Plane-Maker Menus

Here We go...

OK, with the airplane of your choice opened, we will go through each window in Plane-Maker... you will fill data into each of these windows to design your own plane, if you want to. Just leave the mouse still for a second over any number to get a description of that number in plain english... with the on-line help explaining each number individually, this manual will speak in general terms only, not duplicating your reading by covering each individual number unless it warrants special attention.

Now, go through each item in each menu, looking at the values there and reading the description here, entering values for your dream plane if desired.

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Viewpoint

This window is for entering general pilot's viewpoint info. The left-most box contains the airspeed-indicator markings. These speeds are not used to determine airplane performance in any way, but are ONLY for airspeed indicator markings! Make test flights to determine specific speeds for your design if needed. Be sure to set Vne high enough, because X-Plane will break the airplane up if you exceed Vne!

Here is a quick review of the V-speeds in case you need them:

Vso stall speed flaps down ("dirty" approach configuration)
Vs stall speed flaps up ("clean" configuration)
Vfe maximum flap extension speed (don't get them torn off)
Vno maximum rough-air speed or "normal operation"
Vne maximum allowable speed or "never exceed"
Mmo maximum allowable mach number (if required)

The pilot's eye viewpoint is also entered here. This is simply the location of the pilot's viewpoint while flying.
Also enter the location of the various landing lights, nav lights, etc.
Use the long arm / lat arm / vert arm convention explained on the previous page.

Panel

Enter the instruments you want and the locations of those instruments on the panel by simply pointing and clicking. The interface is self-explanatory.. simply choose instruments from the list and drag them into place... very easy! DRAG INSTRUMENTS ALL THE WAY OFF THE SCREEN TO DELETE THEM.

Force-Feedback

Force-feedback joysticks are joysticks with motors in them that actually move the stick in your hands. X-Plane does not support force-feedback joysticks now, but this may be added later. Parameters that are relevant to force-feedback are entered here.

Engines Specs 1 & 2

One tricky area is the number of engines. (!) For prop airplanes, enter the number of propellers here. If you have multiple engines going to one propeller, just enter the number of engines as ONE (per propeller), and enter the power of all the engines added together as their (total) engine power (directed to that propeller).

Another tricky area is the "Design Point" (RPM, advance, and associated speed). The design point is the speed and RPM that prop is designed for. It is probably close to the climb or cruise speed and their associated RPM's, but this up to you!

Prop Pitch Limits: When you fill data in the design-point boxes, Plane-Maker will guess at the pitch-limits automatically. You may override Plane-Maker's guesses, though, by entering data here. As soon as you change the design point, however, Plane-Maker will put in it's own best guess again! Be sure to enter zero if you have a fixed-pitch prop.

Wings, Horizontal Stabilizer, Vertical Stabilizers, and Pylons

These are all the wings that contribute lift, drag, and pitch-moment in X-Plane. (Yes, even engine pylons can produce lift! They are therefore treated as airfoils in X-Plane, just like the wings and stabilizers are!)

Note: For any surface (like wing numbers 2 and 3, vertical stabilizer number 2, or whatever) that your design does not have, enter zero for the wing semi-length. This will tell X-Plane that your aircraft is not equipped with that particular part.

Semi-Length, Root Chord, and Tip Chord:
The "semi-length" is the length of the wing from the root to the tip, measured along the so-called 25% chord. This is the length of the wing from its root to its tip, as measured along an imaginary line that is 25% of the way back from the leading edge of the wing to the trailing edge. Note that this is NOT really the span, since the span is shortened on SWEPT wings!

Also note that the wing root is usually thought of as being inside the fuselage, at the aircraft's centerline. There are exceptions to this rule, but we usually put the wing root here, since air pressure from the wings carries over the fuselage to a large extent. As far as the air is concerned, the wings really do go all the way to the centerline of the fuselage!

Enter the root chord ("width" of the root) and tip chord ("width" of tip). Remember that the chord is the distance from the leading edge to the trailing edge of the wing.

The sweep is the sweep of the 25% chord. Aft (backward) sweep is positive. Forward sweep is fine, just enter it as negative. The Mooney wing has a slight forward wing sweep. Enter the dihedral (angle of each wing above the horizontal plane). Positive (wingtip-up) dihedral is entered as positive. Negative dihedral, or "anhedral" is fine as well. Just enter it negative. For variable sweep wings this value is the MINIMUM sweep value!
Wing sweep makes sense above about 70% of the speed of sound or so, where there is a large drag penalty associated with trying to meet the air head-on. Dihedral helps with stability in roll... if the wings have some healthy dihedral then the plane will tend to roll wings-level (eventually) if you take your hands off the stick... the drawback is that if you ever get into a SIDESLIP situation due to losing an engine on one side or something like that, the plane will try hard to roll into the sideslip because of the dihedral effect. (Sweeping the wings actually causes the plane to act somewhat like it has dihedral, even if it really doesn't!)

