5/27/2023 0 Comments Flightgear install aircraftAfter doing a few placards you can step up to steam gauges. This helps reduce the steepness of the initial learning curve. These do not need animation or any interface to the property tree or any nasal code and only minimal XML. Placards also add a lot of cockpit detail for very little effort although for a rank beginner it will still take a significant amount of effort to get a placard modeled and textured and into a cockpit. Adding placards is by far the simplest thing you can do for a cockpit and almost any aircraft you pick in FG git, even some very advanced models, will need at least one or more placards. Things like placards, stream gauges or switches should be where you start. Re: Idea: Ace Combat Fictional Aircraft Set. What matters is your attitude and aptitude and you appear to be on the right track with both. We can all learn new things and if we try we can all contribute something. Some of us are very old and some are very young and many are somewhere in between. This will allow you to do some 3D modeling (pick something that is fairly simple for your first 3D model) and more XML work and will move you another step up the learning curve while still allowing you to get something working in a relatively short time frame. A much larger % of those who start off doing smaller tasks on existing aircraft end up making a significant contribution either by doing smaller things to a lot of aircraft or by transforming an existing aircraft into something much better (the P-51D is an example of one of these) or after building a decent skill set doing their own aircraft from scratch.ĭoing some cockpit work on the X-02 sounds like the next logical step for you. It does happen but it is rare - the recent Bonanza work by a noob is an example of one of these rare cases. Only a small % of aircraft development noobs who start a new aircraft without having done some previous work on another aircraft actually manage produce something worth while. This allows you to keep the frustration level down while learning how things work. It limits the steepness of learning curve and allows you to actually get something done in the short term. One of the better approaches for a noob is to start out working on improving something that is already there but needs work. Since the learning curve is fairly steep (you need to learn a 3D modeling tool plus a lot of other stuff that has been mentioned in this thread) it is best to start with something very simple. For someone new to one of the best places to start is doing cockpit work. By working on these less complete aircraft you help move the ball forward on that aircraft. There are currently way too many aircraft in a very incomplete state that need tons of work. This approach has a number of things going for it that benefit the FlightGear community as well as someone new trying to become an active member of the community. It is much easier to do and gives you a giant advantage by the time you create an aircraft completely by yourself. We encourage new aircraft developers to start their 'career' by modifying and enhancing existing aircraft. Whatever you do, keep your initial project limited in scope and within your capabilities. Another alternative is to try modeling some cockpit instruments. It's a good way to learn and quickly benefit the community. ![]() The advice to start with modeling ground objects like buildings is sound. Much can be done (and in my opinion should be done) through smart use of textures and normal maps. Excessive 3D modeling is often unnecessary.Cockpit modeling is complex and poses some of the most difficult and frustrating challenges in aircraft modeling. Do not start with cockpit modeling, at least not anything more elaborate than very simple GA aircraft.Avoid anything with lots of compound curves.Avoid anything with lots of external detail.Avoid obscure aircraft where information is scarce.Don't rely on the cheesy little 3-views found all over the Internet- the resolution is too low to be useful and they are often not accurate. If fidelity is a factor, avoid anything where you cannot find clear high-resolution 3-views or engineering schematics.Some suggestions for those relatively new to modeling wanting to contribute models to Flightgear: There are many things required to develop an aircraft for FlightGear. Subforum related to: aircraft development
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