Howto:Make an aircraft: Difference between revisions

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I also think it is important to work on an aircraft that you have some passion for. This is tedious, detailed, time consuming work that requires a level of dedication to overcome the hurdles involved. If you don't have a certain level of passion for what you are doing you will not persevere. On the other hand doing this work will result in learning a lot about a wide range of things (3D modeling, how to research things, animation, 2D graphics, FlightGear, nasal...) and if you persevere you will find this very rewarding.
I also think it is important to work on an aircraft that you have some passion for. This is tedious, detailed, time consuming work that requires a level of dedication to overcome the hurdles involved. If you don't have a certain level of passion for what you are doing you will not persevere. On the other hand doing this work will result in learning a lot about a wide range of things (3D modeling, how to research things, animation, 2D graphics, FlightGear, nasal...) and if you persevere you will find this very rewarding.
One thing that is coming is a better aircraft manager, which will allow aircraft to state their compatibility, so the GUI won't (by default of course) show you aircraft that don't work with your FG version. The problem then is getting more people to maintain aircraft and at least test them + tag them when a new version is being tested. Usually fixing an aircraft is < 1 hour work, with some help, but people are very reluctant to do it. Maybe we need an 'adopt an aircraft' for the unmaintained ones.


The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.

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