
FixedWingLib CGF offers high-fidelity maneuvers for air combat, close air support and other real-world military and civil manned and unmanned fixed wing operations.
Developers can use FixedWingLib CGF aircrafts and maneuvers in their simulation scenarios and they can build new high-precision maneuvers by using the maneuver controllers from the real-time C++ library.
FixedWingLib offers more than the typical SAF, CGF solutions or physics engines, by adding:
- high level navigational maneuvers (fly to point, waypoint following, loiter around point and more)
- air combat maneuvers (wingman, Immelmann, formation flying).
- direct pitch, roll, throttle and air brake control
- extensible controllers to create new maneuvers
- standalone C++ library
- very fast real-time simulation performance up to 80 aircrafts on a regular PC
- 6 DOF flight dynamics
Applications
Air Combat Simulations
Aerial Refueling Simulations
UAV Operator Trainers
UAV Pilot Trainers
Embedded Training
Full Mission Simulators
Engineering Simulations
Hardware-in-the-loop Simulations


High fidelity aircraft entities
Unlike basic models found in today's tactical simulations, the dynamics of FixedWingLib CGF aircrafts are simulated with 6 DOF flight dynamics and flight maneuvers are performed by advanced maneuver controllers instead of simple scripts. These improvements allows developers to program even the most complex air combat simulations with highest fidelity.
AI and rule set ready
Your AI rules or scenario scripts can re-start, cancel and change maneuvers in their if/then/else logic as often as required. The flight controllers prevent unrealistic behavior. Moreover, maneuver parameters (e.g. altitude or target aircraft) can be changed any time during the execution of the maneuver. And finally, all maneuvers report their current states so that you can easily check if the maneuver has completed.
Combat Maneuver Library (CML) add-on
CML (available as a separate add-on) includes attack and defensive air combat maneuvers, for in-visual-range and out-of-visual-range air combat, close air support and aerial refueling. (Details)
Fast Simulation Model
FixedWingLib CGF can simulate a large number of aircraft entities simultaneously in the same scenario, e.g. 80 on modern PC hardware can be easily simulated in real-time. This sort of simulation performance is possible, because FixedWingLib CGF doesn't depend on any additional libraries, all maneuvers and flight dynamics models are hand-written in C++ and not generated by a modeling tool.
Snapshot and restore
Snapshot and restore feature allows developers to save simulation the state to a disk file and restore later on. FixedWingLib CGF can restore the whole simulation state including flight dynamics, control systems, maneuvers and reference entities such as wingmen or enemy aircraft. (demo video)
Technical support and modeling services
Customers under technical support receive airplane flight dynamics and maneuver programming support, in order to build flight models to match the flight characteristics of real airplane and their maneuvers.

Each maneuver is configured with a number of parameters, such as altitude or desired g load, which specify the way the maneuver will be performed. For example, one can determine how agile a break turn maneuver will be executed.
XML files can be used to configure the aircraft models and the maneuver parameters. This effort requires no programming.
The parameters can also be changed with the C++ API. The obvious advantage of this method is that the model parameters can be kept proprietary.
FixedWingLib CGF implements both the aircraft model and the maneuvers as C++ classes. Virtual methods are provided so that C++ developers can customize a maneuver completely.
- cargo and carrier airplanes
- military jet aircraft
- fixed wing UAVs
If required, XML files can be used to tweak the maneuvers.

- fly on route over waypoints
- loiter around a point
- fly at a given speed, heading and altitude
- banking
- accelerate and decelerate
- fly with a given velocity vector
- fly at the given attitude (roll and pitch), speed, throttle setting and air brake setting

