Search Unity

  1. Click here to see what's on sale for the "Best of Super Sale" on the Asset Store
    Dismiss Notice
  2. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

Assets [RELEASED] Silantro Flight Simulator

Discussion in 'Works In Progress' started by Oyedoyin1, Mar 20, 2018.

?

Which is better in terms of "user-friendliness" and "performance"

Poll closed Aug 13, 2018.
  1. 1 giant script

    0 vote(s)
    0.0%
  2. Multiple smaller scripts

    15 vote(s)
    100.0%
  1. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Oh now i get you.:)

    Thats basically what the hydraulics system does. it takes care of any moving part e.g. Doors, canopies, gears on the aircraft and interpolates their drag effect on the aircraft based on preset values.

    Here is the hydraulics system closing and opening the canopy and doors of the F-35

     
  2. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    Aircraft Scaling Test


    PS: It is not recommended unless absolutely necessary
     
  3. vertigostudios

    vertigostudios

    Joined:
    Oct 1, 2012
    Posts:
    101
    Hi again, do you have any intention to allow for easy implementation of cockpit gauges IE roll, alt, rpm, oil temp and so forth. I know its alot to consider - but thought Id just put it out there. If you wanted to test such features Im more than happy to send you over one of my ww1 aircraft.



     
  4. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Yes. I actually developed some graphics for an app i'm working on for my boss,



    At some point i'm going to implement guages and dials which can be created directly from the tool menu and configured.
     
  5. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    I'll really appreciate that, cus getting a good cockpit is one of the factors stopping me from implementing the guages
     
  6. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Last edited: Sep 14, 2018
  7. SimLoop

    SimLoop

    Joined:
    Jun 17, 2013
    Posts:
    25
    Ok, sending now.
    -Rob
     
  8. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Check this out;). Pay attention to the changing drag coefficient as the propeller support moves
     
    blacksun666 likes this.
  9. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
  10. vertigostudios

    vertigostudios

    Joined:
    Oct 1, 2012
    Posts:
    101
    Add me to skype so that we can discuss this more
     
    Oyedoyin1 likes this.
  11. broesby

    broesby

    Joined:
    Oct 14, 2012
    Posts:
    112
    Hi,... I am planning to buy your asset but I have some questions,...

    1) Has it been used successfully to simulate RC-planes / low-weight fliers?
    2) How is the "realism" when it comes to gliding / no engines,..

    Last question is because it seems to me there is quite some focus on engines,.. ;-)

    And,.. a hope for the future / suggestion which I suspect you already thought about,..

    Will there be WIND? And in that case will it be variable so I can simulate upwinds with it,... and turbulence ;-)

    Thx in advance, Jesper, Denmark
     
  12. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Here's what i've been able to do in the last hour..:)


    As you can see the Wingsuit works!!! I had to write a separate controller for it tho, i.m also planning on adding more stability to the system.

     
  13. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    "Weight" is not a limiting factor for the system. Be it the biggest Cargo Plane or the smallest glider, the system holds. If you actually have a good model of a RC plane, i can do a quick demo for you.:)

    Despite the fact that a lot of work is put into the engines, the Aerofoil system is completely independent of the Propulsion system i.e planes can fly with no engine on board or glide if the engines are turned off or destroyed.
    I advice you test this with the Boeing 737 in the Web demo. Takeoff, fly to a sufficient altitude, turn-off the engines and glide back down.

    Yes i plan on adding a wind component to the existing weather system
     
  14. vertigostudios

    vertigostudios

    Joined:
    Oct 1, 2012
    Posts:
    101
    Here's an aircraft that I did a few years ago for Microsoft Flight Simulator. It'll be great to see her implemented with Oyedoyin1 systems. Flying from a 1st and 3rd person perspective. Id be more than happy to allow him to use the P36 as a demo aircraft.





