About X-Aero
What does X-Aerodynamics do?
X-plane as a simulator has a reputation for realism and accuracy. Like many users, I expect a great-looking aircraft to perform as close to the 'real thing' as possible.
Unfortunately, today this is often not the case: a disappointing and unrealistic flight model is often found under the ‘skin’. This is where X-Aerodynamics can help.

In order to fly accurately in X-plane, the aircraft must be made accurately in Planemaker, utilizing not only a thorough understanding of X-plane itself, but also real-world design principles, which are reflected in X-plane.
In addition, raw airfoil data needs to be understood and in some cases generated using external software.

It is possible to obtain some book values (such as straight line speed) with a less than accurate Planemaker model, but the model will not be accurate in other areas.
Aspects of the flight model that are not readily represented by simple data tables cannot be achieved without a precise Planemaker model. Even attributes such as fuselage shape have an influence, especially when manoeuvring.

A precise and accurate Planemaker model will also eliminate the need to alter aircraft performance by plug-in or ‘cheats’ (any exceptions would be rare, and a limitation of X-plane itself. I have dealt with such limitations with Laminar Research directly in the past). 
   
For example, if the model accurately predicts the drag (of which there are many sources to consider), then there will be no need to ‘cheat’ the flight model to achieve accurate speeds by altering engine specifications or forcing the sim to reduce drag by plug-in.
Flight-model ‘cheats’ like these may fix a model with flaws at a particular test-point, but may cause inaccuracy in other areas. Conversely, an accurately built model will tend to present an accurate representation of all of the aircraft’s flight characteristics throughout the flight envelope, just as the sim was designed to provide.
  
Who is behind these projects?
My name is Cameron Garner, and I live in the beautiful South Pacific country of New Zealand.
   
I have developed flight models for several developers in recent years, including Laminar Research, the developers of X-plane. These models include the North American P-51D, X-15 and XB-70, Beriev A-40, Lockheed F-16, Supermarine Spitfire Mk1, and the Fokker DR1 . 

I am an expert at using Planemaker, having been using X-plane and Planemaker for over 15 years (since version 5). I have been involved in the X-plane community for almost as long, and act as part of the moderator team on X-plane.org.

I am a real-world pilot, holding a commercial pilot’s license and instructor rating.
I have a deep interest and knowledge of aerospace, and I read technical books on aircraft and aircraft design just ‘for fun’.
As an extension of this, I have spent countless hours applying that interest and knowledge in designing ‘custom’ aircraft in X-plane, as well as modelling real-world designs.
I am building a full-size composite aircraft in my garage, to one day fly myself and my family around the country, and perhaps the world!  
  1. Piper PA-31 T1040 Cheyenne
    Piper PA-31 T1040, built for use in 'X-Multi' tutorial series.
  2. North American XB-70 Valkyrie
    North American XB-70A2. A version of this model was used by Laminar Research on the iPhone version of X-plane 9.