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fgdata/Aircraft-yasim/yf23-yasim.xml

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2003-04-21 14:18:07 +00:00
<!-- There weren't many YF23s - just the two prototypes - and I
couldn't find much 'hard' information so a lot of this fdm is
guess work (GW).
-->
<!-- Max take off wieght is 64000lb but I imagine that this
includes some weapons so I'm allocating 8000lb to his and
subtracting it from the max wieght.
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I got a figure of 24000lb for the fuel load from a web site.
this seems rather high to me but until I can get a better
figure it'll have to do.
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-->
<airplane mass="32000">
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<!-- Approach configuration -->
<!-- From GW & photos -->
<approach speed="130" aoa="5">
<control-setting axis="/controls/engines/engine[0]/throttle" value="0.15"/>
<control-setting axis="/controls/engines/engine[1]/throttle" value="0.15"/>
<control-setting axis="/controls/engines/engine[0]/afterburner" value="0"/>
<control-setting axis="/controls/engines/engine[1]/afterburner" value="0"/>
<control-setting axis="/controls/flight/flaps" value="1"/>
<control-setting axis="/controls/flight/slats" value="0"/>
<control-setting axis="/controls/gear/gear-down" value="1"/>
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</approach>
<!-- Cruise configuration -->
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<cruise speed="600" alt="55000">
<control-setting axis="/controls/engines/engine[0]/throttle" value="0.9"/>
<control-setting axis="/controls/engines/engine[1]/throttle" value="0.9"/>
<control-setting axis="/controls/engines/engine[0]/afterburner" value="0"/>
<control-setting axis="/controls/engines/engine[1]/afterburner" value="0"/>
<control-setting axis="/controls/flight/flaps" value="0.0"/>
<control-setting axis="/controls/flight/slats" value="0"/>
<control-setting axis="/controls/gear/gear-down" value="0"/>
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</cruise>
<cockpit x="5.70" y="0.00" z="1.26"/>
<!-- Fuselage entries for the fuselage proper and the two
engine housings.
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-->
<!-- Fuselage -->
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<fuselage ax="10.00" ay="0.00" az="0.00"
bx="-2.00" by="0.00" bz="0.00"
width="1.6" taper="0.5" midpoint="0.5"/>
<!-- Left engine housing -->
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<fuselage ax="-2.00" ay="1.80" az="0.00"
bx="-8.00" by="1.20" bz="0.60"
width="1.2" taper="0" midpoint="0.3"/>
<!-- Right engine housing -->
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<fuselage ax="-2.00" ay="-1.80" az="0.00"
bx="-8.00" by="-1.20" bz="0.60"
width="1.2" taper="0" midpoint="0.3"/>
2003-04-21 14:18:07 +00:00
<!-- Lots of guesswork here -->
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<wing x="-2.00" y="0.00" z="0.25" length="6.66" chord="12.00" taper="0.08"
sweep="0" dihedral="0" camber="0.001" incidence="0.0" idrag="1.6">
<stall aoa="25" width="3" peak="1.3"/>
<flap0 start="0.36" end="0.63" lift="1.3" drag="1.8"/>
<flap1 start="0.63" end="0.89" lift="1.2" drag="1.8"/>
<slat start="0.36" end="0.89" aoa="6" drag="1.3"/>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<!-- Shortened wing that starts outboard of the engine intakes.
