AIRCRAFT DEVELOPMENT

// INTRODUCTION:

Aircraft development for X-Plane is a daunting and tedious task, it takes into account of several processes from programming the systems, 3d modelling the aircraft, sound engineering and so on. This page collates tips and tricks and tutorials written by X-Plane developers: both freeware and payware. So dig in!

// BEGINNERS:

Being an aircraft developer is very rewarding, the moment the product is released to the public domain, they reap the compliments as they watch themselves grew into a notable figure in the community.

But the process from conception to realisation is one met with frustration and endearment, and may last for years before anything close to presentable is produced. For the newcomers and the naive who thinks “I’m going to build the best/full/study Airbus A380 ever existed!” would most often fall short of their dreams and succumb to embarrassment after their ambitious announcement on a public forum.

// DOS AND DON'TS:

DO NOT:

  1. Try to start developing a complex aircraft, start with the simplest aircraft and build your skills.
  2. Start an aircraft project until you have at least all the required data collected; operating manuals, diagrams, photo references etc.
  3. Announce or post anything, anywhere if you don’t have something to show/solid proof. In most cases, the ambitious new developer would fail to meet their deadlines and have themselves ridiculed.

DO:

Start making a freeware plane for start. Or edit an existing one. Make it better. The community will appreciate your effort, even if the results will not be the finest. You will learn a lot, and find yourself building essential skills! Be receptive to feedback and constructive criticism. Improve yourself before going for anything ambitious and announce to the market. There are some minimum requirements to be, possibly, able to develop a payware quality airliner.


  1. TEAM: Having a team is one of the primary aspects of aircraft development, one needs to have a group of developers who they can work productively with and have each member specialising in an area of expertise. A typical aircraft development team may consist of:
    • Flightmodeller: Someone who knows to work with Planemaker and have some knowledge of aviation principals (aerodynamics, performance, systems etc.)
    • Researcher: Someone who can read and understand aircraft manuals, performance charts, etc.
    • 3D Artist: A very capable 3D artist, who can balance between high quality and performance.
    • Programmer: A very capable programmer that codes the aircraft avionics
    • Repaint Artist: Someone to create high fidelity liveries.
    • Fact Checker: A pilot who actually flies (or flew) the plane in real life!
  2. TIME & PATIENCE: This kind of endeavour, takes a lot of time. The whole team must be patient enough to work hard, but not get any payment, probably for a few years.
  3. COOPERATION: In the team, members must know and understand about aviation, and can explain and introduce their process/thought process and concepts, so everyone is on the same page. For example, you might have in your team the best programmer, but if he/she doesn't understand the logic of a system, or how the interaction with the 3D objects (manipulators/animations) work in X-Plane, you are not going anywhere!
  4. RESOURCES: Without the right resources, chances are the development wouldn't go anywhere. Beging gathering resources and material before you start; operating manuals, technical manuals, extremely detailed photos, sounds, and so on.

Having established the above, then you should decide if you should proceed with the project, or not.

// REFERENCE:

Tselios, I. (2017). A guide for Aircraft Development for Beginners. [online] A few things about X-Plane. Available at: https://iliastselios.wordpress.com/2017/03/08/a-guide-for-aircraft-development-for-beginners/ [Accessed 16 Nov. 2017].

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