This site an X-Plane aircraft production, distribution, and development site. Jean-Marie Edquist (for the intro screen).Jose Antonio Sanchez-Duran (for the work on the runway textures).Joerg Benscheidt (for work on the Mars texture).Lorenzo Santagada (for the cloud textures).Cameron Mowman (for the cloud textures). Sandy Padilla (for the work on the Space Shuttle).Brett Sumpter (for work on the Bell-206).Anthony Booher (for the F-105 F-4 F-22 and SR-71).Andy Goldstein (for the F-105 F-4 F-22 and SR-71).Dominique Bataille (for the B-26 Invader).Sergio Santagada (for all the Airbus and Boeing aircraft for the cloud textures).Mohammed Gazzami (for all the Airbus and Boeing aircraft).Groups +Īirfoil-Make, Plane-Maker, World-Maker, Weather-Briefer byĪrt for Airfoil-Make, Plane-Maker, World-Maker, Weather-Briefer ad X-Plane byĬoordination of Airport and NAVAID data byĬoordination of Land-Use and River data by Different angles of view can be output to up to 5 individual monitors (or streamed over the LAN/Internet). It can also receive data from external sources such as RC-flight controls, Garmin GPS system, or your own flight model. The game can output data which can be fed to motion platforms, displays, navigation systems or home-built cockpits. Plug-ins enhance this simulator further by adding, for instance, real-time online flying, flight planning and control. By using different factors for density, gravity, the game will allow for flights in a different atmosphere. One benefit of that approach is that less powerful computers can perform the simulation. Other flight simulators have chosen to use tables for aircraft performance. Hence the way the aircraft handles and behaves is governed by its shape, weight, centre of gravity (CG), drag and thrust. In essence this theory regards each surface as an airfoil and calculates the forces acting upon to derive its velocity. The game uses the so-called blade element theory (19th century) to calculate aircraft behaviour.
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