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RailRoad 0.4.0
RailRoad is a class diagram generator for Ruby on Rails applications. more>>
RailRoad is a class diagram generator for Ruby on Rails applications. The project produces diagrams of controllers and models as DOT graphs.
Enhancements:
- Diagram generation was made more flexible for large/complex systems.
- Error handling was improved.
<<lessEnhancements:
- Diagram generation was made more flexible for large/complex systems.
- Error handling was improved.
Download (0.017MB)
Added: 2007-05-01 License: GPL (GNU General Public License) Price:
911 downloads
Railroad Repository 0.2
Railroad Repository provides a standards-based repository for large binary files. more>>
Railroad Repository provides a standards-based repository for large binary files.
Railroad is a standards-based repository for large binary files such as digital media, along with their metadata. It is designed to be easy to integrate with content management systems and other client software.
Many CMS’s are more suitable for document-style content than they are for managing large files. Managing such binary content in a CMS can result in scalability issues and deteriorating performance. Railroad instead is dedicated to the task of managing large files and their metadata.
Railroad can be seamlessly integrated into CMS’s, leveraging the open WebDAV protocol and simple HTTP messaging. While uploads and downloads of files are fully managed by Railroad and thus routed ‘around’ the application server, authorization of who can upload or download is still under full control of the CMS using whatever authorization scheme it needs.
Railroad allows multiple clients (such as CMS’s and DAM systems) to access the resources in the repository at the same time, thus keeping large data files and their metadata centrally managed and shared.
Railroad also makes management of file data on the filesystem easier for the system administrator. Railroad takes care to categorize files of a different type into separate directories. If a system administrator determines one file type is taking up a lot of space, it is simple to move this information off onto another, larger, partition. It is also possible to run multiple repositories in one Apache instance, or on different machines but using the same database.
<<lessRailroad is a standards-based repository for large binary files such as digital media, along with their metadata. It is designed to be easy to integrate with content management systems and other client software.
Many CMS’s are more suitable for document-style content than they are for managing large files. Managing such binary content in a CMS can result in scalability issues and deteriorating performance. Railroad instead is dedicated to the task of managing large files and their metadata.
Railroad can be seamlessly integrated into CMS’s, leveraging the open WebDAV protocol and simple HTTP messaging. While uploads and downloads of files are fully managed by Railroad and thus routed ‘around’ the application server, authorization of who can upload or download is still under full control of the CMS using whatever authorization scheme it needs.
Railroad allows multiple clients (such as CMS’s and DAM systems) to access the resources in the repository at the same time, thus keeping large data files and their metadata centrally managed and shared.
Railroad also makes management of file data on the filesystem easier for the system administrator. Railroad takes care to categorize files of a different type into separate directories. If a system administrator determines one file type is taking up a lot of space, it is simple to move this information off onto another, larger, partition. It is also possible to run multiple repositories in one Apache instance, or on different machines but using the same database.
Download (0.37MB)
Added: 2007-02-13 License: BSD License Price:
983 downloads
Rail World 0.8
Rail World is a 2-D train simulation game. more>>
Rail World project is a 2-D train simulation game.
Rail World is a railroad train simulation game designed to bring the features of model railroading to the desktop using actual aerial or satellite photographs as the backdrop for maps.
You can control multiple trains, switches, load/unload cargo, and more.
Main features:
- Use actual aerial photographs or satellite images as the basis for maps.
- Manage multiple trains as a conductor.
- Drive trains using throttle and brake as an engineer.
- Grapple with realistic physics, including stopping distance and collisions.
- Set switches and specific train routing.
- Load and unload cargo.
<<lessRail World is a railroad train simulation game designed to bring the features of model railroading to the desktop using actual aerial or satellite photographs as the backdrop for maps.
You can control multiple trains, switches, load/unload cargo, and more.
Main features:
- Use actual aerial photographs or satellite images as the basis for maps.
- Manage multiple trains as a conductor.
- Drive trains using throttle and brake as an engineer.
- Grapple with realistic physics, including stopping distance and collisions.
- Set switches and specific train routing.
- Load and unload cargo.
Download (4.5MB)
Added: 2007-06-23 License: GPL (GNU General Public License) Price:
870 downloads
Railz 0.3.3
Railz is a Railroad Tycoon-style RTS game. more>>
Railz project is a Railroad Tycoon-style RTS game.
Railz is a railway strategy/management game based upon the jfreerails source code base. The project is still in the development, stage and has not yet reached a complete feature set. The game is based on a client-server architecture and will be multi-player.
<<lessRailz is a railway strategy/management game based upon the jfreerails source code base. The project is still in the development, stage and has not yet reached a complete feature set. The game is based on a client-server architecture and will be multi-player.
