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"Realistic" flight dynamics model of aircraft and helicopter for simulation games.

Discussion in 'Scripting' started by Adamo, Jan 7, 2011.

  1. Adamo

    Adamo

    Joined:
    Dec 17, 2010
    Posts:
    55
    Do you know if there is any Unity3D compatible software library/script of "realistic" flight dynamic model of aircraft and helicopter to develop flight simulation type of games?

    -Adamo-
     
  2. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
    Posts:
    5,434
    That's been asked before and the answer now is the same as it was before, "it's possible, but you'll have to integrate it yourself". I know a couple of folks have attempted it, but I don't know if they ever succeeded in finishing it. One recent attempt was a "flight suit" simulator. Not the recently released game, but another project that was based on actual flight dynamics. I don't know if that project was ever completed though.
     
  3. Frednaar

    Frednaar

    Joined:
    Apr 18, 2010
    Posts:
    153
    I can help with realistic flight dynamics (I did that already), what is your project ?

    Bye
    Fred
     
  4. LoneWolfGabo

    LoneWolfGabo

    Joined:
    May 6, 2010
    Posts:
    172
    Hi, i'am currently developing a realistic flight physics and dynamics. Still have some work to do but so far feels fairly realistic. Althou the aprouch is rather simple. In the future im planning to incorporate more complex formulas in the dynamics.
    Once i get it done i might make a little tutorial / example for a basic set up.
     
  5. Antitheory

    Antitheory

    Joined:
    Nov 14, 2010
    Posts:
    549
    I've got a working flight simulator based on flight physics. It works pretty great but there are a few cheats which you will probably have to do to get realistic flight in Unity. One notable problem I had was getting angular drag working right. I didn't want to use the built-in drag on the rigidbody, because I figured my drag algorithms would take care of it. Alas I had to fudge it and up the rigidbody drag values as speed increases, otherwise the plane will slide through the air on a sharp turn.

    NASA is a great place to start learning about how to implement flight physics in a game:

    http://www.grc.nasa.gov/WWW/K-12/airplane/guided.htm

    Specifically have a look at the lift and drag equations. On their site you can download a program called FoilSim which can calculate lift/drag coefficients for you. It's a fairly involved process, but you will learn a lot about planes and flying as you go.
     
  6. tokmoh

    tokmoh

    Joined:
    Jan 5, 2011
    Posts:
    12
  7. LoneWolfGabo

    LoneWolfGabo

    Joined:
    May 6, 2010
    Posts:
    172
  8. tspree15

    tspree15

    Joined:
    Oct 25, 2011
    Posts:
    35
    Hi LoneWolfGabo,

    How is your flight sim project coming along?
    I'm in desperate need of help.

    Thank you
     
  9. tspree15

    tspree15

    Joined:
    Oct 25, 2011
    Posts:
    35
    Hi,

    I'd love to hear about your flight simulator. We're really looking for help.

    Thanks

     
  10. grizzly

    grizzly

    Joined:
    Dec 5, 2012
    Posts:
    356
    Not in Unity but I'm aware that X-Plane uses Blade Element Theory which you can read about here.
     
  11. ba3485111

    ba3485111

    Joined:
    Feb 2, 2023
    Posts:
    1
    Did you get to build this completely? I'm interested to know more since I'm building one myself.