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		<id>https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=12569</id>
		<title>Modeling - Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=12569"/>
		<updated>2009-05-14T21:05:07Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Finding, Creating, or Using Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Notice for Volunteers ==&lt;br /&gt;
&lt;br /&gt;
Developing scenery and models for use with scenery is an important and very visible contribution to Flightgear. New users of Flightgear often ask how they can contribute, and this is a good place to start. Try looking at some of the following:&lt;br /&gt;
&lt;br /&gt;
* We need people to go out and take good pictures of all the buildings at their local airports, build models, and create textures (that could be different people for each task).&lt;br /&gt;
* We need people to go over paper lists and airport diagrams for countries that don't publish air navigation data free online (i.e. almost everyone but the U.S.) and fill in the blanks in our navaid and airport databases.&lt;br /&gt;
* We need people to collect geodata to give us more accurate roads, rivers, etc., especially outside the U.S.&lt;br /&gt;
* We need people to start modelling identifiable human-made landmarks like bridges, stadiums, and major buildings. Around the San Francisco Bay area, bridges are especially important. Once you have identified some buildings or objects you would like to have (Aircraft carriers, fuel bowsers, cars, towers, ...) you will need to check out the tools for creating and placing these objects. &lt;br /&gt;
&lt;br /&gt;
It would be helpful if people would model the area they are interested in. Generally contributions are going to be from Flightgear users who find scenery lacking in some area and choose to improve it. You are encouraged to research your own area for airport, navaid and scenery information, to contribute the data or dive right in to airport and scenery design.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
Generally one can start with a blueprint using their favorite imaging software like Gimp, Photoshop, or Paint shop pro then separate various views (front, back, etc...) into greyscale jpg files.  Then import them as a background for easy modelling in your favorite 3D modelling software program.  &lt;br /&gt;
&lt;br /&gt;
===3D Software===&lt;br /&gt;
To begin, you will need to create models in a 3d modeling appliction. Three popular ones are AC3D, Blender and SketchUp. FlightGear can display models in several formats, any format supported by [[PLIB]] is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format.&lt;br /&gt;
&lt;br /&gt;
If you do not have AC3D, Blender offers many import and export tools. See the Blender website for further information.&lt;br /&gt;
&lt;br /&gt;
==== [[AC3D]] ====&lt;br /&gt;
Flightgear uses the ac3d model format for objects such as buildings. To create a model, you will need one of two modelling packages. Either go directly to [http://www.ac3d.org AC3D] itself, or use [http://www.blender.org Blender] and then convert via a Python script (see below). AC3D seems to be a much easier program to learn, while still being very powerful. The downside is that you have to buy a licence to get more than 14 days use.&lt;br /&gt;
&lt;br /&gt;
* [http://wine.techlab.info/AC3D_Tutorials/ AC3D Modeling Tutorials]&lt;br /&gt;
&lt;br /&gt;
==== [[Blender]] ====&lt;br /&gt;
[http://www.blender.org Blender] is more difficult to learn to use, since it is not quite as intuitive and is far more powerful. However it is GPL'd, and there are lots of tutorials to help with learning.&lt;br /&gt;
&lt;br /&gt;
* [http://mediawiki.blender.org/index.php/Main_Page Blender Manual]&lt;br /&gt;
* [http://blenderartists.org/forum/ Excellent forum for discussing Blender issues]&lt;br /&gt;
&lt;br /&gt;
==== SketchUp ====&lt;br /&gt;
{{Main article|Modeling - SketchUp}}&lt;br /&gt;
&lt;br /&gt;
SketchUp (http://sketchup.google.com) is the easiest to use of these three programms. But the results are very nice and professional. I recommend SketchUp for users who are not really good at difficult computer programms.&lt;br /&gt;
&lt;br /&gt;
==== [[Wings 3D]] ====&lt;br /&gt;
{{Main article|Modeling - Wings 3D}}&lt;br /&gt;
&lt;br /&gt;
Wings 3D (http://www.wings3d.com/) is another 3D modeling program, and is free open source software.&lt;br /&gt;
&lt;br /&gt;
=== Placing Objects on Scenery ===&lt;br /&gt;
There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog of the [[UFO]]]]&lt;br /&gt;
The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file. &lt;br /&gt;
&lt;br /&gt;
Another method is to use [[FlightGear Scenery Designer]] ([http://fgsd.sourceforge.net/ Project Site]). After setting the paths to your scenery data, simply load up the area where you want to place the object. Load your .ac format model, and right click on the desired spot to place your model there. Export the modifed scenery to save it, rerun Flightgear and your model should be there.&lt;br /&gt;
&lt;br /&gt;
=== Finding, Creating, or Using Textures ===&lt;br /&gt;
Models in Flightgear use textures with SGI rgb format (.rgb extension).&lt;br /&gt;