Download (0.62MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1026 downloads
Freerails 0.2.7
Freerails project is a multiplayer RTS game inspired by Sid Meiers classic Railroad Tycoon. more>>
Freerails project is a multiplayer RTS game inspired by Sid Meiers classic Railroad Tycoon.
FreeRails is a multiplayer RTS game inspired by Sid Meiers classic Railroad Tycoon. Development activity is currently focused on completing the feature set and adding AI players.
To run the binary distribution type:
java -jar jfreerails-20050923-1942.jar
Enhancements:
- java.lang.IllegalStateException
- Can buy stock when cant afford to
- Stock price never changes
- No limits on issuing/repaying bonds
- Networth on broker screen is wrong
- Can buy 100% of treasury stock
- Broker screen layout
- Cant tell other player has my stock
- Stock holder equity not shown properly on the balance sheet.
- Stacktraces often lost
- Train Info doesnt update
- Underscores in map names
- "waiting" message on launcher unclear
- Progress bar
- Cant select which saved game on launcher
- Load game when no saved games.
- Load game in full screen
- Load game across network
- Unexpected exception during network game
- OutOfMemoryError
- NotSerializableException when saving game with trains
- Incorrect station price on popup
- Reproducible Crash Bug
- Word wrapping in Html components
- Load game with wrong player
- Attempting to join game in progress
- Features implemented:
- Add show FTP to Display menu.
- Save launcher input
- Store launcher settings
- Add more info to train list
- Ability to pay off loan
- Add stock and bond market
- Name for Saved Games
<<lessFreeRails is a multiplayer RTS game inspired by Sid Meiers classic Railroad Tycoon. Development activity is currently focused on completing the feature set and adding AI players.
To run the binary distribution type:
java -jar jfreerails-20050923-1942.jar
Enhancements:
- java.lang.IllegalStateException
- Can buy stock when cant afford to
- Stock price never changes
- No limits on issuing/repaying bonds
- Networth on broker screen is wrong
- Can buy 100% of treasury stock
- Broker screen layout
- Cant tell other player has my stock
- Stock holder equity not shown properly on the balance sheet.
- Stacktraces often lost
- Train Info doesnt update
- Underscores in map names
- "waiting" message on launcher unclear
- Progress bar
- Cant select which saved game on launcher
- Load game when no saved games.
- Load game in full screen
- Load game across network
- Unexpected exception during network game
- OutOfMemoryError
- NotSerializableException when saving game with trains
- Incorrect station price on popup
- Reproducible Crash Bug
- Word wrapping in Html components
- Load game with wrong player
- Attempting to join game in progress
- Features implemented:
- Add show FTP to Display menu.
- Save launcher input
- Store launcher settings
- Add more info to train list
- Ability to pay off loan
- Add stock and bond market
- Name for Saved Games
Download (1.6MB)
Added: 2006-11-06 License: GPL (GNU General Public License) Price:
1083 downloads
srcpd 2.0.10
SRCP is a TCP/IP Protocol to cover all aspects of model railroading. more>>
SRCP is a TCP/IP Protocol to cover all aspects of model railroading. It is ascii text based and follows a strict command-response schema. In the world of SRCP the server is the interface to the model railway system.
Any client connects to the server and recieves information about the state of any component (including the server) and sends commands to change the state of any component. Thus SRCP is fully multiuser. To prevent conflicts, a component can be locked by one client session.
SRCP means Simple Railroad Command Protocol. It is an IP based protocol. It covers all aspects of model railroading. srcpd project implements a client-server architecture.
SRCP defines an abstract layer above the model railroad system. If covers the differences between DCC or MarklinMotorola or any other system. A client developer does not need to know, which type of signalling is used. Even if a complete new system comes up: once a SRCP server implements it, any SRCP client can be used without any change.
SRCP consists of command words and devices, on which the commands operate. Command words are SET, GET, WAIT, VERIFY, RESET, INIT and TERM. The most important devices are locomotive decoders (GL== generic loco), impulse decoders (GA == generic accessoire) and feed back sensors. To address decoder programming so called Service mode devices are defined.
All components are structured in busses, which basically bundle components which are accessible through a shared device (e.g. a central unit). These busses will also be used to segment the adress space. One basic feature of SRCP is that it never changes the hardware adress. E.g. can the NMRA "short" addresses and the "long" addresses be structured into two independent busses. It is the responsibility of the server developer, to define the the bus structure well. A client developer has to take care, that the address of any component contains two elements.
Not all components does exists on all systems. To get initial information, the server can inform the client about all devices it knows about. Some functionality can even be emulated by the server, if the target does not support the requested feature (e.g. get current speed: many railroad systems do not support this operation).
