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sdk:aircraft:introduction [2018/09/20 09:33]
jh [Limitations]
sdk:aircraft:introduction [2018/09/30 16:11] (current)
jh [Getting started]
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 ====== Aircraft Development ====== ====== Aircraft Development ======
  
-After completing ​the [[sdk:​aircraft:​tutorial|aircraft tutorial]] ​we will now take a closer look at the aircraft development process. ​The development process ​can be split into two major parts: the creation of the [[sdk:​aircraft:​modelling|3D model]] and the [[sdk:​aircraft:​definition|definition of the aircraft]].+===== Getting Started ====== 
 + 
 +We recommend starting with the [[sdk:​aircraft:​tutorial|aircraft tutorial]] ​that introduces ​the aircraft development process ​step by stepCreating a new aircraft ​can be split into two major objectives: the creation of the [[sdk:​aircraft:​modelling|3D model]] and the [[sdk:​aircraft:​definition|definition of the aircraft]].
  
 ===== Aerofly Simulation ===== ===== 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'​s .tmd file.+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 programmer ​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'​s .tmd file.
  
 Please refer to the [[sdk:​aircraft:​definition|Aircraft Definition]] page of this document for further information. Please refer to the [[sdk:​aircraft:​definition|Aircraft Definition]] page of this document for further information.
sdk/aircraft/introduction.1537428788.txt.gz · Last modified: 2018/09/20 09:33 by jh