Has drag-rudders trailing that wing element:
The Northrop B-2, among other flying wings, has things that look just like ailerons on the wing tips. The difference is, they split open rather that going up and down. This produces drag, which acts like a rudder for the flying wing. You can try that with your flying wing designs here. (Just remember to enter a horizontal stabilizer area of zero for your flying wing designs!)

Note to flying-wing designers: You can have the "ailerons" on the trailing edge of the outboard part of the wing deflect in unison to act as elevators. You will use the "deflect ailerons with elevators" option in the "Special Controls" menu coming up soon. Just select the part of the wing that has elevons as having ailerons on this screen.

Horizontal stabilizers type:
(a) Select "stabilizer" if you want the stabilizer fixed, with an elevator on the back (like on most Cessnas), or
(b) a "stabilator", if you want the whole surface to move with joystick deflection (like on most airliners).

If you want to fly a canard airplane, no problem! Just enter a long arm for the horizontal stab that is in front of the wing. X-Plane will see that you have put the stabilizer in front of the wing and automatically deduce that you are flying a canard. It will then reverse the elevator or stabilator deflections from a conventional plane to give the correct response.

X-Plane will automatically cast downwash from the canard onto the part of the aft wing that is behind the canard. If you are flying a conventional design, ?X-Plane? will cast downwash from the wing onto the stabilizer or stabilator. See the file "X-Plane.out" after flying your design to see what X-Plane is doing with downwash on your design, if you want. Do this by opening "X-Plane.out" with your favorite word processor.

Fuselage, Nacelles, Fuel Tanks, and Wheel Fairings

These are the bodies that create mostly just DRAG in X-Plane (they the fuselage can create some small amount of lift).

Most of the contents in these windows is self-explanatory, but the fuselage coefficient of drag may require some explanation:
The fuselage drag coefficient must include the drag due to fuselage/wing interference, fuselage/stabilizer interference, and any other drag that is not accounted for by the wings, stabilizers, and landing gear. If you do not have firm data on what the coefficient of drag is, you can make a guess along the following guidelines:

=>Use 0.05 for a super-sleek machine (like the Lancair 360).
=>Use 0.10 is a decent guess for a reasonably "clean" airplane.
=>Try 0.15 for a somewhat "dirty" design.

Remember, this is the coefficient of drag of the fuselage and miscellaneous appendages, including interference drag, based on the frontal area of the fuselage.

If you want to get this data more scientifically, and you already have a coefficient of drag for your entire aircraft which is based on the wing area, just subtract out the drag associated with the wing, horizontal stabilizer, and vertical stabilizer to get the drag of the fuselage.

This requires an example:

Assume the coefficient of drag (at zero-lift) of your airplane is 0.015, based on a wing area of 150 square feet, with a fuselage frontal area of 10 square feet. Let us further assume that your wings, horizontal stabilizer, and vertical stabilizer have a coefficient of drag of 0.005 at zero lift. (In "Part-Maker" you may verify these numbers).

Follow this process to find the coefficient of drag of the fuselage, including interference drag, based on fuselage frontal area:

Find wing area = 150
Find horizontal stabilizer area = 30
Find vertical stabilizer area = 30
Add those to get total airfoil area (150+30+30) = 210
Divide total airfoil area by wing area (210/150) = 1.4
Multiply this
by the airfoil coefficient of drag (1.4 x 0.005) = 0.007
Subtract this
from the total coefficient of drag (0.015­0.007) = 0.008
Find the ratio of wing area to fuselage area (150/10) = 15.0
Multiply this
by the coefficient of drag (15 x 0.008) = 0.12

The final number is the fuselage coefficient of drag (including interference drag) based on fuselage frontal area. Now enter this into "Plane-Maker". Fun, quick, and easy!

Section Cuts:
Drag the little squares around with the mouse to define the fuselage geometry. Close the window and look at the airplane on the main screen to see the results of your handiwork. X-Plane will determine aerodynamic and mass properties of your airplane based on the fuselage geometry, so enter this data accurately!

The frontal area will be used for drag, and the side and top area will be used for lift and sideforce. The weight of the airplane will be distributed across the airplane as well to determine it's angular moments of inertia.

Control Geometry

Set control surface sizes and deflections here. For the controls that you don't use (for example roll spoiler in a plane without roll spoilers) just enter zero.

