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How steep is the learning curve ? (Read 119 times)
Jul 6th, 2005 at 7:12am

-sam-   Offline
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Hi there,

I´d like to start making aircraft for fs2004.
I´m allready quite experinced with gmax btw. 3dsmax
(It´s my job)
so modeling, unwrapping, texturing and animating should not the a problem.
But I´m a little bit scared of all the things around like flightdynamics, config files and so on. So my question how
long do you think does it take until someone is able to do all
this stuff. I know it depends on the person .. but flightdynamics for example... do you need month/years of experience to handle them.. or is it learned within some days ?
Maybe some people can tell me how long they needed
from scratch to their first plane ?!
Or are there people around who do only flightdynamics ?
People I could send a final aircraft and they take care of the
flightdynamics ??

Thank You,

sam

 

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Reply #1 - Jul 6th, 2005 at 10:09am

Felix/FFDS   Offline
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Your best bet, if the model is *significantly* different from your "seed" plane, is to beg (grovelling works, too) one of the flight dynamics masochists (er "gurus") to tweak the dynamics for you.

 

Felix/FFDS...
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Reply #2 - Jul 6th, 2005 at 11:43am

Brett_Henderson   Offline
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Since most (all) of the significant parameters nestled in the black-box we call an air file that determine a plane's "behavior" are set and/or overwritten by the aircraft.cfg file... it's safe (unless you're building something unusual) to rough it in by creating something close, size and configuration-wise with FsEdit (or just start with an existing air-file/aircraft.cgf file combo from an existing aircraft (use the Mooney if you're modeling a Bonanza)) and then work solely with a text editor and the aircraft.cfg file.

The tricky part starts when you try to modify important locations (CG, wing/stabilizer apexes) and lose track of the original model-center/reference point differential. That's the FIRST thing I do. Make it  ALL 0,0,0 and plan on figuring contact points and such from scratch.

If you apply accurate dimensions (wing-span/surface area, engine locations, etc.) and all those pesky apexes, you'll be off to a good start. It's not easy and takes time (not near as much as building an accurate model) and what you really really can't get right.. you can always tweak in the flight-tuning entries.

Your last head-ache will be getting to sit level and stable while "static".

Weight stations, fuel-tank locations, lighting and last minute CG/contact-point stuff are the fun part.

All said though ? Especially if you make a model with a VC.. it turns out to be easier and more fun, the more you work at it.
 
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