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Anyway, this chapter will give you the basics of entering an airplane in
Plane-Maker, customizing it, and then releasing it on the net (either
www.X-Plane.org or your own web site), for others to enjoy, possibly
for the purpose of marketing your companies' design.
side-only failures.
NOTE: The plane will have one battery for every battery BUTTON you
drag onto the panel. Drag in buttons appropriately.
NOTE: The plane will have one generator for every generator
BUTTON you drag onto the panel. Drag in buttons appropriately.
OK now got to the SYSTEMS item. Enter the voltage of the LAST
battery. Huh? Well, the last battery might have a different voltage than
the others. This could be the case if you have a 28-V battery on the
left bus, and only a 24-V battery on the right (essentials) bus.
Note that you can set a hanful of different hydraulic-pressure sources
(engine-driven pumps, electric pump, ram-air-turbines) and what
systems are powered by those systems, if any (flight controls, flaps,
gear, etc).
Now go to the LIMITS-1 tab and LIMITS-2 tab. This is where you enter
the operational and limiting oil temperatures, pressures, battery and
generator voltages and amperages, etc. Enter all these numbers
carefully, and check them all against the POH.. this is what will make
the plane be accurate in X-Plane!
Now go to the BUS tab. This lists a bunch of electrical systems, and
the amperage they each draw, and the bus they each live on. If the
bus that powers any of these guys goes down in X-Plane (battery and
generator for that bus off, cross-tie off, no APU running for that bus)
then you will lose that system. As well, your generator loads will be
effected by the bus you attach each system to, and the amperage you
get it to draw.
If you are actually to do the airplane right, then you will need to
research the current draw on each system in your plane, and the bus
that each system lives on.
Now go to the FUSELAGE screen, SECTION tab.
Enter the "fuselage body coefficient of drag" here.
What do you enter?
Ideally, the results of wind-tunnel testing or CFD.
Don't got it? Try 0.025 for a decently-sleek plane.
Make the number bigger, to add drag, if you are matching a known
plane and find that your model is going too fast, and vide-versa.
If you enter 0.00, then your fuselage has ZERO drag.
If you enter 1.00, then your fuselage has the same drag as a
theoretical big flat piece of plywood of the exact same frontal area as
the frontal area of your plane. (No plane that draggy has ever been
made.. thus the 0.025 starting-point).
Now go to the CONTROLS window.
Check all those chord ratios (fraction of the total chord of the wing
taken up by the control-surface) and deflections (how much do the
controls deflect in the real plane?)
Once you enter your flap chord in fraction of total (what fraction of the
total wing chord is taken up by the flaps) and type of flap, X-Plane will
make a decent guess at the coefficient of lift, drag, and moment of the
flaps.
If you find that the REAL plane slows down more than X-Plane
predicts when flaps are lowered, then maybe you need to increase the
flap drag coefficient a bit. (Increase Flap Cd from maybe 0.07 to 0.08).
If you find that the REAL plane gives a lower stall speed than X-Plane
predicts when flaps are lowered, then maybe you need to increase the
flap lift coefficient a bit. (Increase Flap Cl from maybe 0.4 to 0.5).
If you find that the REAL plane does not pitch up or down like X-Plane
does when the flaps are lowered, then maybe you need to increase or
decrease the coefficient of moment. (Change Flap Cm from maybe
-0.1 to -0.2 to pitch down more, or not pitch up as much, as the case
may be).
Note the 'Flap Def Time, seconds'. This is critical to getting proper
pitch-characteristics when the flaps are lowered. Measure off the real
plane to get it right in the sim.
Now go to the TRIM SPEED tab. The 'trim up and down, relative to full
elevator deflection'. If the elevator goes up and down 30 degrees, and
trim can run the elevator up and down 10 degrees, then you would
enter 0.33 here. For "trim speed-ratio", you enter how fast the trim
moves. For "trim tab adjust", you enter the controls deflection, in
fraction of maximum, when the yoke is centered. This is, effectively,
the built-in twist of the wing, or trim-tab on the airplane to get it to not
roll or yaw in cruise.
