This is my attempt at creating an airplane physics simulator.
Some details about it:
- it’s a single script for a single-object-airplane(or glider). That means that an airplane does not consist of many individual objects(left wing, right wing, vertical sabilizer, etc.), but - of one single object.
- depending on the size and shape of the mesh of the object, there are properties for lift coefficient, drag coefficient and some other constants that are different for every type of airplane.
There are some issues that I need help to fix:
- You will notice that i’ve set it up so that when the local-Z(vertical) speed is > 0 then the lift force(Flift) is set to 0, so that the airplane doesn’t go up when it is pointing forward. That results in the airplane “jumping” up at high speeds and minimal pitch-up(result from the huge lift force at high speed).
- Airplanes naturally tend to pitch up without pilot control when the lift is pulling them up stronger than gravity. So with 1. set up, the only way to simulate that natural pitch up is setting the pitch torque to increase with lift(at some ratio ofcourse). But that still leaves the “jumping” problem from 1.
Here is the .blend file of my sim: