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How are Sim aircraft created?

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Flight characteristics, the visual model, the instruments, the navigation facilities.....is there an explanation in layman's terms as to how a Sim aircraft is created?I am filled with admiration for the standard of aircraft we now have available to us but have no idea whatsover of what that work entails.Cliff

Nope. I have neither programming nor specialist computer literacy.But as an ex small aircraft pilot and interested in all aspects of our hobby I'm hoping I can learn what lies behind the creation of our aircraft.

I would still start with the SDKs and ignore the programming examples..In real simple terms, the components of an FS aircraft are theoutside model which is constructed using a 3d modelling progam such as Gmax, the aircraft files which are black magic, and determine the flight characteristics, and the panel and gauges, which are programmed, using a combination of graphics programs, such as Photoshop, and gauge programming in C++ or XML..

Bert

"the aircraft files which are black magic"..........made me smile.Thanks for keeping it simple!Cliff

There's quite a few tools needed:Visual model: GMAX or FSDS 2 and a lot of patiencePanel/VC: FS Panel Studio and/or a lot of patienceGauges: Visual C++ and the SDK, and a lot of patienceFDE: SDK and a lot of patience, plus Airedit if you want to do some more interesting FDE work.Textures: A good paint program, and a lot of patienceMany resources are found at freeflightdesign.comDave Eckert has great resources for FSDS users (they were a big help to me) at daviator.comTo really release a great product, it takes several team members since it requires many disciplines--CAD experience, C programming--and patience :) I'm not sure I know of any one person who has "done it all" and released "the holy grail" (Visual model, VC, FDE, Textures, Gauges) on their own.-John

I can tell you that at FSDzigns, we have a very dedicated team of individuals that created the Lockheed L-049A.Our team includes modelers, who design the physical aircraft. For us, this involved several hundred photographs, both historical and current. We have a couple of people who are panel designers and gauge programmers. Others are researchers who spend countless hours reading aircraft manuals, books, and anything that can be found on the internet. We also have spoken with real world Connie pilots. Some of our team members are techinical advisors who have been tremendous help with everything from software tips to testing to writing documentation.All of these people gathered flight data from real world sources, compiled the information and then sent the information to, what we consider the best flight dynamics experts in the FS world, FSAviator. The "black magic" as it has been referred to is the core of any FS airplane. FSAviator has been the resource that has made the airplane fly in FS as close to the real world airplane did in its glory days. We are forever greatful to FSAviator for his work.After all the initial work was done, we selected a core group of volunteers to test the airplane in our Beta Test Phase. The feedback from our test group was invaluable in correcting details prior to the release to the entire FS community.While no one on the team knows for sure how many hours were put into our project, I can tell you that it is well over 2000 hours.Our project would not have been possible without the help from each member on our team. Everyone contributed greatly in our endeavor.We are now approaching the test phase for the next release of the L-049A from FSDzigns.I realize this is a rather long response to the original question, but as you can see, at least from the FSDzign Team, that it indeed takes a team to create a good, realistic airplane for the FS community.Regards,Kent MorrisFSDzigns Aircraft Division Manager and Technical Director

Kent thank you for taking the time to offer your your lucid and interesting explanation.This is just what I'd been hoping for.Cliff

I think it polite Cliff to acknowledge others who contributed in this thread--Kent's answer is a good one, but not the only response. Hopefully others interested will have a better understanding of all the disciplines required to produce an original package and appreciate the responses given here. -John

You're absolutely right John as I learnt from of all the other responses to my question.So, guys, thank you for your time and experience. I appreciate it.Cliff