Go to the LANDING GEAR item, GEAR DATA tab.
Here, you will see something called "additional gear flat-plate area". XPlane already looks at the frontal area of the struts and tires when the
landing gear is extended and adds drag appropriately. But X-Plane
does not really know how much drag to add from the gear doors
opening and disrupting the airflow over the no-longer-streamlied
aircraft body. Enter that number here. Enter 0.00 if the gear doors
close up once the gear is extended, and 1.00 if the additional drag
from the gear doors opening is equivalent to putting a 1-square foot
piece of plywood out there blocking the wind.
Now go to the Weight and Balance screen, TANKS tab.
However many tanks you have, specify the ratio of fuel that each tank
contains, and it's physical location. You better get the physical location
of the tank right, because X-Plane needs to know who is on the left
and right sides to get the fuel-tank-selection right when you twiddle the
fuel-tank-selection to left or right, and also X-Plane considers the
inertial properties of slinging around fuel at various moment-arms from
the CG, so be sure to get the fuel tank locations correct so that the
airplane handles correctly!
"NACA 2412-Re9.afl" for the lower left, if your wing uses a NACA
2412 at it's root, and you want X-Plane to give you accurate
performance at Reynolds numbers of 3 and 9 million, with linear
interpolation in between.
Ditto that, of course, for the wing TIP, and all the other foils on the
plane.
How to Tune the Autopilot
OK, let's say that the autopilot in X-Plane is just not really doing
exactly what you want. Maybe it is sort of wandering down the
localizer, or wandering around in pitch when you want it to hold
altitude. Maybe it is wandering around in heading, or perhaps
flickering it's wings left and right madly as it tries TOO HARD to hold
heading. Whatever the problem, you should be able to adjust the
autopilot constants to get the plane to hold it's desired path more
tightly.
How do you do this? By adjusting the autopilot constants in
Plane-Maker. How do you do this? Read on!
First, load an airplane in Plane-Maker you want to adjust.
Go to the EXPERT menu, ARTIFICIAL STABILITY screen.
Go to the AUTOPILOT tab.
Check the button called 'USE CUSTOM AUTOPILOT CONSTANTS'.
When you do this, a set of numbers come up that specify the autopilot
constants for your airplane. Here is what they mean, and how to adjust
them!
First, let's talk about HEADING. Look at the SECOND screen down.
any GOOD, then you fly the plane based on where the HSI CDI WILL
BE IN THE NEAR FUTURE! How far in the future? Well, a few
seconds at least. The MORE you want the autopilot to ANTICIPATE,
the BIGGER the number you enter here, since this is the CDI
anticipation. If your plane is wandering back and forth slowly across
the localizer, always S-turning, then I bet that you need to enter a
bigger number here! More anticipation to prevent endless S-turning
from always being behind the game! But, if you enter TOO big a
number, then the plane might NEVER JOIN THE LOCALIZER,
because it is anticipating SO FAR AHEAD that it turns away from the
localizer AS SOON AS THE NEEDLES COME ALIVE, since it is
shying away to avoid an over-shoot.. that is TOO MUCH
ANTICIPATION! About 2 or 4 seconds should be reasonable numbers
here.
So, in summary, enter the number of degrees of bank error that
should give very strong aileron response in the ROLL ERROR FOR
FULL AILERON. Enter the number of seconds the system should
anticipate in the ROLL PREDICTION, the number of seconds required
to trim out the load in the ROLL TUNE TIME, the number of degrees
of heading change per degree localizer error in the LOCALIZER CDI
GAIN, and the number of seconds of anticipation of HSI CDI deflection
in the localizer CDI prediction.
