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Ultralights?

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unitedstates
Are ultralights particularly difficult to model?

I've been looking for any ThunderGull FSX downloads without success, particularly the new eGull electric craft.

I noticed that a few LSA a/c (super cubs mainly) call for FSX Acceleration - is there something FSXA offers that makes modeling this type of aircraft easier than with FSX?

How about P3D?

Could a total novice have a chance at building a useful aircraft?
 
Hello rheitzman

I am not sure exactly what difference acceleration makes, but it certainly changes the way helicopters are simulated.

I've made an FSX A weightshift ultralight, based on my own machine, without any problems. It's max take-off weight is 370 kg with a stall speed of about 25 mph, so I don't think small/light types are a problem.

Making an aircraft from scratch is a fairly big undertaking.
You'll need to make: exterior model, interior model and flight dynamics. There is also sound to consider.
The modelling takes more time that the rest put together (at least it does for me). I found learning curve to be very steep and even after several years messing about I am still learning new things.

My own approach is to make basic exterior and interior models, then work on making it fly like the real thing (or as close as I can manage). I use Notepad and AirEd for that. I have a background in aircraft engineering so I hopefully know what I am doing (although I have been politely corrected a few times on this here forum!)
Once that is done I go back and improve the models as and when I have time.
The result might not look as good as other peoples' models, but it has the flight characteristics of the real thing. For me, that is what matters.

I think the main thing is to decide beforehand exactly what you want the result to be, and how much time and effort you want to put into it.

Whatever you do, have fun!

Alan

p.s. warning: this kind of thing can be highly addictive.
 
Did you model a production ultralight/kit? If so which one? Is it available for download?

What tools did you use?

If you were to start over what would you do differently/not waste time on?
 
You'd think they would be easier.

Until you realise the engine is exposed in most ultralights (there are a lot of parts in most engines).

And the pilot is more visible so you probably need to put more detail in here too.

And most of the control lines are exterior of the aircraft rather than nicely hidden in the fuselage (so that means more modeling and animations).

One the plus side there are a lot less gauges to do.

Here's one I did earlier:
http://www.antsairplanes.com/drifter.html

I took me a month to model just the engine.

There is nothing in Acceleration or P3D that would need you to choose either of those two platforms over FSX. FSX is plenty fine for doing a Thundergull.

A couple of hours a day for and you should be able to finish one in around a year I'd reckon. (ie about 500+ man hours)
 
Very nice airplane with amazing detail!

I'm sure mine will look more like a cartoon airplane!

I might make a try at a lego-like engine :) - nacelles are good - right?
 
Hello rheitzman

Sorry I've been a while getting back to you.

Yes, my microlight is a production one: Mainair Flash II Alpha. It now considered obsolete but there are still plenty of them still flying in the U.K.
Like all my projects it is far from finished, so I haven't uploaded it anywhere.

My main interest is in getting it to fly realistically. I am not so interested in what it looks like, as long as it is recognisable. Just as well because my GMax skills are not good.
The standard FSX Air Creation 582SL looks similar to mine.

The Thundergull is a 3 axis type, completely different from a weightshift type.

Alan
 
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