I found your post on Reddit. This video's quality is of insane quality and you did a really great job putting the whole thing together!
@JumpTrajectory
4 жыл бұрын
Thank you very much! I tried really hard and I'm happy you liked it!
@addmix
2 жыл бұрын
One thing to remember is that the body of an aircraft creates lift too, so airplanes won't feel quite right without aerodynamic surfaces on the body.
@YoAndyZou
Жыл бұрын
How much lift does it contribute? I would have guessed it'd be somewhat negligible compared to the wings
@amilkyboi
11 ай бұрын
@@YoAndyZou Unless the aircraft is specifically designed as a lifting body (see Martin X-24), the fuselage probably generates somewhere in the region of 10% of total lift. This is more of a figure for general aviation and commercial aircraft, though. Fighter aircraft are probably an exception to this, I'm not sure. I would imagine something like the SU-57 or F-22 generate a non-trivial amount of lift from their fuselages. They're both quite flat and have almost blended-wing body designs.
@jonaslavicka2411
11 ай бұрын
@@amilkyboi Maybe not lift, but i think aerodynamics of the body contribute to pitch and yaw stability
@tomsterbg8130
Ай бұрын
That's true. If we define lift as just the vertical component, it would be much more accurate (and cheap) if you just place a few surfaces along the body and calculate their normals from one direction to approximate the body shape. This creates newtonian drag and lift. I use a similar approach, but instead each part is a block and i check all 3 axis ensuring that it "just works" no matter how i build it, and it's because currently i'm building blocky planes.
@Why485
3 жыл бұрын
This is the best, most robust, and useful summary I've ever seen on writing aircraft physics for games. I'm especially impressed at the solution to physics substepping, as it's something that I actually struggle with on my own game.
@JumpTrajectory
3 жыл бұрын
Thank you! Glad to be helpful.
@dirkderkdurk
4 жыл бұрын
This is fantastic content, well done and thank you! The visualisation of everything really helps explain things, especially with the 3brown1blue colour scheme. The code is very much appreciated, as that's the main way I understand maths.
@JumpTrajectory
4 жыл бұрын
Thanks for watching! Glad you liked it!
@dirkderkdurk
Жыл бұрын
@YuoTvbe my bad, thanks!
@raymondlin642
4 жыл бұрын
Looks like I’m a bit later than everyone else, but I also saw your reddit post, and I have to say, I am more than impressed with the quality! Keep it up!
@adistyaherlangga2268
3 жыл бұрын
i was expecting code stuff but greeted with well explained physics and the maths behind it, much better than what i've been thought before in school. excellent tutorial
@mrandrossguy9871
2 жыл бұрын
I wish as well that More air games continue to have Options for More Engaging Physics that can be Applied for Any Platform, just like Realistic Driving Physics games
@altnomerus2150
3 ай бұрын
Based on your aircraft physics , I built a Kamikaze (Suicide) UAV simulation in Unity, and I'm continuing to develop on it. Excellent work, and many thanks for sharing it.
@antonisk8856
3 жыл бұрын
Thanks a bunch. I've been working on a bird "simulator" game and I've spent ages trying to figure out how to solve the jittering at low FPS
@hugo5097
3 жыл бұрын
Really hope you continue with this kind of content because you are doing a fantastic job, thank you!
@thedrumminggamer1064
Жыл бұрын
these videos are incredibly high quality, and its a shame you never continued your youtube journey
@Gesso64
Жыл бұрын
Imagine the computing power needed for a true to real life aerodynamics sim to work. Simulating each air molecule
@jan_the_man
3 жыл бұрын
This is amazing! The video quality is worthy for a 100k subs channel!
@MassimoRough
2 жыл бұрын
But is this video worthy for you to share it on your social media channels? Can you make an impact, not noise?
@caspera3193
2 жыл бұрын
Quality video and perfect for people who are not satisfied with over-simplified implementations!
@INeatFreak
4 жыл бұрын
This channel is so underrated. Hope you will blow up soon. You deserve it.
