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 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]].  


The 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.
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.


FDM used in FlightGear aircraft typically include either [[JSBSim]] or [[YASim]], and sometimes [[UIUC]].
FDM used in FlightGear aircraft typically include either [[JSBSim]] or [[YASim]], and sometimes [[UIUC]].


See [[Modeling - Getting Started]] or [[Howto: 3D Aircraft Models]] for more on how to create a 3D model.
See [[Modeling - Getting Started]] or [[Howto: 3D Aircraft Models]] for more on how to create a 3D model.
[[Nasal]] files can be used to add features to an aircraft.
Developing textures is often done in a 2D graphics program such as [[GIMP]], while sounds are often borrowed from other GPL FlightGear aircraft.




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