Physics Forces experienced by a flying aircraft depend on the time-varying state of atmospheric
fluid flow along the flight path - the atmosphere being a fluid that can exchange energy, exchange moisture or
particles, change
phase or
other state, and exert force with
boundaries formed by surfaces. Fluid behaviour is often characterised by
eddies(Videos:aircraft, terrain) or
vortices on varying scales down to the
microscopic, but is harder to observe as the air is clear except for moisture phase changes like
condensation trails or clouds. The atmosphere-terrain boundary
interaction follows fluid dynamics, just with processes on hugely
varying scales and 'weather' is the
planetary boundary layer. The aircraft surface interaction works with the
same dynamics, but on a limited
range of scales. Forces experienced at any point along a
flight path, therefore, are the result of complicated atmospheric processes on varying spatial scales, and complex flow along the craft's surface. Craft also experience varying
gravitational force based on the 3d shape of the potential well and the
non-spherical shape of the Earth.
Atmospheric and environmental physics FlightGear can simulate the atmosphere ranging from
energy inputs/outputs to the system, like energy from the Sun or volcanic sources, through to fluid flow on various scales and changes of state.
FlightGear is able to model different surface characteristics such as heating or cooling, and the exchange of heat and moisture with the atmosphere depending on factors like windflow or dew point.
FlightGear models the continuously evolving life-cycle of phenomena on various scales, driven by interaction of fluid with terrain. They range from turbulence on different scales to, individual thermals, thunderstorms, through to moving air layers, and depicting air-masses on the scale of thousands of kilometers. Atmospheric water is modeled by
FlightGear ranging from state changes such as condensing into cloud or haze layers, along with energy provided from latent heat to drive convective fluid flow, through to precipitation as rain droplets, snow, or hail. The process of generating lift creates turbulence with vortices, and
FlightGear models wake turbulence with
shedding of wingtip vortices by flown craft as well as AI craft. FlightGear also has a less physically accurate model that uses
METAR weather updates of differing frequency, designed for safe operation of
aerodromes, to
dis-continuously force atmosphere based on attempted guesses of processes that are fundamentally constrained by the closeness or density of observation stations, as well as the
small-scale, limited, rounded off,
non-smoothly varying, and need-to-know precision of information. Aloft waypoint settings modelling high altitude behaviors of wind can be synced to updates from Jeppeson.
Flightgear has a simulation of planetary bodies in the
Solar System which is used for purposes like driving latitude dependent weather from solar radiation, as well as the brightness and position of stars for
celestial navigation. There is a model of gravity based on a non-spherical Earth, and craft can even experience differing gravity across their bodies which will exert
twisting force. A model of the observed
variation in the Earth's
complex magnetic field, and the option to simulate, to an extent, the propagation of radio wave signals due to interaction with different types of terrain, also exists in
FlightGear.
FlightGear uses an exact,
non-spherical, model of Earth, and is also able to simulate flight in
polar regions and airports (
arctic or
antarctic) without simulator errors due to issues with coordinate systems.
Flight Dynamics FlightGear supports multiple
flight dynamics engines with differing approaches, and external sources such as
MATLAB/
Simulink, as well as custom flight models for hot air balloons and spacecraft.
JSBSim JSBSim is a data driven flight dynamics engine with a C++ core built to the needs of the FlightGear project from 1996 to replace NASA's
LaRCSim, and integrated into
FlightGear as the default from 1999. Flight characteristics are preserved despite low frame rate, as JSBSim physics are decoupled from rendering and tick at 120 Hz by default. This also supports high time-acceleration as rendering does not have to be done faster causing the
GPU to be a bottleneck. Mass balance, ground reactions, propulsion, aerodynamics, buoyant forces, external forces, atmospheric forces, and gravitational forces can be utilized by
JSBSim, the current default flight dynamics engine supported by
FlightGear, to determine flight characteristics.
JSBSim supports non-terrestrial atmospheres and has been used to model unmanned flight in the Martian atmosphere by NASA. that supported both. The results from 6 participants consisting of NASA Ames Research Center (VMSRTE), Armstrong Flight Research Center (Core), Johnson Space Center (JEOD), Langley Research Center (LaSRS++, POST-II), Marshall Space Flight Center (MAVERIC), and JSBSim were anonymous as NASA wanted to encourage participation. However, the assessment found agreement for all test cases between the majority of participants, with the differences being explainable and reducible for the rest, and with the orbital tests agreeing "quite well" for all participants. By contrast, offline approaches like JSBSim can incorporate
windtunnel data. They can also incorporate the results of
computational fluid dynamics which can reach computable accuracy only
limited by the nature of the problem and present day
computational resources.
FlightGear also supports LaRCsim and UIUC.
Time acceleration FlightGear is able to accelerate and decelerate time, speeding up or slowing down the simulation. Time acceleration is a critical feature for simulating longer flights and space missions. For all interactions with the simulator, it allows people to speed up uneventful parts, and gain more experience (decisions and problem solving). It also means automated simulations used for research finish faster - this is helped by ''FlightGear's''
headless mode.
FlightGear is able to support high time accelerations by allowing parts of the simulation to run at different rates. This allows saving of CPU and GPU resources by letting unimportant parts of the simulation, like visuals or less time-sensitive aircraft systems, run at slower rates. It also improves performance. Separate clocks are available for JSBSim physics, different parts of aircraft systems, as well as environment simulations at large scale (celestial simulation) and small scale (weather physics).
Rendering and visual cues Atmosphere rendering ''Flightgear's'' atmospheric rendering is able to provide constantly changing visual cues of processes affecting atmospheric fluid flow and their likely evolution and history - to make prediction of conditions ahead or when returning at a later time possible. Simulation of directional
light scattering by the Advanced Light Scattering framework in the atmosphere shows the 3d distribution, layering, geometry, and even
statistical orientation of particles in different
scattering regimes like Mie or Rayleigh. This ranges from different moisture droplets, to smog, to
ice crystals of different geometry in clouds or halos.
Cloud rendering The 3d density distribution of cloud (or
condensation trail) moisture rendered by
FlightGear acts as a cue to the corresponding 3d structure of fluid flow, such as the
up and down draft loop of storm cell,
internal gravity waves forming
undulating cloud bands signalling a sweeping cold front, or windshear
shaping cirrus clouds at higher altitude. to use
star tracker instruments.
Environment rendering Flightgear's Advanced Light Scattering framework simulates locations in time as well as space. The environment simulation renders seasonal change as leaves of different species of trees, bushes, and grass change colour or fall. Simulated swaying of grass, trees and windsocks provide cues to processes changing the windfield near the ground, while wave simulation provides cues near water. Since version 2020.1 it is possible to connect to
VATSIM by using the open-source swift pilot client. Several instances of can be synchronized to allow for a
multi-monitor environment.
Weather uses
METAR data to produce live weather patterns in real time. Detailed weather settings allow for 3d clouds, a variety of
cloud types, and precipitation. Precipitation and terrain affect turbulence and cloud formations. Aloft waypoint settings allow high altitude behaviors of wind to be modeled from live weather information, and thermals can also be modeled. ==Critical reception==