Sorry mate, my head ain’t on right atm.
Since school is done, I got back to working on my obby.
Those circles on the ground are evil.
A while ago @Crazyman32 made a fin module that properly applied forces (lift/drag) to bricks to simulate pretty well how a surface would react to air forces being applied to it. Some of the values and restrictions used in the module were not realistic and I could tell that they may have just kinda “thrown” in there to make it work alright with the biplane its coupled with. Things like excessive drag at 0 speed were being applied and crazy high cl numbers with oddly low co multipliers. There was a line that took any angle of attack over 30 and just applied 0 cl to it to make a stall happen. Although this isnt the case in real life. The cl of an airfoil after its crtical angle of attack doesnt flat line to 0 it looks more like this:
I used data supplied here: http://prod.sandia.gov/techlib/access-control.cgi/1980/802114.pdf and then used polynomial regression to come up with a formula that gives cl accurately from a certain angle of attack… This makes stalling with it 1000% more realistic.
Also added fun things like wind. Heres a glider attached to a rope, and a flag I made, both with 100 studs/s wind being applied to them.
Are you releasing it?
A build menu for my rts game
Nice! This is exactly what I was hoping people would do!
I will, only think that’s fair to give everyone the benefit of accurate flight characteristics for airfoils if they wish to use them in their aircraft. Im working on some other things right now, namely wind changes, pressure altitude changes, dynamic airfoil changes (see super simple cl graph below for flaps down vs flaps up)
Along with modular “accuracy models” that could be increased by using more vector forces along the surface (When an aircraft turns the outside wing is flying faster than the inside wing, resulting in more lift being applied to the outer wing, increasing vector instances would only make this effect plus others more realistic) Xplane does something similar with its vector force system, note the green lines representing lift, and the red lines at the top representing drag (Notice how theres more drag on the vectors near the flaps since they are extended):
Worked on R11 some more and made two IK solvers.
Red = First/Old IK solver
Blue = New IK solver (more human-like)
I see you’re running into the shoulder offset problem with IK. (Target isn’t centered on the hand).
Not fun.
I had it on the center of the hand in an earlier gif (check my twitter)
I moved it to the thumb-area since that’s the part of the hand that will ‘grip’ the gun. The solution to your target center issue is to move the target over by relative x distance (ex: For my character rig I’d move the target 0.425 studs in X axis relative to torso as that’s where the IK is solved from). Don’t forget to account for your extra distance in the IK solver, though.
when your creator hasn’t textured you yet
That feel when your bare minimum effort side project nearly breaks 100k visits
but hey, i was able to find an old version of my track maker i had saved
so glad i don’t have to remake it as well…
EDIT: eurobeat intensifies
That’s seriously hot