a gear in an open office drawing. more>>
Gear project draws a gear in an open office drawing.
You can then load the open office drawing and a nice looking gear is shown.
You can adapt the nr of tooth from the commandline, the shape of the tooth can be changed from the source.
How does it work?
I unzipped an open office drawing and looked how the lines in a file were made, then i automatically generated the lines into the content.xml file and zip the stuff again to make a valid document.
Isnt it great to have open formats (that are also well readable...)!!!
What is essential...
Well, in the archive that you got this program in, there is a odg directory this contains all the files that make up a valid OpenOffice drawing. The program should be run in a place where this odg directory is found...
example you unzipped this archive in a temp directory and now your file tree looks
like this : temp/gear/odg
then you should run the gear program from the temp/gear directory. .
well, it isnt that hard, you will figure it out...
<<lessYou can then load the open office drawing and a nice looking gear is shown.
You can adapt the nr of tooth from the commandline, the shape of the tooth can be changed from the source.
How does it work?
I unzipped an open office drawing and looked how the lines in a file were made, then i automatically generated the lines into the content.xml file and zip the stuff again to make a valid document.
Isnt it great to have open formats (that are also well readable...)!!!
What is essential...
Well, in the archive that you got this program in, there is a odg directory this contains all the files that make up a valid OpenOffice drawing. The program should be run in a place where this odg directory is found...
example you unzipped this archive in a temp directory and now your file tree looks
like this : temp/gear/odg
then you should run the gear program from the temp/gear directory. .
well, it isnt that hard, you will figure it out...
Download (0.031MB)
Added: 2006-07-19 License: Freeware Price:
1198 downloads
Flight Navigation Planner 104
Flight Navigation Planner project is a tool for making flight plans based on known airports. more>>
Flight Navigation Planner project is a tool for making flight plans based on known airports.
Flight Navigation Planner lets you make flight plans based on known airports, navaids, fixes, or cities.
You can use the sectional charts, wacs, or the vector/terrain planning charts.
It calculates headings, winds, time, and fuel. It features Airways-based Auto-Routing, Climb and Descent calculations (a/c type based), Fuel Stop Planning, Auto-Route around MOAS and Restricted Airspace, Hi-Res Weather Radar Overlay, Viewing of current sectional, wac, and IFR charts, the ability to see a route over TFRs, detailed nexrad radar overlays over your routes, Terrain Profiles with cloud ceilings, and the ability to upload flight plans to GPS.
<<lessFlight Navigation Planner lets you make flight plans based on known airports, navaids, fixes, or cities.
You can use the sectional charts, wacs, or the vector/terrain planning charts.
It calculates headings, winds, time, and fuel. It features Airways-based Auto-Routing, Climb and Descent calculations (a/c type based), Fuel Stop Planning, Auto-Route around MOAS and Restricted Airspace, Hi-Res Weather Radar Overlay, Viewing of current sectional, wac, and IFR charts, the ability to see a route over TFRs, detailed nexrad radar overlays over your routes, Terrain Profiles with cloud ceilings, and the ability to upload flight plans to GPS.
Download (1.2MB)
Added: 2006-10-13 License: GPL (GNU General Public License) Price:
1112 downloads
Google Gears Beta
Google Gears project is an open source Firefox extension that enables web applications to provide offline functionality. more>>
Google Gears project is an open source Firefox extension that enables web applications to provide offline functionality using following JavaScript APIs:
- Store and serve application resources locally
- Store data locally in a fully-searchable relational database
- Run asynchronous Javascript to improve application responsiveness
<<less- Store and serve application resources locally
- Store data locally in a fully-searchable relational database
- Run asynchronous Javascript to improve application responsiveness
Download (0.42MB)
Added: 2007-06-01 License: Freeware Price:
1030 downloads
Kubuntu KDM Gears 0.4
Kubuntu KDM Gears is a Kubuntu version of Gears KDM theme based on the Ubuntu Gears KDM theme. more>>
Kubuntu KDM Gears is a Kubuntu version of Gears KDM theme (credits to mandrivian and ChristianNickel), based on the following Ubuntu Gears KDM theme : http://www.kde-look.org/content/show.php?content=32589
Original version features a flat Kubuntu logo.
2 versions featuring a logo with some kind of relief effect are available (logo from http://kubuntu.free.fr).
Version with official kubuntu edgy logo is available.
Finally, a Kubuntu Tux version is also proposed.
That should be it for now, unless i find some other kool Kubuntu logos. You may suggest new pictures, and your comments/suggestions are welcome.