You can open .rgb files in Windows and Mac OS using [[THE GIMP]], Corel Paintshop Pro &lt;br /&gt;
and XnView.  PNG format is now supported in the newest versions of flightgear 1.9.1.  PNG models are not backward compatible, you may wish to use rgb format so people with older versions can enjoy your model as well.  &lt;br /&gt;
&lt;br /&gt;
If you want to use Adobe Photoshop, you can open and save .rgb files in Adobe Photoshop using a free plugin(for Windows as well as Mac OS) : [http://www.telegraphics.com.au/sw/#sgiformat SGI File Format Plugin for Photoshop].&lt;br /&gt;
&lt;br /&gt;
Once you have made your model building, you will want to apply some textures to it, so it looks as realistic as possible. This is possibly one of the hardest areas, as a good model with bad textures will still look bad. Since Flightgear and the scenery data are all released under the GPL, any textures that you use must also be able to be released under this licence. This will probably prevent you from just using anything you come across on the net, unless it is already under the GPL. It is quite common for people to state that their pictures or textures are free. Since Flightgear can be sold for profit, and is released on Linux distributions that are sold, check that there are no clauses stating that the item can not be sold or used for commercial use.&lt;br /&gt;
&lt;br /&gt;
=== Generation of textured light objects in Blender ===&lt;br /&gt;
&amp;lt;table style=&amp;quot;margin-top:0.1em; margin-bottom:0.1em; margin-left:2em; padding:2px; font-size:95%; text-align:left; background: transparent;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:1rightarrow.png|15px]] ''See  http://members.aon.at/mfranz/flightgear/blender-textured-lights.html  for the main article about this subject.''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Problems and Solutions ==&lt;br /&gt;
*[[3D Model Rotates Around Nose]]&lt;br /&gt;
*[[Configuring Views in FlightGear]]&lt;br /&gt;
*[[Howto: Decrease the number of faces|Decrease the number of faces]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Aircraft Information Resources‎ ]]&lt;br /&gt;
*[[Modeling Resources]]&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12559</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12559"/>
		<updated>2009-05-14T10:16:10Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Before you start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new [[Portal:Developer|developers]] to start their 'career' by modifying and enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
If you are a complete beginner, knowing the processes involved will help out quite a bit.  Roughly 4 simplified steps, first creating your 3d model, then the FDM, followed by creating animations and finally to implement systems.   Each aircraft in FlightGear has two main development areas:&lt;br /&gt;
# The '''[[Flight Dynamics Model|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]]. Define the dimensions, mass-and-balance data. Tell FlightGear which part of your aircraft and where it may hit the ground. Where the gear is, if and how it travels. How it is propelled and how it flies if you move the controls. A subarea of the FDM are integral systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two areas:&lt;br /&gt;
## 3-dimensional model and all of its visual aspects: animations (These give visual feedback from your FDM. Move the aileron of your 3D model when the aileron control is moved. Same for the other aero surfaces, the gear. Than go ahead with the instruments, animate the needles, the digital readouts. Define hot spots and pick animations, so you can click in your 3D cockpit.), [[Howto: Add aircraft lights|lighting]] and textures (images that are put in specific locations on the 3D model).&lt;br /&gt;
## auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]] (external forces)&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. This can for example be used in order to get a list of aircraft with a certain minimum development status by passing the --min-status= parameter to the fgfs executable.&lt;br /&gt;
&lt;br /&gt;
As of 05/2009 the following status &amp;quot;symbols&amp;quot; are supported:&lt;br /&gt;
* alpha&lt;br /&gt;
* beta&lt;br /&gt;
* early-production&lt;br /&gt;
* production&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
===Models/ directory===&lt;br /&gt;
This directory contains all model related files; such as textures, models and animation files (.xml). In the -set.xml file we've set the path to one .xml file. That file should link (indirect) to each other model file (including a possible 3D cockpit) needed for the plane. The whole plane could be modeled into one file, but most developers prefer to split things up. A cockpit for example can be built up by several files, each existing of just one [[Creating instruments for FG|instruments]] or panel. This way it is easy to (re)move certain parts of the aircraft. You set up your model file like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;path&amp;gt;Aircraft.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Cockpit&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../Models/cockpit.