FIRST, FORGET ABOUT THE ILS AND JUST SEE IF YOU CAN
GET THE THING TO PERFECTLY HOLD HEADING. Tweak the
ROLL ERROR FOR FULL AILERON to give as strong a response as
you like, and the ROLL PREDICTION to give the anticipation that you
want. Fly the plane around IN HEADING MODE, snapping your
heading bug left and right and tweaking those constants until the
enter a smaller number here to make the thing more aggressive, and
the reverse is true as well.
PITCH PREDICTION:
Now, if you are a good pilot, then you will PREDICT where the
plane WILL BE SOON and enter flight control accordingly. Maybe 1
second of anticipation is good. Try that. If the plane is always
wandering up and down when trying to hold a given vertical speed,
always a few steps behind the game, then more anticipation is clearly
called for, (a larger number) and if the plane is always afraid to GET
where it needs to be, always resisting motion towards the desired
pitch, then it is probably anticipating TOO much, and a smaller number
is called for! You really need to tune these numbers in pitch and roll
modes, or maybe heading and vertical speed modes, to get them all
perfect, with nice, snappy, precise autopilot response, BEFORE you
take the thing down the ILS. One second might be an OK value to
enter here.
PITCH TUNE TIME:
This is the time require to trim, clearly.
5 seconds may be fine.
If you enter too SMALL a number here, then the plane will
constantly be wandering up and down as it plays with the trim,
because it will always be TOO QUICK TO HIT THAT TRIM! In the real
plane, you wait until you are SURE before you roll in the trim. So enter
a pretty large number here, like 5 or 10 seconds.
SUMMARY:
OK here is the summary. Remember that there are 2 distinct
things here: The amount you MOVE THE COMMANDS BARS, and
BARS:
roll prediction, pitch prediction
TIME TO TRIM THE FORCES:
pitch tune time, roll tune time
OK, so now that you see what each number DOES, let's show
you how to set these things up quickly. First, launch X-Plane. Now
open your plane. Now go to the SPECIAL menu. Now go to the SET
AUTOPILOT CONSTANTS menu item. You will notice that a window
comes up with (you guessed it) all the numbers we just talked about!
Now here is where it gets really fun: You can change these numbers
AS YOU FLY to get the autopilot constants just right for each individual
plane. Just be ware: These numbers will be LOST the second you exit
X-Plane or open some different plane! These numbers are for
experimentation only! Once you have the numbers you want, you
better write them down on a piece of paper and enter them into PlaneMaker where you can actually SAVE them!
Another note: You might enter a really aggressive autopilot
system that has HUGE anticipation and HUGE gains and TINY
maximum pitch and roll errors for full deflections. That would be a very
strong, very aggressive autopilot that may SEEM to work perfectly. But
here is the problem: As soon as you start flying with a LOW FRAME
RATE, the plane will start shaking violently on autopilot because that
autopilot is not running FAST ENOUGH to see the very-rapid
RESULTS of it's overly-strong inputs! SO, if you want the autopilot to
actually work ALL THE TIME, you need to load up the scenery or
weather to really slow the machine down to it's minimum frame-rate
while you tune the autopilot! Only then can you enter constants that
will ALWAYS work, because the EXTRA frame-rate people may get
later could never hurt. I recommend just setting 3 broken layers of
clouds and plenty of buildings in the rendering options screen to get a
low frame-rate.
THE PLANE. How much rudder does it add? Well, that is a decision
made be the controls-system engineer... in this case known as: "YOU".
Let's imagine a yaw damper. The goal is to add some rudder
deflection to whatever the pilot hammers in with his feet to stop aircraft
rotation... this is seen in high-end Mooneys and most jets. So ask
yourself this: How much rudder do you WANT to add to stop rotation?