In order to get nice, homogeneous KDE theme, you can download ChristianNickels original artwork as well :
- Splash screen : http://www.kde-look.org/content/show.php?content=30999
- Wallpaper : http://www.kde-look.org/content/show.php?content=30970
Enhancements:
- kubuntu-tagged Tux added
<<lessOriginal version features a flat Kubuntu logo.
2 versions featuring a logo with some kind of relief effect are available (logo from http://kubuntu.free.fr).
Version with official kubuntu edgy logo is available.
Finally, a Kubuntu Tux version is also proposed.
That should be it for now, unless i find some other kool Kubuntu logos. You may suggest new pictures, and your comments/suggestions are welcome.
In order to get nice, homogeneous KDE theme, you can download ChristianNickels original artwork as well :
- Splash screen : http://www.kde-look.org/content/show.php?content=30999
- Wallpaper : http://www.kde-look.org/content/show.php?content=30970
Enhancements:
- kubuntu-tagged Tux added
Download (MB)
Added: 2007-03-08 License: GPL (GNU General Public License) Price:
969 downloads
KFLog 2.1.1
KFLog is an OpenSource program aimed at glider pilots. more>>
KFLog is an OpenSource program aimed at glider pilots. It gives you a powerfull tool to plan your flight tasks before you go flying and analyse your flights afterwards.
KFLog is the only flight analyser program available for Linux to be recognized by the FAI IGC.
KFLog projects the flights on a digital vectormap, that contains not only airfields and airspaces, but a complete elevation-map, roads, cities, rivers, and lots of other interesting objects.
<<lessKFLog is the only flight analyser program available for Linux to be recognized by the FAI IGC.
KFLog projects the flights on a digital vectormap, that contains not only airfields and airspaces, but a complete elevation-map, roads, cities, rivers, and lots of other interesting objects.
Download (0.91MB)
Added: 2005-06-17 License: GPL (GNU General Public License) Price:
1590 downloads
loggertools 0.0.1
loggertools is a collection of tools for flight loggers, especially for gliders. more>>
loggertools is a collection of tools for flight loggers, especially for gliders. They help you convert data (turn points, air spaces, flight logs) and connect to the device.
The following devices are being supported (the ones I have access to):
- Holltronic Cenfis
- Filser Colibri
- Filser LX4000
- Filser LX20
The following data formats are understood:
- SeeYou .cup
- Cenfis .cdb, .idb, .dab, .bhf
- Filser .da4
- Zander .wz
<<lessThe following devices are being supported (the ones I have access to):
- Holltronic Cenfis
- Filser Colibri
- Filser LX4000
- Filser LX20
The following data formats are understood:
- SeeYou .cup
- Cenfis .cdb, .idb, .dab, .bhf
- Filser .da4
- Zander .wz
Download (0.15MB)
Added: 2007-03-14 License: GPL (GNU General Public License) Price:
955 downloads
JSBSim Flight Dynamics Model 0.9.13
JSBSim is an open source flight dynamics model. more>>
JSBSim Flight Dynamics Model is an open source flight dynamics model (FDM) that compiles and runs under many operating systems, including Linux, Apple Macintosh, Microsoft Windows, Linux, IRIX, Cygwin (Unix on Windows), etc.
The FDM is essentially the physics/math model that defines the movement of an aircraft under the forces and moments applied to it using the various control mechanisms and from the forces of nature.
JSBSim has no native graphics. It can be run by itself as a standalone program, taking input from a script file and various aircraft configuration files; or, it can be run as an integrated part of a larger flight simulator implementation that includes a visual system.
The most notable example of the use of JSBSim is currently seen in the open source FlightGear simulator. JSBSim models the aerodynamic forces and moments by the classic coefficient buildup method.
JSBSim has seen the growth of a fairly large user base, with some of the more notable projects (of which I am aware) described on the Users page.
Main features:
- Fully configurable flight control system, aerodynamics, propulsion, landing gear arrangement, etc. through XML-based text file format.
- Rotational earth effects on the equations of motion (coriolis and centrifugal acceleration modeled).
- Configurable data output formats to screen, file, socket, or any combination of those.
Enhancements:
- This release includes new options for the standalone JSBSim executable, including improved real-time capability.
- This release also includes experimental (but tested) logic to reduce ground reactions jitter while on the ground.
<<lessThe FDM is essentially the physics/math model that defines the movement of an aircraft under the forces and moments applied to it using the various control mechanisms and from the forces of nature.