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;offsets&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; -5.25&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;  0.00&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;  1.30&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/offsets&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;AileronLeft&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;/controls/flight/aileron&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;-65&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; 2.09&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;-5.50&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;-1.50&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;1&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cockpit.xml file can contain a similair structure, with all the instruments as seperate models. The amount of models is not limited, so is the amount of animations.&lt;br /&gt;
&lt;br /&gt;
A detailed article about animating and models can be found in [[Howto: 3D Aircraft Models]].&lt;br /&gt;
&lt;br /&gt;
A common subdirectory is the Liveries/ one, which holds the livery files. See [[Livery over MP]] for more information about that subject.&lt;br /&gt;
&lt;br /&gt;
==Comments in XML files==&lt;br /&gt;
We can place extra information in XML files, that will be ignored by FlightGear. Such as descriptions and explanations of certain XML markups, changelogs etc.&lt;br /&gt;
&lt;br /&gt;
These will be mainly useful to other developers working with your XML code, for example when updating/maintaining your files, or when borrowing XML code from your work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12558</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12558"/>
		<updated>2009-05-14T10:14:57Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Before you start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new [[Portal:Developer|developers]] to start their 'career' by modifying and enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
If you are a complete beginner, knowing the processes involved will help out quite a bit.  Roughly 4 simplified steps, first creating your 3d model, then the FDM, and then create animations and finally implement systems.   Each aircraft in FlightGear has two main development areas:&lt;br /&gt;
# The '''[[Flight Dynamics Model|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]]. Define the dimensions, mass-and-balance data. Tell FlightGear which part of your aircraft and where it may hit the ground. Where the gear is, if and how it travels. How it is propelled and how it flies if you move the controls. A subarea of the FDM are integral systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two areas:&lt;br /&gt;
## 3-dimensional model and all of its visual aspects: animations (These give visual feedback from your FDM. Move the aileron of your 3D model when the aileron control is moved. Same for the other aero surfaces, the gear. Than go ahead with the instruments, animate the needles, the digital readouts. Define hot spots and pick animations, so you can click in your 3D cockpit.), [[Howto: Add aircraft lights|lighting]] and textures (images that are put in specific locations on the 3D model).&lt;br /&gt;
## auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]] (external forces)&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. This can for example be used in order to get a list of aircraft with a certain minimum development status by passing the --min-status= parameter to the fgfs executable.&lt;br /&gt;
&lt;br /&gt;
As of 05/2009 the following status &amp;quot;symbols&amp;quot; are supported:&lt;br /&gt;
* alpha&lt;br /&gt;
* beta&lt;br /&gt;
* early-production&lt;br /&gt;
* production&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
===Models/ directory===&lt;br /&gt;
This directory contains all model related files; such as textures, models and animation files (.xml). In the -set.xml file we've set the path to one .xml file. That file should link (indirect) to each other model file (including a possible 3D cockpit) needed for the plane. The whole plane could be modeled into one file, but most developers prefer to split things up. A cockpit for example can be built up by several files, each existing of just one [[Creating instruments for FG|instruments]] or panel. This way it is easy to (re)move certain parts of the aircraft. You set up your model file like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;path&amp;gt;Aircraft.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Cockpit&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../Models/cockpit.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;offsets&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; -5.25&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;  0.00&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;  1.30&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/offsets&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;AileronLeft&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;/controls/flight/aileron&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;-65&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; 2.09&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;-5.50&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;-1.50&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;1&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cockpit.xml file can contain a similair structure, with all the instruments as seperate models. The amount of models is not limited, so is the amount of animations.&lt;br /&gt;
