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Discussion in 'Works In Progress' started by Oyedoyin1, Mar 20, 2018.
Flight Test with Thermal Camera
Gun Targeting System
Dassault Mirage 2000
General Dynamics F-16 Fighting Falcon
J-20 Afterburner Test
Tupolev TU-22M Flight Test
Cockpit Controls + MFD Test
Hello... Im looking at tgis it looks great. Does it include any airplane models? You have many listed here in the forum including cockpits - are thosenincluded or are they seperately for sale?
Two aircraft models are included in the base package, A-29 and A-10. Majority of those in the videos are from private projects.
Added a control stiffening system to the control surfaces which will reduce the effectiveness of the control surface as a function of the aircraft speed.
Each surface actuator can be configured separately
Control effectiveness curve (Percentage effectiveness % vs aircraft speed )
Is it possible to make flying carpets or fantasy planes with this asset? Can you make ultralights not based on existing models.
Yes, you can. You can split the carpet to fore and aft sections and then have controls at the sides and tail. Here's a wingsuit example
The hands and legs are control wings while the body is a single non-controllable wing for support.
Here's a Trike Ultralight example: https://drive.google.com/file/d/1nSe8ZvqlijDA-AVQ9W4RMNqtHEpusR8H/view
Cruise Missile Test
Sample Waypoint Follow AI Tests
There are two invalid components
Yes, Unity has removed support for the old GUI elements used by their standard asset components. Unzip and copy the folder in the attached file into your project folder.
Send me an email if you run into any problems.
Full Autopilot Test (Speed, Altitude, Heading, and Bank Control)
Any ETA on the next update?
Heh, I tested the A-10 and almost didn´t crash.
Need to try this with my joystick too.
The store link on the first page didn´t work, is there a new link somewhere?
Soon, I've just gotten totally carried away with the new AI stuff
What I'm planning now is to release the finished base system additions (minus the dynamic coefficient component) with a simple stability augmentation system, then dedicate the next update to working on a detailed autopilot system. That way I can have enough time and space to go nuts
1. Store Link: https://assetstore.unity.com/packages/tools/physics/silantro-flight-simulator-toolkit-128025
2. Demo Link: https://oyedoyin.itch.io/silantro-flight-simulator
@Oyedoyin1 You had other airplanes for sale on the Asset Store where are they now?
I haven´t looked much into how the aerodynamics are done, could one implement a damage system similar to IL-2 into this, where shot parts would behave accordingly?
Also, does the flight/aerodynamics model need one solid mesh that contains the whole shape of the plane, or can it be made from several parts that are joined to the main model?
Things got of hand fast...as it turns out maintaining and providing support for multiple assets is way more stressful than I had estimated.
In fact, I haven't updated some of those aircraft setups in months. Now I only work on a select number of aircraft setups at a time, and I choose them based on the work that is being done on the system.
Definitely, and there are sample destruction scenes to make things easier to integrate.
Here's a destruction test:
The model type you have has no direct effect on the simulation, the main function of the model is to guide you through the setup process e.g getting the length/sweep of the wings or figuring out the radius of the propeller without having to get the data or search for them online.
So as long as the model is dimensionally accurate (still not a necessity, it'll just make setup easier), it doesn't matter if its a single mesh or multiple pieces.
Web Demo Update
version 2.35 is now available on the store
Please download the "Airfoil Updater" zip file (https://drive.google.com/file/d/1S5hTyR-l5Np2zIrbYqERPkzFSQIyr5xH/view) and follow the instructions if you have a previous version.
I see on the store page that VR support is included in 2.35 beta. The latest release is 2.35 on the store, but I couldnt find a sample scene that was VR enabled? Where should I be looking?
Yea, If I had included a scene, it'll have missing scripts for users who don't have the Oculus integration folder in their projects.
To set up a VR scene, just disable the "Camera System" object and drag in the "OVRCameraRig" into the aircraft.
Dynamic Coefficient Test
Bell V-280 Valor Flight Test
Northrop Grumman B-2 Spirit
how to realize this, have seen it before in the forum
When switching on an aircraft it speeds up and then it takes quite a few seconds before moving the throttle has any effect.
Is there a way to speed up the startup process?
Also, one of my aircraft pitches downwards all the time. Could there be something wrong with the setup or should I use some trim function?
Yes, you can bypass the "Startup" by switching the start mode to "Hot". Once switch on is initialized, the engines are active immediately.
You can check out the scenes in the "Hot Start" folder.
For the pitch issue, It might be that your aircraft is "nose heavy" and here are some things you can try;
1. Move the COG backwards or check the position of the "COG-Affecting" components e.g Fuel tanks
2. Check the Tail airfoils to make sure they're not generating too much lift at 0 degrees AOA
3. Activate the Trim function on the elevators to balance out the lift (But I'll advise you go with 2. in this case)
4. Use the Assisted flight control mode to balance only the pitch axis
Thanks, I managed to balance the plane by moving the COG a bit and adjusting the tail airfoils and tilting them a tiny bit (1 degree).
Another question: I can't seem to find any helicopters, and I'm also not sure which version of Silantro I have in my project?
PS: if you have an iPhone, you can test my app: https://testflight.apple.com/join/ZPjvX24K
You have the Fixed Wing system, the helicopters and such are in the Rotary Wing System