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FlightGear v3.2 Released
The FlightGear development team is delighted to announce the v3.2 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes. Highlights in this release include an experimental aircraft manager allowing users to download and load aircraft in-sim, a very capable built-in HTTP server, built-in voice synthesizer for ATIS messages, and many improvements to the Canvas rendering framework.
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute.
The FlightGear development team is delighted to announce the v3.2 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes. Highlights in this release include an experimental aircraft manager allowing users to download and load aircraft in-sim, a very capable built-in HTTP server, built-in voice synthesizer for ATIS messages, and many improvements to the Canvas rendering framework.
Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums.
FlightGear features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.
Download FlightGear v3.2 for free from FlightGear.org.
FlightGear – Fly Free!
Major enhancements in this release
Aircraft Modeling
- A Failure Management Framework for FlightGear has been added
- The JSBSim flight dynamics model now has support for ground effects like bumpiness, solid-ground detection and adjusting of friction factors. Additionally, bogey type contact points sink in non-solid surfaces, making it no longer possible to ride on water.
- YASim now has versioning support. The YASim FDM now checks a version tag in it’s configuration file to allow improvements to the YASim FDM without risking breaking older aircraft.
- Additional aircraft have started adopting the Canvas navigation display that was introduced with FlightGear 3.0.
Graphics
- Improved rendering of VASI, PAPI, runway and taxiway lights.
- Orbital rendering using textures from the NASA Visible Earth project
- Additions to the Atmospheric Light Scattering (ALS) rendering include:
- an experimental framework to render cloud shadows on the ground (requires Advanced Weather)
- a substantial extension of cloud layer visibility using impostor techniques to 150 km
- a new agriculture effect allowing to render fields without tiling artifacts
- a new forest effect to simulate managed forest, varying tree size by patch
- sparkle and fog effect on runway lights
- much improved visual appearance of rock faces
Usability
- An experimental aircraft package manager allows the download of new aircraft, and changing the current aircraft in-sim.
- A new internal web server (aka httpd) based on mongoose httpd has been added. It supports various AJAX requests, a screenshot server, a property tree browser, and a web-based moving map and much more.
- The integrated Map dialog now uses an azimuthal equidistant projection, for better representation in polar regions and across the International Date Line.
- Windows users are now able to use the scroll wheel in dialog lists
Canvas System
Improvements to Canvas, FlightGear’s scriptable 2D rendering system include
- Better performance
- MapStructure-based layers can now be customized and styled
- Support for mouse button and modifiers
- CanvasImage now supports the http:// protocol for dynamically retrieving raster images.
- An experimental Map dialog using Canvas is available under the Equipment menu.
- Canvas Layout Engine
Nasal Scripting
- A new fully-interactive Nasal GUI console based on Canvas has been added: Interactive Nasal Console
- the hard-coded flight path history subsystem which samples aircraft position is now exposed via Nasal.
Documentation
- Nasal documentation is now included,
Highlighted new and improved aircraft
- Boeing 757-200: Improved autopilot and additional systems, like hydraulics and pneumatic. The aircraft comes with two engine options.
- Cessna 337G Skymaster: Tuned autopilot and improved instrument stack.
- Mainair Flash 2 Alpha: Simulated weightshift-control and new wing model.
- North American P-51D: All new highly accurate external model based on factory blueprints.
- Tupolev Tu-154B2: version 3.1
Other
- A text-to-speech system based on flite+hts_engine has been implemented, which is used for ATIS and other messages.
- Improved loading behaviour for AI/MP aircraft
Bug fixes
- A serious bug was found late in the release causing large numbers of crashes. Fixing this delayed he release, but had a nice side-effect of improving performance on some systems that were previously CPU-limited.
- See our bugtracker for an extensive, yet incomplete, list of the bugs fixed in this release.
Editorial: Lauf, Windows, lauf!
Feedback on dds textures required
Should Flightgear switch to dds texture format?
What is this about?