&lt;br /&gt;
A detailed article about animating and models can be found in [[Howto: 3D Aircraft Models]].&lt;br /&gt;
&lt;br /&gt;
A common subdirectory is the Liveries/ one, which holds the livery files. See [[Livery over MP]] for more information about that subject.&lt;br /&gt;
&lt;br /&gt;
==Comments in XML files==&lt;br /&gt;
We can place extra information in XML files, that will be ignored by FlightGear. Such as descriptions and explanations of certain XML markups, changelogs etc.&lt;br /&gt;
&lt;br /&gt;
These will be mainly useful to other developers working with your XML code, for example when updating/maintaining your files, or when borrowing XML code from your work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=12492</id>
		<title>Modeling - Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Modeling_-_Getting_Started&amp;diff=12492"/>
		<updated>2009-05-13T14:21:59Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Notice for Volunteers ==&lt;br /&gt;
&lt;br /&gt;
Developing scenery and models for use with scenery is an important and very visible contribution to Flightgear. New users of Flightgear often ask how they can contribute, and this is a good place to start. Try looking at some of the following:&lt;br /&gt;
&lt;br /&gt;
* We need people to go out and take good pictures of all the buildings at their local airports, build models, and create textures (that could be different people for each task).&lt;br /&gt;
* We need people to go over paper lists and airport diagrams for countries that don't publish air navigation data free online (i.e. almost everyone but the U.S.) and fill in the blanks in our navaid and airport databases.&lt;br /&gt;
* We need people to collect geodata to give us more accurate roads, rivers, etc., especially outside the U.S.&lt;br /&gt;
* We need people to start modelling identifiable human-made landmarks like bridges, stadiums, and major buildings. Around the San Francisco Bay area, bridges are especially important. Once you have identified some buildings or objects you would like to have (Aircraft carriers, fuel bowsers, cars, towers, ...) you will need to check out the tools for creating and placing these objects. &lt;br /&gt;
&lt;br /&gt;
It would be helpful if people would model the area they are interested in. Generally contributions are going to be from Flightgear users who find scenery lacking in some area and choose to improve it. You are encouraged to research your own area for airport, navaid and scenery information, to contribute the data or dive right in to airport and scenery design.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
Generally one can start with a blueprint using their favorite imaging software like Gimp, Photoshop, or Paint shop pro then separate various views (front, back, etc...) into greyscale jpg files.  Then import them as a background for easy modelling in your favorite 3D modelling software program.  &lt;br /&gt;
&lt;br /&gt;
===3D Software===&lt;br /&gt;
To begin, you will need to create models in a 3d modeling appliction. Three popular ones are AC3D, Blender and SketchUp. FlightGear can display models in several formats, any format supported by [[PLIB]] is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format.&lt;br /&gt;
&lt;br /&gt;
If you do not have AC3D, Blender offers many import and export tools. See the Blender website for further information.&lt;br /&gt;
&lt;br /&gt;
==== [[AC3D]] ====&lt;br /&gt;
Flightgear uses the ac3d model format for objects such as buildings. To create a model, you will need one of two modelling packages. Either go directly to [http://www.ac3d.org AC3D] itself, or use [http://www.blender.org Blender] and then convert via a Python script (see below). AC3D seems to be a much easier program to learn, while still being very powerful. The downside is that you have to buy a licence to get more than 14 days use.&lt;br /&gt;
&lt;br /&gt;
* [http://wine.techlab.info/AC3D_Tutorials/ AC3D Modeling Tutorials]&lt;br /&gt;
&lt;br /&gt;
==== [[Blender]] ====&lt;br /&gt;
[http://www.blender.org Blender] is more difficult to learn to use, since it is not quite as intuitive and is far more powerful. However it is GPL'd, and there are lots of tutorials to help with learning.&lt;br /&gt;
&lt;br /&gt;
* [http://mediawiki.blender.org/index.php/Main_Page Blender Manual]&lt;br /&gt;
* [http://blenderartists.org/forum/ Excellent forum for discussing Blender issues]&lt;br /&gt;
&lt;br /&gt;
==== SketchUp ====&lt;br /&gt;
{{Main article|Modeling - SketchUp}}&lt;br /&gt;
&lt;br /&gt;
SketchUp (http://sketchup.google.com) is the easiest to use of these three programms. But the results are very nice and professional. I recommend SketchUp for users who are not really good at difficult computer programms.&lt;br /&gt;
