[RELEASED] Silantro Flight Simulator

Just a quick tip from me, do something with that propeller ( try to blur it ).
See my video and you’ll get a picture what I’m talking about :slight_smile:

Thanks :). I guess it could, but I’ve never experimented with it before. I plan to develop a separate "Helicopter Simulator .

Yea!!.. Funny thing is I have the Texture and engine is designed with a “Slow” to “Blurred” prop transition. I just personally like leaving the slow prop :wink:

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Helicopter simulator would be great addition.

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Definitely… I’m just trying to get the Flight Simulator to a very stable point…then I’ll begin development on the Helicopter Sim :):slight_smile:

UPDATE##

Airfoil system update … With xfoil data plots

Wing Airfoil: contain lift, drag and moment plots against alpha

Propeller Airfoil: containing data such as CT, Cp and eta for both stationary and dynamic conditions.

Airfoil Shape Plot: the shape of the airfoil can be visualized during selection.

All propeller engines will now require the propeller airfoil prefab, thus reducing the amount of data to be supplied.

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Liking the airfoil data from the property addition.
And clever use of the curves to show the naca data.

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Question? Is a propulsion system required for simulator? Looking to use this for a Space Shuttle simulation and also wingsuit simulator.

No. The Flight system is completely independent of the propulsion system.

This looks promising. Haven’t tried the demo.

@Oyedoyin1 , have you tested any soaring/sail plane scenarios? It would be great to have sailplanes with thermals/ridge rift/etc. phenomenon or at least have the code ready for such scenarios.

Regarding the helicopter simulator quest from above ( @ , @longroadhwy ) - Try giving Helisharp (and the unity example implementation) by @minsulander a twirl.

I’ve been having good results with it but haven’t gone through all the code and still unsure as to what effects are actually modeled (or are emergent) - apparently there a bunch of aerodynamic effects that occur with helicopters that are difficult to model (and I doubt they are represented) but @minsulander could probably help with that.

I am using it for prototyping and find that I can get a lot of variation in “feel” just by playing with the different player input settings, etc (with a little code fiddling).

Next step I’m working towards is to use ml-agents to fly my prototype (I’m using an eight key setup which the machine should find intuitive :wink:

  • A good opportunity to thank @minsulander for his much appreciated work, it has provided countless hours of excellent fun if nothing else.
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How are you adding NACA airfoil data?

Thank you very much for the suggestions.
Sailplanes are basically gliders, so the work is almost done :slight_smile:
The Flight system does not necessarily require the propulsion element or engine attached to it to function properly,if set up correctly, a airplane can glide without an engine or with the engines off.

The only unfinished part is the thermals related weather system, which I’m currently working for the next update.

I’ll also check out the Helisharp package cause I’m thinking of using Unity’s ML agents to power the flight AI system (provided it’ll work and will not be too difficult)

I get the raw data from : airfoiltools.com( Sample NACA 23015 http://airfoiltools.com/polar/csv?polar=xf-naca23015-il-50000, then I wrote a code to import the numbers into unity and plot them as animation curves.

Is that conversion script included, tried the one from UnityFS but that didn’t work with your system.

I see you mentioned your gonna be working on a helicopter simulation, thats great, will we be able to swap out the heli models for our own and enter in the characteristics of the heli?

Used “Manual” to create left wing with “Silantro Mirror Transform”, but the components keep jumping to a position to the right. One minute they are correct, the next not. See images.


So, UnityFS had a way to incorporate NACA data, will you be adding this?

Yes it will. Here is it in the inspector, ii’m going to convert it to an editor window next

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Definitely. The components are going to be independent as the Flight simulator components currently are…So all you will need to create a new helicopter will be just your model with the parts correctly separated.

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Have you tried creating an “Unbound Left Wing” from the Component Menu? Create a controllable wing first, select the new wing and click select the unbound structure option as show below

Then adjust the wing as you want. But make sure the “Chord indicators” are lined up i.e red-red, blue-blue.


P.S Wing color indicators
Red = Root Leading Edge ;
Blue = Root Trailing Edge
Grey = Tip Leading Edge
Green = Tip Trailing Edge