The FG development team is considering to switch the format for terrain textures from png to dds. This would offer a number of significant advantages:
– dds is a compressed format, hence the download size of the FG base package may be decreased
– compressed dds can be directly used by many graphics cards, reducing also GPU memory consumption
– dds stores all texture resolution levels, i.e. no lower resolution levels have to be generated when the texture is used, hence it loads much faster into memory
– the …
Read the rest… >>
Should Flightgear switch to dds texture format?
What is this about?
The FG development team is considering to switch the format for terrain textures from png to dds. This would offer a number of significant advantages:
– dds is a compressed format, hence the download size of the FG base package may be decreased
– compressed dds can be directly used by many graphics cards, reducing also GPU memory consumption
– dds stores all texture resolution levels, i.e. no lower resolution levels have to be generated when the texture is used, hence it loads much faster into memory
– the resolution levels (‘mipmaps’) can be customized, allowing for some interesting effects at no performance cost
Practically all commercial simulations use dds for these reasons.
However, the dds compression algorithm is patented, which means that it is not readily available for OpenSource graphics drivers used by Linux distributions. Dependent on the specific hardware, this may or may not be a problem (modern graphics cards typically do not need the driver to process dds, for older graphics cards there are non-patented workarounds available which decompress the dds on the software level). The development team is concerned about making the Flightgear experience pleasant for all users, hence we would like to gather feedback how many users would be affected by a change in practice.
If there are no problems reported, FG will change defaults to txtures in dds format with the 3.4 release, and then phase out the use of png textures.
What would we need?
Flightgear already provides the simple option to test a dds texture set. If you are running on Linux and especially if you use an OpenSource graphics driver, please take 5 minutes to help during your next FG session:
– Open the dialog under View -> Rendering
– Under ‘Terrain texture scheme’, change the default ‘Region-specific’ to ‘Global alternative (DDS format)’ (see red circle)
– Press ‘Okay’ – FG will reload the terrain
– Do you see proper textures on the terrain (they may look different and may also not fit the location perfectly)? If yes, you’re fine. If you see monochromatic colors or other rendering artifacts, your system may have problems with dds.
– Change back to the texture scheme you like best
– Go to the wiki page and report your experiences, ideally including the graphics card you have and the driver you’re using.
Thanks for your time!
Some context for those interested
The visuals you get to see of the terrain in Flightgear depend on texture scheme and rendering scheme being used.
Simply put, the texture scheme selects a set of texture sheets which are mapped to the various landclasses in the terrain, such that a forest is rendered as forest rather than as grass. The old ‘Global’ texture scheme uses one such set everywhere in the world, the ‘Global alternative’ scheme uses a different set, but the format the textures are stored in is dds rather than png, and the ‘Regional’ scheme selects different textures based on what part of the world you are in. So the texture scheme selection governs things like the basic appearance of the terrain, the format the textures are internally stored in and the definitions where in the world certain textures should be used.
However, modern graphics cards allow to modify textures dynamically, or even create them on the fly by Procedural Texturing using shader effects. Dependent on shader quality level, these effects may have quite a pronounced impact on the visuals. If you are not running Rembrandt, you can switch the main rendering schemes runtime using the ‘Atmospheric Light Scattering’ (ALS) checkbox in the rendering dialog (blue circle in the image above) and explore what it does. So in summary, the rendering scheme selection governs just what is done in detail with the basic texture layers selected above (but, confusingly enough, shader effects may even replace textures).
Some examples exploring the different texture and rendering schemes below:
This is the South Rim of Grand Canyon using regional texture definitions and ALS procedural texturing:
Regional texture definitions allow to adjust the rock color to what is prevalent in the US Southwest, whereas the banded rock structure is not part of the texture file but generated procedurally.
Same scene using global texture definitions and ALS:
Using global textures, the rock and grass color is no longer adapted to the region, and also the shader effect no longer replaces the steepest forest patches by rock.
Same scene using global alternative (DDS) textures and ALS:
Switching to global DDS textures does not alter the visuals significantly in this case, the main difference is the texture format and detail resolution.
Same scene using regional textures and default rendering scheme:
The default rendering scheme at high quality contains some texture replacements which are coded globally into the effect framework and do not mesh too well with the regional texture colors seen elsewhere in the scene.
