Note: Raiderium asked for me to post this for him since he’s having internet issues
Uses the same simulation method as with the other airplane simulation. This is a design I hope to actually realize, although that’s far off in the future.
WASD for strafing and forwards/back, Ctrl/Space for deelevate and elevate, and mouse view for aiming. E is ignition.
Due to the rotating nacelle construction it has quite a lot of aiming flexibility and can rotate forwards and back without moving very much. It’s designed to be a small weapons platform, but also simply an agile single-person transport.
Q. Why is it so wobbley and slow to respond?
A. This is a reasonably accurate simulation of propellor speed and pitch, and most of the code is dedicated towards automatically balancing the craft. Control is done by inserting small offsets into the corrections. There’s quite a lot to be done to keep it flying straight. Try turning off the engine while flying. (This also turns off autostability.)
As it is there’s still a strange unrecoverable stall; just go very high, hold forwards, and keep turning sharply around on the spot.
Actually I’ve discovered there’s one rather “big” mistake in it, which causes it to be so slow and unenjoyable…
The physics object is being simulated as nearly 30 meters wide!
I will attempt to change this. It should be much more responsive when the helicopter is the correct 3 meters wide that it should be.
And I just made it for the heck of it! If someone wants to make a game please do so. I’d be happy to tweak it for use in a game. It can be made much more maneuverable than this by changing a few variables. (And, as said, the current scale of the simulation.)
This is a really nice helicopter sim template and imho difficulty is not a problem. It also gave me some cool ideas to make graphics for it. Unfortunally I’m already working on something right now, but I’m considering taking a small side project
Wow. Just… wow. How did you modify it so quickly and yet not… get anything wrong?
Congrats on understanding the rather convoluted system so quickly, oO And it sounds pretty cool! Unfortunately I dun have a joystick,
Here’s a quick explanation of how it fits together, for others:
Engines, servos and other devices (propeller blades) on the vehicle each obey simple input variables that are stored on the object. To change the power of an engine, you change the variable on the object. This prevents the script used to simulate the engine becoming too complicated. (You organise control of the motors from one script (“core”), rather than individual motor scripts.)
The ‘hull’ of the vehicle contains a number of variables. In the tricopter simulation there are a few “sensor” variables, which give the current pitch/roll of the craft. Those are set by the “sensors” script. There are also control variables, which are manipulated by “mouse” and “controls” scripts. The names are somewhat inappropriate, it should be “mouse_control” and “keyboard_control”. This is corrected in the next sim (Notagumpert vehicle).
The Core script takes all these variables and combines them to change the motor/rotor pitch/servo target angle and suchlike variables appropriately.
The Core script is also responsible for initiating some aspects of the simulation, such as the relationship between engines and the objects attached to them. (In the tricopter simulation, the propeller hubs must be attached to the engines, which are then attached to the hull…)