OomphSpace Flight SystemComing soonPhysics based flight system for zero gravity applications.
Includes:
- Easily rebindable controls: Pitch/Yaw/Roll/Strafing support, bound to playerprefs. Not tested on Joysticks.
- Simple to modify: Artificial motor management, drag is manipulated in lieu of vector calcs and complex force applications to combat zero drag drift.
- Separate motors: Main (linear thrust) and Aux (axial rotations). This allows for more flexibility in ship control.
- Docking/landing system and ability to exit ship, cycle control systems between FPS walking and ship flight.
- 'Hangar' area where you may change the Engine and Wings of the craft to affect both engine speeds, weapon types and aesthetics. (this is in AngryShips, but will be more intuitive in this project)
- Cycling Camera system.
- Possibility of Photon integration later.
- Possibility of RageSpline UI integration. I'm not sure how RS shares content, so I have to look into this more but if its easy to share then I'll be making the a UI system with RS. Refer to the Brevis project for UI examples.
I've made some headway on it and roadmapped what I want to do with the project and now that I have time again I can hopefully be more active around here and continue developing these.
Oomph is the next system in the lineup to explain how to do space sim style flight with the actual physics inputs available in unity/playmaker. Due to the nature of space flight there will be some exceptions made to the 'trueness' of the physics system in order to make it actually fun to play and simple enough to understand.
Everything will be commented out to help explain how things work, as usual, as much as I can clearly explain stuff.
A lot of this is already working, I'm working on making some models for the new ship and the interchangeable parts you can put on it, after I get a couple of variations I'll move on to scripting the Hangar and making it swap parts and then move on to the HUD system. Most of you don't have RS, I assume, so I'll just use super simple stuff for the HUD for now and add more advanced kits later.
It should be available in the next 2 weeks if everything goes as planned.