FULL rudder? Just 1/10 of the max rudder deflection? Obviously, if the
plane is only wagging its little booty a LITTLE BIT, you only want to
add a LITTLE rudder to stop it. But, if the plane is shaking at a high
rate, then you better put in a LOT of rudder to put a stop to it NOW. So
how do we decide how much rudder to put in? Well, there are plenty of
ways, but in X-Plane, we say that we enter some fraction of the rudder
input PER DEGREE PER SECOND OF ROTATION RATE. So,
imagine the plane is wagging its little tail (from turbulence, varying
crosswind, the pilot stepping on the rudder, WHATEVER) at 90
degrees per second. (Now let's THINK about that for a second!!!!!
HOLD YOUR HAND IN FRONT OF YOUR FACE AND PRETEND IT
IS AN AIRPLANE. NOW ROTATE YOUR HAND THRU 90 DEGREES
OF HEADING CHANGE IN 1 SECOND. THAT IS 90 DEGREES PER
SECOND. As you see, it is a moderate rotation rate, but not a really
huge rotation rate. However, when you are in the real airplane, 90
degrees per second of tail-wagging will feel like a LOT. (Kicking the
rudders a bit in a Cessna 172, for example, will shake its little booty at
about 35 degrees per second). So, lets say that 90 degrees per
second is so much rotation rate that we are willing for the controlsystem to put in FULL RUDDER to oppose it. That means that if the
plane is rotating at 90 degrees per second, we want to put in FULL
rudder to oppose that motion, and at 45 degrees per second we want
to put in HALF rudder to oppose that motion, and at a measly 9
degrees per second we want to only put in 1/10 rudder to oppose that
kick FULL rudder to oppose it! Yikes! This is scary, because IF YOU
TAKE THIS THING INTO TURBULENCE I GUARANTEE THE AIR
WILL KICK YOU AROUND AT WELL OVER 10 DEGREES PER
SECOND ROATION RATES, SO I GUARANTEE YOU WILL SEE
=>FULL<= RUDDER DEFLECTION FIRST ONE WAY, AND THEN
THE OTHER, AS THE PLANE WAY OVER-REACTS TO EACH
ANGULAR ROTATION INDUCED BY THE TURBULENCE BY
KICKING FULL RUDDER TRYING TO OPPOSE THAT ROTATION!
So, as you can see, a constant of 0.1 is really pretty high. Now, to give
you an idea of how bad it can get, I have actually seen a plane where
someone entered a constant of 3.0. THIRTY TIMES HIGHER than this
hypothetical case. Think about what this means: For a rotation rate of
1/3 degree per second (in other words, it takes 270 seconds (4.5
minutes) to move thru 90 degrees of heading, an EXTREMELY LOW
ROTATION RATE, the system would put in FULL OPPOSITE
RUDDER! HOLY COW! That means that the plane has even the
tiniest, slowest-imaginable HINT of rotation in a given direction, THE
RUDDER SLAMS HARD OVER TO THE STOP TO COUNTER IT.
Needless to say, any time this plane entered even the slightest hint of
turbulence, the rudder would slam from one stop to the other in a
wildly exaggerated effort to counter the turbulence. Ugh! If you must
kill a fly buzzing around you in a china-shop, don't go after it with a
chainsaw. The results won't be pretty. This particular plane handled
OK if there was no turbulence: Since nothing ever came along to
ROTATE the plane, the flight controls never had to move to OPPOSE
THAT ROTATION, but as soon as the slightest imperfection came
along to move the plane (in this case turbulence, though it could easily
be the pilot kicking a flight control, a bird-strike, an engine-failure, a
bumpy landing, flying into changing winds.. ANYTHING. One thing
that you can ONLY learn by actually getting your pilots license and
than in yaw where only the vertical stab is offset, because the wing is
so much bigger!!!! So, we got a lot more effect for each degree of
angle of attack than we do of sideslip, so we need lower pitch rates
than yaw rates to keep within comfortable (safe) G-loads, so we enter
HIGHER constants in pitch than yaw to really work hard to counter
those pitch rates. Also, there is another reason we can enter higher
constants than you think:
2: I cheat. X-Plane will automatically REDUCE THE
CONSTANTS as you speed up, because it knows that at high speed it
is better to enter smaller control deflections to keep from busting
anything! So the constants you enter here are only fully applied down
near the stall where control authority is mushy. The controls relax and
phase out as the indicated airspeed (air pressure on the controls)
builds up.
