Howto:Make an aircraft: Difference between revisions

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==Before you start==
==Before you start==
An aircraft in FlightGear has two main development areas:
An aircraft in FlightGear has two main development areas:
# The '''[[Flight Dynamics Model]]''': composed of two main models most people use, either JSBSim or YASim.  Or the lesser used model UIUC.  They specify how the aircraft reacts based on aerodynamic data and facts such as wind, terrain and control inputs.
# The '''[[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.  They specify how the aircraft reacts based on aerodynamic data and facts such as wind, terrain and control inputs. You need to supply and specify these parameters in order to model your aircrafts flight characteristics as close to reality as possible, the more parameters the better.  A subarea of the FDM are integral systems like the [[autopilot]] and fuel systems.
## 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:
# 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.
## 3-dimensional model and all of its visual aspects, animations, [[Howto: Add aircraft lights|lighting]] and textures.
## auditory (sounds).


All images in FlightGear should be sized to powers of two (eg. 64*64, 128*256 or 16*1024). Since FlightGear 1.9, images no longer have to be saved in the .rgb format. Right now .png is most common used among FlightGear developers.
All images in FlightGear should be sized to powers of two (eg. 64*64, 128*256 or 16*1024). Since FlightGear 1.9, images no longer have to be saved in the .rgb format. Right now .png is most common used among FlightGear developers.

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