FlyScript generates values for drag and lift with interpolation formulas based on aircraft data. It uses Unity's physics, therefore it requires a RigidBody component.
Dec 9: I'm working on a package update with some new features and a better demo scene, when it is ready I will upload a video demo of the package to the Asset Store. In the meantime there is available a YouTube video here:
Hi,
ReplyDeleteAfter I added the Settings from the Zip file into the ProjectSettings I still got 4 errors I had to fix myself.
In the Input add 4 more entries:
Cam1 = 1
Cam2 = 2
Wbrake = w
LGear = g
Also at the speed of 500 kmh or higher I could not get the wing
The wing trail is not working as seen in the video.
Please fix this and I will give more stars.
Thanks!
Thanks for your feedback, the package will be fixed and updated tomorrow, regarding the wing trails, they are activated when the aircraft speed is greater than 500 km/h and the altitude is higher than 1000 meters (you could change it as you like).
DeleteWhen the plane is on the ground it follows terrain as it uses wheelcolliders, flight dynamics are configurable but requires code modifications specifically the lift and drag functions, I could aid and provide some help if you need to modify them.
ReplyDeleteI think you could modify the rotations code block to achieve a more arcade style but that depends on how you want it to behave, if you have doubts about the package please watch the videos to see how it works out of the box.
I updated the package and submitted it to Unity, its pending review and should be online in the next hours (1.15 update).
ReplyDeleteThe flight dynamics is resumed in two functions, the first for drag and the other for lift. The way it calculates both of them is based on interpolation formulas to get roughly the same results of FoilSim 3, I suggest you try FoilSim and see how it works. First calculates drag/lift based on airspeed, this is a quadratic function, double the speed quadruple the lift and drag, then modifies the base value based on the aircraft inclination or angle of attack and finally modifies it again based on air density (altitude of the airplane) After all the calculations, the output lift and drag values are very close to what FoilSim gives. The rotations are handled in a non-physical way based on airspeed. Hope that helps. For futher information I suggest you write an email to unityflyscript(at)gmail.com
I updated the package and submitted it to Unity, its pending review and should be online in the next hours (1.15 update).
ReplyDeleteThe flight dynamics is resumed in two functions, the first for drag and the other for lift. The way it calculates both of them is based on interpolation formulas to get roughly the same results of FoilSim 3, I suggest you try FoilSim and see how it works. First calculates drag/lift based on airspeed, this is a quadratic function, double the speed quadruple the lift and drag, then modifies the base value based on the aircraft inclination or angle of attack and finally modifies it again based on air density (altitude of the airplane) After all the calculations, the output lift and drag values are very close to what FoilSim gives. The rotations are handled in a non-physical way based on airspeed. Hope that helps. For futher information I suggest you write an email to unityflyscript(at)gmail.com
Hi, I like the package.
ReplyDeleteHow can this be made compatible with CInput 2?
As CInput required to override the Input Settings file as well ;/
Can the HUD be optimized as well?
Many thanks!
Hi, regarding CInput 2 you should check that package documentation, but I can say there is no need to override the input settings file if you take the job to manually add the key codes to the input manager, but since the input settings do not get exported when submittig a package to unity asset store, there was the need to add the zip file containing the input file so to avoid the missing input error. To make it compatible with CInput I guess you can use their input file and then add the FlyScript specific inputs to it.
DeleteDoes this work with Unity 2017 1.1?
ReplyDelete