realistic flight physics function library, anyone interested?

i bought this and I don’t like the indirect movement input with cursor. you should add an option for direct movement input

The option is already there. With default controls, it’s “back” on gamepad. If you don’t have gamepad, just go to project settings and remap toggle_mouseflight, pitch, roll and yaw to something else.
To see how to add direct input to your own actors see “direct_control” collapsed graph in plane_blueprint, or this: https://www.youtube.com/watch?v=M4AsHGCHils

ok my mistake then. I will try it out thanks!

1.70 is out now. This is mostly a “maintenance” update, to keep the version that will (hopefully) go to marketplace and the one you get from Gumroad compatible.

However, I did add one small feature: Pitch/Yaw/RollMoveTime parameter, allowing you to simulate limited control surface response time. This should make movement of aircraft with hydraulic controls a little more realistic.

By the way, here’s a small early preview of a project i’m working on:


A new, slightly more “serious” flight simulator template.

Current plan is that it’s going be free, but will require easyFM for full functionality. But it’s too early to tell for sure.

UPDATE: that new template will arrive later than i expected. Mostly because I’m trying to add “shared cockpit” multiplayer functionality, and it’s not as easy as it sounds.

Meanwhile, here’s some screenshots of the new “default” plane.

Current estimated release date: sometime next week. Maybe.

Aaaand…it’s out!

I also updated EasyFM to v1.8, with lots of improvements in replication code. No changes needed on your side, it’ll just work better :slight_smile:
As a bonus i’ve also included blender files used to make the models for this.

The files are:
easyfm_180_411.zip - source + UE 4.11 binaries
easyfm_180_412.zip - source + UE 4.12 binaries
sim_template.zip - template project
sim_template_blend_files.zip - Blender files

And here’s new playable demo, if you’re unsure if EasyFM is for you, or just want a free flight simulator :wink: EFMsim.zip - Google Drive

I noticed that you mentioned about not going to implement for helicopter - which would be awesome if you can do it…

I’d like to, but physics of helicopter flight are so different from fixed wing aircraft, it would mean throwing away the entire aerodynamics code and starting over.

Just look at all this stuff: Helicopter Aviation

So, as part of EasyFM, no. Maybe as a separate plugin, but not any time soon.

Thank you I have started using it for a project and it works great.

Just wondering, any idea how to make a proper attitude indicator for a HUD. I’m not sure how to have the “green lines” follow the horizon.

If you want to have it on 2D HUD, you’ll need to make a custom shader that rotates and pans texture and then use that as HUD material.
Like this:

And then in HUD blueprint you feed this material pitch and roll of your vehicle:

If you want to have attitude indicator as a 3D model in cockpit (like in the example project), it’s much simpler, just rotate the ball in the opposite of your vehicle’s rotation.

Updated to work with UE 4.13

The new file is EasyFM_180_413.zip

Update is only really necessary for blueprint-only projects.
C++ projects without it will pop up some warnings but should work fine anyway.

Thank you very much :cool:

Sim Template updated to 1.1

Changes

  • procedural foliage (just a single tree type, just to show you how to do it)
  • VOR navigation (also showing how to do rotary knobs in cockpit)
  • various tweaks and bugfixes

Grab “sim_template_110.zip” from gumroad.

And a question: would it be problem for anyone if i moved future versions to UE4.13?

I compiled binary UE 4.13, VS2015 and have updated my UEJoystickPlugin to 4.13 as of yesterday so I suppose I’m ok with it. In my opinion, though, these UE versions are going much too fast!

Hello! :slight_smile:

I was wondering, what value should I use in your script to create a Engine RPM or N1 gauge? Is it possible?

If you just need a simple generic RPM gauge, just link it to Throttle_Pos, that simply goes from 0 to 1, use that to lerp between engine’s idle and max RPM.
Of course if you want more realism, you can add how RPM is affected by mixture etc, but you’ll have to simulate that part yourself.

Thanks I think It’s working with Throttle_Pos :slight_smile:

And…finally also on the UE marketplace:

NOTE: Compared to the version from Gumroad, the name of the plugin was changed - it’s now called “EasyFlightModel” instead of just “EasyFM”
Future releases will use the new name on Gumroad too.
If you want to switch your project to the new plugin without messing up your blueprints, please do the following:

  1. Install the new plugin,** but don’t remove the old one yet.**
  2. Open your project, disable “EasyFM”, and enable “EasyFlightModel”.
  3. Save and restart the editor.
  4. Do this for all your projects.
  5. Now you can remove the old plugin.

Gumroad version updated to be identical to the Marketplace version. Please grab “EasyFlightModel_180.zip”
To update your projects, follow the instructions in the previous post.

For next version, I’m currently in the middle of refactoring simulation to allow propwash. It requires me to run lift calculation twice (the portion that’s affected by propwash is simulated independently) but it should make behavior of propeller aircraft more realistic, especially response to throttle changes.

1.9 is now out on Gumroad, and it’s on its way to marketplace.

Sorry it took so long. Changes required for propwash simulation were more complex than I originally expected. In addition to lift it also has to affect stability and control surface effectivity, so it all had to be changed.

I’ve also thrown in some extras:
-engine thrust reversers
-landing gear responds to movement of object it’s on
-can now use transform of the component instead of parent
-replication smoothing disabled when location error is above set threshold.
-some other small bugfixes