RealisticAerofoil System: Calculates Lift and Drag forces generated by each aerofoil based on the supplied 2D airfoil data while applying the appropriate 3D wing corrections.
Analysis of aerodynamic coefficients at each section of the aerofoil based on the provided Root and Tip airfoil data i.e. at every section of the wing, the effective coefficient is calculated based on the tip and root airfoil performance data.
Realistic Engine/Propulsion System: The system comes with engines based on actual thermodynamic assumptions, the required data can be easily sourced from Wikipedia or other internet databases.
Fantastic work! I used to play flight simulators as a kid, and I had even write a very simple but realistic sim. Yours looks really good, and the components seem to be very well designed and arranged based on their functionality.
Checking the asset store every day for this to release, hoping to replace uFS system for flight dynamics.
How is drag modelled for non standard configurations, ie for floats of a float plane - will the drag from these affect the cog of the aircraft correctly.
Wow, very impressive, having taken aerospace and aeronautics engineering classes and getting it to work well in Unity is a great accomplishment. Well done! My only quick note is that (and perhaps this is outdated), when the plane with a wing exploded hits the ground, the wing briefly re-appears for a frame or two. Do you replace the model with a pieces one at impact time and if so I guess check for missing wings! Very cool.
Take your choice of 4 aircraft for a testflight across a variety of different terrain. Recently updated with control of flaps, air brakes, and afterburners!
The flight model used is the Silantro Flight Simulator toolkit.
Are you fully done AirBrigade1 except for some minor adjustments? Moving on? My advice would be to not use virtual controls until it works better as it does confuse new comers and make a bad first impression regarding controls. In VR, that seems to be a major no no!
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