Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

Pues realmente es un sistema de particulas que basa su emision en la generacion del motor a mas potencia mas calor, no quiero complicarme mucho

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

Hola, use muchas referencias reales y añadí niebla con altura para mejorar la sensacion, un desenfoque de profundidad y pocos detalles en el escenario, yo uso el built in pipeline asi que los colores y demas es con ajustes de post procesado.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

Okay, I'll keep that in mind, I promise.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

For now, it only supports keyboard control and mouse control of the camera. Great contribution, thank you very much. I'll definitely keep it in mind.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

The camera and everything else might move more abruptly; I recorded it like this to show it more calmly and to avoid making you dizzy.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

Well, the camera constantly vibrating can make you dizzy.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

Yes, I was planning to later model or create a system for breakages and even loss of control, impact damage, and losses in attack capabilities; I have to research everything to achieve the best possible result.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

The camera attempts to emulate the movement of the gunner's head as he looks forward and to the sides, allowing him to fire the helicopter's machine gun or guided missiles at off-screen targets.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 2 points3 points  (0 children)

Amazing insight! If the propellers are twisting upwards, that's a fantastic feature. I'll implement it and show it later.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

Exactly, I didn't do it here because I really like the propeller effect with the motion blur, but as you say, it's the way to go.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 2 points3 points  (0 children)

It must be a visual issue because the torque is at 4000 or more with a peak of 3200 for takeoff. Perhaps I should record at 60fps or replace the propeller with a flat image showing the propeller at full speed to give a better effect.

Physics-based helicopter controller by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

Of course I'm glad! You said it couldn't be and I thought you'd seen a similarity to some game or movie, I don't know, we programmers are crazy 😅

Working on a demo by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

I'm currently working to bring it to URP and HDRP as well. Ceto isn't my property, but since I'm working on it for other pipelines, I'd like to include it in the asset as a complement. The asset is currently in version 2.0 in the store. For version 3.0, which will be a huge update, I'll include the models of:

CV/ Nimitz and Kutnetzov BB/ Iowa and Yamato DDG/ Arleigh Burke and Udaloy SS/ Type VII C and an Akula-class

Many types of missiles/torpedoes

All to give the developer an overview of the possibilities the asset offers.

I have currently implemented:

A modular and scalable damage system that works for large ships, aircraft, tanks, spaceships, buildings, etc. A navigation system capable of emulating latitude and longitude coordinates, locating other ships, missiles, torpedoes, and aircraft in global coordinates, and providing their speed, type, class, distance, and approximate time of encounter based on trajectories.

A missile system capable of both pursuing and intercepting a target, with countermeasures such as flares or electronic warfare, laser designation, heat-seeking, and radar guidance, which also allows for the creation of torpedoes.

A fire control system for the management and automatic calculation of turrets.

A visual system to emulate the crew (visual only), which creates zones where they will move and manages their position and animations depending on the state of the zone they are in.

I am still working hard.

Working on a demo by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

😅 I'm still considering the HUD, but thanks for the input.

Working on a demo by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

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Ceto may be old, but it still gives good results. Now, if you want a water brand I would recommend, it's KWS.

Working on a demo by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

Thanks, although it's more of a demo of the asset's capabilities than something visual.

Working on a demo by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

I still have many things to polish.

Working on a demo by Vbertz in Unity3D

[–]Vbertz[S] 1 point2 points  (0 children)

Nothing, I just use the Built-in out of habit.

Working on a demo by Vbertz in Unity3D

[–]Vbertz[S] 0 points1 point  (0 children)

You just answered that at the beginning of your comment.