@@addmix guess I should make some prototype flight sim demo with infinite terrain, I implemented chunked marching cube but it was bitting dust as I had no use of it haha feels like I'm keep deviating from what I initially wanted to make but this is some tempting one. Also wanna create simplified icon for this too! dk if I can still draw tho, havent drawn like near year
@@addmix oh I meant asset icon itself looks nice close up but when small it's hard to identify, I don't think I can do a good job but will try making one regardless and see if it looks good
I have kept the plugin up to date for the latest Godot versions. I did look into the issue, and it looks like the problem is that in 4.1, static typing in for loop conditions didn't exist. I suppose that makes the plugin only available for 4.2+, however if you must use 4.1, you should be able to remove the static typing from the for loops. for substep : int in SUBSTEPS: In this example, the static typing is the ": int" part, which only exists for a slight performance boost, and some better editor auto-fill.
@@addmix Are there any workaround or manual implementations of this style of behaviour which could be achieved with something like mousemotion in an InputMap? Where the mouse positions, Y axis is bound to the pitch and the X axis to the roll. I am using your plugin and its been really really good. It would also be nice to be able to manually control the input values through code for implementing PID controllers, custom flight assist, War Thunder Style cursor based control and a simple mouse control system where if you move your mouse move up the plane pitches down with the centre of the screen being idle position for the controls. Although you havent implemented these yet, I was wondering which scripts to mess with to configure this to my use-case without messing everything up. Another of topic thing, when I add Wheels3D or whatever the node is called, the whole flight simulation doesn't work and the plane just behaves like the plugin doesn't exist!! Even after removing the wheels the issue isn't fixed. I had to restart making my aircraft btu it was just a prototype. I dont know if this just me or wheels break the sim.
@@THISISAUNIQUEHANDLEDONTCOPY Yes, there is a way to override the custom control, I believe I had mentioned it in the video, but you can disable the "use_bindings" property on the AeroControlComponent, and then from a script you can manually set control, throttle, and brake inputs. If you join my discord server I can give you the real examples I use in my flight sim project. The AeroControlComponent has a flight assist, using the FlightAssist resource, which you can extend/modify if needed. The PIDs are adjustable. The flight assist also has a "target direction" mode, which would be used to make War Thunder style controls, you give it a direction vector, and the plane will try to fly in that direction. You would have to set up a system to get the direction vector from the mouse in screen space, and pass that in, as the target direction is in global space. You can enable target direction inside the FlightAssist resource from the editor (or from a script), as an example, you could set the target direction like this: $AeroControlComponent.flight_assist.direction_target = ... #set it to whatever target direction you want In fact, I extended the AeroControlComponent script for my F16. Inside _physics_process, I grabbed the input values from the throttle and stick, and applied them to the control_input and throttle_input variables inside the control component. (currently you have to disable use_bindings on the control component for this to work) At one point there was a bug that cause VehicleWheels to interfere with the aerodynamic physics, but that should have been fixed a few months ago. Are you using the latest version of the plugin?
LEGEND, you have no idea how much I admire you and your work
Thank you. I'm just glad people are putting it to good use. Cant wait to see a generation of flight sims made in Godot.
Subbing this channel, never can have enough aerodynamic freedoms.
Absolutely! Maybe my plugin will create a dedicated Godot flight sim community
@@addmix guess I should make some prototype flight sim demo with infinite terrain, I implemented chunked marching cube but it was bitting dust as I had no use of it haha
feels like I'm keep deviating from what I initially wanted to make but this is some tempting one. Also wanna create simplified icon for this too! dk if I can still draw tho, havent drawn like near year
@@jupiterbjy I ended up using GodSVG (it's a Godot tool) to make the plugin node icons. If you have any ideas for icons I would love to hear them.
@@addmix oh I meant asset icon itself looks nice close up but when small it's hard to identify, I don't think I can do a good job but will try making one regardless and see if it looks good
Cool tutorial, thanks bro
sadly in 4.1.1 i found an error in the script that i do not know how to fix, what godot version is this meant for?
I have kept the plugin up to date for the latest Godot versions. I did look into the issue, and it looks like the problem is that in 4.1, static typing in for loop conditions didn't exist. I suppose that makes the plugin only available for 4.2+, however if you must use 4.1, you should be able to remove the static typing from the for loops.
for substep : int in SUBSTEPS:
In this example, the static typing is the ": int" part, which only exists for a slight performance boost, and some better editor auto-fill.
@@addmix thank you so much!
Cool :)
nice
Thanks!
So ara analogue controls possible if you set input action to a control stick?
Gotta play arround a bit with this :)
Yup! Any control that you can bind in the InputMap works properly. Now, the only thing to wait for is for Godot to add mouse motion to the InputMap.
@@addmix Sounds great - I don't need mouse input.
@@addmix Are there any workaround or manual implementations of this style of behaviour which could be achieved with something like mousemotion in an InputMap? Where the mouse positions, Y axis is bound to the pitch and the X axis to the roll. I am using your plugin and its been really really good. It would also be nice to be able to manually control the input values through code for implementing PID controllers, custom flight assist, War Thunder Style cursor based control and a simple mouse control system where if you move your mouse move up the plane pitches down with the centre of the screen being idle position for the controls. Although you havent implemented these yet, I was wondering which scripts to mess with to configure this to my use-case without messing everything up.
Another of topic thing, when I add Wheels3D or whatever the node is called, the whole flight simulation doesn't work and the plane just behaves like the plugin doesn't exist!! Even after removing the wheels the issue isn't fixed. I had to restart making my aircraft btu it was just a prototype. I dont know if this just me or wheels break the sim.
@@THISISAUNIQUEHANDLEDONTCOPY Yes, there is a way to override the custom control, I believe I had mentioned it in the video, but you can disable the "use_bindings" property on the AeroControlComponent, and then from a script you can manually set control, throttle, and brake inputs. If you join my discord server I can give you the real examples I use in my flight sim project.
The AeroControlComponent has a flight assist, using the FlightAssist resource, which you can extend/modify if needed. The PIDs are adjustable. The flight assist also has a "target direction" mode, which would be used to make War Thunder style controls, you give it a direction vector, and the plane will try to fly in that direction. You would have to set up a system to get the direction vector from the mouse in screen space, and pass that in, as the target direction is in global space. You can enable target direction inside the FlightAssist resource from the editor (or from a script), as an example, you could set the target direction like this: $AeroControlComponent.flight_assist.direction_target = ... #set it to whatever target direction you want
In fact, I extended the AeroControlComponent script for my F16. Inside _physics_process, I grabbed the input values from the throttle and stick, and applied them to the control_input and throttle_input variables inside the control component. (currently you have to disable use_bindings on the control component for this to work)
At one point there was a bug that cause VehicleWheels to interfere with the aerodynamic physics, but that should have been fixed a few months ago. Are you using the latest version of the plugin?