Same scene using global texture scheme and default rendering scheme:
Such global texture replacements in the shader however work better with a global texture scheme.
Same scene using global alternative DDS texture scheme and default rendering scheme:
Here, the dds texture scheme leads to somewhat different colors.
FG supports this wide variety of textures and rendering schemes so that users can customize the visuals to the performance offered by their computer and select the best compromise between good framerate and compelling visuals.
We need different schemes for this, since in trying to render a scene faithfully, we need to decide questions whether an average level of dust should already be included into textures (as done in the global scheme) or added dynamically according to weather (as done in the regional scheme in procedural texturing). The first alternative is preferable on low-end hardware where procedural texturing is too slow, but the second alternative works much better on high-end systems. Similarly, having different texture schemes allows us to provide a quick fallback for users who might experience problems with a dds-based scheme.
Turning USB peripherals into BadUSB
USB peripherals can turn against their users
USB devices are connected to – and in many cases even built into – virtually all computers. The interface standard conquered the world over the past two decades thanks to its versatility: Almost any computer peripheral, from storage and input gadgets to healthcare devices, can connect over the ubiquitous technology. And many more device classes connect over USB to charge their batteries.
This versatility is also USB’s Achilles heel: Since different device classes can plug into the same connectors, one type of device can turn into a more capable or malicious type without the user noticing.
Reprogramming USB peripherals. To turn one device type into another, USB controller chips in peripherals need to be reprogrammed. Very widely spread USB controller chips, including those in thumb drives, have no protection from such reprogramming.
BadUSB – Turning devices evil. Once reprogrammed, benign devices can turn malicious in many ways, including:
- A device can emulate a keyboard and issue commands on behalf of the logged-in user, for example to exfiltrate files or install malware. Such malware, in turn, can infect the controller chips of other USB devices connected to the computer.
- The device can also spoof a network card and change the computer’s DNS setting to redirect traffic.
- A modified thumb drive or external hard disk can – when it detects that the computer is starting up – boot a small virus, which infects the computer’s operating system prior to boot.
Defenses?
No effective defenses from USB attacks are known. Malware scanners cannot access the firmware running on USB devices. Behavioral detection is difficult since behavior of an infected device may look as though a user has simply plugged in a new device. Blocking or allowing specific USB device classes and device IDs is possible, however generic lists can easily be bypassed. Pre-boot attacks may be prevented by use of a BIOS password and booting only to the hard drive.
To make matters worse, cleanup after an incident is hard: Simply reinstalling the operating system – the standard response to otherwise ineradicable malware – does not address BadUSB infections at their root. The USB thumb drive, from which the operating system is reinstalled, may already be infected, as may the hardwired webcam or other USB components inside the computer. A BadUSB device may even have replaced the computer’s BIOS – again by emulating a keyboard and unlocking a hidden file on the USB thumb drive.
Once infected, computers and their USB peripherals can never be trusted again.
More details are available in the slides of our talk at PacSec 2014. (An earlier version of the talk was presented at BlackHat 2014.) YouTube has a video of the BlackHat talk.
Proof-of-Concept. We are not yet releasing the modified USB controller firmwares. Instead we are providing a proof-of-concept for Android devices that you can use to test your defenses: BadAndroid-v0.2
Questions? – usb [you know what to put here] srlabs.de
…Companion Cube from Portal
I just spent the last couple of weeks tinkering around with this… a Companion Cube from the video game Portal. It’s made from quarter inch plywood with laser cut oak veneer for the surface detail. The locking mechanism is basically identical to this project. And yes… it was a triumph. Click on any of the […]
I just spent the last couple of weeks tinkering around with this… a Companion Cube from the video game Portal. It’s made from quarter inch plywood with laser cut oak veneer for the surface detail.
The locking mechanism is basically identical to this project.
Click on any of the images above to see more construction pictures.
“BadUSB — On accessories that turn evil” at Black Hat, Las Vegas, Aug 6-7 2014
Karsten Nohl and Jakob Lell will be presenting BadUSB at BlackHat 2014 in August 2014 USB has become so commonplace that we rarely worry about its security implications. USB sticks undergo the occasional virus scan, but we consider USB to …
Karsten Nohl and Jakob Lell will be presenting BadUSB at BlackHat 2014 in August 2014
USB has become so commonplace that we rarely worry about its security implications. USB sticks undergo the occasional virus scan, but we consider USB to be otherwise perfectly safe — until now.
