Play FlightForge

The FlightForge cast

Each friend shows you one idea by how they act. Meet them all and see how the ideas fit together.

  1. Wing Lift generation — airfoil + camber + Bernoulli AND Newton both-right complementary
  2. Drag Resistance — drag isn't bad, drag is information; shape-fights-air conversation
  3. Thrust Propulsion — every engine just throws air the wrong way (propeller/jet/rocket same trick different scale)
  4. Yaw Vertical-axis control — the rudder is the POLISH on the turn not the steering
  5. Tail Horizontal + vertical stabilizer family — quiet-control-from-the-back; the tail is why your paper plane goes straight
  6. Attitude Aircraft pitch attitude — the nose points where the elevator aims it; climbing is aim plus enough wing to hold it
  7. Bite Angle of attack and the stall — a wing grips the air at an angle; steeper grips harder until, past the critical angle, the grip lets go all at once
  8. Heel Banking to turn — a plane turns by leaning, not pushing sideways; tilt the wings and lift itself pulls you around the corner
  9. Keel Center of gravity and balance — weight pulls down, but WHERE the weight sits decides level flight versus a tumble
  10. Sail Gliding — no engine, so you trade height for distance; a smoother shape buys more distance per bit of altitude

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