<wing x="-2.00" y="2.40" z="0.25" length="4.2" chord="8.1"
taper="0.19" sweep="0" dihedral="0" camber="0.0" incidence="0.0">
<stall aoa="35" width="2" peak="1.3"/>
<flap0 start="0.0" end="0.42" lift="1.5" drag="1.6"/>
<flap1 start="0.42" end="0.833" lift="1.05" drag="1.3"/>
-->
<control-input axis="/controls/flight/flaps" control="FLAP0"/>
<control-input axis="/controls/flight/aileron" control="FLAP1" split="true"/>
<control-input axis="/controls/flight/aileron-trim" control="FLAP1" split="true"/>
2003-04-21 14:18:07 +00:00
<control-input axis="/controls/flight/slats" control="SLAT"/>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<control-input axis="/controls/flight/rudder" control="FLAP1" split="true" invert="true"/>
<control-input axis="/controls/flight/spoilers" control="FLAP0"/>
<control-input axis="/controls/flight/spoilers" control="FLAP1" invert="true"/>
<control-output control="FLAP0" prop="/surface-positions/left-flap-pos-norm"/>
<control-output control="FLAP0" prop="/surface-positions/right-flap-pos-norm"/>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<control-output control="FLAP1" side="left" prop="/surface-positions/left-aileron-pos-norm"/>
<control-output control="FLAP1" side="right" prop="/surface-positions/right-aileron-pos-norm"/>
<control-output control="SLAT" side="left" prop="/surface-positions/left-slat-pos-norm"/>
<control-output control="SLAT" side="right" prop="/surface-positions/right-slat-pos-norm"/>
<control-speed control="FLAP0" transition-time="2"/>
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<control-speed control="FLAP1" transition-time="0.5"/>
<control-speed control="SLAT" transition-time="0.5"/>
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</wing>
<hstab x="-8.70" y="2.40" z="0.36" length="3.30" chord="5.10"
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
taper="0.11" sweep="0" dihedral="40" camber="0.01" effectiveness="2">
<stall aoa="24" width="2" peak="1.3"/>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
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<flap0 start="0" end="1" lift="1.25" drag="1.4"/>
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<control-input axis="/controls/flight/elevator" control="FLAP0"/>
<control-input axis="/controls/flight/elevator-trim" control="FLAP0"/>
2003-04-21 14:18:07 +00:00
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<control-input axis="/controls/flight/rudder" control="FLAP0" split="true" square="false" invert="true"/>
<control-output control="FLAP0" side="left" prop="/surface-positions/left-elevator-pos-norm"/>
<control-output control="FLAP0" side="right" prop="/surface-positions/right-elevator-pos-norm"/>
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<control-speed control="FLAP0" transition-time="0.5"/>
</hstab>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<!-- I couldn't find a figure for the mass so it's guess work.
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-->
<jet x="-6.26" y="1.20" z="0.60" mass="3000" thrust="24500" afterburner="35000">
<control-input axis="/controls/engines/engine[0]/throttle" control="THROTTLE"/>
<control-input axis="/controls/engines/engine[0]/afterburner" control="REHEAT"/>
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</jet>
<jet x="-6.26" y="-1.20" z="0.60" mass="3000" thrust="24500" afterburner="35000">
<control-input axis="/controls/engines/engine[1]/throttle" control="THROTTLE"/>
<control-input axis="/controls/engines/engine[1]/afterburner" control="REHEAT"/>
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</jet>
<!-- Front -->
<gear x="5.25" y="0.00" z="-2.25" compression="0.65" spring="2.5">
<control-input axis="/controls/flight/rudder" control="STEER" square="true"/>
<control-input axis="/controls/gear/gear-down" control="EXTEND"/>
<control-input axis="/controls/gear/gear[0]/wheel[0]/brake" control="BRAKE"/>
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<control-output control="EXTEND" prop="/gear/gear[0]/position-norm"/>
<control-output control="STEER" prop="/gear/gear[0]/steering-norm"/>
<control-speed control="EXTEND" transition-time="4"/>
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</gear>
<!-- Left main -->
<gear x="-2.20" y="1.92" z="-2.9" compression="2.0" spring="2.5">
<control-input axis="/controls/gear/gear-down" control="EXTEND"/>
<control-input axis="/controls/gear/gear[1]/wheel[0]/brake" control="BRAKE"/>
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<control-output control="EXTEND" prop="/gear/gear[1]/position-norm"/>
<control-speed control="EXTEND" transition-time="4"/>
</gear>
<!-- Right main -->
<gear x="-2.20" y="-1.92" z="-2.9" compression="2.0" spring="2.5">
<control-input axis="/controls/gear/gear-down" control="EXTEND"/>
<control-input axis="/controls/gear/gear[2]/wheel[0]/brake" control="BRAKE"/>
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<control-output control="EXTEND" prop="/gear/gear[2]/position-norm"/>
<control-speed control="EXTEND" transition-time="4"/>
</gear>
<!-- Canopy -->
<gear x="4.1" y="0.0" z="1.05" retract-time="7" compression="0.6">
<control-input axis="/controls/gear/parking-brake" control="EXTEND"/>
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<control-speed control="EXTEND" transition-time="10"/>
<control-output control="EXTEND" prop="/canopy/position-norm"/>
</gear>
<!-- The locations and capcities are guesswork. -->
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<!-- Fuselage tank -->
<tank x="1.5" y="0" z="0.68" jet="true" capacity="8000"/>
<!-- Left wing tank -->
<tank x="-1.40" y="2" z="0.0" jet="true" capacity="8000"/>
<!-- Right wing tank -->
<tank x="-1.40" y="-2" z="0.0" jet="true" capacity="8000"/>
<!-- Avionics -->
<ballast x="4" y="0" z="0.6" mass="3000"/>
<!-- Cockpit and radar -->
<ballast x="7" y="0" z="0.2" mass="1500"/>
<!-- Pilot -->
<ballast x="5.8" y="0" z="0.6" mass="200"/>
<!-- Trim ballast -->
<ballast x="6" y="0" z="0.0" mass="2000"/>
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</airplane>