sdk:aircraft:introduction
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sdk:aircraft:introduction [2017/02/06 13:30] – jh | sdk:aircraft:introduction [2018/09/20 09:33] – [Limitations] jh | ||
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====== Aircraft Development ====== | ====== Aircraft Development ====== | ||
- | After completing the [[sdk: | ||
- | This section gives a brief overview of how Aerofly FS 2 simulates an aircraft, the units and coordinates systems and the different file types that are used by Aerofly FS 2 and the Aircraft Converter. | ||
- | ===== Aircraft Folder ===== | + | After completing the [[sdk: |
- | All individual aircraft are located in a folder called '' | + | ===== Aerofly |
- | ===== Simulation ===== | + | Aerofly FS 2 uses an object-based approach to simulate an aircraft for maximum flexibility. This means that each aircraft is defined in terms of many objects (also called (function) blocks or elements in commercial general purpose simulation packages), instead of a fixed set of variables that describes an aircraft as a whole. In short this means that there are a lot of building blocks that all work together to describe the aircraft. In addition to very general objects that can be used for any type of simulation, there are many objects specialized for flight simulation like aerodynamics forces, engines and propellers, avionics objects and many more. The designer of the aircraft is free to add any number of objects and connections to an aircraft by adding it to the dynamics section of the aircraft' |
- | + | ||
- | Aerofly FS 2 uses an object-based approach to simulate an aircraft for maximum flexibility. This means that each aircraft is defined in terms of many objects (also called (function) blocks or elements in commercial general purpose simulation packages), instead of a fixed set of variables that every aircraft | + | |
Please refer to the [[sdk: | Please refer to the [[sdk: | ||
- | |||
- | ===== Units and Coordinate Systems ===== | ||
- | |||
- | Aerofly FS 2 uses the international system of units (SI) exclusively. This means that all lengths and dimensions are meters, masses are in kilograms, forces are in Newtons, power values are in Watts, speeds are in meters per second. | ||
- | Any rotation uses the positive mathematical direction (anti-clockwise), | ||
- | Fractions are used instead of percentages (20% would be written as 0.2). | ||
- | |||
- | The coordinate system the entire aircraft is defined in the 3D model of the aircraft. The origin is usually placed close to the center of gravity but does not have to be. The forward flight direction defines the x-axis of the aircraft' | ||
- | The y-axis points towards the left of the aircraft, the z-axis points straight up. One unit in the coordinate system represents a real world length of one meter. The 3D model may use a scale factor which is removed when the aircraft is exported. | ||
- | |||
- | ===== File Types ===== | ||
- | |||
- | An aircraft in Aerofly FS 2 is defined by the files contained in one folder. The folder' | ||
- | |||
- | | Intermediate folder | Aerofly FS 2 aircraft folder | Description | | ||
- | | | ||
- | | xxxx.tgi | ||
- | | | xxxx.tmb | ||
- | | xxxx.tmc | ||
- | | xxxx.tmd | ||
- | | xxxx_takeoff.tmd xxxx_clean.tmd xxxx_landing.tmd | xxxx_takeoff.tmd xxxx_clean.tmd xxxx_landing.tmd | Used to set certain dynamics parameters that should be different from the standard values in the ' | ||
- | | controls.tmd | ||
- | | .bmp .tif .png | | Source texture files. Must be square power-of-two bitmaps. BMPs 24 bit RGB only. TIF and PNG RGB or RGBA. Bump maps can use 16 / 48 bit to avoid terracing. | | ||
- | | | .ttx | Converted and compressed texture files | | ||
- | | preview_xxxx.png | ||
- | | | preview.ttx | ||
- | | repaint.tmr | ||
- | | .wav | | Source sound file. Must be PCM 22050 Hz mono | | ||
- | | | .tsb | Converted sound files that are created from .wav files by the converter tool. | | ||
- | | model.tmc | ||
- | |||
- | The ' | ||
===== Limitations ===== | ===== Limitations ===== | ||
The Aircraft Converter that comes with this SDK is the same tool we use to convert aircraft. There are no limitations on objects or functions you can use to create your aircraft. | The Aircraft Converter that comes with this SDK is the same tool we use to convert aircraft. There are no limitations on objects or functions you can use to create your aircraft. | ||
- | However, the SDK doesn' | + | However, the SDK doesn' |
sdk/aircraft/introduction.txt · Last modified: 2022/07/08 14:48 by jh