&lt;br /&gt;
==== [[Wings 3D]] ====&lt;br /&gt;
{{Main article|Modeling - Wings 3D}}&lt;br /&gt;
&lt;br /&gt;
Wings 3D (http://www.wings3d.com/) is another 3D modeling program, and is free open source software.&lt;br /&gt;
&lt;br /&gt;
=== Placing Objects on Scenery ===&lt;br /&gt;
There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog of the [[UFO]]]]&lt;br /&gt;
The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file. &lt;br /&gt;
&lt;br /&gt;
Another method is to use [[FlightGear Scenery Designer]] ([http://fgsd.sourceforge.net/ Project Site]). After setting the paths to your scenery data, simply load up the area where you want to place the object. Load your .ac format model, and right click on the desired spot to place your model there. Export the modifed scenery to save it, rerun Flightgear and your model should be there.&lt;br /&gt;
&lt;br /&gt;
=== Finding, Creating, or Using Textures ===&lt;br /&gt;
Models in Flightgear use textures with SGI rgb format (.rgb extension).&lt;br /&gt;
You can open .rgb files in Windows and Mac OS using [[THE GIMP]], Corel Paintshop Pro&lt;br /&gt;
and XnView.&lt;br /&gt;
&lt;br /&gt;
If you want to use Adobe Photoshop, you can open and save .rgb files in Adobe Photoshop using a free plugin(for Windows as well as Mac OS) : [http://www.telegraphics.com.au/sw/#sgiformat SGI File Format Plugin for Photoshop].&lt;br /&gt;
&lt;br /&gt;
Once you have made your model building, you will want to apply some textures to it, so it looks as realistic as possible. This is possibly one of the hardest areas, as a good model with bad textures will still look bad. Since Flightgear and the scenery data are all released under the GPL, any textures that you use must also be able to be released under this licence. This will probably prevent you from just using anything you come across on the net, unless it is already under the GPL. It is quite common for people to state that their pictures or textures are free. Since Flightgear can be sold for profit, and is released on Linux distributions that are sold, check that there are no clauses stating that the item can not be sold or used for commercial use.&lt;br /&gt;
&lt;br /&gt;
=== Generation of textured light objects in Blender ===&lt;br /&gt;
&amp;lt;table style=&amp;quot;margin-top:0.1em; margin-bottom:0.1em; margin-left:2em; padding:2px; font-size:95%; text-align:left; background: transparent;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:1rightarrow.png|15px]] ''See  http://members.aon.at/mfranz/flightgear/blender-textured-lights.html  for the main article about this subject.''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Problems and Solutions ==&lt;br /&gt;
*[[3D Model Rotates Around Nose]]&lt;br /&gt;
*[[Configuring Views in FlightGear]]&lt;br /&gt;
*[[Howto: Decrease the number of faces|Decrease the number of faces]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Aircraft Information Resources‎ ]]&lt;br /&gt;
*[[Modeling Resources]]&lt;br /&gt;
&lt;br /&gt;
{{3d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12469</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12469"/>
		<updated>2009-05-12T20:48:31Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Before you start */  I've taken part of an answer Torsten gave me for making aircraft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new [[Portal:Developer|developers]] to start their 'career' by modifying and enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
If you are a complete beginner, knowing the processes involved will help out quite a bit.  &lt;br /&gt;
&lt;br /&gt;
Creating a completely new aircraft consists of the following tasks:&lt;br /&gt;
* Creating the 3D-model(s). This is the artwork, this is what you see on your screen. An aircraft is made of one to hundrets of 3D models. The fuselage, wings, doors, gear, interiour, instruments, flight-controls - everything you want to see on your screen is a 3D object&lt;br /&gt;
* Creating the flight dynamics model (FDM). This is the hard work. Define the dimensions, mass-and-balance data. Tell FlightGear which part of your aircraft and where it may hit the ground. Where the gear is, if and how it travels. How it is propelled and how it flies if you move the controls. This is, what a flight simulator is all about.&lt;br /&gt;
* Create the animations. This gives visual feedback from your FDM. Move the aileron of your 3D model when the aileron control is moved. Same for the other aero surfaces, the gear. Than go ahead with the instruments, animate the needles, the digital readouts. Define hot spots and pick animations, so you can click in your 3D cockpit.&lt;br /&gt;
* Implement Systems. This is the tricky part. Everything that can't be done with simple animations or as a FDM-system has to be done in nasal code.&lt;br /&gt;
Everything doesn't need to be complete.  Only a workable FDM model should suffice.  So without further ado, let's move on. &lt;br /&gt;
&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