JSBSim has no native graphics. It can be run by itself as a standalone program, taking input from a script file and various aircraft configuration files; or, it can be run as an integrated part of a larger flight simulator implementation that includes a visual system.
The most notable example of the use of JSBSim is currently seen in the open source FlightGear simulator. JSBSim models the aerodynamic forces and moments by the classic coefficient buildup method.
JSBSim has seen the growth of a fairly large user base, with some of the more notable projects (of which I am aware) described on the Users page.
Main features:
- Fully configurable flight control system, aerodynamics, propulsion, landing gear arrangement, etc. through XML-based text file format.
- Rotational earth effects on the equations of motion (coriolis and centrifugal acceleration modeled).
- Configurable data output formats to screen, file, socket, or any combination of those.
Enhancements:
- This release includes new options for the standalone JSBSim executable, including improved real-time capability.
- This release also includes experimental (but tested) logic to reduce ground reactions jitter while on the ground.
Download (0.95MB)
Added: 2007-01-21 License: GPL (GNU General Public License) Price:
604 downloads
Q-Gears 0.13
Q-Gears project is a clone of Squaresofts Final Fantasy 7 game engine. more>>
Q-Gears project is a clone of Squaresofts Final Fantasy 7 game engine.
Q-gears is an attempt to make a clone of Squaresofts Final Fantasy 7 game engine. It is designed to be cross-platform and run on modern operating systems such as Win32 and Linux. In the future this is to serve as a framework for compatibility with other Square games.
Many games after this were created with the same same code base and design philosophy. Written in C++, it uses cross-platform graphics libraries (SDL and OpenGL) along with GCC, a cross platform C/C++ compiler.
It is named after "Gears" which is a wholly inaccurate and incredibly incomplete refrence for the original FF7 engine. The "Q" means nothing, other than its a cool letter to differentiate between the document and the program.
<<lessQ-gears is an attempt to make a clone of Squaresofts Final Fantasy 7 game engine. It is designed to be cross-platform and run on modern operating systems such as Win32 and Linux. In the future this is to serve as a framework for compatibility with other Square games.
Many games after this were created with the same same code base and design philosophy. Written in C++, it uses cross-platform graphics libraries (SDL and OpenGL) along with GCC, a cross platform C/C++ compiler.
It is named after "Gears" which is a wholly inaccurate and incredibly incomplete refrence for the original FF7 engine. The "Q" means nothing, other than its a cool letter to differentiate between the document and the program.
Download (MB)
Added: 2007-05-19 License: GPL (GNU General Public License) Price:
539 downloads
GPLIGC 1.5.1
GPLIGC is a software package for glider* pilots. more>>
GPLIGC is a software package for glider* pilots. IGC flight data files can be analysed and visualised.
The package contains two components:
*and all others who want to view GPS track logs (para-glider pilots, hang-glider pilots and even pilots of radio-controlled (sail)planes.
- GPLIGC, analysation
- openGLIGCexplorer, 3d visualisation (can be used as a viewer for digital elevation data too)
GPLIGC can be used on Linux, Unix, Windows and Mac OS X.
GPLIGC application can be used under the terms of the GNU General Public License (GPL).
Enhancements:
- This release fixes a few bugs.
- Some options were added that allow you to specify a destination folder and filenames for screenshots.
- The background colors (including gradients) can be changed.
<<lessThe package contains two components:
*and all others who want to view GPS track logs (para-glider pilots, hang-glider pilots and even pilots of radio-controlled (sail)planes.
- GPLIGC, analysation
- openGLIGCexplorer, 3d visualisation (can be used as a viewer for digital elevation data too)
GPLIGC can be used on Linux, Unix, Windows and Mac OS X.
GPLIGC application can be used under the terms of the GNU General Public License (GPL).
Enhancements:
- This release fixes a few bugs.
- Some options were added that allow you to specify a destination folder and filenames for screenshots.
- The background colors (including gradients) can be changed.
Download (0.85MB)
Added: 2007-04-24 License: GPL (GNU General Public License) Price:
548 downloads
IFT 1.0
IFT is a simple flight simulator. more>>
IFT project is a simple flight simulator.
IFT is a small flight simulator written for the purpose of training pilots not experienced in instrument flight. It includes a couple of VOR and NDB stations and displays. These can be used to exercise basic radio navigation skills.
Its made and tested on GNU/Linux, but it should work on all Unices, since all it uses is the X11 library.
Version restrictions:
- Time factor should not be greater than 20 when you are entering a turn. It will never stop turning if you do so.
