TY)) Looks its third plugin that i purposed from you))
In my game i am needed turbo throttle … that activates on special key and works same as engine… but much powerfull) Can you advice how to make that, or need to make addotional modification to plugin?))
Or just best way when player press turbo throttle key just miltiply “Engine Full power” on 2 or 3 and all will work?)))
Yeah, engine full power can be changed at runtime, simply increase it.
The only possible issue is in multiplayer: changes to aircraft parameters aren’t replicated cause it would be a waste of bandwidth in 99% of cases. So if you change engine power on the server, make sure you do the same on clients, or the movement prediction won’t be accurate (planes will look like they periodically boost and brake).
Only question with casting… i use easyFm module… but some note displays… all works (Only clien now, server like create later)
2.How to limit flight height?)
3.Need back move for plane… check you videos and 2 samples… looks on you controller plane moves only forward?
As i understand moving based on AddForce… so i just bind key for back and calc on opposite direction… But afraid it will not be so perfomace as on C++
Is it hard to add this small feature to C++ code?)
Or just simply create second controller when plane in on water?))
It’s possible to add a curve that adjusts engine power based on air density. Simply set it to 0 when density is lower than at your maximum altitude. Or if you want a hard limit, simply teleport the plane downwards when it exceeds maximum height.
That’s what thrust reverser is for. Set it to 1 to push in the other direction.
Also note for everyone else. EasyFM update for UE 4.18 will be delayed slightly. Due to changes in API i’ll have to redo some stuff so it doesn’t produce compiler warnings.
Also converting the original example project to 4.18 doesn’t seem to work (crashing UE). So from now on, EFMSim will probably be the “official” example project.
Thanks)) Create curve from Density)))))) it much better then teleport)))
3.Try lot of digits from 0.1 to 100000 and 1 of cause on both projects … and not back moving((( Will be used throttle key right?..
It’s controlled by both throttle and reverser.
Reverser goes from 0 (full forward) to 1(full reverse). Regular throttle then controls the amount of thrust.
Because this way i can simulate engine spoolup/spooldown separately from reverser deployment.
Simulating something like this with single axis input wouldn’t be possible: https://www.youtube.com/watch?v=-Zkxh903s_w
Yeah, on the landing gear you have NoseOnGround, MainLeftOnGround, MainRightOnGround. If all of them are false, the plane is in the air ( or crashed upside down, but that’s not my department :p, UE4’s collision detection will inform you of that )
3.Yes )) look will make similar reverse on engine))))) Anyway i figure how to make controlller))) Thats cool)))
UE4’s collision detection ))))))))))) Think i understand)) Will think about landing gear, my plane does not have them cause it fly from water and land on water)
TY)) For Update)) Just moved from 4.15 to 4.17 and now can move to 4.18)))
There’s a new atmosphere simulation model: Earth/IGL
This one uses ideal gas law to calculate air density. This means that you can specify sea level pressure and temperature, and it will calculate the rest for you. Density curve is no longer necessary, although you can still switch it to curves to revert to old behavior.
It doesn’t directly simulate geometry of the aircraft (everything is calculated at center of mass), so no, it’s not supported directly. However you can approximate the effect of sweeping back the wing by increasing pitch stability (due to center of lift moving backwards) and reducing drag.
Version 2.80 is on the way. In addition to UE4.19 compatibility, i also added local input prediction (same as SixDOF) to reduce perceived latency in multiplayer games.