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| 07 Oct 2011 01:52 PM |
I haven't played roblox for a while and I feel like making something. I noticed terrain was added, and I figured whats goes better with a 3d landscape than flight sims? I also just recently learned a few interesting things about flight dynamics from the history channel and I want to test them haha.
By flight simulator I don't mean anything near windows flight sim, or anyone elses flight sims on roblox (That I know of). Basically a nice medium. I plan for simple fluid mechanics. Like really dumbed down. Basically velocity, wind, drag and lift paired with the constants of wingspan and airfoil ratio.
I haven't toyed with the terrain generator other than noticing it's much more efficient due to roblox using culling for once. Is there an accessible terrain service yet? I'd like to have the map fairly big.
Any thoughts? |
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| 07 Oct 2011 02:18 PM |
| ...I had been trying to make this already and am trying to get the right upthrust...I came up with the idea when I was a absolute noob when I notices the plane controls were unrealistic... |
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| 07 Oct 2011 03:07 PM |
| who are you robloxking............gobwey? |
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| 08 Oct 2011 01:26 PM |
| I'd enjoy a few more comments. |
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| 08 Oct 2011 09:18 PM |
| Well, a flight simulator with ROBLOX's terrain would certainly be nice. Might require some haxish stuff, though, since planes require to work with physics and all that. |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 08 Oct 2011 09:31 PM |
| Yes, there is a terrain service. It is almost fully documented on the Wiki thanks to HotThoth. |
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Aerideyn
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| Joined: 16 Jan 2010 |
| Total Posts: 1882 |
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| 08 Oct 2011 09:43 PM |
Its not so hard,
Dynamic pressure is simply: (density*(Airvelocity.Magnitude^2))/2
Get a unit vector from the local x axis of the part, then XAxisVector:Dot(AirVelocity) * FaceArea is your projected area.
multiply your projected area by the dynamic pressure, and then multiply the result by the Xaxisvector to get the reaction force for that face.
repeat for each axis then add the reaction forces for the 3 axis's into a single vector3 load that vector3 into a bodythrust and you have the total reaction force for that part.
duplicate that script into every part you want to simulate aerodynamics on, and bam - you have a highly accurate flight simulator!
if you want to take it further.. get the angle of attack between the part and the airflow and create a simplified AOA vs Coefficient lift equation. when the Aoa is between about 12 and -12 degrees multiply the Y element of your Yaxisreactionvector by the CL to simulate the action of an aerofoil, when it exceeds those angles have it revert to a standard flat plate simulation and you have effectively simulated a stall!
i used this in my "land a space shuttle" game, it works beautifully - if you going to give it a go then good luck :) it gives a great result. |
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| 08 Oct 2011 11:05 PM |
Thanks Aerideyn. I didn't really consider the reaction forces of actual faces. I was just going to do faux airfoils. I'm going to check out your game now :) |
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Aerideyn
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| Joined: 16 Jan 2010 |
| Total Posts: 1882 |
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| 08 Oct 2011 11:09 PM |
np :) make sure you jump in the front left seat to make it work ;) |
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Samacado
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| Joined: 16 Feb 2008 |
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| 08 Oct 2011 11:12 PM |
Howdy, weasel. How goes n8? |
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| 08 Oct 2011 11:16 PM |
I have to wait for the server to close cause I broke it hoping around seats haha
And N8 is doing good, aion is starting development again after all summer having barely any :/. |
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| 08 Oct 2011 11:22 PM |
| Wow, that game reminds me of a physics game I found a long time ago. I forget what it was called, but you could build just about any vehicle powered with aerodynamics. |
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| 09 Oct 2011 06:06 AM |
I made a wing part, you can propably find it in my models (???)
Not sure if it works in case its in my models though, as it uses bodythrust and i had problems with it but i think that was with making an engine, not with the wings. |
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