improved model: jet fighter airplane (based on the F-4 phantom II, now with better handling and weapons).
Aircraft Flight Physics Toolkit features realistic flight simulator for airplanes and helicopters, examples and
aeronautical construction tools. Easy to include in your games: only drag&drop a prefab and it will fly.
Full realistic simulation with aerodynamic effects:
coefficient surface analysis based on Bernoulli and Newton equations.
wings of any profile and shape, body lift air-resistance and aerodinamics are simulated.
script automatically calculates the flight model derived from your creation.
ground effect makes takeoff and landing more realistic.
propwash simulation allows low speed aerobatics like in youtube real videos.
high-g turns air-resistance are simulated.
different types of engines are simulated, including thrust vectorial engines.
pivot system arithmetics.
filters to remove sampled physics aliasing.
helicopter engines: rotors and tail-rotor included.
and of course many other effects like stall, speed vectored inertia, weight load, lift ratio, takeoff speed…
@Mementos: Yes, it is mobile friendly. It is scheduled to implement a multitouch control for a mobile demo in a few weeks. We tested already without that and runs without problem, but it is not fully playable without multitouch.
We just tested again all included test scenes and prefabs included in the uploaded .unitypackage in a new empty project and everything seems to work ok.
Maybe we can schedule a skype call for check with you the problem. Could you contact us by email at uas@gargore.com?
I want to know, how easy it would be to scale it up for multiplayer? And by what time support for Helicopter and weapon system can we expect. i know its lot to ask but my project needs all these things to be implemented.
Really great toolkit you have developed.
The simpler way for extend the toolkit to multiplayer is to simulate only the local player aircraft attaching to it gAircraft component and the remote players aircraft can be managed with Unity networking components like Network View and rigidbodies without the gAircraft controller.
About helicopters, the 0.75 release currently published does include already helicopter’s rotor and tail rotor drive types and a helicopter example. Next releases will include light, medium and heavy helicopters examples and a hook component to carry objects.
We just checked that the description text on the package didn’t include any mention to helicopters, we forget to change it and helicopters was still mentioned only as a future feature. We revised the descriptions text and uploaded so when updated by asset store staff it will be correct.
Anyway if you check the package contents you can see a helicopter prefab in there so if you download the 0.75 release you will have helicopters
About the weapons: we are working in avionic controllers: guns and rockets does not need them but missiles cannot be simulated without them (until you pilot them manually like we did in the Stratosphere video @ http://www.youtube.com/watch?v=SU-gYW5ic9M).
We are now working into avionic controllers to make fly-by-wire stabilizers, autopilots and NPCs and after that we can include air-to-air, ground-to-air and air-to-ground missiles finally
News: we are working on Unity 3.5 compatibility. The most probable is that we split the project into two forks because there are features of Unity 4 that cannot be used in Unity 3.5.
Also, we added a small poll in the thread. We want to know which planned features are more important to you… please vote!
Fantastic - that’ll massively increase the appeal of the project I think. Until now, flight packages like this one haven’t been on my radar because I always expect the planes to fly like in Kerbal Space Program - without the stability control parts. If you update the package so I can press play, and have a gun/missile dogfight against another, NPC plane, you’d probably get a fair few sales…
Is there any (current/planned) support for ‘non-standard’ wing elements? Delta wings using vortex lift, center of lift per wing/element?
Yes, we are working very hard we hope soon we can release a new version! avionics controller is almost complete, we are making also an autopilot which flies to waypoints or targets.
Delta wings can be modelled in the toolkit, and indeed flight characteristics change a lot, I think vortex lift effect can be modelled by increasing the lift factors of the affected wing parts (but maybe we need to add a new set of lift coefficients to improve this simulation). In future releases we have plans to compute the sections in forward-rear order while initialization mainly for transonic and supersonic dynamics including volume computations, but also vortex lift and other effects can be more accurately simulated.