@forestrf
3 жыл бұрын
It will surely be a matter of time
@MassimoRough
2 жыл бұрын
Then you should share this video on your social media channels to support your "hope"
@Ramash440
2 жыл бұрын
As a fan of Ace Combat and of flight sims, and as a programmer who really likes Unity, this video is a gold mine. It does seem that something is wrong with your repository though, it simply redirects me to an error page. Not that it matters, I should be writing my own code anyways. Edit : Nevermind that part about the error page, all of Github is doing that today. I can't even access my own code!
@fuzzysphere
2 жыл бұрын
One of the best things I have seen on KZitem. Great job!
@gallardomatt
3 жыл бұрын
Dude, your video is so well made, thank you ! Vehicle physics are a very niche subject, but still you made a high quality video on it ! True dedication
@windowsxseven
Жыл бұрын
Not niche at all
@TheoremofBeethoven
4 жыл бұрын
Perfect! nice work.
@JumpTrajectory
4 жыл бұрын
Thank's a lot!
@GabrielBarbosa-bl4sb
3 жыл бұрын
Meu deus, foi tão dificil achar um conteúdo assim. Obrigado, mais um inscrito e ansioso por mais videos!! :D
@voidexp7180
Жыл бұрын
This is pure gold. I'd love to smash a donate button!
@YoungPpl-w7l
Жыл бұрын
Such a compact, elegant, informative video, abusolutely amazing!!!
@waffle2790
Жыл бұрын
Have you ever thought about doing a video on rotary wing aircraft physics?
@tansakdevilhunter9996
2 жыл бұрын
Very good quality, learn a lot of things Maybe for next video do it for car physics as a sim-arcade style
@OriFrish
4 жыл бұрын
I'll admit that for years I'm trying to find some sort of tutorial for this, since I write in Unity as a hobby. It was very thorough, and you managed to compress it to a 12 minutes beautiful video. My intention is even a lot more simpler, and I'm trying to create a 2D flight game. Do you have any tips on how can I take this project towards the 2D direction?
@JumpTrajectory
4 жыл бұрын
I think for a 2D game you'll be better off with unrealistic arcade contoller that suits your gameplay. For example you can model the airplane as a single piece with lift and drag angle of attack curves tuned by hand, or don't bother with forces at all. Either way my code won't help much, but the general principles laid down in the video might!
@Bashyb
Жыл бұрын
@@JumpTrajectory Would this work for fighter jets?
@Kiyodio
10 ай бұрын
@@Bashybfighter jets produce very little lift as they are designed to use speed to produce lift. Their aerofoils tend to be near symmetric so AoA makes most of their lift. But many use slats and flaps to modify this but for general behaviour as long as the aircraft moves directly forward is a much more approximate representation of fighter jets of course with gravity
@iamarugin
Ай бұрын
It would be nice to see the next video you are talking about at 4:45
@Dth091
2 жыл бұрын
Nice, is that some geometric algebra I spy in there? Great video! Hope to see more :)
@jdonaldsontcs
4 жыл бұрын
Bro... You made me sub in 2 minutes of this video. Looking forward to seeing your other posts!
@MemegamerVR
9 ай бұрын
i have made this work in vr, you should upload more
@HighwayDamage
2 жыл бұрын
the code is super clean, wow what a nice work! and it works better than all paid solution on the assetstore, its really accurate.
@MayaPapaya497
9 ай бұрын
I'm making a bird flight simulator, and I ended up using a very similar approach to you before I even saw the video! I've been experiencing the dreaded jitter like at 8:54 if I maneuver too fast, and I think the substep is a super elegant solution. However, my wing is broken into a lot of thin segments (around 20 per side), so I'm worried that recalculating the forces on each one will tank the performance. I guess the only way to find out is to benchmark it. If that turns out to be unfeasible, do you know of any other ways I can prevent it from jittering?
@danuvip
2 жыл бұрын
do i study airplane physics right now? im just searching for a way to implement great airplane physics for a game and wasnt looking for to study it haha, but its a great video with lots of information. keep going!
@fotografoulisses
3 жыл бұрын
SUCH AN UNDERRATED CHANNEL!
@jackrubiralta1925
2 жыл бұрын
This is a great video and has a really nice explanation. But are you ever gonna update the project to be able to incorporate spanwise flow so that you could have delta wings as an example.