Now, are you ready to see this scheme in practice? Open up my
VTOL in Plane-Maker ("File" menu, "Open Aircraft", "Austin's
Designs : Austin's Personal VTOL" and look in the "Expert" menu :
"Artificial Stability" screen. Notice that I have only LOW-SPEED
constants here, designed to phase out rotation rates to make the thing
easy to fly. Look at the rotations I shoot for with full-scale stick
deflections in hover: Max of 30 degrees pitch, 45 degrees roll, and 45
degrees PER SECOND ROATION RATE in yaw. And now you know
what the 0.02 and 0.01 do as well. Now get into X-Plane and load up
this little bird (it starts off with thrust vector at 90 degrees, straight up).
Add power and rise up off the ground and work on your hovering. Slide
left and right. Fore and aft. Up and down. Do it with small control
deflections.
Now, see that little switch on the panel called "ART STAB"?
reference image files you have of the instruments to fit the .png files
you are editing for X-Plane.
Now let's do a more complex example. Let's say you want to do a new
EFIS system. First, in Plane-Maker, drag the EFIS artificial horizon,
HSI, VVI indicator, localizer-deflection-indicator, glideslope-deflectionindicator, DME-indicators if desired, Mach-number indicators, and any
other little instruments into place in Plane-Maker to form the EFIS
system that you want to simulate. It won't look exactly like the EFIS
you want to simulate, but it should be a pretty decent idea. Fly it in XPlane to see if it works about right. Now, take note of the exact name
of each instrument you selected by clicking it in the panel-editor in
Plane-Maker. Now exit Plane-Maker and, in your operating system,
copy all the instruments you just dragged into your EFIS into the
custom instruments folder you created for your airplane, following the
steps listed above, and the example shown in the
'instructions:Example-Plane-Basic:cockpit' folder in your copy of XPlane. Once you have copied in all those files into your own aircraft
folder (with all the folder hierarchies maintained, of course, just like
with the sample plane!) then you can edit each of those files as you
see fit with Photoshop or any other program... copying in images from
photos or other graphics programs as well, if you like. Just be sure, of
course, to:
->keep all the proportions the same, even if the total image size
changes
->save as PNG or BMP, which are the formats X-Plane uses.
one that you would LIKE to have the custom annunciators. In other
words, if you have a BARON that has an autopilot annunciator that you
like, and KingAir that has one that you don't, then simply look inside
the "cockpit:autopilot:" folder in each aircraft, and copy the
"console_filled_GA.png" and "console_filled_GA-1.png" files from the
baron to the KingAir... and then voila! You have the new autopilot
annunciators in the KingAir, if you select that instrument for
somewhere in the panel of the KingAir. Using this technique, you can
copy custom instruments from one plane to another easily.
So, now you see how you can easily modify and any instrument for
any airplane in X-Plane, and copy modified instruments around
between airplanes.
Want to make your own missiles and bombs for your plane? No
problem! Run Plane-Maker and go the WEAPONS window in the
EXPERT menu and make and save a weapon. You will be saving a
.wpn file that should go in the WEAPONS folder. Now look in the
EXAMPLE PLANE 3D:WEAPONS folder. This is where you can save
your own weapons... the .bmp file is simply the paint that goes on the
weapon. You can have a good handful of weapons on your plane.
You can do the same for slung loads (a Jeep carried by a Black-Hawk,
for example). Look at Example_slung_load.obj. This is an object that
can be selected as a slung payload in the SETTINGS:WEIGHT AND
BALANCE window in X-Plane. These objects can be saved in the 3-D
editor AC3D. Now look at the EXAMPLE_SLUNG_LOAD.PNG... that
is the custom texture for any slung load you might carry, which is
specified in the OBJ file.