Flight Unlimited 2K15

03-30-2015, 06:22 PM
#31
Quote:
Originally Posted by Dsmgsx916 View Post
I'll buy this instantly if you add in my favorite warbird, the P-38 Lightning!
You're in luck, this will be in the game with a fully modeled 3D cockpit and interior.

I'll post some screen shots for you once it's implemented
04-02-2015, 09:55 PM
#32
Which plane would you prefer to see in the game?

The Cessna 337 or the UltraLight (Images attached)
Attached Images
File Type: jpg 1.jpg (103.7 KB, 2 views)
File Type: jpg 2.jpg (149.6 KB, 2 views)

04-03-2015, 01:15 AM
#33
Joined: Oct 2010
Location: Australia
Posts: 260
Ideally both - the more variety the better(!), but I think the UltraLight would offer a lot more variety. Novelty weird dual prop arrangement aside the 337 looks like it probably flies like any ol' bank-n-yank.
04-04-2015, 05:38 PM
#34
Quote:
Originally Posted by spleen View Post
Ideally both - the more variety the better(!), but I think the UltraLight would offer a lot more variety. Novelty weird dual prop arrangement aside the 337 looks like it probably flies like any ol' bank-n-yank.
I tend to agree with you, the prop arrangement is really the only unique thing. Thanks for the input
04-27-2015, 01:49 PM
#35
Here's a look at the new B2 Bomber!
Attached Images
File Type: jpg IMG_5208.jpg (79.1 KB, 9 views)
04-28-2015, 12:58 PM
#36
How do you calculate the airplanes' flight behavior? Do you calculate the wind forces and acceleration forces on every body-bart of the airplane in real-time or do you use table look up per plane model?
04-29-2015, 03:44 PM
#37
Quote:
Originally Posted by PureRumble View Post
How do you calculate the airplanes' flight behavior? Do you calculate the wind forces and acceleration forces on every body-bart of the airplane in real-time or do you use table look up per plane model?
The plane flight behavior is based on various factors all seamlessly working together. This includes items such as the aircraft mass, power, center of gravity, airfoil design, etc. etc. etc.
04-29-2015, 07:20 PM
#38
Quote:
Originally Posted by flightunlimited View Post
The plane flight behavior is based on various factors all seamlessly working together. This includes items such as the aircraft mass, power, center of gravity, airfoil design, etc. etc. etc.
Yes but the question remains; how do you calculate the airplanes behavior when in flight? Do you take values of crucial factors such as wind power, aircraft mass, speed, etc. and then perform look ups in pre-calculated tables, or do you calculate the dynamic forces in play in real time and apply them to the various parts of the aircraft?
04-30-2015, 12:57 AM
#39
Quote:
Originally Posted by PureRumble View Post
Yes but the question remains; how do you calculate the airplanes behavior when in flight? Do you take values of crucial factors such as wind power, aircraft mass, speed, etc. and then perform look ups in pre-calculated tables, or do you calculate the dynamic forces in play in real time and apply them to the various parts of the aircraft?
Good question, everything is done based on the dynamic forces in play in real time. The issue with the flight model for Flight Unlimited Las Vegas is that the physics routines were calculated for each aircraft which wasn't as realistic as we had hoped. We designed the Flight Unlimited 2K15 flight model from the ground up and base it on a real time dynamic physics engine.
05-14-2015, 03:52 PM
#40
The new 747
Attached Images
File Type: jpg IMG_5293.JPG (362.7 KB, 2 views)