improving lift velocity

This commit is contained in:
Alexsandro Percy 2023-10-26 22:28:38 -03:00
parent bd5a2b7c2c
commit 028b9c3ecd
3 changed files with 17 additions and 9 deletions

View file

@ -331,9 +331,9 @@ function airutils.getLiftAccel(self, velocity, accel, longit_speed, roll, curr_p
return retval
end
function airutils.get_plane_pitch(velocity, longit_speed, min_speed, angle_of_attack)
function airutils.get_plane_pitch(y_velocity, longit_speed, min_speed, angle_of_attack)
local v_speed_factor = 0
if longit_speed > 0 then v_speed_factor = (velocity.y * math.rad(2)) end --the pitch for climbing or descenting
if longit_speed > 0 then v_speed_factor = (y_velocity * math.rad(2)) end --the pitch for climbing or descenting
local min_rotation_speed = min_speed/2
local pitch_by_longit_speed = 0
if longit_speed > min_rotation_speed then --just start the rotation after the rotation speed

View file

@ -32,7 +32,8 @@ function airutils.physics(self)
local height = self.height
local submergence = math.min(surface-spos.y,height)/height
-- local balance = self.buoyancy*self.height
local buoyacc = airutils.gravity*(self.buoyancy-submergence)
--local buoyacc = airutils.gravity*(self.buoyancy-submergence)
local buoyacc = airutils.gravity*(self.buoyancy-submergence)
--local buoyacc = self._baloon_buoyancy*(self.buoyancy-submergence)
accell = {x=-vel.x*self.water_drag,y=buoyacc-(vel.y*math.abs(vel.y)*0.4),z=-vel.z*self.water_drag}
if self.buoyancy >= 1 then self._engine_running = false end
@ -41,7 +42,7 @@ function airutils.physics(self)
self.object:move_to(self.object:get_pos())
return
else
airutils.set_acceleration(self.object,{x=0,y=airutils.gravity,z=0})
--airutils.set_acceleration(self.object,{x=0,y=airutils.gravity,z=0})
self.isinliquid = false
--new_velocity = vector.add(new_velocity, {x=0,y=airutils.gravity * self.dtime,z=0})
end

View file

@ -322,14 +322,16 @@ function airutils.logic(self)
end
--adjust climb indicator
local climb_rate = velocity.y
local y_velocity = 0
if self._engine_running or is_flying then y_velocity = velocity.y end
local climb_rate = y_velocity
if climb_rate > 5 then climb_rate = 5 end
if climb_rate < -5 then
climb_rate = -5
end
-- pitch
local newpitch = airutils.get_plane_pitch(velocity, longit_speed, self._min_speed, self._angle_of_attack)
local newpitch = airutils.get_plane_pitch(y_velocity, longit_speed, self._min_speed, self._angle_of_attack)
--for airplanes with cannard or pendulum wing
local actuator_angle = self._elevator_angle
@ -499,11 +501,16 @@ function airutils.logic(self)
self.object:move_to(curr_pos)
--airutils.set_acceleration(self.object, new_accel)
local limit = (self._max_speed/self.dtime)
local vel_to_add = vector.multiply(new_accel,self.dtime)
if new_accel.y > limit then new_accel.y = limit end --it isn't a rocket :/
vel_to_add.y = 0
if not self.isinliquid then --why? because whe work water movements in the phisics code
new_accel.y = new_accel.y + airutils.gravity --gravity here
end
local vel_to_add = vector.multiply(new_accel,self.dtime)
--vel_to_add.y = 0
self.object:add_velocity(vel_to_add)
self.object:set_acceleration({x=0,y=new_accel.y, z=0})
--self.object:set_acceleration({x=0,y=new_accel.y, z=0})
else
if stop == true then
self._last_accell = self.object:get_acceleration()