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Posted

Hi Guys!

Here you are my own flightSim called theDOG.

The flight model is completly drive by PhysX engine follow my equations for lightPlane shape, materials, weight, air etc...

Please consider it's still in alpha stage and it's a one man job done in spare time; lot's of work as to be done yet.

Please take a try here: theDOG

 

Any feedback will be appreciated!

 

Thanks

Massimiliano

  • Like 2
Posted

Cool, this just confirms my long held beliefs that PhysX can be used to make a flight sim.

Current Sims:

DCS Black Shark, Falcon 4.0, X-Plane 9, Steel Beasts Pro PE, IL-2 1946, ArmA 2, FSX, Rise of Flight, EECH, Harpoon 3 ANW, CSP

Posted
Cool, this just confirms my long held beliefs that PhysX can be used to make a flight sim.

 

You're right!

 

Thanks mate!

Posted
You're right!

 

Thanks mate!

 

Just out of curioscity though, how did you do the flight modeling, as in how did you model the air that was around the aircraft. Did you model all the air in the area at the same time using a fluid, or did you just do a box of fluid around the object that is in motion that represents the air around the object?

Current Sims:

DCS Black Shark, Falcon 4.0, X-Plane 9, Steel Beasts Pro PE, IL-2 1946, ArmA 2, FSX, Rise of Flight, EECH, Harpoon 3 ANW, CSP

Posted (edited)
Just out of curioscity though, how did you do the flight modeling, as in how did you model the air that was around the aircraft. Did you model all the air in the area at the same time using a fluid, or did you just do a box of fluid around the object that is in motion that represents the air around the object?

 

First I started the lightPlane project as I would build it in real life, so I started all the necessary calculations.

Then I put it into the engine (scale model 1:1), and I began to program it using the PhysX sdk according to my calc. results.

In this simWorld (scale 1:1) all the enviroment is driven by PhysX, so there isn't any bounding box around the model conteining the fluid dynamics, it's just all the world.

The goal is to add multyplayer, at least 4on4, to have an advance light sim, simply to use and born to improve your dogfight skill, and have some fun.

Someone ask me why I didn't use some real life aircraft, the answer is that I could get into troubles regarding license from the original manufactories.

So, for me, it's better a sci-fi lightPlane, that If you build in real life, it could fly in the same way as it does into the simulation.

 

Thanks

Massimiliano

Edited by yumax
Posted

Why did you not use an existing FM engine like jbsim for example?

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted
Why did you not use an existing FM engine like jbsim for example?

 

'cause i feel comfortable with unity!

and 'cause with it I was able to start, FM, from scratch.

Good exercise undoubt!

Posted

Certainly a good exercise - could you compare your FM to JBSIM?

Also, are there any restrictions/differences that you have faced when using the PhysX engine?

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted (edited)
Certainly a good exercise - could you compare your FM to JBSIM?

Also, are there any restrictions/differences that you have faced when using the PhysX engine?

 

I don't know JBSIM enough to do a comparision with my FM.

What I can say is that PhysX is amazing and it's FPS independent, so all the routines are driven according to the real time.

In my experience I didn't notice any restriction in the PhysX engine and let me say it's extremely exact reproducing my papers calcs.

I hope we'll have some interesting updates in the engine now that PhysX belongs to NVIDIA.

Edited by yumax
Posted (edited)

Hey, that was pretty good! You even had a model in there for pulling Gs. Its amazing what can be done in an internet browser these days.

 

As for the FM, I noticed that the plane is very docile when it comes to stalls and spins. I couldn't depart, it always flopped back over with the nose pointed down. I don't know if this was intentional or not, not every plane is a spinning death trap waiting to happen, of course. I did notice that the flight characteristics at slow speed were not what I expected. I nearly crashed on my first landing attempt because I was expecting a smooth glide but what I got was a plane dropping nose-downward like a ton of bricks. I had to fly the plane down to the runway and just chop the throttle to touch down rather than gliding down and flaring. Again, maybe this was intentional but it does seem a tad unrealistic to me.

 

I'm not sure if the aircraft is modeling a real one, but you have some awesome thrust-vectoring nozzles on that thing. :)

 

Good job! :)

Edited by RedTiger
Posted (edited)
Hey, that was pretty good! You even had a model in there for pulling Gs. Its amazing what can be done in an internet browser these days.

 

As for the FM, I noticed that the plane is very docile when it comes to stalls and spins. I couldn't depart, it always flopped back over with the nose pointed down. I don't know if this was intentional or not, not every plane is a spinning death trap waiting to happen, of course. I did notice that the flight characteristics at slow speed were not what I expected. I nearly crashed on my first landing attempt because I was expecting a smooth glide but what I got was a plane dropping nose-downward like a ton of bricks. I had to fly the plane down to the runway and just chop the throttle to touch down rather than gliding down and flaring. Again, maybe this was intentional but it does seem a tad unrealistic to me.

 

I'm not sure if the aircraft is modeling a real one, but you have some awesome thrust-vectoring nozzles on that thing. :)

 

Good job! :)

 

It's intentional!

It could seems like normal lightPlane, but it's not!

It's design to be aggressive and required skill pilot.

You have 2 big turbine(lot's of weight) under the stretch main wing (high manouvrability but little lift under 170 knots in this sim), and when your trust is not enough, the center of mass wins rapidily over your lift point, and so nose hard down.

Please notice that no flaps are present, this for have a funny and no simple plane to fly at low approaching speed.

However after ten landing you'll learn how to approach the runway with this plane.

And remember it's an alpha!

It will be available as webplayer, and as standalone for Pc and Mac.

I don't know if exists a turbine mod lightplane in real life, once I saw, on youtube, a jetcat soaring...simply amazing!

 

Thanks

Edited by yumax
Posted (edited)

Although GPU's cant replace CPU's by chip design they are much faster for calculations (orders of magnitude faster infact).

 

Flight SIM physics would benifit greatly from GPU's by off loading these tasks from the CPU. Tremendous potential. Hope one day that all GPU's get united under the same GPU programability standard. thats what I think its holding back support for CUDA (or ATI's equivalent).

 

Cheers.

Edited by Pilotasso

.

Posted
It's intentional!

It could seems like normal lightPlane, but it's not!

It's design to be aggressive and required skill pilot.

You have 2 big turbine(lot's of weight) under the stretch main wing (high manouvrability but little lift under 170 knots in this sim), and when your trust is not enough, the center of mass wins rapidily over your lift point, and so nose hard down.

Please notice that no flaps are present, this for have a funny and no simple plane to fly at low approaching speed.

However after ten landing you'll learn how to approach the runway with this plane.

And remember it's an alpha!

It will be available as webplayer, and as standalone for Pc and Mac.

I don't know if exists a turbine mod lightplane in real life, once I saw, on youtube, a jetcat soaring...simply amazing!

 

Thanks

 

Interesting!

Posted
Although GPU's cant replace CPU's by chip design they are much faster for calculations (orders of magnitude faster infact).

 

Flight SIM physics would benifit greatly from GPU's by off loading these tasks from the CPU. Tremendous potential. Hope one day that all GPU's get united under the same GPU programability standard. thats what I think its holding back support for CUDA (or ATI's equivalent).

 

Cheers.

 

you're thinking of this

 

 

http://www.khronos.org/opencl/

Current Sims:

DCS Black Shark, Falcon 4.0, X-Plane 9, Steel Beasts Pro PE, IL-2 1946, ArmA 2, FSX, Rise of Flight, EECH, Harpoon 3 ANW, CSP

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