Cinema 4D air combat simulation
Moderatori: Arkimed, natas, visualtricks, cappellaiomatto
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Cinema 4D air combat simulation
When i was a kid i used to program games (back in the days of the ST & Amiga). Now I'm thinking of programming (the basics) of an air battle.
I'm well versed in aviation techniques & tactics, it's weather or not i can code it anymore, so i might be asking for some advice soon.
At first i'm going to put on paper the list of questions & criteria a fighter pilot would constantly be thinking. Then the list of his responses.
Only then will i know if it'll be worth the amount of time this would take to do..
In the mean time here is a picture of one of my planes, that needs no introduction..
- visualtricks
- Moderatore
- Messaggi: 3562
- Iscritto il: gio set 23, 2004 5:13 pm
- Località: Pistoia
Re: Cinema 4D air combat simulation
Re: Cinema 4D air combat simulation
can't wait to see the video
http://www.infolasgaleras.com
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Re: Cinema 4D air combat simulation
Now for my first question. The collision operator in xpresso, it only sees collisions with its outer surfaces. Not internal existence.
Does anyone have any ideas on how to check if an object is inside a closed polygon mesh?
Re: Cinema 4D air combat simulation
Mainly done with c4d's xpresso (with a small touch of c.o.f.f.e.e). Head breaking stuff but the first hurdle is passed. Whats nice is that the simulation already puts both the planes in a flat scissors maneuver towards the end..
www.doghouseanimations.com/c4d%20dogfight%2001.mov
Next up smoothing things out and getting statistics on the aircraft taken into the equation, weight, rate of climb, top speed & even pilot skill.
Then will come the really difficult stuff like tactics, shooting, damage and target selection!
Re: Cinema 4D air combat simulation
Back to my simulation. I have added a better proxy model & got the control surfaces working. I have also got everything to scale & got my (entire) flight model working with the auto pilot.
The speeds, turn circles, climb and roll rates are now based on the information i found here:-
http://www.spitfireperformance.com/spit1vrs109e.html
I used mograph as well to throw a load of static balls in the sky. Giving a better sense of movement..
http://www.doghouseanimations.com/c4d%2 ... t%2002.mov
Re: Cinema 4D air combat simulation
I have also made the pilots aware of negative g stopping fuel to the engine in a spitfire (though not the fuel injected me109's). And made the pilots try and keep their target in view.
http://www.doghouseanimations.com/c4d%2 ... t%2003.mov
Next up gunnery, tracers, convergence and deflection..
Re: Cinema 4D air combat simulation
The tracers are black (and not presently much fun to look at) so you can see them better.
The hardest part (which isn't visible in this test). Is that the pilot recognizes the motion of travel, leading a target & an understanding of ballistic effects. Like trying to fire water from a hose and hit a running target.
http://www.doghouseanimations.com/gunnery%20test1.mov
Now i've got this up and running i have a new respect for any pilot that got rounds on target. It's like throwing a bullseye from a boat on a rainy day, whilst being slapped with a large fish.
Re: Cinema 4D air combat simulation
I do intend on coming back to this but need to go where the money is for a while..
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