Howto:Make an aircraft: Difference between revisions

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There are many things required to develop an aircraft for [[FlightGear]]. The data created during development results in many files, which are stored in directory of files (see [[file formats]]). How an aircraft can be used depends on the license;GPL aircraft can be places on [[CVS]], while non-free may be distributed via 3rd party [[FlightGear hangars]].  
There are many things required to develop an [[aircraft]] for [[FlightGear]]. The data created during development results in many files, which are stored in several directories per aircraft. We encourage new developers to start their 'career' by enhancing existing aircrafts. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.


Two main areas of aircraft development are the [[flight dynamics model]] and the visual model. Major areas for developing the visual model include the 3D model, textures, and animations. Developing corresponding sounds appropriate for the aircraft is another major development area.
An aircraft in FlightGear exists of two main development areas:
* the [[Flight Dynamics Model]], which specifies how the aircraft reacts on facts as wind, terrain and control inputs.
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.
* the appearence of the aircraft, which can be split in two ares:
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.
** auditory (sounds).


FDM used in FlightGear aircraft typically include either [[JSBSim]] or [[YASim]], and sometimes [[UIUC]].
==The -set.xml file==
This is the most important file of a FlightGear aircraft. This is the only file that is read directly by FlightGear. Actually it can be compared with an airport hub (from where flights of a certain airline to all other airports departure and arrive). The -set.xml file leads FlightGear to all files that are needed to simulate the aircraft.  


See [[Modeling - Getting Started]] or [[Howto: 3D Aircraft Models]] for more on how to create a 3D model.
Always begin the -set.xml file with:


[[Nasal]] files can be used to add features to an aircraft.
<PropertyList>
  <sim>


Developing textures is often done in a 2D graphics program such as [[GIMP]], while sounds are often borrowed from other GPL FlightGear aircraft.
and close the file with:
 
 
==The -set.xml file==
  </sim>
Always begin the -set.xml file with
  </PropertyList>
  <PropertyList><sim>


==Codes==
The following tags are to be placed between the <sim> tags.


===<splash-texture></splash-texture>===
===<splash-texture></splash-texture>===
Place the location of an image you would like to show during loading of the aircraft.
Place the location of an image you would like to show during loading of the aircraft.
  <splash-texture> Aircraft/777-200/Splash1.rgb </splash-texture>
  <splash-texture> Aircraft/747-400/splash.png </splash-texture>


===<status></status>===
===<status></status>===
Line 28: Line 35:


===<author></author>===
===<author></author>===
Place your name here.
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).
  <author> ET </author>
  <author> ET </author>
===<flight-model></flight-model>===
What FDM system is the aircraft using. Set to yasim for [[YASim]] and to jsb for [[JSBSim]].
===<aero></aero>===
The filename of the FDM file, without .xml. This file should be placed in the aircrafts root directory (eg. <tt>$FG_ROOT/Aircraft/747-400/</tt>).


===<model><path></path></model>===
===<model><path></path></model>===
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.
  <model><path>Aircraft/777-200/Models/777-200.xml</path></model>
  <model>
  <path>Aircraft/747-400/Models/747-400.xml</path>
</model>


===<description></description>===
===<description></description>===
The text that have to be showed in the Aircraft selection dialog of FlightGear.
The text that have to be showed in the Aircraft selection dialog of FlightGear.
  <description>Boeing B-52 F in Arclight colour scheme</description>
  <description>Boeing 747-400</description>


===<panel><path></path></panel>===
===<panel><path></path></panel>===
Where to find the Panel.
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.
  <panel><path>Aircraft/B-52F/Panels/B-52F-vfr-panel.xml</path></panel>
  <panel>
  <path>Aircraft/B-52F/Panels/B-52F-vfr-panel.xml</path>
</panel>


===<autopilot><path></path></autopilot>===
===<autopilot><path></path></autopilot>===
Where to find the Autopilot system.
Where to find the [[autopilot]] system.
  <autopilot><path>Aircraft/B-52F/Systems/B-52F-autopilot.xml</path></autopilot>
  <autopilot>
  <path>Aircraft/B-52F/Systems/B-52F-autopilot.xml</path>
</autopilot>


==Extra codes==
==Extra codes==
Use to place some information not to be read by FlightGear.
We can place information in our files, that will not be read by FlightGear. Such as summaries of the codes to follow, last update dates or explenations of codes.
<!-- Last update: 09-10-2007 -->
 


=Other aircraft files=
<pre> <!-- Last update: 09-10-2007 --></pre>
See [[:Category:Howto]] for more on making the files for models, textures, images, etc. [[Aircraft Information Resources]] has links to data about aircraft and the [[Portal:Developer]] has links to articles about aircraft development. You may want to check out http://wiki.flightgear.org/index.php/Category:Aircraft_TODO for guidelines about ways to intuitively structure your folder layout.


=See also=
==Related content==
*[[Howto: Request new aircraft]]
*[[Howto: Request new aircraft]]
*[[Howto: Make a helicopter]]
*[[Howto: Make a helicopter]]


[[Category:Aircraft TODO]]
[[Category:Aircraft enhancement|Make an aircraft]]
[[Category:Howto|Make an aircraft]]
[[Category:Howto|Make an aircraft]]

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