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Assets [RELEASED] Silantro Flight Simulator

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

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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. blacksun666

    blacksun666

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    Was thinking of propellers like this
    and

    As you can probably guess, Im after modelling a glider so anything else that would support this would be great (tow planes)
     
  2. Oyedoyin1

    Oyedoyin1

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    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

     
  3. Oyedoyin1

    Oyedoyin1

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    #UPDATE

    Aircraft Scaling Test


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

    vertigostudios

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    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.



     
  5. Oyedoyin1

    Oyedoyin1

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    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.
     
  6. Oyedoyin1

    Oyedoyin1

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    I'll really appreciate that, cus getting a good cockpit is one of the factors stopping me from implementing the guages
     
  7. Oyedoyin1

    Oyedoyin1

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    Last edited: Sep 14, 2018
  8. SimLoop

    SimLoop

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    Ok, sending now.
    -Rob
     
  9. Oyedoyin1

    Oyedoyin1

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    Check this out;). Pay attention to the changing drag coefficient as the propeller support moves
     
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  10. Oyedoyin1

    Oyedoyin1

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  11. vertigostudios

    vertigostudios

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    Add me to skype so that we can discuss this more
     
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  12. broesby

    broesby

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    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
     
  13. Oyedoyin1

    Oyedoyin1

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    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.

     
  14. Oyedoyin1

    Oyedoyin1

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    "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
     
  15. vertigostudios

    vertigostudios

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    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.





     
  16. SimLoop

    SimLoop

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    So how do I access the new controller? Is there an update?
    -R
     
  17. Karearea

    Karearea

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    Gorgeous P-36!
     
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  18. Oyedoyin1

    Oyedoyin1

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    #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
     
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  19. Oyedoyin1

    Oyedoyin1

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    New Boeing VC-25 Airforce One, will be available soon..

     
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  20. Oyedoyin1

    Oyedoyin1

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    #Setup Sample 1: F-117 Nighthawk

     
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  21. Oyedoyin1

    Oyedoyin1

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    #Setup Sample 2: Boeing VC-25 Airforce One

     
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  22. Oyedoyin1

    Oyedoyin1

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    #UPDATE

    Catapult Launch System almost done!!:):)

    Electromagnetic EMALS Launch tests
    Test 1


    Test 2
     
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  23. Oyedoyin1

    Oyedoyin1

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    #UPDATE

    First EMALS Aircraft Carrier Launch

     
  24. Dingledorf

    Dingledorf

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    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?

     
  25. Dingledorf

    Dingledorf

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    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.
     
  26. Oyedoyin1

    Oyedoyin1

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    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.
     
  27. Oyedoyin1

    Oyedoyin1

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    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.
     
  28. Dingledorf

    Dingledorf

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    No need to rush with it, take your time.
     
  29. Dingledorf

    Dingledorf

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    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?
     
  30. Oyedoyin1

    Oyedoyin1

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    What do you mean by "Broken apart ",.. The aircraft explodes!?. It's only supposed to do that on collision and manual destruction.
     
  31. Dingledorf

    Dingledorf

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    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?
     
  32. Oyedoyin1

    Oyedoyin1

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    Yes Definitely.

    Email: silantrosimulator@gmail.com
     
  33. longroadhwy

    longroadhwy

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    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/
     
  34. Oyedoyin1

    Oyedoyin1

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    The setup will definitely be fun to try out:):)...I'll try and get it done in my free time.
     
  35. Oyedoyin1

    Oyedoyin1

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    #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.
     
  36. Bartolomeus755

    Bartolomeus755

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    Great work so far, do you have any plans to add support of helicopters?
     
  37. Oyedoyin1

    Oyedoyin1

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  38. Oyedoyin1

    Oyedoyin1

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    Yes. I've actually started some preliminary work.

     
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  39. Oyedoyin1

    Oyedoyin1

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    #UPDATE

    Initial Dials and Gauges Test

    Special Thanks to @vertigostudios for the cockpit model :)



    Tachometer Test

     
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  40. Dingledorf

    Dingledorf

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    Amazing work!
     
  41. Oyedoyin1

    Oyedoyin1

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    #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
     
  42. Oyedoyin1

    Oyedoyin1

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    #UPDATE

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

     
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  43. Oyedoyin1

    Oyedoyin1

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    #UPDATE

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

    Oyedoyin1

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  45. Oyedoyin1

    Oyedoyin1

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    #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
     
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  46. Oyedoyin1

    Oyedoyin1

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    #UPDATE

    Silantro Weapon System...Coming Soon

    Guided Bomb with True Calculated Targeting System
     
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  47. Oyedoyin1

    Oyedoyin1

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    Latest weapon Tests. I'm gonna make a separate post for it soon..





     
  48. jgwinner

    jgwinner

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    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 ==
     
  49. Oyedoyin1

    Oyedoyin1

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    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
  50. Antypodish

    Antypodish

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