![]() You can keep on flying even with a missing wing if you've got the skills. Parts can break off in a spectacular fashion while you're flying due to over-stress or by impacting something. Weight distribution, thrust, lift, and drag are all calculated continuously while flying. Every little decision you make while designing will impact how you fly it. DYNAMIC FLIGHT MODELįlight simulation at its finest. LOOKING FOR VR?Are you looking for the new SimplePlanes VR? After you get to the bottom of this page, you can check out the list showing a quick comparison between SimplePlanes and SimplePlanes VR. You can upload your own airplanes and rise through the ranks from a bronze builder to a gold level builder. Over 100,000 airplanes are available to download for free from Find anything from old WW2 bombers to next generation fighters to sci-fi spacecrafts. Design and attach wings and then strap yourself into the cockpit and see how it flies. Snap parts together to build your airplane's body. I'll definitely start a topic about it shortly.You have the tools you need to bring any airplane to life. It'd certainly derail the OP's thread for one thing. I suppose I should write up a proper thread about all this, since there's a whole lot to the project which is awkward to elaborate here. I haven't coded the editor (hangar) interface yet, and for now I've been arranging the airplane parts using the unity scene editor so that I can debug the basic flight dynamics. Parts are then connected by slightly flexible joints (not too wobbly, but enough so that long wings will realistically flex) - and there's a bunch of options on wing parts to define how they should react to pilot controls, like say "this part is a wing with an aileron section - move it up and down along with input X axis" and so and such. That is, the airplane is really just the sum of it's parts, each one of which is programmed to react to airflow and forces in their own specialized way. This features full physics-based simulation built on a "fly-by-parts" approach. Here's a free screenshot of our running prototype: So yeah, it's out there now - MotorWings is a real thing, and I'm the lead developer of it. I wasn't gonna post about it until we had our web forum setup and whatnot, but oh well, I knew the demand for this concept was much too high for it not to pop up all by itself sooner or later. I kid you not! - This is what I'm actually staking my career as a game developer on ![]() I suppose there isn't any point in keeping it under wraps, especially after I went down to FSExpo in Orlando recently and told everyone whom would listen about the idea.Īnyways, the concept is basically the long-lost lovechild of KSP and the grand classic "Crimson Skies"Īnd this is quite honestly a work in progress at this exact moment. There isn't one YET - but please be patient, as I am myself currently working on just exactly this project. ![]() KSP is a space game first and foremost and planes suffer for that, I really think having a game with KSP's build style but dedicated to planes would be a great thing. I would pay good money for a spin-off called Kerbal Flight Program more dedicated to plane flight with a more detailed Kerbin, things to fly around and do, more advanced atmospheric planes and no space.
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