Aircraft Kit

My aircraft kit started as a tutorial really and ended up a very nice toy to play with. While the kit itself can be expanded to any flight game, I’ll have to stick with ww1/ww2/modern era jets; though with the jets the setup may vary a wee bit, it is nonetheless a useful prototyping tool.
Here’s a little preview. I’ll keep this thread updated as soon as I can;

link o high res image here

Thanks for reading!

Mind you, I took quick screens just to showcase the model, the propeller has 3 states - idle, stopped and running.

How much?

cant wait to get my hands on it.

Wrapping up the project and sending it to the Asset Store team : )

Link to webPlayer.

Link to Windows build.

Regular WASD key for navigation, leftShift starts the engine (accelerates too). All control key mappings are printed on screen. Have fun and destroy the enemy balloons!

few small things i noticed like you can’t barrel roll :frowning: and if you land and stop the engine you stop dead, Otherwise it seems great

Actually you can barrel roll; press “Q”. It’s not perfect (it doesn’t normalize). The controls don’t use physics as is (it will be terrible difficult to add any features and obtain realistic flight). Imagine this like a theater stage; everything is a mere trick to make it all work. Or, like in a singleplayer game - what the player doesn’t see, doesn’t exist. This approach - using the actual physics to achieve something, rarely if ever works on complicated designs.
Take for instance destroying an object at runtime. You don’t actually break it into pieces and set it on fire - that would be impossible. Just switch the healthy prop with a ;dead; one and, voila!
Stop the engine does stop dead (intended). Breaks (“X”) are meant for that. The damage is off on the aircraft so you can play as much as you want without destroying the airplane. Brakes (as well as all controls) can be adjusted in variables. You can slow down rapidly or slower (as is now) depending on the actual aircraft model, as you please.

sorry didn’t notice i thought you hadn’t included physics which would fix everything i said, but still good work

well, there is physics involved, with gravity and rigidbodies and all only they are manipulated to achieve the ends. so i guess we can call it using unrealistic (that won’t work if applied in real world) physics towards achieving realistic to the eye behavior.

found a glitch!!

I was able to do a barrel roll while idling on the ground and after I landed on the blimp.

The arrow keys seem to work better than wasd,as the Y axis isn’t inverted, however the elevators and other control surfaces don’t appear to animate.

Oh my, I might have forgotten to set up the collision mesh hence you might be able to go trough things; easy fix and thanks!
Yes, the barrel roll is currently possible anytime; a simple altitude variable will let you set up the plane to allow acrobatic maneuvers, such as this, only at certain altitudes/speed.
The animations and controls are mapped to wasd keys. These can be mapped to input buttons, depends on what you want.

Then the aircraft moves and turns using physics (torque and force) or with simple rotation and translate functions?. I ask this because if not physics are used then there will be problems when other rigidbodies (enemy bullets for example) collide with the aircraft. I noticed that with the flighsim project posted in the forum by Tiles.

Damage and collision handling is configurable based on the model setup and what type of damage you want. For example if you want damage on each wing to be visible you can do the following:

If you want the left wing to show damage (holes on canvas, broken wood etc) make a healthy wing model and a ‘damaged’ counterpart; then simply replace that model when it’s health reaches critical stage.
A simpler approach would be to have 3 textures with damage according states (healthy, small damage, heavy damage) and swap the materials at runtime.
Another option is to instantiate damage prefabs (splinters, smoke, etc) when the aircraft is hit.

However all these are options and approaches based on the type of game one wants to make.Covering absolutely all these aspects would pretty much defeat the purpose of the kit which is to take a model and make it fly following a few easy steps. I added weapons and a sample enemy there as a mere showcase of what’s possible. If somebody needs an easy aircraft setup for an RC plane game, weapons and damage and all that comes with it is not needed.

But are you using physics for the movement or not?

Yes.

Added windows, macosx and web player to the project page on my website here. The project was already submitted for admission on the store.

did you fix that bug with the tail-end going into the ground?

Sure. You might have to remove the browser cache for the webplayer.

It’s awesome. Love the plane. It seems to be easier to controll woth the arrow keys, but with them you don’t see the parts of the plane moving.

Just a matter of input config to change wasd with arrow keys. I find that many people prefer W to be pitch down, I like it to be configured for pitch up.
And to answer a very old question at the beginning of this thread, the price is 25$. Should be in the store by Monday I hope (I submitted it Friday).

I also resubmitted one of my other packs with a huge price cut (15 down from 48) available at the new price by tomorrow I think.