Aircraft testing checklist: Difference between revisions
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* check brakes response and parking brake | * check brakes response and parking brake | ||
* check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches. | |||
* tune COM1 and ensure ATIS is audible | * tune COM1 and ensure ATIS is audible | ||
** check volume adjustment if there's a control for it | ** check volume adjustment if there's a control for it | ||
* check altimeter setting | * check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it) | ||
* tune NAV1 and check behavior | * tune NAV1 and check behavior, including from/to flag | ||
(might need to be done in air) | (might need to be done in air for reception) | ||
* check ground steering (especially if ground tiller mode is supported) | * check ground steering (especially if ground tiller mode is supported) | ||
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* fly a circuit | * fly a circuit | ||
* check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc) | * check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc). | ||
* Check the rotation speed is plausible, if you can find some data on it. | |||
* check flaps/gear work as expected | * check flaps/gear work as expected | ||
* check radar altimeter if fitted (the HUD is good to cross-check this) | * check radar altimeter if fitted (the HUD is good to cross-check this) | ||
* check stall performance in clean config (is it vaguely plausible | * check stall performance in clean config (is it vaguely plausible, especially) | ||
* check level flight over-speed performance (time to hit the barber pole) | * check level flight over-speed performance (time to hit the barber pole at full power). | ||
* fly | * fly a visual approach | ||
* check stall performance in approach config (is it vaguely plausible?..) | * check stall performance in approach config (is it vaguely plausible?..) | ||
* check ILS reception / deviation | * check ILS reception / deviation | ||
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* animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). | * animations work as expected (when implemented) : especially basic ones (control surfaces move is most important). | ||
* check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look? | * check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look? | ||
* default livery, is it something or 'unpainted grey'? | |||
= Non-standard stuff = | = Non-standard stuff = | ||
This is nice-to-haves, not mandatory | |||
* Check appearance under a compositor build | * Check appearance under a compositor build | ||
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= Autopilot checks = | = Autopilot checks = | ||
* If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH). If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot | * If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH). If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't. | ||
* Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position | * Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position | ||
* check the AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....) | * check the AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....) | ||
* Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits. | * Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits. |
Revision as of 16:40, 22 June 2020
This is a set of basic checks to run on an aircraft, to validate compatibility with a FlightGear version
For aircraft in FGaddon which have been claimed for testing, see the tester list
Metadata
- does the aircraft have a clear name (not so long it overflows)
- is the description appropriate? Long enough to be relevant but not an essay..
- does it have new-style previews / splash screen in the launcher?
Basic experience
- start on a runway, and start the engine manually
- start via autostart (assuming the acft has one)
- start in-air: eg use the 'on approach' feature of the launcher
(note different aircraft may not work for an in-air start)
- if the aircraft has terrain variants (eg, skis, floats) and you have time, check they work as expected (eg seaport takeoff and landing for floats).
- check throttle (and pitch and mixture) work as expected (Eg, does the engine cut out at full lean? Does it redline at full throttle on the ground?)
- check brakes response and parking brake
- check avionics power: do displays turn on/off, does audio turn on/off based on the power/volume switches.
- tune COM1 and ensure ATIS is audible
- check volume adjustment if there's a control for it
- check altimeter setting (can you set it, can you select inHG vs HPA if the acft supports it)
- tune NAV1 and check behavior, including from/to flag
(might need to be done in air for reception)
- check ground steering (especially if ground tiller mode is supported)
* if there's pushback support, does it work okay?
- fly a circuit
- check takeoff power handling (P-factor on takeoff roll, the sensitivity of rudder inputs, etc).
- Check the rotation speed is plausible, if you can find some data on it.
- check flaps/gear work as expected
- check radar altimeter if fitted (the HUD is good to cross-check this)
- check stall performance in clean config (is it vaguely plausible, especially)
- check level flight over-speed performance (time to hit the barber pole at full power).
- fly a visual approach
- check stall performance in approach config (is it vaguely plausible?..)
- check ILS reception / deviation
- check DME readings
- check fuel consumption / fuel dialog if possible
- execute a reposition, check nothing breaks
- execute a reset, check nothing breaks :) (the sim might crash...)
Visuals
- lighting states in the dark? (beacon, strobe, etc)?
- animations work as expected (when implemented) : especially basic ones (control surfaces move is most important).
- check all the views work, especially custom views, do they track okay using the joystick had and/or mouse look?
- default livery, is it something or 'unpainted grey'?
Non-standard stuff
This is nice-to-haves, not mandatory
- Check appearance under a compositor build
- Check appearance under very high ALS settings?
- failures: if the aircraft supports them, are they plausible. (eg overspeed with flaps extended). Especially, can they be reset back to working from a UI dialog, and does re-positioning cause them to trigger incorrectly.
Autopilot checks
- If the aircraft has an autopilot implemented in the cockpit, check controls work for basic modes (ROLL, PITCH). If the aircraft does not have an autopilot implemented, there is /no/ requirement for the generic autopilot dialog to work successfully, but would be nice to note if it does or doesn't.
- Intercept a VOR / leg : check the turning to intercept, and overshoot / roll out when reading the correct position
- check the AP is stable at 2x time acceleration, and see if it is at 4x or 8x (lots aren't....)
- Setup a basic route in the route-manager, and check interaction with the AP if supported: especially following waypoints and sequencing above them. This is more important for glass cockpits.