     
  15. SimLoop

    SimLoop

    Joined:
    Jun 17, 2013
    Posts:
    25
    So how do I access the new controller? Is there an update?
    -R
     
  16. Karearea

    Karearea

    Joined:
    Sep 3, 2012
    Posts:
    339
    Gorgeous P-36!
     
    vertigostudios likes this.
  17. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    version 1.15 Log

    1* Added Support for Fixed Landing gears



    2* Added Support for Asymmetric Control Surfaces i.e possible clamps in either axis



    e.g the F-22


    3* Added new Flaperon Control

    Surface Test

    Flight Test
     
    WebLab likes this.
  18. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    New Boeing VC-25 Airforce One, will be available soon..

     
    WebLab likes this.
  19. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #Setup Sample 1: F-117 Nighthawk

     
    WebLab likes this.
  20. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #Setup Sample 2: Boeing VC-25 Airforce One

     
    WebLab likes this.
  21. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    Catapult Launch System almost done!!:):)

    Electromagnetic EMALS Launch tests
    Test 1


    Test 2
     
    Bartolomeus755 likes this.
  22. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    First EMALS Aircraft Carrier Launch

     
  23. VR_Rookie

    VR_Rookie

    Joined:
    Nov 24, 2012
    Posts:
    25
    Hi Oyedoyin1,

    I purchased the pro version and I'm looking forward jumping into it. Before I start, I have watched some of your tutorial videos and I was wondering how I can implement animated flaps from maya/max similar to the video link below into your editor?

     
  24. VR_Rookie

    VR_Rookie

    Joined:
    Nov 24, 2012
    Posts:
    25
    Please can you explain how the control board works, I cannot start engines or use throttle for testing, there is no documentation regarding control setup except for an image of a joystick and ps3 controller. I don't have a logitech joystick or a ps3 controller.
     
  25. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Give me a couple of hours to implement the animation system into the aerofoils. I've tried to avoid it, but i think this flap will be too complex for the "movement" system.
     
  26. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Sorry about that

    To start working with the package, you have to setup the inputs first. For keyboard controls;

    From the Tool menu, go to Miscellaneous/Setup Input/Quick Setup, you should get a notification of successful keyboard configuration.
     
  27. VR_Rookie

    VR_Rookie

    Joined:
    Nov 24, 2012
    Posts:
    25
    No need to rush with it, take your time.
     
  28. VR_Rookie

    VR_Rookie

    Joined:
    Nov 24, 2012
    Posts:
    25
    thx for the quick reply!

    So I setup the inputs in the middle of my project, and when I press play the airplane is broken apart. Can I undo the keyboard inputs setup and find another way to fix it without breaking up the aircraft?
     
  29. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    What do you mean by "Broken apart ",.. The aircraft explodes!?. It's only supposed to do that on collision and manual destruction.
     
  30. VR_Rookie

    VR_Rookie

    Joined:
    Nov 24, 2012
    Posts:
    25
    It could be my workflow that's causing problems. I want to work in a certain way, you want me send you an email to discuss it?
     
  31. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Yes Definitely.

    Email: silantrosimulator@gmail.com
     
  32. longroadhwy

    longroadhwy

    Joined:
    May 4, 2014
    Posts:
    1,487
    Have you seen the YAK110? It is pretty interesting since they took two Yak-55 and put them together like a P-38 lightning and then put a jet engine in the middle.

    https://yak110.com/

    They have videos of the build here:

    https://yak110.com/category/the_build/
     
  33. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    The setup will definitely be fun to try out:):)...I'll try and get it done in my free time.
     
  34. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    V 1.15 Latest Additions

    1. Added support for gear animations. Especially for complex gear motions the hydraulic system can't handle.
    2. Added support for flap deflection animations
    3. Added analog dials and gauges 60% done.
     
  35. Bartolomeus755

    Bartolomeus755

    Joined:
    Jun 20, 2013
    Posts:
    259
    Great work so far, do you have any plans to add support of helicopters?
     
  36. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
  37. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Yes. I've actually started some preliminary work.

     
    HeadClot88 and Bartolomeus755 like this.
  38. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    Initial Dials and Gauges Test

    Special Thanks to @vertigostudios for the cockpit model :)



    Tachometer Test

     
    Bartolomeus755 likes this.
  39. VR_Rookie

    VR_Rookie

    Joined:
    Nov 24, 2012
    Posts:
    25
    Amazing work!
     
