Included is an absolutely ugly maiming of an airplane done by me, Austin Meyer,
in the name of science.

FIST OF ALL, LOOK AT THE WAY I DID THE VERTICAL STABILIZER AND RUDDERS.
THIS GIVES THE VENTRAL FIN SMOOTHLY, AND RUDDER OF A NICE CONSTANT CHORD.
THIS IS ACCOMPLISHED BY USING RUDDER-1 FOR FIN 1, AND RUDDER 2 FOR FIN 2,
AND SETTING THE CHORD RATIOS APPROPRIATELY IN THE CONTROLS SCREEN IN PLANE-MAKER.
THIS IS IMPORTANT! THIS IS THE WAY I RECOMEND YOU DO YOUR VERTICAL STABS, ALWAYS!
THIS IS THE WAY TO GET THE AERODYNAMICS RIGHT.
I SEE PEOPLE PUTTING ONER STAB IN T FRONT OF THE OTHER (MESSES UP DOWNWASH)
ONE INSIDE THE OTHER (DOUBLES THE LIFT FORCE) AND OTHER MESS-UPS... DO
IT THE WAY I DID IT HERE.. IT WORKS PERFECTLY IN THE FLIGHT MODEL AND LOOKS
BEST A WELL.


Now, as well:

Notice how I did the instrument-panel editing in the "cockpit" folder,
on a per-instrument basis.
You can edit every one of the 650+ instruments that come with X-Plane this way.

Notice the "Example_cockpit.obj"... you can build your own 3-D cockpits this way.

Notice the "quad_cockpit" in the "Example_cockpit.obj"... this will draw the current
instrument panel from X-Plane on your custom cockpit, COMPLETE WITH ALL MOVING PARTS!
FUN! This way you can make awesome custom 3-D cockpits with 100% of the detail and
clarity of the 2-D cockpits... the wonderful 2-D cockpits are just mapped perfectly
onto the 3-D object, with ZERO loss of detail! Unprecedented!

Then, when flying with the joystick, just click in the center of the windshield with
the mouse to "mouse-look" your view around, seeing your 3-D cockpit with full moving
parts on the instrument panel, all in 3-D! Cool!

Now, to take it to the NEXT level, build a really 3-D custom cockpit without simply
having a flat panel, but with 3-D throttle quadrants and stuff, and map various
parts of the cockpit texture using the s/t paramters of the "quad_cockpit" polygon type...
this way you can have 3-D throttle quadrants with moving throttles on them, radio
stacks that stick out slightly, instruments that stick out slightly, etc. Just map
the part of the cockpit texture that you want to each of the 3-D parts that you build
by using the s and t parameters in the "quad_cockpit" polygon type! FUN!


