Hey guys, if you’re anything like me you know you get excited when a survival game such as unturned adds aircraft. I myself am a huge airplane / helicopter geek and I was disappointed when Nelson released aircraft in 3.x. The horribly easy, unrealistic aircraft where just to awkward to fly, especially coming from a game like war thunder. Nevertheless I still mastered flying these aircraft, and shortly after a little bit of practice I could perfectly hover a Piper in place like a helicopter. Smh. It was the coolest party trick I knew in 3.x and on every RP server I could always land myself a job as a pilot. See what I did there. Anyway, I don’t know what kind of approach Nelson is going to take when creating aircraft in 4.x, but here is my suggestion.
Suggestion:
Let’s first talk about basic aircraft physics. First an aircraft is controlled through 4 basic components. Throttle, pitch, roll, and yaw. What controls pitch/roll/yaw are little flaps on the wings of the aircraft to change the direction of airflow flowing over the wing’s surface.
Pitch > Elevator
Yaw > Rudder
Roll > Ailerons
Now let’s get into how might Nelson include these features if he decides to take a semi-realistic take to aircraft. There is really no way to explain how a good realistic simulator feels, so Nelson would have to study the physics of other games that have aircraft. Such as War Thunder, IL-2, or even Arma 3, any game that has realistic control surfaces. As we all know Nelson seems to have gone into detail when making vehicles so far in Unturned 4.x. It would be amazing to see a somewhat realistic cockpit in aircraft in 4.x, with a moving yoke, Yaw pedals, and a throttle slide. What would put the cherry on top would be moving control surfaces like what I was saying earlier, elevator, rudder, and ailerons.
Why choose a realistic approach to flight in Unturned 2?
I would like to see a realistic flying system because it would add more value to people who can actually operate an aircraft successfully. Also people could put their joysticks to work, adding even more of a realistic feeling. A realistic flight system would also end the constant feeling of an endless drift while turning tight in Unturned 3.x. It would be more rewarding in, lets say a WW2 military rp server, when you successfully shoot down an enemy plane after an intense dogfight. While we are on the topic of this, plane health should be quite low. There has been a couple of time where I was in a dogfight that lasted 5-10 minns because the health of the aircraft was too high, while in reality a short burst from a 20mm cannon would completely destroy an aircraft.
Now this was a rough, basic, not in depth post about how I would prefer flight physics in Unturned II. I will be making a video going in depth on this topic today, so be sure to go subscribe to my small youtube channel if you’re interested. https://www.youtube.com/channel/UChbG8IzOh6u0FgEkHqQ9dxg?view_as=subscriber
Thanks for reading this, I want to hear your ideas and opinions! Cya later - PeeWee