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Making a fully functional airplane for a basic flight simulator

Discussion in 'Getting Started' started by warrenbrandt, Mar 19, 2018.

  1. warrenbrandt

    warrenbrandt

    Joined:
    Mar 3, 2018
    Posts:
    413
    hi guys

    want a fully functional airplane for my basic simulation game

    its going to be a basic flight sim not ultra realistic

    the plane needs the following

    1) speed up,slow down
    2) undercarriage up/down
    3) usual control surfaces (rudder,ailerons,flaps etc)
    4) stalls
    5) turbulance

    have a few questions:

    1) What is the best type of model to use? (file type,exported from which program etc)
    2) does it matter which element is tackled first?
    3) does anybody know a relative tutorial on where to start first?

    thanks for reading
     
  2. Bill_Martini

    Bill_Martini

    Joined:
    Apr 19, 2016
    Posts:
    445
    1) Use FBX format. Other are available and can be converted using Blender or other 3D modeling app.

    2) Not really. I try to tackle the hardest mechanics first. Don't spend six months building an airport but you can't seem to get you plane to fly.

    3) Complete several if not more of the ones in the 'Learn' link above. Don't just view the tuts, DO THEM! Don't be in a hurry, you have many months of work and learning ahead of you. The better you are equipped, the better your results.
     
    JoeStrout, Ryiah and warrenbrandt like this.
  3. warrenbrandt

    warrenbrandt

    Joined:
    Mar 3, 2018
    Posts:
    413
    Thanks Bill makes sense...
     
  4. CyberInteractiveLLC

    CyberInteractiveLLC

    Joined:
    May 23, 2017
    Posts:
    306
    well studying the standard asset's jet controller would be a good place to start
     
  5. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    There's several on youtube. I don't think any of them are very in depth, but it can get you started.

    The question is, are you trying to make this a physics based flight model? If so, that is an incredible amount of learning/work.

    Making a vehicle move and faking the forces of gravity, drag, lift, etc., that's not nearly as intensive, but it's not going to be a cakewalk either.
     
  6. warrenbrandt

    warrenbrandt

    Joined:
    Mar 3, 2018
    Posts:
    413
    Making a vehicle move and faking the forces of gravity, drag, lift, etc - this is where i will be aiming