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sdk:aircraft:introduction [2017/01/30 19:03] jhsdk:aircraft:introduction [2018/09/30 16:11] – [Introduction] jh
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 ====== Aircraft Development ====== ====== Aircraft Development ======
  
-Using simple [[simulator:text_files#recommended_text_editors|text-editors]] and the 3D modelling plugins included in the Software Development Kit ([[sdk:intro|SDK]]) it is possible to create custom aircraft for the Aerofly FS 2 Flight Simulator from scratch or to modify existing aircraft to expand their functionality.+===== Getting started ======
  
-===== Modding Of Existing Aircraft =====+We recommend starting with the [[sdk:aircraft:tutorial|aircraft tutorial]] that introduces the aircraft development process step by step. Creating 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]].
  
-Modifying an existing Aerofly FS 2 aircraft can be done quite easily by changing the and the aircraft [[aircraft:tmc|TMC]] and [[aircraft:tmd|TMD]] text files of the aircraft. It's possible to add custom cameras, change the flight physic parameters and even program own logic circuits. Hidden work-in-progress functionality can be discovered and unlocked to enable (currently) hidden gimmicks. One example of a modded aircraft is the [[https://www.aerofly-sim.de/download/download-aeroflyfs2/af2_c172_download|Cessna 172 'cold and dark']] mod, developed by one of the IPACS development team members.+===== Aerofly Simulation =====
  
-===== Creating A Custom 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 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.
  
-When creating an own aircraft for the Aerofly FS 2 a [[sdk:aircraft:modelling|3D model]] of the aircraft is needed. Then the [[sdk:aircraft:definition|definition files]] of the aircraft are created and the 3D model is exported and converted to the Aerofly FS 2 engine format. Then the definition files are refined, the physics are set up, the animations are implemented and the sound output is defined.+Please refer to the [[sdk:aircraft:definition|Aircraft Definition]] page of this document for further information.
  
-The overview below shows the necessary steps to get an aircraft model from a 3D design software like 3D Studio Max or Cinema4D into Aerofly FS 2The steps are described in more detail later in the [[sdk:aircraft:modelling|modelling]] chapter.+===== 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.
  
-Steps 1. to 6. have already been done for the example aircraft that comes with this SDK so that you can start with step 7. right away and use the example aircraft as a reference for your projects.   +However, the SDK doesn't support custom display programming yet. While you can re-use all existing displaysthere is currently no way to get your display code into the simulator. This might be addressed in future versions of the SDKPlease contact us directly if you want to implement custom displays.
- +
-  - Create a new folder using lowercase letters a-z, digits 0-9 and the underscore only (like c172, b747, f4u, mustang, …). This folder will be referred to as the intermediate folder. The name of this folder will be the internal name of the aircraft (the name displayed in the aircraft menu can be set later) and determines the names of several files. In the following, we will choose the name to be xxxx.   +
-  - Copy and/or export all necessary source texture and sound files to the intermediate folder. The files must be in a format supported by the Aircraft Converter (.bmp / .tif / .png / .wav).   +
-  - Prepare the 3D model as described below.   +
-  - Export the 3d model to the intermediate folder using the filename xxxx (this creates the 'xxxx.tgi' file) as described further down.   +
-  - Create the aircraft definition and configuration files. You can create these files from scratch using the section 'Aircraft Definition' in this document as a referenceor you can copy and modify the files from an existing aircraft. If you just want to get the 3d model into the simulator to check the graphics,  simply copy the 'template.tmc' and 'template.tmd' files from the SDK's 'template' folder and rename them to 'xxxx.tmc' and 'xxxx.tmd' respectively. Change the name and description in the .tmc file and replace the entry 'Box' in the GeometryList parameter at the end of the .tmd file by the names of all your geometries.   +
-  - Add the 'model.tmc' file. For the beginning, you can copy the 'model.tmc' from the SDK's 'template' folder and fine tune texture sizes later.   +
-  - Run the aircraft converter. Right click on the 'xxxx' intermediate folder and choose Aerofly FS 2 Aircraft Converter from the context menu and start the conversion.   +
-  - Your new aircraft is available in Aerofly FS 2 now. Test and refine the dynamics, graphics and sounds as desired +
  
sdk/aircraft/introduction.txt · Last modified: 2022/07/08 14:48 by jh