@addmix
2 жыл бұрын
I would really like to see the final equation for Cd and Cl, that also takes Mach into account.
@atomictraveller
Жыл бұрын
my erudition is in audio rate modeling, i was surprised by the use of position delta as velocity in the XPBD method, if that's not common in physics sim (best explained in the video "09 Getting ready to simulate the world with XPBD"), might work better that way, or just oversample 128x :) thanks for the concise, focused presentation!! :O
@thairh-wisan
Жыл бұрын
Please do a followup video on Reynolds number ! I still struggle to understand this ^^;
@micahkress
4 жыл бұрын
This is exactly what I was looking for. You have an excellent method of explaining concepts. Question: Is your approach flexible enough to apply to cars? Hmm... I guess cars themselves kind of act as one big airfoil, ideally not producing lift, and if they do, toss a spoiler on the back. Essentially, I'm trying to achieve a good "feel" for when my car launches into the air. Currently, it just kinda spins about as if it's in a vacuum which feels "off."
@phxcppdvlazi
2 жыл бұрын
I don't see why not. Your approach sounds like it could work. But unless you are giving the player some sort of input to change orientation or angle of attack then I don't see the benefit of dedicating so much time to a feature that probably won't make much of an impact on the end-product? Maybe just hand-tune some fake "drag" forces depending on the angle of attack of the car, taking into account only air speed. That's what I would do if arcade physics would suffice.
@micahkress
2 жыл бұрын
@@phxcppdvlazi Ha, I am in fact allowing the players to manipulate their cars mid-air. My problem is I can't give them too much control, otherwise they can just cancel out any tumbling effects immediately, but too little control has the opposite problem. I figured air physics would help me find a middle ground. And yeah, you're right, it is arcade style and simpler is better. Sometimes it's hard to tell if I'm doing something because it benefits the game or it's just the excuse I use to indulge in yet another learning experiment. In this case, it turned out to be another learning experiment, haha.
@2kDVI
Ай бұрын
cars usually produce some down lift
@mdejoss1311
3 жыл бұрын
This is what i'm looking for very informatif!
@DarkChasmGamers
2 жыл бұрын
What an absolute gem
@TedThomasTT
4 жыл бұрын
Wow! Great video.
@JumpTrajectory
4 жыл бұрын
Thank you very much!
@ModernTimesYT
2 жыл бұрын
Congratulations. You've made the aviation part of War Thunder.
@isni1946
3 жыл бұрын
Hello, I wish I learned that sooner. Finding the right coefficients was quite a hard task... Also well done with your solution to fixeddeltatime. There's still a lot to cover, things like aircraft controls, I tried a war thunder style mouse tracker using pid's, it's still very unstable even after a year of work. You should try to cover the engine propeller topic, which is far from intuitive but worth the time
@JumpTrajectory
3 жыл бұрын
Yeah, it would be nice to add propeller simulation. I'm most interested in propwash, but the engine stuff is also very interesting.
@petersmythe6462
Жыл бұрын
What if my game includes the player being able to attempt flight with an arbitrary triangle mesh?
@tunmixx
7 ай бұрын
Very nice!
@simongottfridsson1264
2 жыл бұрын
Great video and super helpful!
@downstream0114
2 жыл бұрын
Damn you're like even a step above braintruffle in presentation!
@mohdgufranansari4835
3 жыл бұрын
You did a great job, loved your content!!!
@booksforlife7903
3 жыл бұрын
This is sabastian league level stuff. Im trying to make a controller for a game and for me this is confusing as hell. nice vid though. maybe one day i'll understand you haha
@raybello3654
4 жыл бұрын
This is my favorite youtube video
@tendi2495
3 жыл бұрын
Why Are You So Smart You Made My Head Hurt!!!!!!!!
@tyen2231
Жыл бұрын
Hey, I have a problem where It's really hard to balance all the surfaces to actually get the plane to take off and fly normaly, also if it works and I turn the game starts acting weird like with the turning.
@vtx2965
2 жыл бұрын
Very good insight!