- There are only 4 stations defined statically in the source code. There could be more and they could be both dynamically placed & selectable into the radio navigation equipment.
- Its just a weeks hack. Im sure there are many bugs.
<<lessIFT is a small flight simulator written for the purpose of training pilots not experienced in instrument flight. It includes a couple of VOR and NDB stations and displays. These can be used to exercise basic radio navigation skills.
Its made and tested on GNU/Linux, but it should work on all Unices, since all it uses is the X11 library.
Version restrictions:
- Time factor should not be greater than 20 when you are entering a turn. It will never stop turning if you do so.
- There are only 4 stations defined statically in the source code. There could be more and they could be both dynamically placed & selectable into the radio navigation equipment.
- Its just a weeks hack. Im sure there are many bugs.
Download (0.032MB)
Added: 2007-01-11 License: GPL (GNU General Public License) Price:
1026 downloads
Thunder&Lightning 070707
Thunder&Lightning is an Open Source Action Flight Simulator Game. more>>
Thunder&Lightning is an Open Source Action Flight Simulator Game.
Thunder&Lightning is the new name of a rather old project of me, Jonas Eschenburg. What started in 1999 as a technology demonstration has become quite an advanced flight simulator.
This has always been my pet project but now Im going to release it to the public, under the GPL, an Open Source license. This means that development can continue including other people than just myself. While it is already playable, Thunder&Lightning is by no means a finished game. If you like it, think about contributing!
In the long run, I plan to incorporate features from the 80s classics Carrier Command and Midwinter. There will be multiple Islands to conquer, each with its own defense strategy. Thunder&Lightning will not be mission oriented, but there will be scripted events for each island.
<<lessThunder&Lightning is the new name of a rather old project of me, Jonas Eschenburg. What started in 1999 as a technology demonstration has become quite an advanced flight simulator.
This has always been my pet project but now Im going to release it to the public, under the GPL, an Open Source license. This means that development can continue including other people than just myself. While it is already playable, Thunder&Lightning is by no means a finished game. If you like it, think about contributing!
In the long run, I plan to incorporate features from the 80s classics Carrier Command and Midwinter. There will be multiple Islands to conquer, each with its own defense strategy. Thunder&Lightning will not be mission oriented, but there will be scripted events for each island.
Download (14.9MB)
Added: 2007-07-09 License: GPL (GNU General Public License) Price:
842 downloads
Ice Hockey Manager 0.3
Ice Hockey Manager is a hockey simulator. more>>
Ice Hockey Manager is a hockey simulator which has the ultimate goal of creating a game that offers the most realistic simulation experience possible. Our focus is more on substance than style.
While we want the game to be intuitive, we arent looking to compete with the flashy 3D graphics you might see in games from EA or Sega. Theyve pretty much cornered the market when it comes to pretty graphics.
Were more interested in games that challenge your mind and not your hand-eye coordination. We plan to take hockey simulators (and perhaps sports simulators in general) to places theyve never gone before, The way we see it, the possibilities are limitless, much like real life hockey.
While IHM may not have photorealistic facial features for every player model in the NHL we do strive to create a game that really does make you feel like you are at the helm of your own hockey franchise.
We first started developing IHM in late 2001 and the development team consisted of two members, Bernhard von Gunten and Arik Dasen. The first real release of the game was version 0.1.1 in January of 2002. The game was playable but still very basic, more intended as a framework for future development. In July of 2002, version 0.1.2 was released with many updates to the game but after this release the project essentially went on hiatus until September/October of 2004.
Up until that time the project hadnt garnered much interest from the open source community, either the project was too localized to Swiss-style hockey or it perhaps just didnt get the exposure needed to get people to jump onboard, whatever the reason, IHM seemed to be more of a labor of love than a project that perpetuated itself. Fortunately, in October 2004, development kicked back into gear and all sorts of new and exciting features started to take shape. Some of these features include computer AI, multiplayer-support, trading/transfers, sponsoring/finances, full season/playoffs simulation, etc.
And the IHM team is currently working towards version 0.3, which has been dubbed a "Preview Release" to demonstrate a fully-operational playable game. Will this Preview Release set any kind of standard as far as hockey simulators are concerned? No, not yet. In fact, many elements within the game are still rather simplified, such as in-game simulation (which will begin development post-0.2), but we hope the Preview Release will compel other open source developers to help out with the project as there is still a lot to be done before IHM can be considered a complete game.