This talk introduces a new form of malware that operates from controller chips inside USB devices. USB sticks, as an example, can be reprogrammed to spoof various other device types in order to take control of a computer, exfiltrate data, or spy on the user.
We demonstrate a full system compromise from USB and a self-replicating USB virus not detectable with current defenses.
We then dive into the USB stack and assess where protection from USB malware can and should be anchored.
A preview of features for Flightgear 3.2
Flightgear is constantly under development and as the feature freeze for the next 3.2 release approaches, it is becoming increasingly clear what the next version will have to offer to users:
Missions
The Flightgear world is becoming more interesting…
A mission subsystem is being added. This allows to define tasks to be completed by a player which then receives points. Visual guidance symbols can be used to indicate the location of the next task. The mission system combines with the Milestone 4 release of the walker,and thus more complex adventures can be built in which the player has to exit …
Read the rest… >>
Flightgear is constantly under development and as the feature freeze for the next 3.2 release approaches, it is becoming increasingly clear what the next version will have to offer to users:
Missions
The Flightgear world is becoming more interesting…
A mission subsystem is being added. This allows to define tasks to be completed by a player which then receives points. Visual guidance symbols can be used to indicate the location of the next task. The mission system combines with the Milestone 4 release of the walker,and thus more complex adventures can be built in which the player has to exit an aircraft and walk to a certain location.
The walker subsystem now allows for more complex animated motion and adds NPCs, characters with whom a player can interact. Also, check out the selection of cars and motorbikes to explore the Flightgear world!
Cloud shadows
Finally some shade!
Cloud shadows are notoriously difficult to render, but for Advanced Weather in combination with the Atmospheric Light Scattering rendering framework, there is now an experimental option to add them (at least close to the aircraft) to the experience.
Earthview
See the world from high up!
Introduced to provide better visuals for the spacecraft in Flightgear, Earthview is an alternative rendering engine intended for use at high altitudes. It renders Earth as a simple, textured sphere surrounded by a cloud sphere. The textures are provided by the NASA Visible Earth project. By default, a set of 2048×2048 textures is distributed, but Earthview is intended to allow easy access for users who want to install their own hires texture set. At full resolution of about 21000×21000 pixels per texture provided by NASA, it looks simply spectacular even from just 50 km altitude – see the Vostok capsule above entering the atmosphere.
Built-in http server
Access the property tree in a novel way!
Flightgear now includes the Mongoose web server as a httpd. This allows for interesting new application, for instance merging information from Flightgear and OpenStreetMap or Mapquest, leading to a new moving map application covering the whole world is available which tracks the airplane’s position.
Cloud drawing distance
See clouds out to the horizon!
Flightgear’s weather rendering so far has not been up to the task of showing a plausible view from high altitude. But this has now changed – a new framerate-friendly impostor technique is used to render clouds out to the horizon – wherever that may be (the system has been tested for 1000 km visibility from low Earth orbit).
Rendering improvements
Visuals keep getting better!
Lots of work has been done on the small details. New tree textures at higher resolutions make the forests actually look nice. Novel noise function are used to improve the visuals of snow on steep terrain slopes, to change tree height in discrete patches mimicking patterns of forest management, or to remove tiling artifacts from large-scale agriculture. Enjoy all the details the new version will have to offer.
And many improvements more!
Much work is done under the hood which is not obviously visible:
* The YASim flight dynamics engine is finally being developed further, with some long-standing bugs and limitations being addressed for the time being
* Ground interactions have been added to the JSBSim flight dynamics engine
* a new text-to-speech message is about to replace the old pre-recorded ATIS messages, adding a lot of flexibility
* an interface for allowing add-ons that use FSUIPC (an addon framework for Microsoft Flight Simulator) to talk to FlightGear
* osgEarth integration is still on the horizon
…
Stay tuned as we fly towards our next release!
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