pabloaiz![]() Member Posts: 48 From: Tulsa, CA, US Registered: 12-06-2003 |
Hey Dudes!
As a teen, I suppose the world is diff- I have about 20 buddies on my buddie list that work on games and such, (and I with them). It's pretty hard as I'm sure most of you know, (and I will recognize), how teens can be. Stubborn-they dont want no one to tell them what to do and it's so hard to tlak to them about Jesus. Talking with them all day, it's great to end the day at this forum where I can relax and let go of everything..so thanx again!! Annyway I'm getting off topic, I have 2 questioons: 1 Can annone help me with programming aircraft physics, (using variables and such)?? 2. Annyone know about/have BLITZ3D?? THANKS AGAIN!! please reply soon! PS: Any teen-agers here? I hope so...sorry if I sounded a bit too 'street-style' for you older dudes out there. ------------------ [This message has been edited by pabloaiz (edited December 06, 2003).] |
CobraA1![]() Member Posts: 926 From: MN Registered: 02-19-2001 |
Welcome to CCN! Hey there, wassup?
quote: Sure, love to help.
quote: Got a physics book? High School will do fine for a basic simulation. You're gonna want to know about vectors, and how to add them. Each vector stands for a force acting on the aircraft. The basic forces are: Lift, which makes the airplane go up - remember, lift is relative to the aircraft, not the ground. Gravity, which always pulls down relative to the ground. Drag, which always is opposite of the plane's actual direction, even if the airplane isn't pointing where it's going. Thrust, which is always straight forward relative to the aircraft. Those should be enough for a basic sim, but be aware that you're probably not going to be as accurate as Microsoft's Flight Simulator - complex flight sims do stuff like flight envelopes to make things more realistic, but stuff like that is harder to program.
quote: You've come to the right forum. If I remember correctly, Christian Coders has some good articles on Blitz Basic, take a look around.
quote: I don't mind. ------------------ |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
hey homie. yeah, teen right here. sry, not familiar with Blitz, but lotta people here are, i think... I might be able to help with some physics, preferably on the math/calculus side. CobraA1 seems to be better at physics than me. and if they're annoyed by "street-style," they're problem. tho I doubt they will. they're cool people. tho, I can't guarantee that they'll understand you... |
AmazingJas![]() Member Posts: 437 From: Sydney, NSW, AUSTRALIA Registered: 04-03-2003 |
Cheers mate, not a teen, but am an Australian which is almost as bad ![]() I do a bit of Blitz 3D and have been working on some helicopter physics. I made a little level which works a bit like the helicopters in the Desert Combat Mod for Battlefield 1942. I didn't use vectors though, (although I know that is the best way), I make my own bodgy physics and half the time they work out ok, the other half times I go cry to my PHD in Mathematics brother and he does the formulas for me |
zookey![]() Member Posts: 1902 From: Great Falls, Montana, USA Registered: 04-28-2002 |
I Haven't been a teen for 3 months lol (just turned 20)----don't worry about the street style stuff-------T-Bone is cool and that is his style:-) Sorry, I am not a coder I am script writer and (a fancy word AthiestAdmirer taught me) conceptualist----------but either way welcome! ------------------ |
pabloaiz![]() Member Posts: 48 From: Tulsa, CA, US Registered: 12-06-2003 |
Well, cobra1-I already got those basic flight physics down-my simulator works ok- but I want something more realistic. Maybe this would be a lot of work? Maybe so...but I would love to try. About the lift thrust, ect. I know about that-(I'm a aircraft-crazy person), but I would like to know how I can include them into my programming. I will show you what I basically have for now in common words-not code, since not everyone here knows BLITZ: var, (variable) speed# (# = floating point) if key a is pressed: if key q is pressed: If speed# < throttle_percentage speed# = speed# * .99 (friction) weight_force_on_plane# = 5 - (speed# * .1) [It'll be able to have enough lift for flight at 50% throttle] move the plane down at 'weight_force_on_plane#' It's not exacly like that, but close-but as you can see, works-but very primitively.... can annyone help? I dont mind starting from scratch. ------------------ |
