Howto:Make an aircraft: Difference between revisions

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==Before you start==
==Before you start==
If you are a complete beginner, knowing the processes involved will help out quite a bit.  Roughly 4 simplified steps, first creating your 3d model, then the FDM, and then create animations and finally implement systems.  Each aircraft in FlightGear has two main development areas:
If you are a complete beginner, knowing the processes involved will help out quite a bit.  Roughly 4 simplified steps, first creating your 3d model, then the FDM, followed by creating animations and finally to implement systems.  Each aircraft in FlightGear has two main development areas:
# The '''[[Flight Dynamics Model|Flight Dynamics Model]] (FDM)''': This tells the computer how your aircraft reacts to various conditions. The FDM is composed of two main models most people use, either [[JSBSim]] or [[YASim]]. Or the lesser used model [[UIUC]]. Define the dimensions, mass-and-balance data. Tell FlightGear which part of your aircraft and where it may hit the ground. Where the gear is, if and how it travels. How it is propelled and how it flies if you move the controls. A subarea of the FDM are integral systems like the [[autopilot]] and fuel systems.
# The '''[[Flight Dynamics Model|Flight Dynamics Model]] (FDM)''': This tells the computer how your aircraft reacts to various conditions. The FDM is composed of two main models most people use, either [[JSBSim]] or [[YASim]]. Or the lesser used model [[UIUC]]. Define the dimensions, mass-and-balance data. Tell FlightGear which part of your aircraft and where it may hit the ground. Where the gear is, if and how it travels. How it is propelled and how it flies if you move the controls. A subarea of the FDM are integral systems like the [[autopilot]] and fuel systems.
# The '''appearence''' of the aircraft, which can be split in two areas:
# The '''appearence''' of the aircraft, which can be split in two areas:

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