How to make authentic physics for a small plane? [Archive] - Racerplanet Network Forums

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Frank N. O.
02-15-2006, 06:36 PM
Ì've got manuals for a Commander 114 and Cessna 177RG (the later is from the one I flew in) and in those manuals are also several details about wing-type, angles, area etc. Can I create an air-file for a model using these values that will even remotely come close to the real thing?
Several planes to my knowledge have at least two different aerofoils for the main wing but I'm not sure if FS at all has provisions for more than one shape, and to my knowledge of course it just looks up in a pre-made table-set to set how it flies unlike X-Plane that uses actual aerofoil 3D shapes etc.

Another question I'm wondering is if there's any way to have seperate right/left rudder like the Rutan LongEZ has (that also doubles as a airbrake when both rudders are activate since they only go outward).

I've seen a converter that can convert from 3DS to the flighshop format, I think, but are there more advanced tools to do that? And with Gmax gone then what is the best tool to make 3D models and animations for a plane? For instance what was used to make the SSTSim Concorde?

Frank

chris
02-16-2006, 12:52 AM
Gmax was used for Concorde SSTSim, along with lots of hard work.

You should be able to take the data you have and make the physics in FS, but, you'll need to do a fair bit of tweaking and fine tuning. Get the numbers right, then fine tune to make it perfect.

Frank N. O.
02-16-2006, 11:50 PM
Has anyone made a import/export plug-in to std. 3D formats to GMax?

What air-editor tool is best to use? I've heard MS' own is bad since it puts in default values automatically that you can't change, but is there another one that also explains what units are used or such so I'd have an idea on what value to enter?

Frank