The "chord ratio" is the fraction of the distance from the leading edge to the trailing edge that the surface takes up. It is the part of the total wing chord taken up by the control surface. Almost all controls will be in the 15% to 25% range, depending on the control response required. If you have no blueprint or picture on hand it requires some testing to find the optimum values.

Weight & Balance

Center of gravity location
Enter the longitudinal and vertical centers of gravity. The longitudinal center of gravity may be close to or just behind the longitudinal location of the wing that you entered in the "Wing" section. The vertical center you can more-or-less guess... it's in the fuselage of the airplane somewhere. Scoot it up a bit if you are flying a plane like the Lake Amphibian which has the engine way up over the fuselage. Scoot it down a bit for airliners which have large engines hanging below the plane.

Enter the weights of the airplane as well. Empty weight is the weight with no fuel, water, or other payload aboard. Maximum weight is the maximum weight you are allowed to fly at. The fuel load is simply the maximum fuel you can put in the machine, the water load (used for forest-fire bombers) is the jettisonable load that you carry. There will be a water-dump button next to the anti-ice button in the cockpit if your aircraft carries water. Dumping the water over a forest fire puts the fire out.

Landing Gear

Use this to set the landing gear tire contact point (with the ground) locations. Remember this data is WITH THE GEAR DEFLECTED UNDER THE GROSS WEIGHT OF THE AIRCRAFT

Nosewheel steering
This is how many degrees the nose wheel turns with full joystick or rudder-pedal deflection at various speeds. 2.0 degrees might work well for you at high speeds, and much more for lower speeds. (Remember that in a real airplane, the nose wheel may end up being turned more than this by differential braking... a pilot would only do this at lwo speed, though! Remember also that while the nosewheel steering on an airliner may only be a few degrees from rudder-pedal travel, he has a little "steering wheel" off to the side that can steer the nosewheel through almost 90 degrees! Bottom line: Enter a large number for low-speed use to simulate the steering tiller in airliners or differential braking in a light plane, and enter a smaller number at higher speeds to simulate nosewheel steering to being only hooked up to the rudder pedals).

The Expert Design Menu

Airfoils

This is where you select the airfoils for the airplane that you made in Part-Maker. (Though X-Plane comes with a handful of airfoils so you never really have to make any new ones). FIND THE AIRFOILS IN THE "RESOURCES:AIRFOILS" FOLDER.

Variable-Sweep Wings
Enter whether or not the wing has variable sweep (like the F-14 and B-1). In this case the wing sweep will vary from the degrees of sweep already assigned to the wing in the regular "Wing" window to the amount you enter here in the wing sweep box. Control the sweep during flight by moving the wing-sweep control in the cockpit. Aerodynamic effects of both wing sweep and moving of the center of lift fore or aft are simulated by X-Plane.

Special Controls

There is a ton of cool stuff in here... let's go through the tricky stuff:

JATO
Jet Assisted Take Off is a takeoff where a solid-rocket fuel booster is strapped onto a C-130 or the like to boost the airplane into the air in hurry, making extremely short-field takeoff possible. Just enter the location, thrust direction (0 is straight back, 90 straight down), thrust force, and duration. A properly-mounted JATO will have it's thrust line go through a point close behind the airplane's center of gravity.

Stabilator/Elevator Differential Roll Deflection
F-22's deflect their stabilators in opposite directions to help roll. Question: How will a Piper Arrow roll if you do the same thing?
Answer: The stabilators are so short you won?t get much response. They can complement the ailerons, but not replace them. This feature also works on elevator deflection if you are flying an airplane with stabilizer rather than a stabilator.

Aileron With Elevator
The "aileron with elevator" coupling may seem strange, but flying wings might use the same control surface for both pitch and roll. If the "aileron with elevator" coupling is set to 0.5 x the control geometry value of the aileron (ie. 20°), then pulling full back on the stick will deflect the ailerons up halfway, causing the flying wing to pitch up. (Remember the flying wing has a swept wing, so raising the ailerons is like raising the elevator on a conventional plane: it pushes the back of the plane down, raising the nose). This poses an interesting idea for conventional airplanes: What if pulling back on the stick pushed the tail down (regular elevator) and the main wings up (with aileron-droop)? This would increase pitch response and help lift the airplane! This is something you might try on the Cessna 172. Note that a positive numbers pull the aileron upward when the elevator goes up, and negative numbers will push the aileron down. Test this phenomenon while viewing the airplane from the outside with the "|" key to see the controls move.

Arresting-Gear Equipped
Arresting gear is used for carrier landings. If you shoot a carrier approach remember to lower your arresting gear! Use the little button in the glareshield?s auxiliary instrument bar.