CobraA1![]() Member Posts: 926 From: MN Registered: 02-19-2001 |
Okaaaay, we're going to need to do some work here ![]() First of all, unless you like your aircraft flying in only one direction, all of your vectors need to be 3D. I hope you did that in your real code For a better look at flight theory and more of the physics involved, look here. First of all, express everything as forces. That will make things easier and realistic. The central equation is F=ma where F is the force, m is the mass of the airplane, and a is the acceleration. Therefore, thrust is not directly related to speed, but rather to acceleration! Friction should be directly related to velocity, and should exert a force, instead of taking .99 off speed. Let's take a look at how to implement it, we'll assume one dimension for now: Do thrust: friction: Add all of the forces: Calculate acceleration: Do the same for the other forces, and remember to do it all in 3D, and things should work better. After that, you should also look into various limiting factors: - Stall speed - Below a certain speed, the plane should "stall." The plane should, of course, be going faster than this before attempting to take off - you've already got the maximum speed limited by friction with my new equations. - As altitude increases, the lift should decrease as the atmosphere gets too thin for the control surfaces and the wing. ------------------ [This message has been edited by CobraA1 (edited December 07, 2003).] [This message has been edited by CobraA1 (edited December 07, 2003).] |
AmazingJas![]() Member Posts: 437 From: Sydney, NSW, AUSTRALIA Registered: 04-03-2003 |
You could use force calculations on different parts of the plane to get more realistic effects like spiralling out of control and stuff. Maybe the wing tips, nose and rear. |
pabloaiz![]() Member Posts: 48 From: Tulsa, CA, US Registered: 12-06-2003 |
Ok, this is great help. But I need a bit more of help in actually fitting all these calculations into my program... So far, I think these are good enough :(?) drag_mesurem# = (total aircraft drag to dynamic pressure- how do I do that?!) wing_area# = 8(squared?) air_density# = 1.1 gravity# = 9.806 lift_co# = 1.2 momentum# = mass# * velocity# Well, that's what I gots for now... but I dont know if I did the calculations right? I need to find some way to work them through my code commands, (like EntityMove, EntityTranslate, ect). So... help please? PS: Thanks everyone for helping- the finishing of this flight sim is VERY important to me! Thanx again!
[This message has been edited by pabloaiz (edited December 09, 2003).] |
GUMP![]() Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
http://opende.sourceforge.net/ |
pabloaiz![]() Member Posts: 48 From: Tulsa, CA, US Registered: 12-06-2003 |
wow..quick reply-but can I use tha with BLITZ? And even if I can.. I want to be able to understand what I'm coding-maybe to this by code isntead of using other sources/libraries/whatever it's called. LOL So... can anyone help me? ------------------ |
Wacko4X![]() Member Posts: 92 From: Bellvue, WA, USA Registered: 08-21-2002 |
quote: I cant say I am an expert programmer or that I have programmed anything with physics but I do have one question about the above quote. Shouldnt it be changed to: You know, just incase later on you screw up some sort of speed calculation or if something is misplaced? ------------------ [This message has been edited by Wacko4X (edited December 09, 2003).] [This message has been edited by Wacko4X (edited December 09, 2003).] |
pabloaiz![]() Member Posts: 48 From: Tulsa, CA, US Registered: 12-06-2003 |
Well, if you've played a flight simulation or know a bit about planes, on an airplane, you select a throttle position and the engine keeps on producing that output, once you lower the throttle, lowers the output too. Since it is producing less output, friction slows it down to that lowered setting. If the throttle is increased the engine output increases again, so basically: if the throttle is increased, the engine increases thrust till it equals the increased setting if the throttle is lowered friction slows it till it equals the decreased setting... So, no, that part of the code is correct. Did I explain well? LOL Maybe not.. Anyway, help with physics? ------------------ |