This website is intended to both introduce you to the game as well as to encourage you to participate and/or contribute to this project in some way. Whether you are a Java developer, a graphic artist, a beta tester, or something else entirely, we want to hear from you. IHM cant build itself, and while we have invested many hours into the games development we still have our limitations as to what we can achieve, both in time and resources. So if you think you can help out in some way, please let us know. Ideally, you should be a fan of hockey, but thats about the only prerequisite.
Main features:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
<<lessWhile we want the game to be intuitive, we arent looking to compete with the flashy 3D graphics you might see in games from EA or Sega. Theyve pretty much cornered the market when it comes to pretty graphics.
Were more interested in games that challenge your mind and not your hand-eye coordination. We plan to take hockey simulators (and perhaps sports simulators in general) to places theyve never gone before, The way we see it, the possibilities are limitless, much like real life hockey.
While IHM may not have photorealistic facial features for every player model in the NHL we do strive to create a game that really does make you feel like you are at the helm of your own hockey franchise.
We first started developing IHM in late 2001 and the development team consisted of two members, Bernhard von Gunten and Arik Dasen. The first real release of the game was version 0.1.1 in January of 2002. The game was playable but still very basic, more intended as a framework for future development. In July of 2002, version 0.1.2 was released with many updates to the game but after this release the project essentially went on hiatus until September/October of 2004.
Up until that time the project hadnt garnered much interest from the open source community, either the project was too localized to Swiss-style hockey or it perhaps just didnt get the exposure needed to get people to jump onboard, whatever the reason, IHM seemed to be more of a labor of love than a project that perpetuated itself. Fortunately, in October 2004, development kicked back into gear and all sorts of new and exciting features started to take shape. Some of these features include computer AI, multiplayer-support, trading/transfers, sponsoring/finances, full season/playoffs simulation, etc.
And the IHM team is currently working towards version 0.3, which has been dubbed a "Preview Release" to demonstrate a fully-operational playable game. Will this Preview Release set any kind of standard as far as hockey simulators are concerned? No, not yet. In fact, many elements within the game are still rather simplified, such as in-game simulation (which will begin development post-0.2), but we hope the Preview Release will compel other open source developers to help out with the project as there is still a lot to be done before IHM can be considered a complete game.
This website is intended to both introduce you to the game as well as to encourage you to participate and/or contribute to this project in some way. Whether you are a Java developer, a graphic artist, a beta tester, or something else entirely, we want to hear from you. IHM cant build itself, and while we have invested many hours into the games development we still have our limitations as to what we can achieve, both in time and resources. So if you think you can help out in some way, please let us know. Ideally, you should be a fan of hockey, but thats about the only prerequisite.
Main features:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
Download (0.84MB)
Added: 2006-02-08 License: GPL (GNU General Public License) Price:
1365 downloads
blueMarine 0.9.RC1
blueMarine project is about an open source workflow for digital photography. more>>
blueMarine project is about an open source workflow for digital photography.
What does it mean?
Start thinking of an opensource application like Aperture or Lightroom that enables you to organize, develop, print and publish your photos. Pretty standard stuff nowadays. Opensource, at first sight, means that the application is free. Now think of an application written with the Java™ language: the application runs everywhere, Mac OS X, Linux, Windows. Now think of a community of people that adds code, plugins, crazy ideas, integrating some of the latest, cool technologies around, such as GPS positioning or geo-mapping.
Well, this is just the core concept of the blueMarine project.
Lets go on and lets think of the workflow. For the existing commercial applications the workflow starts just after shooting the photo and ends with a print on paper, the photo archived and maybe a web gallery published.
Just for a starter, we could do these things in innovative ways. For instance, trip reports could take advantage of GPS positioning data and Google Maps. Galleries could be presented in form of a virtual 3d gallery with walls and pictures hang on them.
Thinking of it twice, there are holes in workflows supported by current commercial applications. For instance, if you want to filter your images with a sophisticated noise reduction algorithm or if you want to create a bigger composite photo out of several shots, you likely have to use an external application. Some communities, such as amateur astrophotographers, need some very special processing that is usually performed by means of specific software. Wouldnt be better to have all of these facilities integrated in a single front end?
Now, lets broaden our workflow horizon. It can extend well beyond the print or the archival. For instance, an ornithologist usually manages field notes about the bird observed and photographed: directly binding them to photos and maybe GPS positioning data is much better than keeping a separate Excel sheet. It can also start much before shooting the photo. Think of trip planning: maybe you travel to nice places and spot interesting subjects, but not all the conditions are favorable: the weather, the light, the sun position, or the season (snow, blossomed flowers, foliage colors). Maybe you take some photos but at home you decide: hey, Im going to return there next Fall when the trees are reddish. Wouldnt be cool if a software application could allow you to easily manage all of these wanna-shoot-again photos, maybe providing assistance to guess which will be the sun position in a certain day and hour and integrating weather forecasts? And synthetising a trip program that can be uploaded on your palm gear?
