X-Plane Skyfun model - Work-in-progress...

Thought I'd share my progress so far on an X-plane model of the Skyfun.  I'm still struggling with PlaneMaker at the moment, so I've not flown it and have generated the data purely from scaling photographs knicked from t'interweb.

If you can help out with dimensions (metric please!) of things like the tail fins, chord lengths etc, that'd be great.

When it flies to some level of satisfaction, I'll release a version into the wild.

3689428952?profile=original

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  • Petrus, I believe the CoG is meant to be where the two semi-circular divots in the bottom of the airframe are.  See the photo above for reference.

  • Can you please tell me where the CG must be for the Skyfun jet, I will be scratch building one this week from Depron foam.

    (Edited to remove ALL CAPS...)

  • that is defenitely an interesting though, havent seen any body suggest this one on rosekinect mialing list :)

  • I have been pondering this problem.

    Would it be possible to create accurate point clouds with a kinect or 3D laser scan airframes into useable data files?  Having accurate wings and propellers could be great with X Plane blade theory.

     

  • great to see more models getting into x-planes. BTW any chance we could more of the x-plane community excited about this...

    PS:- i do play around with x-planes and fsx

  • I modeled the Resolution3 airframe in FlightGear.  I realize it's apples to oranges with compared to the x-plane process, but the result (having your airframe reasonably modeled in a simulator) is hugely valuable.  There's so much you can do with it in terms of prototyping and testing all sorts of things:

    http://gallinazo.flightgear.org/uas/resolution/real-time-uas-simula...

    Here is one very simple experiment I did:

    http://gallinazo.flightgear.org/uas/resolution/simulation-modelling/

    FlightGear's YAsim flight dynamics engine is conceptually similar in many ways to X-Planes.  The way I'd characterize the main difference is that in x-plane you input the basic geometry and mass and airfoil and x-plane figures out how it thinks it should fly.  With FlightGear you input similar geometry and mass information, but then you give it a cruise configuration and approach configuration (i.e. you have some idea of how the aircraft flies) and then FlightGear uses a solver to create an airfoil with the proper lift/drag characteristics to achieve the specified performance.  Both approaches can be used to get pretty close to the true flight characteristics, but they come at it from slightly different directions.

    Real-time UAS Simulation and Visualization
  • Do you really think so Chris?

    I'll admit though, the side profile was a bit of a guess...

    3692288866?profile=original

    3692288735?profile=original

     

    (same drawing overlayed on the two images)

  • Moderator

    I have a skyfun so PM me if you need any specific dimensions, i can also give images if you require :)

     

    I have some experience of planemaker so could help you if you need.

  • That's very scientific of you, Chris!
  • 3D Robotics

    You're getting there...stretch it out a bit lengthwise.

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