#Surprisingly I'm finding a lot of
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ohhh! i've used this package before..
super cool that it has control surfaces and all that..
i was actually starting to make a mix between an arcade plane controller and something more realistic (but not too realistic) if u know what i mean..
most arcade controllers just go
theres really no concept of lift
but what i wanted/needed was a controller that acted like an arcade flight controller but at the same time took lift into consideration... (this all stemmed from wanting to power up to take off at an airstrip)
if your speed > stall speed than you would naturally gain lift
when you pitched up you would gain lift.. but u would lose airspeed..
you'd then need to apply more thrust to compensate..
all this originated from the idea of the throttle control.. I originally wanted to have my speed work as a percentage...
you could throttle up and down but slowly.. but then it gets complicated..
if ur at a certain power percentage and the speed is > than the stall speed u'd always be lifting... soo then i needed to consider trim.. that way you could keep a steady elevation..
anyways it gets really complex even when trying to keep it simple and "arcadey"... i had totally forgetten that this repo existed..
I'm glad that you refreshed my memory.. ๐ anyway felt like rambling a bit..
keep up the good work bud! ๐
flight sims/ games just get me nerdy ๐
Yeah it definitely is not easy to achieve that control state where it doesn't feel arcadey but also doesn't throw all the flight dynamics into the player ๐ I've had to modify some bits and pieces until I achieved what I wanted, which in my case - having control over speed with realistic lift, working flaps to increase lift during takeoff/landing and the stall mechanic. I haven't touched the trim part yet but it definitely is on my todo list since I don't want players to manually tinker with it so it doesnt become overly complicated so Ill need to think of a system, probably simplest one is changing wing lift parameters based on speed in real time
ya, auto-trim would be something i'd implement in my own setup as well..
esp if the main focus was something else like the actual gunship part of it
i dont have any friends that would play a flight-sim like this or anything soo if it were me i'd also have to make an auto-pilot/auto-patrol circling mechanic
flip a switch / toggle over to the gunner and drop warheads on foreheads ๐
I already have it! and its up to the pilot player to leave the cockpit and help other players if he wants, at the cost of no one being behind the wheel ๐ with no 3rd person, thats kind of a gamble, since the plane will keep a stable orbit, unless something bad happens (turbulence, other weather effect), then he better run fast to that cockpit ๐
taking off and landing are the two best parts of flight-games..
(i've actually never played any flight sim besides This OLD a-10 warthog game which has the feel i'm all about...
theres a good mix between arcade and actual flight-sim...
This simulation puts you in the cockpit of the A-10 Thunderbolt II, which is also known as the "Warthog". As the game's name implies, it is used mainly to hunt enemy tanks, but also for destroying roads and bridges
You are armed with 30mm Avenger cannon which can fire around 70 times a second. Multiple camera angles are featured. Landing is aut...
i don't need to press 13 buttons to fly the plane.. but i do like the consequences of stalling, and going out of control
heck ya, thats awesome
pilot, gunner, and loader ๐
the dream-team
yeah, thats kind of what im going for here. End goal is to have such a system that a normal player who doesn't have any flight sim experience could takeoff, fly and land the plane without needing an exensive tutorial ๐
ohh.. forgot about the navigator
sounds like a man with a plan
ohh FUEL...
thats another cool concept for something like this (in my personal opinion)
taking off and landing.. risky
keeping an eye on ur fuel.. risky
and it'd be epic to have countermeasures..
like flares and flak for AA guns
i have a pretty cool AA system i made a while back..
well it was actually like the C-RAM
it had a big radius and could detect flying objects
it'd then use its velocity to "Predict" where it would be..
and then with knowing the speed of the projectiles we're firing.. i would target a ghost object
in front of the object
yeah.. these are all on my feature list ๐ some missions might have stationary AA which you can disable by destroying radars and stuff, or, you can go all in gun blazing and hope you have enough flares to last the mission ๐
oh that is cool, i guess it wasnt easy to implement
oh man that c-ram would completely eat up the gunship, which is slow and in low altitude ๐
actually i found the video from this unity channel (i love posting progress in here.. it makes it nice and easy to go back and find..)
i make sure to add little "Titles" here and there to make it easier to search for
I still have the project on my drive somewhere...
if you're interested in the code/setup im sure i could help or show ya what i did..
but from the look of ur project ur pretty good as is
im sure u could do it just as good if not better ๐ช
its actually amazing now that i look back at it..
i've always wondered why it made that little arch in the sky...
the maths and physics behind it are just soo complex
but once i figured out the basics and got it working it was like magic ๐ช
it just automatically replicated what u see in real life..
got a dopamine kick just from seeing it happen in my project
nice suggestion, I have way too much features to compelte before that ๐ and in all honesty I dont think I will be making a c-ram type of weapon since all of the missions will be insurgency based, meaning the enemies are poorly equiped with occasional manpad or an old AA system that shoots missiles, not tracked bullets
it does feel good, doesnt it ๐ when something you work on for a long time just snaps and works finally ๐
ya, all good.. just figured i'd show a cheeky example of the only air-related prototype i have at the moment
i'd be more than happy to brainstorm w/ ya from time to time...
u got a cool project going
NIce, I appreciated that, Its nice to share these ideas with someone who is interested
i actually created this project like a few hours before I saw ur daily-win message
figured i'd conversate w/ ya bit since it was on my mind..
and now you've actually inspired me to actually put my nose to the grindstone and get something done..
soo thankya for that ๐
Hey, niice, happy to help ๐
thats why we do what we do ๐
puzzle, puzzle, frustration, puzzle, solution, magic
anyway.. imma stop pestering ya..
good luck fam ๐ nice talkin to ya
yeah, same here, good luck on your new project โค๏ธ