# The '''[[Flight Dynamics Model|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.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
## 3-dimensional model and all of its visual aspects, animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
## auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. This can for example be used in order to get a list of aircraft with a certain minimum development status by passing the --min-status= parameter to the fgfs executable.&lt;br /&gt;
&lt;br /&gt;
As of 05/2009 the following status &amp;quot;symbols&amp;quot; are supported:&lt;br /&gt;
* alpha&lt;br /&gt;
* beta&lt;br /&gt;
* early-production&lt;br /&gt;
* production&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
===Models/ directory===&lt;br /&gt;
This directory contains all model related files; such as textures, models and animation files (.xml). In the -set.xml file we've set the path to one .xml file. That file should link (indirect) to each other model file (including a possible 3D cockpit) needed for the plane. The whole plane could be modeled into one file, but most developers prefer to split things up. A cockpit for example can be built up by several files, each existing of just one [[Creating instruments for FG|instruments]] or panel. This way it is easy to (re)move certain parts of the aircraft. You set up your model file like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;path&amp;gt;Aircraft.ac&amp;lt;/path&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;model&amp;gt;&lt;br /&gt;
  &amp;lt;name&amp;gt;Cockpit&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;path&amp;gt;Aircraft/.../Models/cockpit.xml&amp;lt;/path&amp;gt;&lt;br /&gt;
  &amp;lt;offsets&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; -5.25&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;  0.00&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;  1.30&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/offsets&amp;gt;&lt;br /&gt;
 &amp;lt;/model&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;animation&amp;gt;&lt;br /&gt;
  &amp;lt;type&amp;gt;rotate&amp;lt;/type&amp;gt;&lt;br /&gt;
  &amp;lt;object-name&amp;gt;AileronLeft&amp;lt;/object-name&amp;gt;&lt;br /&gt;
  &amp;lt;property&amp;gt;/controls/flight/aileron&amp;lt;/property&amp;gt;&lt;br /&gt;
  &amp;lt;factor&amp;gt;-65&amp;lt;/factor&amp;gt;&lt;br /&gt;
  &amp;lt;center&amp;gt;&lt;br /&gt;
   &amp;lt;x-m&amp;gt; 2.09&amp;lt;/x-m&amp;gt;&lt;br /&gt;
   &amp;lt;y-m&amp;gt;-5.50&amp;lt;/y-m&amp;gt;&lt;br /&gt;
   &amp;lt;z-m&amp;gt;-1.50&amp;lt;/z-m&amp;gt;&lt;br /&gt;
  &amp;lt;/center&amp;gt;&lt;br /&gt;
  &amp;lt;axis&amp;gt;&lt;br /&gt;
   &amp;lt;x&amp;gt;1&amp;lt;/x&amp;gt;&lt;br /&gt;
   &amp;lt;y&amp;gt;0&amp;lt;/y&amp;gt;&lt;br /&gt;
   &amp;lt;z&amp;gt;0&amp;lt;/z&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;/animation&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cockpit.xml file can contain a similair structure, with all the instruments as seperate models. The amount of models is not limited, so is the amount of animations.&lt;br /&gt;
&lt;br /&gt;
A detailed article about animating and models can be found in [[Howto: 3D Aircraft Models]].&lt;br /&gt;
&lt;br /&gt;
A common subdirectory is the Liveries/ one, which holds the livery files. See [[Livery over MP]] for more information about that subject.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12427</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12427"/>
		<updated>2009-05-07T15:21:25Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Before you start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
# 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.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
## 3-dimensional model in .ac format and all of its visual aspects, animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12426</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12426"/>
		<updated>2009-05-07T15:20:43Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Before you start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
# 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.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
## 3-dimensional model and all of its visual aspects, animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12425</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12425"/>
		<updated>2009-05-07T15:17:43Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
# 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.&lt;br /&gt;
# The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
## 3-dimensional model and all of its visual aspects, animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implement pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12404</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12404"/>
		<updated>2009-05-05T19:51:45Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* &amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
* 1 - 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.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
&lt;br /&gt;
* 2 - The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.  If for example you find a nice wav file of the jet engine you're using, you can fix it up with your favorite sound editor so it loops nicely and include that into your model (I've noticed a few models where it can get quite annoying when the loop length is so small you can really notice it) so make it smooth.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12403</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12403"/>