Hi Cliff,I can give a small taste of what it takes to design a visual model (what you see in the sim) from ground-up, as I've done a few in the past few years. ;)The beginning stages requires getting technical diagrams of the aircraft, and then importing into a design program, of which gmax is my tool of choice. Even better, getting detailed walk-around images of the subject aircraft aid in correct placement and formation of all critical parts. I often will walk around with a tape measure in hand, making measurements all around the aircraft and note taking as needed.Next is merely the step-by-step process of taking simple geometric shapes (cylinders, spheres, cones, etc.) and "shaping" them to conform to the various parts of the aircraft. Depending on the project, and detail required, this can take many months to complete. From this "exterior" model of the aircraft, the "interior" or virtual cockpit is derived. Again, this entails shaping simple shapes into much more complex shapes, replicating those of the actual controls, seats, switches, etc. that comprise the interior of the aircraft. They are usually done in much more detail than what is created for the exterior model. The VC can also take many months to create.For textures to be "painted" onto the parts of the aircraft, appropriate texture maps have to be created. Usually, screen captures of the wireframe are used to then impose on to a texture, such as a Photoshop .psd file. In turn, this image is then applied to the part within gmax. Animation work, which can be read about in the Microsoft SDK, is done with key-frame animations. Usually parts are animated with 100 frames, but some are often done up to 200 frames. Each part must be named according to the terminology described in the SDK for the animation to work and appear properly in FS.I hope this gives a little more background as to how a visual model is created on it's road to showing properly within FS.Best regards,Owen

*****<br>J. Owen Hewitt<br><br>My blog:<a href="http://polypoke.wordpress.com" target="_blank">http://polypoke.wordpress.com</a><br>Become a fan:<a href="http://www.facebook.com/polypoke" target="_blank">http://www.facebook.com/polypoke</a>

Great Question and great explanations.Thank you.

Manny

Beta tester for SIMStarter 

Don't believe a word they're saying! After looking at all the wonderful, outstanding add-on aircraft, both free and payware with authors too numerous to mention, I am convinced it's all done with magic.They are finding some way to teleport the real aircraft into our computers, using some form of voodoo spell.I know that's how it's done. I'm sure of it.Dan(Hey, thanks all you aircraft designers. It wouldn't be a flight sim without you.)

May I throw related question into the pot?Some time ago I tried creating an aircraft with the X-Plane aircraft building facility but stopped mainly because I prefer flying in FS9.Any comments on using this facility to create planes?Cliff

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I have to agree with Kent, its an enormous task, when one want to do it right.It all depends on information from the real world flyers.I worked for PSS a long time, and often that was the way to go. My 747-400 for FS2000 those days, was right on the numbers and as close as it possible could be, just because of the help of an eternal friend, captain Mel Ott, who is well known as Captain Tarmack by some old members here on the board.Its a tedious job, I mean the black art here, and cost much more time than anyone thinks, when you try to make it correct.The big downside for the developpers is that one never have time to actually fly it in a relaxing way. Since one does on a saturday 50 ILS approaches in the same plane, it gets boring, and when its released there are no secrets anymore, and flying the stock cessna is sometimes more fun then.I have big fun with the Connie, and looking forward to a next version, so THEY have to work hard this time, not for me anymore. I do my own private adjustments, and never release them of course.Making a GOOD plane these days with FS2004 requires more than one person, because of the heavy workload, the bar what is going higher and higher, and the demands from the public.Just look in the library what is been released as freeware. Those hardworking solo individuals just cant keep up. Most, and sory I have to say this, panels and flight dynamics can do much better.People are visual animals these days, it it looks good, it sells, or be populair. But there is much more, and the black art is the most important factor, not only on the flight model, but also on the visual model, and the creativity of the panel or sound.A good looking plane, what flies badly is no good. The Connie from Kent is an exeption, altough I have little doubt on the high lift. It is one #### of a very good freeware plane, in all ways.So to sum it up in simple ways: These days a "sim" aircraft is often a joint effort of more than one person, with a lot of work, using a bunch of tools, and doing a mega load of research.Johan[A HREF=http://jdserver.no-ip.com]Personal Server[/A]A LITTLE LESS CONVERSATION, AND A LITTLE MORE ACTION PLEASE!

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