Creator : Oyedoyin
Version : – – Version: 3.0.3.1 – – Dec 11, 2021 – –
Description :
[PLEASE BACKUP YOUR CURRENT PROJECT FOLDER BEFORE UPDATING]
For the full history of release notes, see the update log document in the package.
V 3.0.3.1
� Fixed Input configuration issue in Unity 2021.2
V 3.0.3
ADDITIONS
� Added base-level autonomous control. The aircraft can now follow defined taxi paths, conduct checks, takeoff, and climb to level flight (Requires Unity 2018+)
� Landing and path-following functionalities are still in development
� Improved the input setup system. Now the keys needed for the aircraft are simply added to the input manager list instead of replacing the complete file 🙂
� Improved VR compatibility. MiG Test
� Fixed library conflict errors with the rotary-wing system.
V 3.0.1
ADDITIONS
� Added a proper flight control system to handle input and command processing on the aircraft. The FCS can operate in Command Augmentation, Stability Augmentation, Autonomous or Manual mode.
� The flight computer can now handle full Autopilot control with Altitude hold, speed hold, heading hold and vertical speed limiter options.
� Added more numerical corrections for the aircraft control implementation to improve the manoeuvrability on affected aircraft.
� Added a new �Stabilator� type selection for the aerofoils to enable roll-coupling for the horizontal stabilizers. Normal horizontal stabilizers can now also be selected as �Trimmable�.
� Added a simpler force analysis model to improve performance if high force accuracy is not required e.g., on mobile. Will be improved further in the coming updates.
� Added direct support for Mobile and VR controls to the aircraft controller. i.e., The aircraft input system can now collect your mobile and VR inputs instead of using an external script supply.
� Added vortex lift and drag analysis on the wings (must be selected). This improves the realism of unstable airframe/aircraft. Setup: https://youtu.be/cwLsm8w8tGg
� Added full support for animated components (in fact it is now the recommended method) to handle hydraulic actuators and aircraft moving parts (even flap and slat control surfaces).
� The engine can now be started sequentially depending on their position and engine number or started collectively as before.
� Added support for manual tensor vector input (just like on the rotary wing). So now you can manually configure the rotation inertias on each aircraft axis.
� Added support for a surround engine sound system where the volume and the engine sound depends on the camera position relative to the aircraft centre.
� Added multi-edit functionality to the component editors
CHANGES
� Reduced operational scripts down even more with more combined functionality to reduce complexity, redundancy and save performance.
� The redraw and repaint function for the aerofoils has been moved to OnGizmoSelected to improve performance.
� The aircraft input collection and processing function has been moved to a dedicated Input class. This way everything about input and control of the aircraft is done in one location.
� The engine core (for each engine type) now derives from a custom Engine Core class, so the engines now have a common core class with a Thermodynamic extension for each type.
� The light system has been improved further and light bulbs can now be configured to work with Unity post-processing. The light flash curve offset and blink rate on each bulb can also be adjusted.
� You can now select your missile to have either static (the maximum speed will be maintained if the engine is running) or free (you will have to supply the base drag coefficient and the rest will be estimated) estimation methods.
� The engine thrust vectoring functionality has been moved into the engine core and can now be configured from the individual engine inspector.
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