		<updated>2009-05-05T19:45:51Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* &amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
* 1 - 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.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
&lt;br /&gt;
* 2 - The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.  The pitch and volume of the sound is controlled by the xml file and throttle position.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12402</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12402"/>
		<updated>2009-05-05T19:43:55Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found on most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
* 1 - 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.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
&lt;br /&gt;
* 2 - The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12401</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12401"/>
		<updated>2009-05-05T19:43:01Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Before you start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found in most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
* 1 - 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.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
&lt;br /&gt;
* 2 - The '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12400</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12400"/>
		<updated>2009-05-05T19:19:00Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: /* Before you start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found in most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear has two main development areas:&lt;br /&gt;
* the '''[[Flight Dynamics Model]]''', which specifies how the aircraft reacts on facts as wind, terrain and control inputs.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
* the '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12399</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12399"/>
		<updated>2009-05-05T19:17:18Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article gives a summary of codes and can be found in most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear exists of two main development areas:&lt;br /&gt;
* the '''[[Flight Dynamics Model]]''', which specifies how the aircraft reacts on facts as wind, terrain and control inputs.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
* the '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12398</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12398"/>
		<updated>2009-05-05T19:13:27Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article is treated with codes and can be found in most planes. So, for examples on how it's used, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear exists of two main development areas:&lt;br /&gt;
* the '''[[Flight Dynamics Model]]''', which specifies how the aircraft reacts on facts as wind, terrain and control inputs.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
* the '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12397</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12397"/>
		<updated>2009-05-05T19:12:23Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article is treated with codes and can be found in most planes. So, for examples of the usage, you can take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear exists of two main development areas:&lt;br /&gt;
* the '''[[Flight Dynamics Model]]''', which specifies how the aircraft reacts on facts as wind, terrain and control inputs.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
* the '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12396</id>
		<title>Howto:Make an aircraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Make_an_aircraft&amp;diff=12396"/>
		<updated>2009-05-05T19:11:34Z</updated>

		<summary type="html">&lt;p&gt;Christopher2222: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
There are many things required to develop an [[aircraft]] for [[FlightGear]]. We encourage new developers to start their 'career' by enhancing existing aircraft. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself.  &lt;br /&gt;
&lt;br /&gt;
The content in this article are treated with codes and can be found in most planes. So, for examples of the usage, you take a look at some random planes.&lt;br /&gt;
&lt;br /&gt;
==Before you start==&lt;br /&gt;
An aircraft in FlightGear exists of two main development areas:&lt;br /&gt;
* the '''[[Flight Dynamics Model]]''', which specifies how the aircraft reacts on facts as wind, terrain and control inputs.&lt;br /&gt;
** subarea of the FDM are interal systems like the [[autopilot]] and fuel systems.&lt;br /&gt;
* the '''appearence''' of the aircraft, which can be split in two ares:&lt;br /&gt;
