It is just going to be basic, I have some models. I just need to know how I can actually get the thing into the air. Can I do it without delving into scripting and just using what’s under the ‘Logic’ tab?
It depends on how realistic you want your aerodynamics to be, if you are simulating a real aircraft then I would recommend using scripts as logic bricks will get messy with so much to consider. If your just after an arcade feeling then sure, logic bricks would work
At the moment there are three people trying to make a flight dynamics model, me :), Xjazz and Nikolay. You can have a look at our pages to get some ideas. And if you want detail, you will have to script. Look for the “FDM for BGE” post.
Damn too late for “In B4 “Try FDM for BGE””. OH well. Whatever you do, get the camera right. A straight parent will make it seem dodgy, as it’ll look real bad. The camera should follow, but it shouldn’t be in a straight line.
If you want it to actually be a flight sim and not just an airplane game, then, yes, you will need python. Blender’s logic bricks are simply not powerful enough.
Powerfull ??? I laugh each time I hear that. What do you mean by powerfull ??? I always thought it was the artist that determined how complex a system was… not his tools… okay I have to admit its hard to recreate the Mona lisa with your fingers… but its posible… relatively…
What I mean is that yes python is better… but not absolute… just don’t be so narrow-minded
Anyway… You can have mine (just logic bricks) to test and study if you want.
http://blenderartists.org/forum/showthread.php?t=172087 The download is in the first post.
- “WS” to control thrust (from 1 to 15)
- “AD” to trun left & right
- And arrows to roll
The controls (and physics) are pretty similar to “Crimson Sky”
PLS do not us my model. thanx
Don’t fly upside down and Happy modeling
Hi
With all respect to your shared work, Réwii93, your ‘Plane_1.blend’ is nothing but a pure arcade flying. There’s no flight physics in it at all.
I have been working about 1.5 years now, just to get the flight physics to believable state to get plane react correctly only in terms of the Longitudinal static stability:
Yo can download my latest public FDM4BGE version and try to convert it to the pure logic bricks:
/uploads/default/original/3X/0/f/0f91735aa579f296bc829c9622a7965776940ca1.blendd=1264968966
Here is the video from the previous FDM4BGE version:
As a reference for the flight dynamics
If your a windows user, then go and get the Aces High2 WW2 online sim. I have been flying it time to time since 1998. The sim download is free and first two weeks your allowed to play in big arenas (10- 500 players) for free. The off-line playing is free and you can use a mouse for the steering.
BTW
The Crimson Sky “physics” is a joke in the Flight Sim communities…
Actually you CAN use the logic bricks. Select Dynamic. But Instead of location in actuator use the linear velocity or angular velocity. I’ve found that if you play with the bricks enough you can get the object to do JUST ABOUT anything.
Hubris,
Please, could you tell how you can get the Angel of Attack (pitch & yaw) values and related CL, CM & CD values with logic bricks only?
I think it’s impossible.
Anyhow it would be very nice, if logic bricks have a function, which give angels to given main heading axis.
own.aoa(‘y’,‘r’) # y is main heading axis of the plane. The ‘r’ means a radians and ‘d’ would give a degrees.
Another nice BGE feature would be a IPO data storage. This could use example for the wing coefficients vs AOA, engine power vs altitude & engine power/torque vs rpm datas.
nice project.
Another nice BGE feature would be a IPO data storage.
+1. at least to be able to read an ipo channel value.
meanwhile you can use scale, rot, loc channels of an ipo to store values and read the current scale, position or rotation of the object that uses this ipo. (if you don’t already do that)
I already use IPO for the coefficient values, but it’s not a BGE run time compatible.
the following works in runtime :
you can use an ob ipos (that store your power vs altitude etc ‘functions’ ), link it to an invisible object/empty, and add an ipo actuator to it with a frame prop ( that would be ‘altitude’).
it then updates the locZ channel for example of your object.
then you read the ob.loc value of the empty to obtain your power value (so no need for extra python modules).
please let me know if I you need more details.
yes that’s it. I know nothing about plane physics, but I suppose this trick will help you to define complex functions while sparing programming time, different kind of plane engines, dynamics fuel/weight/speed etc…
waiting for your next release
I must put the Hokum sidekick project a side for a while and rewrite the fdm4bge code, concerning the IPO data handling.
This IPO method opens many possibilities for the physic engine coders