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Usim flight module in Asset Store

Discussion in 'Made With Unity' started by Gabo_campitelli, Mar 9, 2014.

  1. Gabo_campitelli

    Gabo_campitelli

    Joined:
    Oct 17, 2012
    Posts:
    271
    Yes i have been working on that aspect, but it's not yet been added to the published version. Currently working on a transform based "simulation" wich is used for distant units instead of physics based all the time wich is resource consuming. Both the AI as the physics.
    And regarding to combat air manouvers for now you can just set another aircraft as target for the autopilot and se max banking angle to 90 or more and it will do a more agresive flight.
    If you are using uSim Automated Weapon System (AI turrets) you can mount them as fixed weapons and have the turret fire between certain angle, and it will fire when the target aircraft is more or less in front. To make the AI more lethal you can add some rotatin range to the weapon (even thou it looks as fixed) and it will calculate some lead to actually hit something.
    But nothing like loops, evasive actions or anything of that sort.
     
  2. Gabo_campitelli

    Gabo_campitelli

    Joined:
    Oct 17, 2012
    Posts:
    271
    Hello!

    So finally 1.44b is out. Not big changes in this update. Mainly getting rid of compability errors for 2018 users. And hopefully getting rid of InputsManager installation issues.
    As for the development, it's active as allways. Currently, thanks to Dean from Vertigostudios, currently included UNet Arena has been greatly tested and improved.
    In near future i will probably be publishing a "plus" version of uSim that incorporates uSim AI Turrents as weapons system. As well as combat oriented setups for AI. Both for offline or UNet use. uSim owners will be able to make the upgrade. I also know that UNet is going to be no longer supported by Unity. But my idea is to provide MasterServer's code for users to be able to host their own UNet services.
    Also working on adding more component based documentation. and also have to put together a tut video.
    On the long run for this year the idea is to add full AI optimization to allow large amounts of flights to be active. And a better editor integration for the AI management.

    Thanks to all for the support this past 5 years since first release.
     
  3. Sledo

    Sledo

    Joined:
    Dec 27, 2013
    Posts:
    5
    I do not have a demo version of the product. Please fix it so that you can test it.
     
  4. Gabo_campitelli

    Gabo_campitelli

    Joined:
    Oct 17, 2012
    Posts:
    271
  5. blacksun666

    blacksun666

    Joined:
    Dec 17, 2015
    Posts:
    138
    @Gabo_campitelli What's happened to your website, domain seems to have disappeared? Have you got another place you store the docs and add-ons?
     
  6. Sledo

    Sledo

    Joined:
    Dec 27, 2013
    Posts:
    5
  7. Gabo_campitelli

    Gabo_campitelli

    Joined:
    Oct 17, 2012
    Posts:
    271
    Hi. The hosting service i had pretend to charge a ridiculos price for what i was using it. So i'm on the look for a new one.
    Anyway. it's on a gdrive folder so here are the link for now

    ships PDF
    https://drive.google.com/open?id=0B46wsopXF63OWkRSeXQ5NVRPdmc
    aircrafts PDF
    https://drive.google.com/open?id=0B46wsopXF63OQVc3cTFwZU1QSWc

    Demo
    https://drive.google.com/open?id=1ZicpAC0t3blq-CbRNC-Kr9ndEV6LhTda
    Demo with AI
    https://drive.google.com/open?id=0B46wsopXF63OQWswdWdmZ0N0STg

    Also all this PDF files are included in the package in the Documentation folder.
     
    blacksun666 likes this.
  8. Gabo_campitelli

    Gabo_campitelli

    Joined:
    Oct 17, 2012
    Posts:
    271
    Hello, well here's the thing. uSim is all physics based behaviours. Engines included. What happen then is that in some engines i have left the engine torque too low at low RPMs. So to over come engine friction in some vehicles you have to both press and hold the engine started (E key) and add throttle. This is not a bug, is an intended behaviour. As you might now in real life for example when you want to start a cold engine, there's a lot of friction. Low temparature, cold oil, etc... So you have to put a lot of fuel and and throttle to evercome all that friction to get the engine starter.
    Anyway. you can tweek the engine to behave lke you want. You can make it in a way that it wount stall. so it's allways running unless you cut fuel. You can make it just by adding throttle in. It all depends on the parameters.
    So to clarify uSim is not a boxed product. is a framework that provides you highly open parameters for the physics based behaviours. That's why you see so many difference among the vehicles. But i think i corrected this bad parameters in last version. i just didn't upload a build of it yet.
     
  9. Sledo

    Sledo

    Joined:
    Dec 27, 2013
    Posts:
    5
    Understood, thank you. Very interesting asset, but nonetheless Demo is just awful. No, not even terrible, it is simply monstrous.
    I released my game on Steam, but I was mistaken with the choice of the physical model for the car. I understand your asset is made mainly for aviation? Behavior Sport Car to put it mildly strange. Nevertheless, I really like that there is a direct relationship between the engine and gearbox.
    Do you use the WheelCollider as a basis?