sdk:aircraft:introduction
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sdk:aircraft:introduction [2017/02/06 13:29] – [No Limitations] jh | sdk:aircraft:introduction [2022/07/08 14:48] (current) – 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. | ||
- | ==== Simulation | + | ===== Getting Started ====== |
- | Aerofly FS 2 uses an object-based approach to simulate an aircraft | + | We recommend starting with the [[sdk:aircraft: |
- | Please refer to the [[sdk: | + | ===== Aerofly Simulation ===== |
- | ==== Units and Coordinate Systems ==== | + | Aerofly FS 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 |
- | Aerofly FS 2 uses the international system | + | |
- | Any rotation uses the positive mathematical direction (anti-clockwise), | + | |
- | Fractions are used instead | + | |
- | 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' | + | Please refer to the [[sdk: |
- | 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.1486384160.txt.gz · Last modified: 2017/02/06 13:29 by jh