Theres a further point with opensource photo workflow. Its related to the world of camera raw formats, that is the way professional DSLR cameras work. They provide you with the raw bits from the sensor that need to be extensively cooked, or developed, for getting a good image. This approach gives a tremendous amount of control to the photographers - too bad that most formats are proprietary and not documented. blueMarine supports the OpenRAW initiative and provide an opensource implementation of developing tools for camera raw formats from an ever increasing number of vendors.
Well, all of this and more is the aim of the blueMarine project.
<<lessWhat does it mean?
Start thinking of an opensource application like Aperture or Lightroom that enables you to organize, develop, print and publish your photos. Pretty standard stuff nowadays. Opensource, at first sight, means that the application is free. Now think of an application written with the Java™ language: the application runs everywhere, Mac OS X, Linux, Windows. Now think of a community of people that adds code, plugins, crazy ideas, integrating some of the latest, cool technologies around, such as GPS positioning or geo-mapping.
Well, this is just the core concept of the blueMarine project.
Lets go on and lets think of the workflow. For the existing commercial applications the workflow starts just after shooting the photo and ends with a print on paper, the photo archived and maybe a web gallery published.
Just for a starter, we could do these things in innovative ways. For instance, trip reports could take advantage of GPS positioning data and Google Maps. Galleries could be presented in form of a virtual 3d gallery with walls and pictures hang on them.
Thinking of it twice, there are holes in workflows supported by current commercial applications. For instance, if you want to filter your images with a sophisticated noise reduction algorithm or if you want to create a bigger composite photo out of several shots, you likely have to use an external application. Some communities, such as amateur astrophotographers, need some very special processing that is usually performed by means of specific software. Wouldnt be better to have all of these facilities integrated in a single front end?
Now, lets broaden our workflow horizon. It can extend well beyond the print or the archival. For instance, an ornithologist usually manages field notes about the bird observed and photographed: directly binding them to photos and maybe GPS positioning data is much better than keeping a separate Excel sheet. It can also start much before shooting the photo. Think of trip planning: maybe you travel to nice places and spot interesting subjects, but not all the conditions are favorable: the weather, the light, the sun position, or the season (snow, blossomed flowers, foliage colors). Maybe you take some photos but at home you decide: hey, Im going to return there next Fall when the trees are reddish. Wouldnt be cool if a software application could allow you to easily manage all of these wanna-shoot-again photos, maybe providing assistance to guess which will be the sun position in a certain day and hour and integrating weather forecasts? And synthetising a trip program that can be uploaded on your palm gear?
Theres a further point with opensource photo workflow. Its related to the world of camera raw formats, that is the way professional DSLR cameras work. They provide you with the raw bits from the sensor that need to be extensively cooked, or developed, for getting a good image. This approach gives a tremendous amount of control to the photographers - too bad that most formats are proprietary and not documented. blueMarine supports the OpenRAW initiative and provide an opensource implementation of developing tools for camera raw formats from an ever increasing number of vendors.
Well, all of this and more is the aim of the blueMarine project.
Download (18.7MB)
Added: 2007-08-10 License: MIT/X Consortium License Price:
807 downloads
OGLTK 0.4.0
OGLTK (ogle-tic) is an OpenGL toolkit for GTK. more>>
OGLTK (ogle-tic) is an OpenGL toolkit for GTK. This library gives programmers a very easy to use api to create amazing 3D applications. (Eg. Games, CAD)
OGLTK gives the programmer:
- OpenGL GTK Widget .
- A Scene object - Handles lighting and objects
- Lightsources
- Abstract 3D object class (GLobject)
- 3D Objects (Cube, Box and Gear, Cylinder, Disk, Sphere, Triangle) - Great examples of how to use the GLobject base class
<<lessOGLTK gives the programmer:
- OpenGL GTK Widget .
- A Scene object - Handles lighting and objects
- Lightsources
- Abstract 3D object class (GLobject)
- 3D Objects (Cube, Box and Gear, Cylinder, Disk, Sphere, Triangle) - Great examples of how to use the GLobject base class
Download (0.33MB)
Added: 2005-08-04 License: LGPL (GNU Lesser General Public License) Price:
1541 downloads
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