@lanha3385
8 ай бұрын
does the propeller also uses Calculate Aerodynamics Force
@eloreneloreneloreneloreneloren
3 жыл бұрын
Muraski po kozhe from outro
@Irategamefan
3 жыл бұрын
The only question in the video you only cover a propeller being what cause the forwarded movement. What would change if it was a jet plane out side of the forwarded movement being in the back of the plane then the front?
@JumpTrajectory
3 жыл бұрын
As I say in the video, I didn't really try to model thrust source, be that propeller or jet engine. I just applied a force directed forwerd to the rigidbody. So for a model this simple there is no difference.
@Irategamefan
3 жыл бұрын
@@JumpTrajectory I was just wondering because I'm trying to make a system that works in space like Star Wars as a example.
@wolfgraphicsllc3220
3 жыл бұрын
@@Irategamefan well in theory it would work some what different in space due to the gravaty and wind and air displacement differance from on planet and space
@JumpTrajectory
3 жыл бұрын
@@Irategamefan Well, a semi-realistic airplane aerodynamics simulator is not a right call for Star Wars spaceship movement.
@ABaumstumpf
Жыл бұрын
Another cheap approach to stabilising the forces - filter them. In Aircrafts it is rather uncommon for the forces to rapidly change within a tenth of a second so it is fine to assume the forces acting on the airframe at this frame are similar to the forces of the last frame. That can be as simple as storing the calculated forces, and every frame adding the newly calculated one and then dividing by 2. Cheap, simple, can give amazing results with nearly 0 memory and computational cost.
@lorryburger8165
2 жыл бұрын
Thank you for this👍
@RogueBeatsARG
4 ай бұрын
How to make fun and engaging aircraft game, realistic physics, exagerated plane performance
@adamstybrzynski3216
Жыл бұрын
This video is great! Thanks for putting it all together! I am curious... what software are You using for making these math animations?
@JumpTrajectory
Жыл бұрын
In this video I used manim github.com/ManimCommunity/manim
@eennou
3 жыл бұрын
Thanks!!! You are the best!
@penttagone
Жыл бұрын
I read the thumbnail as minecraft physics for games… wtf am i on..
@aminushki
3 жыл бұрын
I have a question, at 7:59 the angle of attack calculated is in radians. Why do we not convert it to degrees? Don't lift coefficients use the angle in degrees for calculations? I would like to understand why. Thank you.
@walney2008
2 жыл бұрын
hello, could you teach how to put the cessna172 instrument panel like the flyght simulator? and how to configure a new plane as a boing for example?
@leocarvalho8051
4 жыл бұрын
Did you use 3BLUE1BROWN python library??
@JumpTrajectory
4 жыл бұрын
Yep
@retroleigh
2 жыл бұрын
A fantastic video and accompanying source code. So helpful! Thank you. I' going to look at converting this to Godot 4. Unless someone else has already done the work?
@walney2008
3 жыл бұрын
Hello, I loved your project, it will help me in my studies, today I play fsx steam edition and I loved the cessna 172, rs, let me ask, is there a way to generate maps, based on google maps, google earth, and join this project? if so, could you teach?
@deadalkabob
2 жыл бұрын
hey quick question sir how do i get the example cessna scene?
@ramannatg6417
2 жыл бұрын
Thank you so much for this information,,, but I feel bad while looking at the response u got for ur effort 😞
@ethancotton1549
Жыл бұрын
I know you might not see this comment, but would you be able to do something like this for in UE5? If not could you maybe point me towards some help to reproduce this in UE5? I'm still new and coding isn't my forte but im learning, slowly. Thank you.
@丁日光
3 жыл бұрын
can u reduce the drag to 1 instead of 1.5?
@alessandroruggiero8932
3 жыл бұрын
Program used gor the math animations ?
@JumpTrajectory
3 жыл бұрын
github.com/3b1b/manim
@alessandroruggiero8932
3 жыл бұрын
Thanks
@bfk9636
2 жыл бұрын
nice job,but I can't understand because of my poor math.
@Crytic_Music
2 жыл бұрын
Assuming this is proper realistic which it seems to be, could this work with helicopters as well seeing airfoil physics are the same? Or would i have to make adjustments since the speed of the airfoil is based on its own rotational speed and not just the speed of the vehicle?
