Well it looks like I'm making some progress. I have thrust and roll working. Yaw/Pitch pending...
W and S speed up and slow down the rotor/thrust
A and D roll left and right
http://dl.dropbox.com/u/38606641/Heli/Heli.htmlFor Thrust I'm just adding force on self Y for the basic "speed", so if you roll the rotor in the right direction then it will be thrusting right. The actual commands are just subtracting or adding to a ActualForce value that is constantly being applied to the helicopter. I don't like adding it per frame so I want to find a better way to lerp this smoothly and regardless of framerate.
For Roll I'm setting a get key down start state and when either A or D are pressed it flips to either adding or subtracting from the roll torque value. Positive values go one way, negatives apply it the other direction. Pretty simple.
Now the tricky part I'm doing now is trying to use mouse vectors based on screen position to adjust pitch and yaw. I don't know how to get a mouse point on the screen relative to the center and convert that to a value that I can throw at the torque modifier to apply pitch and yaw. I don't want to use keyboard controls for the pitch and yaw so that points me toward the mouse vector conversion thing.
Either way, I like where it's heading and I have some good ideas to apply.
Originally I wanted to use ONLY the mouse to roll the hull into a direction, then only WASD would be necessary for Yaw and Thrust Speed but I can't figure out the vector stuff to do that, maybe I can add it in a different control system experiment.