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Mesh Microsoft Flight Simulator
Terrain mesh is the underlying wireframe detail of the Microsoft Flight Simulator began as a set of articles
scenery. The higher the resolution (elevation points), the on computer graphics, written by Bruce Artwick
greater the detail. throughout 1976, about flight simulation using 3-D
graphics. When the editor of the magazine told
Normal Mapping
Artwick that subscribers were interested in
In 3D computer graphics, normal mapping, or Dot3
purchasing such a program, Artwick founded
bump mapping, is a technique used for faking the
subLOGIC Corporation to commercialize his ideas. At
lighting of bumps and dents - an implementation of
first the new company sold flight simulators through
bump mapping. It is used to add details without using
mail order, but that changed in January 1979 with
more polygons.
the release of Flight Simulator (FS) for the Apple II.
Non-Directional Beacon (NDB) They soon followed this up with versions for other
A non-directional (radio) beacon (NDB) is a radio systems and from there it evolved into a long-
transmitter at a known location, used as an aviation or running series of computer flight simulators.
marine navigational aid.
Object Libraries
Plane Maker
Many flight simulators require the use object libraries to
display sceneries correctly. This includes those from Plane Maker is a program bundled with X-Plane that
lets users design their own aircraft. Using this
both payware and freeware developers.
software, nearly any aircraft imaginable can be built.
OpenGL Once all the physical specifications of the airplane
Open Graphics Library is a cross-language, cross- have been entered (e.g., weight, wing span, control
platform application programming interface for deflections, engine power, airfoil sections, etc.), the
rendering 2D and 3D vector graphics. The API is typically X-Plane simulator will predict how that plane will fly
used to interact with a graphics processing unit, to in the real world; it will model the aircraft's
achieve hardware-accelerated rendering. The flight performance just like it does for X-Plane's built-in
simulator X-Plane uses OpenGL. aircraft.
PAPI Pitot-Static System
A precision approach path indicator (PAPI) is a visual aid A pitot-static system is a system of pressure-
that provides guidance information to help a pilot sensitive instruments that is most often used in
acquire and maintain the correct approach (in the aviation to determine an aircraft's airspeed, Mach
vertical plane) to an airport or an aerodrome. It is number, altitude, and altitude trend. A pitot-static
generally located on the left-hand side of the runway system generally consists of a pitot tube, a static
approximately 300 meters beyond the landing threshold port, and the pitot-static instruments.
of the runway.
Program Files (86)
Physically Based Rendering When installing any of the Microsoft Flight
Physically based rendering (PBR) is an approach in Simulators (including P3D), it's always advised to
computer graphics that seeks to render graphics in a install outside of the 'Program Files' directory.
way that more accurately models the flow of light in the
Rudder
real world. Both X-Plane 11 and later version of
The rudder is typically mounted on the trailing edge
Prepar3D use PBR.
of the vertical stabilizer, part of the empennage.
SIDs and STARs When the pilot pushes the left pedal, the rudder
A SID is sometimes called a Departure Procedure (DP). deflects left. Pushing the right pedal causes the
SIDs are unique to the associated airport. A STAR, or rudder to deflect right. Deflecting the rudder right
Standard Terminal Arrival Route, ('Standard Instrument pushes the tail left and causes the nose to yaw to
Arrival' in the UK) defines a pathway into an airport from the right. Centering the rudder pedals returns the
the airway structure. rudder to neutral and stops the yaw.

