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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]]. | ||
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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