@Hwyadylaw
4 ай бұрын
Very late reply, but in theory it should work, provided that you account for the motion of the rotor blades and other adjustments. It might have issues in certain cases however, and you can probably get a more realistic result with fewer calculations (e.g. by utilising the symmetry of the blades). Helicopters are more strongly affected by the displacement of air that they themselves create, especially when hovering near the ground for example.
@Crytic_Music
4 ай бұрын
@@Hwyadylaw hmm, fair enough, i think i need to find a good middle ground, i can prolly adjust the lift calculatiom by just simplifying to the movement of the helicopter + rotation of the rotor disk
@buzbuz33-99
Жыл бұрын
Nicely done. I spent several years tackling the same challenge and finally came up with a workable solution. So I really appreciate what you have done - I especially liked the wingover at the top of the climb. And the graphics are excellent. Did you have to perform a separate computation of aircraft orientation to determine what direction the vectors were pointed? I spent a lot of time computing the aircraft orientation using Napier formulae (yaw was a real challenge). However, I later discovered that I could accomplish the same thing using the built-in treatment of 3Dobjects (in three.js). So what was once hundred of lines of code became about 10 lines of code.
@JumpTrajectory
Жыл бұрын
Thank you very much for appreciating my wingover :) For 3D math I've just used Unity's systems.
@davidouyang6270
4 жыл бұрын
I really like your video. I am making a airplane game now, and I need help. Do you think you have time to help me? Thank you.
@basnijhof9726
4 жыл бұрын
Hi, I'm trying to create a project similar to yours and had one question: How did you determine the Zero lift AoA of a surface? Edit: And how did you determine the Lift slope of a surface?
@JumpTrajectory
4 жыл бұрын
For my example Cessna-172 scene I used the data from this website www.aerospaceweb.org/question/aerodynamics/q0184.shtml to find Zero lift AoA for its wings (graphs there show lift coefficient for the plane as a whole, but I assumed that it's close enough, because most of the lift is created by the wings). But for the horisontal tail I set Zero lift AoA by trial and error, making sure that plane is not too nose or tail heavy. Center of mass and Aerodynamic Center gizmos provided by the system help with this. The default lift slope value of 2pi is determined from the flat airfoil theory. The model by Khan 2015 corrects this lift slope according to the aspect ratio of the surface. So I never really change it. I am thinking about adding support for custom lift/drag curves for the surfaces for low alngles of attack range with transition to Khan 2015 post stall. It can make the model more accurate (provided you have required data). However there are difficulties with control surfaces, so no promises. You can also check this website airfoiltools.com/airfoil/details?airfoil=n0012-il
@basnijhof9726
4 жыл бұрын
@@JumpTrajectory Oh okay and did you also just take the Skin Friction provided by Khan 2015 of 0.02? Or is it more complicated than that?
@JumpTrajectory
4 жыл бұрын
@@basnijhof9726 yep, did just that
@tudotaichinh7151
3 жыл бұрын
Can you make an update so that i can rig each parts of the plane? And also reshapeable airfoils and control surfaces (just like unityfs, an old aircraft physics asset (you can search on youtube to learn more bc it got deprecated so you can’t download it anymore)) Hope this assets will become the best airplane asset on unity!:))
@JumpTrajectory
3 жыл бұрын
I don't have any plans on including airplane rigging tools into this projects. I do want to add a way to make wings with different shapes and to use real life airfoil data. However, the project is not on Asset Store and is not in active developement at the moment, so no promises at all.
@toenpl2094
3 жыл бұрын
I downloaded your systems and modified some parts like (thrust, mass, drag coefficients) to apply for UAV & ML-Agents and i almost success so if you let me share my experience i want to upload a video to youtube
@JumpTrajectory
3 жыл бұрын
Do you ask me for permission to do so, or am I misunderstanding you? If you do, then yes, you can. The code is MIT licensed.
@toenpl2094
3 жыл бұрын
@@JumpTrajectory yes! i asked you for permission to do so! thanks you
@AHSEN.
3 жыл бұрын
Did you use Manim for the animations?
@JumpTrajectory
3 жыл бұрын
Yes!
