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Message: 3
Date: Mon, 14 Nov 2005 07:36:16 -0600
From: Bill Galbraith <[EMAIL PROTECTED]>
Subject: [Flightgear-users] FlightGear vs. X-Plane
To: [email protected]
Message-ID: <[EMAIL PROTECTED]>
Content-Type: text/plain; charset=ISO-8859-1

I'm involved in a trade study of FlightGear versus Brand X, for purposes of building an instrument flight trainer using a full cockpit, controls, cockpit panels, and 1 or 3 screen visual. I'm championing FG and another engineer is championing X-Plane. Does anyone have first-hand knowledge of anything that X- Plane doesn't do well, or is impossible to do with X-Plane, or with FlightGear for that matter. With X-Plane, it appears that we can substitute a system with one that we write, but it's not a matter of minor patches to what is already there, it's rip out everything and start anew. With FG, it's a matter of modifying what is there, and/or building a model with the building blocks provided.

Can someone point me to a working electrical and/or hydraulic model being used in a FlightGear aircraft? I saw one around somewhere, but I don't think it was really being used.

There was also a suggestion to use FlightGear for execution and system modeling, and use X-Plane for visual scenes. Yeah, their texturing on the runway looks a little better, but can anyone comment on the differences in the visual scene, especially with regard to content such as airports and/or detail at airports.

Thanks,
Bill


Bill,

First, I don't think I'd base anything on how well a simulator models the transonic region or Mach effects as one person mentioned. Unless the simulation was put together by a complete moron, those effects should be entirely in the aerodynamic model and not in the core simulation.

Second, and I know you don't want to go look at this, but FlightGear works with AeroSim http://www.u-dynamics.com/aerosim/ which is a Matlab/Simulink tool kit. I think that's a big feature. You may not.


Lee Duke

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