Aural Warning Equipped
Aural warning system equipment warns you of being too low, coming down to fast, not lowering your landing gear, etc.

Automatic Deployment
Automatic deployment of slats, brakes, and speed brakes (like airliners have) can be had. You can also select automatic wing sweep with flap retraction. This is used by the Beech Starship. As the flaps retract, the canard sweeps aft to keep the plane in balance. This option only works with airplanes that have variable-sweep wings or variable-sweep horizontal stabilizers.

Speedbrake Frontal Area
Enter the frontal area of the speedbrakes when fully deployed here. This doesn't include speedbrakes, or spoilers, that are mounted on the wing. This option only applies to speedbrakes that are mounted on the fuselage (or maybe other places) that do not affect the lift of the airplane, but only the drag.

VTOL Controls

Designing a VTOL (Vertical Take-Off and Landing) aircraft is fun but challenging. Enter "yes" or "no" in the selection box to indicate whether you want your aircraft to vector thrust for hovering or not.

The tilt-rotor VTOL (Vertical Take-Off & Landing) aircraft can obtain its flight control in the same way a helicopter does: by adjusting what is known as the "cyclic pitch" of the rotor blades. This is a process whereby the pitch of the blades varies depending on where the blade is on its trip around the hub. This creates a lift asymmetry that will pitch or roll the aircraft. In this window you enter the degrees of pitch that a blade is increased or decreased with full joystick pitch and roll deflections.

Another way to obtain control of a VTOL aircraft is to do it the same way the AV-8B Harrier does: "puffers". The British like to talk about how they invented the idea, and can't figure out why we Yankees didn't?t come up with it sooner. The concept is simple. Bleed air is taken from the compressor and then sent out through little jets on the tail and wing tips to steer the airplane around when in hover. "X-Plane" takes the simplest possible approach to simulating this: you just enter the pitch, roll, and yaw moments associated with full joystick deflections. (Remember if you don't know what the maximum moment is, just multiply the force exerted by the puffer times the distance from the puffer to the center of gravity of the airplane to get the moment).
If you don't know how much force you need, try some values to see if they give you comfortable authority. That is what the simulator is for!

Note on propeller-equipped VTOL aircraft: The control that you are used to seeing as a throttle acts instead as a collective pitch, with the computer controlling the throttle to maintain some rpm. This is how a helicopter is typically managed. The collective pitch travel and redline rpm are set in the usual places for prop pitch and rpm in Plane-Maker.

Artificial Stability

Unstable airplanes don't want to point in the same direction they are going. Once they start to point away from the direction they are traveling, they continue to move away from the flight path!
No human is able to fly such an aircraft for long, so a computer is implemented in these aircraft to keep the airplane from ever diverging from the desired heading and attitude. This computer system is called an artificial stability system, sometimes referred to as "fly-by-wire" because there are no direct control linkages between the pilot and control surfaces.

The F-16 and airplanes that are basically just neutrally stable in hover (like the V-22 Osprey), have this control system. This system looks at the control input from the pilot, then determines what the pilot wants the airplane to do and based on this, looks where the airplane is actually going, moving the control surface to obtain the desired result.

You will probably need an artificial stability system in your plane if it is unstable or is a VTOL design. If it is a VTOL design, you may wish to have the system turn off at conventional flight speeds, and only ?phase in? as you slow down to hover. This is because there is little or no inherent stability in hover. (As first-time helicopter pilots learning to hover can attest!) You enter the speed below which the artificial stability system is completely engaged (say 60 knots) and the speed above which the artificial stability system is completely out of the loop (say 180 knots). The system will automatically phase gradually from one extreme to the other at intermediate speeds. If you are flying an unstable aircraft and always want the system to remain on, just enter a phase-in and phase-out speed of 999 knots. The system will always be on below 999 knots INDICATED airspeed. Remember that your TRUE airspeed may be much higher than this at high altitudes, while your INDICATED airspeed is still under 99 knots, thanks to the thin air that causes the pressure on the airplane to be lower, and thus the indicated airspeed to be lower as well.

The fly-by-wire, or artificial stability system, used by "X-Plane" is simple yet effective: You enter what pitch and roll rates you want the artificial stability system to shoot for with full joystick deflections. Look at some examples in the your airplane files. Output the control deflections to the graphical output display in X-Plane (Settings:Set Data Output) to see how your controls are responding to flight inputs.

Background Menu and Special Menus

The items in these menus are mostly self-explanatory One tricky area is the "Output Texture Map Starting Points", though... Once you have done your airplane, choose this item to have Plane-Maker create a "template" bitmap image for you to make your own "paint" or "skin" for the airplane. This will be explained by Plane-Maker when you select that menu item.

(next section)