Arcade flight simulation

Not sure how you did that :rofl: When I try to land this thing I apply the minimum throttle of 50% (thats the unit :slight_smile: ) assuming you adjust the pitch and you have no roll it results in around speed of 85 (no unit really, use whatever you comfortable in your region :slight_smile: ) Thats the minimum for not descending I think (assuming you control the pitch).
Maybe I could add some tab with parameters that can be tweaked. The physics of this thing is super simplified.

Try it when you respawn. I have been able to (nearly) keep with the altitude below 30 (units :wink:) for nearly 10 sec. May be because of the low oxygen at higher altitude :grin: I applied quick short press on the pull-up key [S].

As long as you can also have your fun improving it

For sure, its been super fun developing it. Having people actually using it/giving feedback is a great incentive to try to make it better.

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Still cant reproduce it, some short video would be nice. Possibly I need to adjust drag coefficients for different axis of local velocity.
As long as you eventually fall to the ground its alright :rofl:

After getting some feedback I made a little update for my naive physics in attempt to make it a bit more realistic. Basically the rudder yaw action was way too much and should have a bit of a roll effect. You can try new handling at the link below.
I dont think I want to make it too realistic. For a noob like me its harder to control it now but I hope I will get a hang of it :slight_smile:
The sliding action for rudder is not really there. It requires a bit more effort to implement.
Enjoy!
js-wings

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Great effort and in such a short time :clap: It’s already much better and then, it doesn’t have to be realistic in an arcade game. At least ,I’m much more able now to use the rudder to align on the runway (and that’s mostly where you want to use the rudder). Except on the ground; When on the ground, you use the rudder and left and right brakes to turn the airplane.

Edit: Landing on this carrier is really hard for an arcade game. May be you could add simple brakes to it when on the ground. I keep on overshooting because I cannot slow it down enough. The other thing is the power/rpm to keep the aircraft level. 50% is a lot when you are on a regular descent on the glide, the aircraft should be able to keep with the speed with just 25%. Also, when doing a level flight, you need to apply nearly full power to maintain the altitude, where I believe around 60 to 70% should be enough for a level flight.

The break is already there under B. I am thinking I could reduce also the throttle straight to zero when you hit the break. But then again you might want to keep the break while you increase throttle when taking off.
The power/lift/drag parameters need definitely some tweaking I agree. Also now it make sense to put the rudder under Q/E since they get much less use :slight_smile: I will look into it.

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OOps, indeed they are here. It might be because I’m not used to read the key bindings in this form. Looks like I’ve been focusing only on the picture :thinking: And then no, don’t change it. Being able to set full power on the engine while keeping on the brakes is perfect.

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Hey sorry for the big delay! Here we go!

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Cool, thanks! I am on the break from js-wings working on other hobby project but cant wait to get back to it and add new features!

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This is really cool!

If you’re interested, I would be happy to collab with you on this to add some GUIs and maybe even multiplayer… What do you think?

Also as someone who has flown a plane and hopes to continue flying, A flight sim in the browser would be awesome.

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sounds great, we should definitely have a chat. I am currently traveling so will get back to you.

I am back! Done with other projects for a while so thought I will add some more features to js-wings. First is dynamic terrain mesh from height map so now you can fly around the whole Achil island! Second is improved enemy airplane AI. Before they were just following path. Now its a mixture of wonder+limit(ground/sky)+level (levels plane after it climbs/decend for too long). I am planning to add chaising so it will shoot back on some point.
Enjoy!

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cooool update !!!

New feature added. Now you have a minimap showing the terrain, enemies, birds and allies. Here is a quick video:

you can play it here js-wings

post about the minimap here minimap

Enjoy!

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Hi All,

I am working on adding joystick and couple other things which are almost ready. For the joystick throttle I mapped to the throttle type axis which slides and dont return to the zero position.
I imagine simpler gamepads dont have that? Ironically I never played any simulation game not to mention using controller. For such gamepads should I add some option for axis to integrate rather than allow returning to zero or just map to buttons up/down?

cc @PolygonalSun

ok, I added joystick controller with a menu tab for configuration. The configuration is stored in browser which makes it painless after the initial setup. Tested it only on my speedlink phantom hawk. Its so much nicer than keyboard!

For gamepads without the slider throttle user can still configure buttons up/down as long as they set the throttle axis to empty.
The worse thing about adding this feature was implementing combobox for gui :slight_smile:

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I added couple new features which I think makes it a very basic game.

  • gamepad controller (I think for a flight sim it is a must)
  • stats UI for health, fuel and ammo (now you can run out of it. You have to refill by landing on the carrier)
  • stats UI for keeping score (for shooting things)

play here: js-wings.netlify.app

enjoy!

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Generally speaking, for joysticks, they have a tendency to not quite get to 0 when idle. This is often due to hardware wear and tear or variations in production. Because of this, input for joysticks is often implemented with what’s called a ā€œdead zoneā€. Basically, there’s some range with zero where input should be ignored (similar to how we use Epsilon to account for floating point issues). If you implement an axis to handle the analog input from a joystick, it’d be good to account for that.

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