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This manual, like all XPlane documentation, is released under the Creative Commons Attribution Share. Alike 2. 5 license. This means you are free to copy, share, and adapt the works so long as you give Laminar Research creators of X Plane credit and release your work under a similar license. Throughout the manual, we make use of images from Wikimedia Commons, a database of some 8 million freely usable media files. The images creators we credit do not endorse either Laminar Research creators of X Plane or the manual itself. Instead, they have released the images under Creative Commons licenses, allowing anyone to use the photos so long as they comply with the applicable license. For the most part, this manual assumes basic knowledge of the XPlane user interface in particular, it assumes knowledge of how to open and fly an aircraft. The best way to use this manual depends on what you need from it. If youre already a master of Plane Maker, it probably makes sense to just keep this document around for reference. If instead youre coming to this manual as a guide for a complete walkthrough to creating your first aircraft, it probably makes sense to read through in this order About This Manual this pageIntroduction to Plane Maker. The Plane Maker Interface. Shaping the Body of an Aircraft. Working with the Aircrafts Systems, Section Creating the EnginesCreating an Instrument Panel. Modifying an Aircrafts Properties, Section Setting the Weight and BalancePerforming a Test Flight. Following the chapter Performing a Test Flight, your aircraft would be at least tested, and you could go back through the sections you skipped as necessary. We recommend that users consult the Glossary of Terms found at the end of this manual for reference as needed. Introduction to Plane Maker. Plane Maker is a program bundled with XPlane that lets users design their own aircraft. Using this software, nearly any aircraft imaginable can be built. Once all the physical specifications of the airplane have been entered e. XPlane simulator will predict how that plane will fly in the real world it will model the aircrafts performance just like it does for X Planes built in aircraft. Airplanes are saved in Plane Maker just as one would save a word processing document. These files are then opened and flown in the XPlane simulator. Users can create a. ZIP on the Internet for others to fly. Planes created by others can also be downloaded and used in the simulator. X Plane. orgs Download Manager page is a good place both to upload and download these planes. Note that information on how to add aircraft to XPlane can be found in Chapter 7 of the XPlane 9 Desktop manual, or in Chapter 4 of the XPlane 1. Desktop manual. Licensing of Aircraft Created in Plane Maker. You are free to do whatever you like with the aircraft you create. You can, for instance, sell your aircraft files over the Internet, or modify other users aircraft with their permission. If you choose to, you can share the files freely, even with users of the demo version of X Plane. You can do whatever you like with the files. One excellent use for Plane Maker is to create the airplane of your dreams, fly it in X Plane, and then upload it to the Internet for others to fly. Even better, if a company has an exciting new airplane, they can build in Plane Maker, test fly it in X Plane, and then put it on the companys web site for customers or potential customers to download Anyone that has XPlane or even the free demo will be able to download the virtual version of the aircraft and fly it. This will serve two purposes. First, it will teach more people to fly the airplane, creating potential customers. Then, it will improve the currency of those that already fly it, creating safer customers. Carter Aviation, creators of the Carter. Copter, have done this successfully on their website. Of course, Plane Maker can also be used to model an aircraft that you already have and fly every day, helping you to keep up your stick and rudder and instrument skills. An Overview of the Plane Maker Workflow. There are as many different ways to go about working in Plane Maker as there are aircraft designers. The following steps, though, serve as a good workflow sequence to start from when modeling in Plane Maker Decide on a design. Create the fuselage, wings, and tail of the aircraft. Create secondary objects, such as landing gears and engine nacelles. Set up the systems and internal properties, including the engines, electrical systems, weight and balance, and viewpoints. Set up any additional features of the aircraft, such as added weapons or special controls. Create a 2 D instrument panel. Test fly the aircraft in XPlane and fine tune the features of the aircraft from steps 26 as needed. Add textures, 3 D objects, extra liveries, etc. Steps 28 above will be covered in this manual for Step 1, youre on your own The Plane Maker Interface. Remember that definitions for any unfamiliar terms may be found in the Glossary. Helpful information has been built into every screen of Plane Maker as well. Hold the mouse pointer over any of the boxes or buttons to bring up an explanation of the setting. Launching Plane Maker. Plane Maker is found in the main XPlane directory, which is located by default on the Desktop. Simply double click Plane Maker. Plane Maker. app in Mac OS X to start the program. Note that in Windows 7 and Vista, there is a known issue with both XPlane and Plane Maker relating to the Aero desktop effects. With Aero enabled, boxes and text may appear slightly shifted from where it should be. This problem does not occur on all Windows 7 installations. To correct it if it occurs, right click on the X Plane. X Plane and click Properties. In the window that appears, go to the Compatibility tab and check the box labeled Disable desktop composition, shown in Figure 2. Repeat this for the Plane Maker icon, or the shortcut you use to launch Plane Maker. Figure 2. 1 Option to disable desktop composition. You have the option of editing dimensions in metric units. To change the unit of measure, open the Viewpoint dialog from the Standard menu. In the General tab, click the check box labeled edit in metric dimensions, found on the right side of the cockpit information box. Note Checking this will not alter the unit of measure for thrust or weight. Opening and Saving an Aircraft. To open an aircraft in Plane Maker, click on the File menu and click Open, per Figure 2. There, navigate to the folder containing the. X Plane. Select a specific paint job for the aircraft known as a livery by clicking one of the buttons in the bottom right section of the Open Aircraft screen, if applicable. Then, double click on the ACF, or click once and click the Open button.