  40. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    SIlantro Pro v1.15 Beta has been submitted

    v 1.15 Beta

    · Added Flaperon Control surface

    · Added Support for fixed landing gears

    · Added Catapult Launch system (Still under Test)

    -EMALS (Electromagnetic Launcher) Catapult

    -Steam Catapult System

    · Added support for asymmetric surface deflections

    · Added support for flap and gear animations (Still under Test)

    · Added support for physical dials and gauges
     
  41. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    Proportional Navigation Missile Sneak peek ;), Kinda enjoy testing it:D:D

     
    WebLab likes this.
  42. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    NEW AIRCRAFT SETUPS ARE NOW AVAILABLE ON THE STORE!!!
     
  43. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    WebLab likes this.
  44. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    I'm really sorry about the new update delay. v1.15 Beta has been pending review for almost 10 days now, don't know why its taking so long.

    The web demo has been update with the new features.
    Link: https://oyedoyin.itch.io/silantro-flight-simulator
     
    WebLab likes this.
  45. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    #UPDATE

    Silantro Weapon System...Coming Soon

    Guided Bomb with True Calculated Targeting System
     
    JamesArndt and WebLab like this.
  46. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Latest weapon Tests. I'm gonna make a separate post for it soon..





     
  47. jgwinner

    jgwinner

    Joined:
    Dec 21, 2016
    Posts:
    19
    New
    Hi

    I'd like to use Silantro for a spaceship that has a "spacedrive" that acts sort of like a tractor beam. There is more to it than that, including power inputs, "capacitor banks" for large accelerations and the like, but I figure if the mechanic is there I can create my own gauges.

    The 'Tractor beam' has to be controllable as to angle, force, etc. I can write this, as long as I know how to integrate that. Almost like a force vectoring nozzle, but as it's a tractor beam, would have to be able to 'attach' to something underneath or on top of the craft (I can write these rules, I would need a way to put the actual thrust back into the craft).

    Can I put in my own "thrust" rules and have the aerodynamics code calculate drag, etc. as parts of the spacecraft open, etc.

    Is that doable?

    Thank you,

    == John ==
     
  48. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    Yes you can create your own gauges from v1.15

    Easiest thing you can wish for.

    The Aerodynamics and Propulsion system are completely independent, so you don't have to "Put the thrust back to the craft" you just have to apply the "Thrust force to it" ;)

    All you have to do is make all your complex calculations to arrive at a particular thrust value (float), then apply this force as a vector to the spacecraft Rigidbody.

    The F-22 Raptor project is available to guide you with the thrust vectoring process :http://u3d.as/1jJL

    Yes ....you can have your own rules as much as you want them.

    Take the Piston engine for example, the SU Carburetor chokes and eventually shuts off during negative G turns..That rule only applies to this engine. While reverse thrust is only available in Turbofan Engines.
    So since you'll be writing your own engine script, you can have special rules governing it.

    This is already done for you..With the "Hydraulics System". It will handle opening the doors and other parts while calculating the drag effects on the vehicle. Check out this previous post :https://forum.unity.com/threads/released-silantro-flight-simulator.522642/page-6#post-3679264

    You can contact me directly if you need any more clarification.
     
    Last edited: Oct 15, 2018
  49. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    7,842
  50. Oyedoyin1

    Oyedoyin1

    Joined:
    Oct 30, 2016
    Posts:
    778
    I knew someone would notice :D.

    All the script calculations are done in metric units, but when time came to display the values i wanted to have an enum of three different units; Metric, Imperial and Customized.

    Personally i like some units and i hate others, for some reason i find it awkward to see aircraft speed in m/s or altitude in meters..it just doesn't settle well. But then again i like doing my weight and force calculations in kg and N respectively.

    I guess i'll put in the unit selection in v1.16, but personally i'm gonna leave my display like that :D:D
     
unityunity