I've messed a bit with variables and FT stuff and need a bit more brain-powah.
Almost all stuff can be set for a local (non-main-cockpit) flight computer part on a drone (anything that moves freely from the main vehicle).
Pitch angle
, Pitch rate
and so on - with just variable output of the part...
Local AngleOfAttack
and AngleOfSlip
- with a couple formulas in the variable setter...
But, somehow, making local GForce
and VerticalG
became a pain...
I supposed all it needs are g
, Acceleration
and AngularVelocity
values, and i
kinda found them. But still cant make it correct.
For short: How to GForce/VerticalG
for not main cockpit?
You thought that was all?
*Foreshadowing*
*Cough-cough*
1) Got Unity 2020.3.26
2) Once again remade propulsion for upcoming hovertank(s) ( new things are good forgotten ones, but with a twist)
3) things may get a damage model (you shoot off camera/radar= less auto aim accuracy, shot off engine= couple seconds of stun and so on)
4) Inverse Kinematics are pretty
5) Am i overcomplicating much?
6) Nah, i'd format.
Prostagma.
@Grob0s0VBRa tag me when you release somethin
btw it’s fine for the late response
@TTL Ah, ow.
Yeah, i'm still making stuff.
Just because i'm creating a little bit of everything (planes, ground stuff, funky trees, experimental subassemblies, map mod...)
the process is kinda slow.
But i'm still building.
don't miss me, i'll make a teaser of things that are closest to be finished.
Pardon for a late response.
@Grob0s0VBRa no like are you making planes anymore
either that or I’m just figment of your imagination
(If you are reading this, clap twice,
honey we miss you)
@TTL What jets?
I've never deleted my posts...
Am i missing something?
The only thing that i ever lost are screenshots that were in discord...
*confusion*
@Grob0s0VBRa where your latest Jets now
@Grob0s0VBRa whaaa?
@overlord5453 Lol, you can...
not with just codes ofc, but still.
Here is basic demo
@hpgbproductions Thanks for help.
Eh, seasonal allergy draws my brainpower...
Anyways, gotta go finish reusable missile subassembly
This is an approximation that only works in steady conditions. It over-reports any spikes in aircraft rotation velocity, so I would use some kind of damping function with it.
If assuming a "normal" plane, car, etc. (no hovering or drifting/PSM), then x- and y-components of velocities are small ==> velocity = z-component.
Finally, for planes, assume z-component is always positive, so we can just use GS.
Idk how to get velocity components in a way that isn't affected by wind, or that requires very long formulas and suffers from floating point loss of significance. But i guess you can assume wind speed is small as well
.
Static rotational component (by convention, positive when gravity acts against that direction)
x:
cos(PitchAngle) * sin(RollAngle)
y:
cos(PitchAngle) * cos(RollAngle)
z:
sin(PitchAngle)
Magnitude of the static rotational component will always be 1 (or Newton will break your kneecaps)
.
Dynamic rotational component (positive when centripetal acceleration is in that direction)
x:
GS * YawRate * (pi/180) / 9.81
y:
GS * -PitchRate * (pi/180) / 9.81
z:
0
(If you have individual components of GS, you will find that each component is affected by two GS-rotation pairs)
.
Translational component
(If you have the individual components, you should use them)
x:
0
y:
0
z:
rate(GS) / 9.81
You can't get Altitude above ground level either. It would have been really helpful.
No, you're not first
@hpgbproductions Good day/night Nachchan
So, i've heard somebody is bored...
any suggestions on the topic of in-game physics?