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Download the Plane Maker Manual - X-Plane

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14 3. SHAPING THE BODY OF AN AIRCRAFT<br />

interpretations of <strong>the</strong>se values. For instance, setting a negative value in <strong>the</strong> heading offset will cause<br />

<strong>the</strong> fuselage to pivot to point left; when seen from above, <strong>the</strong> fuselage will pivot counterclockwise<br />

however many degrees are input here.<br />

In <strong>the</strong> vast majority of aircraft designs, it makes sense to think of <strong>the</strong> fuselage as <strong>the</strong> center of<br />

<strong>the</strong> aircraft, so <strong>the</strong>se parameters will not be used.<br />

The Body Texture Box<br />

The Body Texture box is used for fine-tuning <strong>the</strong> painted texture on <strong>the</strong> aircraft (alternately known<br />

as a skin or a livery). For information on working with paint textures on <strong>the</strong> aircraft, see Chapter 8,<br />

Modifying <strong>the</strong> Appearance of an Aircraft. For information on <strong>the</strong> parameters found in this box in<br />

particular, see <strong>the</strong> section of that chapter titled “Fine-Tuning a Paint Job.”<br />

The Cross-Sections Box<br />

The Cross-Sections box shows slices of <strong>the</strong> aircraft’s fuselage. There is one slice of <strong>the</strong> fuselage for<br />

each gridded, white box, as seen in Figure 3.7. Each of <strong>the</strong>se slices is composed of <strong>the</strong> number<br />

of points you specified in <strong>the</strong> “number radii/side” parameter in <strong>the</strong> Body Data box (see <strong>the</strong> section<br />

“The Body Data Box” above for more information on this). Since most designs warrant <strong>the</strong><br />

maximum of nine radii per side, each of your slices will probably be composed of nine points.<br />

Figure 3.7: The Cross-Sections box<br />

When building your model, <strong>Plane</strong> <strong>Maker</strong> will stitch <strong>the</strong>se slices toge<strong>the</strong>r, so all <strong>the</strong> cross-sections<br />

toge<strong>the</strong>r will form a complete aircraft body.<br />

We’ve been referring to each of <strong>the</strong> gridded white boxes as containing a “slice” of <strong>the</strong> fuselage.<br />

In reality, <strong>the</strong>y each contain a half-slice. The nine points (or however many radii/side you have set)<br />

seen here compose <strong>the</strong> right side of a slice; <strong>the</strong>y will me mirrored by ano<strong>the</strong>r nine points on <strong>the</strong> left<br />

side, for a total of eighteen (or so) points to compose a “full” slice.<br />

Up to twelve of <strong>the</strong>se half-slices are shown at any one time; if you have set more than twelve<br />

“stations” (as described in <strong>the</strong> section “The Body Data Box” above), you can use <strong>the</strong> left and right<br />

arrows to cycle through <strong>the</strong> slices not seen. These arrows are highlighted in red boxes in Figure 3.8.<br />

Let’s dissect each cross-section view—each “station”—in detail.<br />

At <strong>the</strong> top of each station is an input field controlling how far behind <strong>the</strong> reference point this<br />

particular slice will be. For instance, in <strong>the</strong> example cross-section of Figure 3.9, <strong>the</strong> slice is located

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