Another nice feature, which is can be used is a central time source. SRCP contains a time "device", which keeps all clients with a current model time. This time can run at any ratio to the real time: 6 real time minutes can be 1 model hour.
SRCP has evolved over time. The first usable revision, which is outdated by now is called 0.7.3. It works well and a lot of program still use it. For all software we encourage to use the current version 0.8.2, which is stable for more than a year. The most recent version is called 0.8.3-wip, which contains a few enhancements. They are not yet formally correct and may contain errors or can be changed in the future.
Future Versions of SRCP will keep compatability with the current 0.8 specification. A client can request a special SRCP version during the initial handshake.
The discussion around SRCP runs in the German newsgroup de.rec.modelle.bahn.
Enhancements:
- This release adds basic loconet support, provides enhancements for Selectrix and LI100, and includes internal changes for better support of Linux 2.6 and 64-bit architectures.
- From the SRCP 0.8.3 the SET FB feature was implemented.
- This is most useful for the loopback bus, as others may suffer from hardware support.
<<lessAny client connects to the server and recieves information about the state of any component (including the server) and sends commands to change the state of any component. Thus SRCP is fully multiuser. To prevent conflicts, a component can be locked by one client session.
SRCP means Simple Railroad Command Protocol. It is an IP based protocol. It covers all aspects of model railroading. srcpd project implements a client-server architecture.
SRCP defines an abstract layer above the model railroad system. If covers the differences between DCC or MarklinMotorola or any other system. A client developer does not need to know, which type of signalling is used. Even if a complete new system comes up: once a SRCP server implements it, any SRCP client can be used without any change.
SRCP consists of command words and devices, on which the commands operate. Command words are SET, GET, WAIT, VERIFY, RESET, INIT and TERM. The most important devices are locomotive decoders (GL== generic loco), impulse decoders (GA == generic accessoire) and feed back sensors. To address decoder programming so called Service mode devices are defined.
All components are structured in busses, which basically bundle components which are accessible through a shared device (e.g. a central unit). These busses will also be used to segment the adress space. One basic feature of SRCP is that it never changes the hardware adress. E.g. can the NMRA "short" addresses and the "long" addresses be structured into two independent busses. It is the responsibility of the server developer, to define the the bus structure well. A client developer has to take care, that the address of any component contains two elements.
Not all components does exists on all systems. To get initial information, the server can inform the client about all devices it knows about. Some functionality can even be emulated by the server, if the target does not support the requested feature (e.g. get current speed: many railroad systems do not support this operation).
Another nice feature, which is can be used is a central time source. SRCP contains a time "device", which keeps all clients with a current model time. This time can run at any ratio to the real time: 6 real time minutes can be 1 model hour.
SRCP has evolved over time. The first usable revision, which is outdated by now is called 0.7.3. It works well and a lot of program still use it. For all software we encourage to use the current version 0.8.2, which is stable for more than a year. The most recent version is called 0.8.3-wip, which contains a few enhancements. They are not yet formally correct and may contain errors or can be changed in the future.
Future Versions of SRCP will keep compatability with the current 0.8 specification. A client can request a special SRCP version during the initial handshake.
The discussion around SRCP runs in the German newsgroup de.rec.modelle.bahn.
Enhancements:
- This release adds basic loconet support, provides enhancements for Selectrix and LI100, and includes internal changes for better support of Linux 2.6 and 64-bit architectures.
- From the SRCP 0.8.3 the SET FB feature was implemented.
- This is most useful for the loopback bus, as others may suffer from hardware support.
Download (0.27MB)
Added: 2006-12-09 License: GPL (GNU General Public License) Price:
1051 downloads
OpenTTD 0.5.2 / 0.5.3 RC2
OpenTTD is modeled after the original Transport Tycoon game by Chris Sawyer. more>> <<less
Download (3.6MB)
Added: 2007-07-08 License: Freeware Price:
855 downloads
jIsoEngine 0.1.1
jIsoEngine is a isometric 2D engine. more>>
jIsoEngine project is a isometric 2D engine.
jIsoEngine is an isometric 2D engine for Java applications. It provides an SDK of methods and classes that let developers easily build a complete game. It is suited for simulation games, board games, and turn-based games.
The project is bundled with Tourist Camping Tycoon, a game developed with the engine.
<<lessjIsoEngine is an isometric 2D engine for Java applications. It provides an SDK of methods and classes that let developers easily build a complete game. It is suited for simulation games, board games, and turn-based games.
The project is bundled with Tourist Camping Tycoon, a game developed with the engine.
Download (4.4MB)
Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1028 downloads
DCC Signaler 0.0.5
DCC-Signaler is a SRCP based solution to control your model-railroad with your computer. more>> <<less
Download (0.50MB)
Added: 2005-11-07 License: GPL (GNU General Public License) Price:
1453 downloads
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.
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