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Aircraft Kit

Discussion in 'Assets and Asset Store' started by CallToAdventure, Feb 8, 2011.

  1. CallToAdventure

    CallToAdventure

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    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.
     
  2. Rush-Rage-Games

    Rush-Rage-Games

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  3. ivanzu

    ivanzu

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    cant wait to get my hands on it.
     
  4. CallToAdventure

    CallToAdventure

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    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!
     
    Last edited: Mar 1, 2011
  5. thelastowl

    thelastowl

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    few small things i noticed like you can't barrel roll :( and if you land and stop the engine you stop dead, Otherwise it seems great
     
  6. CallToAdventure

    CallToAdventure

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    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.
     
    Last edited: Mar 1, 2011
  7. thelastowl

    thelastowl

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

    CallToAdventure

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    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.
     
  9. Mike L

    Mike L

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    $Screen shot 2011-03-01 at 19.21.44 .png

    found a glitch!!
     
  10. Quietus2

    Quietus2

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    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.
     
  11. CallToAdventure

    CallToAdventure

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    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.
     
  12. angel_m

    angel_m

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    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.
     
  13. CallToAdventure

    CallToAdventure

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    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.
     
  14. angel_m

    angel_m

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    But are you using physics for the movement or not?
     
  15. CallToAdventure

    CallToAdventure

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  16. CallToAdventure

    CallToAdventure

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

    Mike L

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

    CallToAdventure

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    Sure. You might have to remove the browser cache for the webplayer.
     
  19. coin-god

    coin-god

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    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.
     
  20. CallToAdventure

    CallToAdventure

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    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.
     
    Last edited: Mar 6, 2011
  21. Mike L

    Mike L

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    there are a few minor glitches, like if you stop in mid-air, you turn around, or even if you stop in general, you turn around, so you face the direction you took off from, and if you use the arrow keys (i like them better for this) the aerator flaps dont adjust. if you collide with one of the blimps, it doesnt do what i would expect, which is (he he) tear the blimp appart, and then make the plane crash, which i would just expect you to have the blimp blow up and the plane crash. there is one other thing, though i cant remember what it is.
     
  22. CallToAdventure

    CallToAdventure

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    I think I mentioned the damage part. The script is not attached to the plane so you can enjoy the flight. You can get damage on impact or if a projectile hits your plane but thats another story altogether since it requires an entire damage/weapons system. There is a barebone in place but it's not the subject of the kit (which is flight).

    Now, I'd love something realistic done with the balloon but .. I have tried a few things and I like it so far but it's a lot of work to set up such a deflate/burn/drop to ground realistic effect.

    I removed the arrow keys from this build - I just can't fly with them : ) but I reversed the axes (W pitch nose down, S pitch nose up) hope that's better.

    Also the plane does not auto-rotate now on landing (commented a line too many) and you can only barrel roll after you reached a certain altitude.
     
  23. edhardyboy

    edhardyboy

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    hello when is your version 2 coming out?
     
  24. VIC20

    VIC20

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    I just saw the webplayer. The elevator and ailerons should act independent - and in the combined aileron/elevator setup you are using the ailerons are turning upwards while the elevator does the same... a lifting device needs to be turned downwards to increase lift by increasing the camber of the airfoil which increases both AOA and Cl. The elevator moves upwards when you want pull the nose up to push the horizontal stabilizer actually DOWN. When you turn them both up then there will be no nose up torque generated at all. The wing and the horizontal stabilizer will produce less lift, more drag, the aircraft will lose altitude, speed and will become highly unstable because at the same moment the airplane has no more symmetrical airfoil as horizontal stabilizer (you cambered it when moving the elevator up). As an airplane usually has it's GC close to the wings the nose would went down and the tail would quickly raise up because the wings produce much more lift than the tiny ex-stabilizer (lift acts in this case downwards), plus the heavy engine front... this all assisted by gravity and the down...err upwash from the wing that hits the horizontal stabilizer. To say it the short way: a falling stone rotating towards earth, but the good thing is the way to earth will be exactly zero meters because this plane would never leave ground at least not by the assistance of this suicide elevator/aileron combination. You should change this little mistake before virtual people get hurt. ;-)
     
    Last edited: Nov 21, 2011