@AHSEN.
3 жыл бұрын
@@JumpTrajectory 👍 They look great! I look forward to learning how to use it soon.
@AHSEN.
Жыл бұрын
Saw this again after 2 years! Still an amazing video. Subscribed! Dunno why I didn't two years ago 😅
@abdelhakouinharoune7504
3 жыл бұрын
ahhhhh my russian friend u is awesome
@UmActshuwally
Жыл бұрын
Then there's the Ace Combat series where your plane can fly backwards and can do 80G manuevers probably because you have no blood!
@flankerchan
3 жыл бұрын
So i subscribe >:3
@thomaspinklington7699
9 ай бұрын
im gonna marry you
@VISHNEVSKY69
4 жыл бұрын
War thunder developer ?)
@JumpTrajectory
4 жыл бұрын
I'm just a hobbyist, but I take it as a great compliment!
@jaybabcock9123
3 жыл бұрын
war thunder doesn't deserve him
@ViperSumig
Жыл бұрын
Bulshit Where is "raw". Code is bloated and wrong. Function handling multiple other function calls that just cancle each others! You don't add thrust but are just pulling plane forward and controling sufraces !!! All U're code could be written in one short script. If U know how !!!
@ABaumstumpf
Жыл бұрын
You are a special kind of wrong.
@luiscorena1905
4 жыл бұрын
if the phisyc is hard in spanish now imagine in english
@AusafAhmed
4 жыл бұрын
I've been looking for a video explaining aero simulation for ages. Amazing job, the visuals and detailed breakdown make this complex problem easy to understand. A+ quality content, I look forward to future videos like this!
@kipchickensout
Жыл бұрын
And bam. Warthunder.
@Leandero
4 жыл бұрын
Thank you very much for the excellent video! even more by opening the resulting code. I was looking for more adventures about physical calculations and their contributions to a more enjoyable gameplay and your channel seems to be excellent!
@JumpTrajectory
4 жыл бұрын
Thank you! I'm planning to do more gamedev physics stuff in future videos!
@valentinstudio3334
8 ай бұрын
Thank you very much for this tutorial! The thing that got me the most interested though is how did you make those white trails on the tip of the wings? I cannot get anywhere close to similar results Anybody knows??
@krims254
6 ай бұрын
I'm assuming he's just using vfx. You can create a ribbon and spawn it at the desired location and then it follows the plane.
@ChookyChuck
2 жыл бұрын
WOW - this is great, everything you say is true and all approximations are reasonable. Such accuracy is rare on youtube. I have some background in this. I have been a software engineer for teams that program both military flight sims and aircraft route planners. I also have a masters degree in mech engr. and have read & studied many books on both practical and theoretical aerodynamics. I have been playing star citizen and unlike DCS it obvious Star Citizen simulation does not follow a methodology such as you describe. The STAR CITIZEN space craft have top speeds which is not correct and there atmospheric flight model is adhoc. This has made me consider writing my own flight/space sim in UE5 or at least giving some constructive feed back to the star citizen community. I will reference your video. Also I keep thinking how simple it is to do correctly and modern hardware can easily handle this. For a long time I have been thinking of how simple the force & moment part of a flight sim is. YOUR video shows how simple the equations are. One other thought I had was to calculate tables for CL, CD and CM based on Cos (or Sin) Squared......... that saves the simulation from doing trig. & square roots when getting alpha and beta from the position & orientation vectors. Also if you want to extend the aerodynamics for sideslip we can use the same methodology where angle of attack (alpha) is the angle between the aircraft axis and the plane perpendicular to the the lift vector. In the plane perpendicular to the lift vector, Angle of sideslip (Beta) is the angle between the aircraft and the velocity vector when we look from the aircraft down along the lift vector. (I think that is the convention for alpha & beta with side slip but I it am working from memory). If we want space craft with orbital velocity we use Earth centered coordinates and change the grav vector slowly with time. we can also change the grav constant in a bigger time step since this changes slowly. Star citizen space craft change the mass negligibly with fuel burned so dv/dt = F/m is good enough. (vs the change in momentum form of F=ma when mass is changing rapidly.) The more I think about this the more I conclude for multiple planets there are only a few constants that control such a simulation: atmospheric density, atmospheric viscosity (if we model Reynolds effects) planet mass, planet radius ............. also long ago i accurately derived models for earths atmosphere with the ideal gas law. Temperature is directly proportional to the altitude but the constant of proportionality changes three times on earth. (where temp decreases, does not change or increases linearly with altitude). at these altitudes we can make a simple density function where density = Ka + Kb log (altitude) and the K's change where the temperature function K's changed. (the density funtion i derived long ago so my memory could be incorrect but it is a simple function based on a few constants). Or we can density tables. Either way A/C fly the same in any atmosphere based on a few constants for the purpose of a flight/space sim. Also you did not touch on this but we need to calculate the Moment of Inertia matrices for our Rotations. One other thing is I have read a lot on doing the rotations with quaternions not Euler angles. We can convert the state quaternions back to Euler angles, latitude, longitude and altitude at a slower time step (3 to 5 times a sec) for our instrumentation on the aircraft. I think Unity and UE5 support quaternion based rotations. If they are doing this properly those engines should be using the SSE matrix instructions & multiple cores to do this efficiently. The problem with a non physics based simulation is it based on game design decisions on the flight algorithm. Any time one changes anything every thing can blow up. If it is based on physics the only errors we should get are numerical tuning. Again great video, you condensed a bunch of aerodynamics into stuff a lay person can understand. EDIT: I looked up alpha and beta definitions and I had it slightly backwards on which is defined 1st alpha or Beta. The correct definition is Tan(alpha) = u/w and Sin(Beta) = v/Velocity, where u v w are is the Velocity vector in aircraft coordinates. See control.asu.edu/Classes/MMAE441/Aircraft/441Lecture2.pdf. Also the relation for density as function is altitude is something I derived over 10 years ago. Other things to add are ground effects which removes drag due to lift and increases lift. I think there is an approximation for when this is applied and it is at x wingspans above the ground. A quick google search found www.faa.gov/regulations_policies/handbooks_manuals/aviation/phak/media/07_phak_ch5.pdf as a guide for ground effects although the discussion was quantitively. Some thing in my memory wants to use 2 wings spans as an approximation.... but something way back in my memory. Also I looked at your github page and saw the unity engine is handling the Rotational Inertia. I also saw you said drag was 50% high so you added 50% thrust. I was wondering if the way the simulation used predicted_force_update to add 50% force at a smaller time step contributed to this. I have not seen the code but maybe approximate normalizing the predicted would fix this. I would expect your forces to lower than real life because you may not have modeled all fuselage drag. Parasitic drag also was omitted which in aircraft drag book keeping there is both drag due to lift and the remaining drag is parasitic drag which is independent of angle of attack or sideslip. it is basically the drag due to skin friction alone. Again Great Video and it was nice to see you backed up your video with some actual code on github.
@backseatbogan2021
2 жыл бұрын
Amazing Video, Really needed something like this but can you follow up on the reynolds number and mach number part, as I am near a complete loss on that section.
@randomness420
3 жыл бұрын
Woah... this video is exactly what I needed to start development of a game I’ve been dreaming about for years. Thank you so much !
@harveythompson6197
2 жыл бұрын
Your videos are excellent, and am sure take a _lot_ of time. Not only did you make a great easy to understand video and explanation, but also the detailed math and source code are also there. Subscribing just in case there are ever any more.
@JumpTrajectory
2 жыл бұрын
Thank you! There will be a video in December.
@eddiesae6045
2 жыл бұрын
I am feel like creasy!! waiting for the continuation of this topic in another video!! 😁 🙏
@baongocnguyenhong5674
Ай бұрын
you completely glanced over torque at 2:35
@StarStudios.mp4
4 жыл бұрын
im confused, you produce such quality content and you only have 150 subs 0.0 I have no doubt that you're channel will blow up soon to the position it deserves to be !
@MassimoRough
2 жыл бұрын
Then you should share this video on your social media channels. Make an impact, not bragging over subs counter.
@jishanahamed8592
Жыл бұрын
It is 11min video but took me an hour to understand.
Пікірлер: 178