** all its visual aspects as animations, [[Howto: Add aircraft lights|lighting]] and textures.&lt;br /&gt;
** auditory (sounds).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Please note that we use spaces in our codes, some developers use rather tabs, to make our code easy(er) to read. Every line that starts a new tag, we press the space key once, so you get a kind of stairs. It does not really matter what method you use, as long as you use it consistent throughout all of your files.&lt;br /&gt;
&lt;br /&gt;
==Directories and files==&lt;br /&gt;
The data created during development results in many files, which are stored in several directories per aircraft. Each aircraft has its own directory in the &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/&amp;lt;/tt&amp;gt; directory. The first thing to do when you start working on a new aircraft is to make a directory for it. A short version of the aircraft name (eg. harrier), or its serial number (eg. 747-400) is prefered. More directories might be needed further on, but we will create them when we need them. For now we create one directory, namely:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;Models/&amp;lt;/tt&amp;gt; all files related to the appearence of the model are saved in this directory.&lt;br /&gt;
&lt;br /&gt;
All paths are relative to [[$FG_ROOT]], with the exception of some that are explicit noted.&lt;br /&gt;
&lt;br /&gt;
===The .xml file (FDM)===&lt;br /&gt;
This file contains the entire (or partial) [[Flight Dynamics Model]] of the aircraft. We have three different systems; they all have their up- and downsides.&lt;br /&gt;
* [[YASim]], needed for: helicopters, towing over a [[Howto: Multiplayer|multiplay network]]&lt;br /&gt;
* [[JSBSim]], needed for: [[Howto: Implent pushback|pushback]]&lt;br /&gt;
* [[UIUC]] (rarely used)&lt;br /&gt;
When you have acces to real windtunnel data, JSBSim might be a better choice.&lt;br /&gt;
&lt;br /&gt;
===The -set.xml file===&lt;br /&gt;
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. The -set.xml file should be stored in the aircrafts root directory (eg. &amp;lt;tt&amp;gt;$FG_ROOT/Aircraft/747-400/&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Always begin the -set.xml file with:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PropertyList&amp;gt;&lt;br /&gt;
  &amp;lt;sim&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and close the file with:&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/sim&amp;gt;&lt;br /&gt;
 &amp;lt;/PropertyList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following tags are to be placed between the &amp;lt;sim&amp;gt; and &amp;lt;/sim&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;description&amp;gt;&amp;lt;/description&amp;gt;====&lt;br /&gt;
The text that have to be showed in the Aircraft selection dialog of FlightGear.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aircraft-version&amp;gt;====&lt;br /&gt;
Commonly shows the latest update date. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;status&amp;gt;&amp;lt;/status&amp;gt;====&lt;br /&gt;
The status of the development of your plane. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;author&amp;gt;&amp;lt;/author&amp;gt;====&lt;br /&gt;
Place your name(s) here. If multiple people worked on the same aircraft, you can place the specific development area for each person between ( ).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;flight-model&amp;gt;&amp;lt;/flight-model&amp;gt;====&lt;br /&gt;
What FDM system is the aircraft using. Set to 'yasim' for [[YASim]] and to 'jsb' for [[JSBSim]].&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;aero&amp;gt;&amp;lt;/aero&amp;gt;====&lt;br /&gt;
The filename of the FDM file, without .xml. You have created this file earlier on at: [[#The .xml file (FDM)]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;splash-texture&amp;gt;&amp;lt;/splash-texture&amp;gt;====&lt;br /&gt;
Place the location of an image you would like to show during loading of the aircraft.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;model&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/model&amp;gt;====&lt;br /&gt;
Where to find the model. Could be an .ac file or .xml if you want to have extras like animations etc.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;sound&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/sound&amp;gt;====&lt;br /&gt;
The path to your aircrafts sound file, do not include if you don't have one.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;panel&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/panel&amp;gt;====&lt;br /&gt;
Where to find the (2D) panel. We prefer 3D cockpits, which are linked in the model .xml file.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;autopilot&amp;gt;&amp;lt;path&amp;gt;&amp;lt;/path&amp;gt;&amp;lt;/autopilot&amp;gt;====&lt;br /&gt;
Where to find the [[autopilot]] system.&lt;br /&gt;
&lt;br /&gt;
==Extra codes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;!-- Last update: 09-10-2007 --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
*[[Howto: Request new aircraft]]&lt;br /&gt;
*[[Howto: Make a helicopter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement|Make an aircraft]]&lt;br /&gt;
[[Category:Howto|Make an aircraft]]&lt;/div&gt;</summary>
		<author><name>Christopher2222</name></author>
	</entry>
</feed>