Aircraft Physics/Mechanics

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

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Untunred II do has some basic planes https://www.youtube.com/watch?v=-p086rJNdY8&t=0s

Haaha I saw that video yesterday, Nice to see something is flying already teheheh. @ReallyAR

I would like to see a more complex system of controlling planes in unturned II because now you can jump from the plane at the altitude of 10 meters at 100kph and the planes just falls like a feather right next to you.

Exactly @ReallyAR also do you notice when you do tight turns your basically drifting a car in 3 dimensions?

yes 10 characters

The main issue actually isn’t control surfaces at all right now. It’s the weak thrust power of all aircraft, including jets, that makes it feel as if you’re flying an AC-130 with only 1 engine. This is actually the reason why aircraft feel unresponsive, not because of the lack of moving elevators, rudders, or ailerons, which btw would seem to be aesthetic changes for the most part.

Oh of course! The moving control surfaces would only be for aesthetic purposes only, and yea under powered aircraft is definitely an issue, I think the way aircraft where designed in 3.x was just a big mistake in general to be quite honest honest with you, no realism, not one bit. Seeing how Nelson is tackling Unturned 4.x hopefully he does it right this time. @GreatHeroJ

There is an Unreal engine 4 plugin that can do that.

I feel like it’s the oposite. Very high thrust and quick engine response.

Other than that we should be able to push airplanes to align them for takeoff and park them to hangars.

That would be cool, so you mean like if you wanted to park an ultra light aircraft into a hangar you can just lift up the back wheel, if its light enough, and walk it backwards into a hangar? I could see that being very useful.

they dont have high thrust, if they did they wouldn’t drift like they do.
i am pretty sure they are just way to light

In my opinion War Thunder’s vehicular controls are subjectively the best all-around controls for aircraft and even tanks and armored vehicles and now boats and helicopters. No matter what I play, weather it’s a massive naval destroyer, a half-track, an attack helicopter, or a heavy bomber or fighter, they all feel easy to pick up immediately and understand how to control, yet there’s plenty of advanced options to go through to gain even more manual control of your plane such as specific fuel-air ratios and how open your radiator flaps are, and now boats have independent propeller/impeller controls. I’d be more than happy if Nelson were to take some cues from Gaijin’s vehicular mechanics handbook (and please not their PR handbook Gib free Parts and FPE or a free Abrams).

with all honesty though, I hate “point and fly” games, they are too easy, require no skill, and noobs will be noobs and ram into everything they see. Now if we just talking about physics/flight mechanics, yea war thunder has it right. <-@nelson

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