That means that the air is in less of a rush to get out of the way: That localized supersonic flow, and shock waves and drag that result, are delayed! You can go faster before you run into these shock waves. When the wing is swept back, the airfoil SEEMS THINNER to the air. Nobody wants all this extra drag as they fly at airliner speeds (which DO approach the speed of sound) so in World War 2 the Germans came up with a way to cheat: Sweep the wing! The thicker the wing, the more the air has to accelerate to get around it, and the greater this effect. This causes shock waves, huge drag, and even loss of lift. It has to speed up to go around the wing! As a wing approaches the speed of sound, therefore, the air near the wing (still speeding up!) must EXCEED the speed of sound to get out of the way of the wing fast enough! In other words, the air around the wing goes supersonic even when the wing itself is still below the speed of sound. As air approaches a wing, it has to SPEED UP to get out of the way of the metal. So everything you are about to read about is based on a new, high-speed, self-checking memory-layout that allows 16 engines and props, and 3 airfoils per flying surface.įirst off: Wing sweep improvements. we don’t have multiple slots for different Reynolds numbers in Plane-Maker any more: that was always limited and awkward: It’s much better to save all your data for different Reynolds numbers for your airfoils in Airfoil-Maker, so that’s what we do now. We now allow all the Reynolds numbers you like for each foil, so the way to get variation with Reynolds numbers is to put them in the airfoil files in Airfoil-Maker. Now, for these wings and prop blades, we now allow THREE airfoil files per wing, not two like we used to, so you can have root, middle, and tip airfoils, which is especially useful for propellers! Well-modeled props have thick airfoil files at the root, mid airfoil files at the mid-span, and then go to a very thin foil right out at the tip to delay shock-wave formation at high speed. This new architecture allows for up to 16 engines and props, which is useful for the new generation of eVTOLs, many of which have more than 8 motors and props! This entire new architecture, coded by me in the first month or so of the virus – when I could not even leave my house – sets us up with a platform that is flexible, fast, and bullet-proof to use. We now have vectors of props, wings, and bodies… and access those vectors by accessors that hop right through to the memory for speed in the delivered sim, but do bounds-checking first to make sure no illegal accesses are even REQUESTED in our internal self-check builds. The entire flight model is based on a new type of memory-access that is fast for the product you get, but slower and constantly self-checking for the internal builds we run for testing. We still add some X-Plane 10 files from time to time but by user demand, we now focus mainly on XP11.X-Plane 12 Early Access Notes for Aircraft Developers We’ll start with the wings, which I’ve found to be very important: Slowly, new models and more niche designs are becoming available as developers work on them so be sure to visit this page often for the latest updates and releases.Īll of the files here are free to download and use - you don't even need to register - simply click on "Download" and begin. Repaints are easy to install and they are built to work with the existing aircraft so you can be sure you'll have a full cockpit and even a 3D Virtual Cockpit (VC) working when installed. X-Plane 11 comes with many high-quality aircraft out of the box and developers have chosen to expand on these existing aircraft with paints (repaints) of their own. At the moment, freeware developers are focusing on repaints as opposed to full models. This add-on is available from the file library here.Īll of the add-ons here are easy to install and most (if not all) come with detailed installation instructions to get you up and running with the new aircraft mod you have downloaded. Image shows a TNT Cargo Boeing 737 on taxiway in X-Plane 11.
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