Author Topic: A 'Hokum helicopter' game demo by hobby coder  (Read 835 times)

Offline Ex-jazz

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A 'Hokum helicopter' game demo by hobby coder
« on: February 23, 2010, 04:15:18 PM »
Hi

The helicopter flight physics /dynamics was puzzling me, and I decided to give a try... I made a simple 'Hokum' helicopter flight game demo with Blender 2.49a game engine.
http://fdm4bge.1g.fi/Files/10001/Hokum_copter/Hokum_copter_3.png

There's no actual target, just to fly around a small mountain region.  Since I don't have a helicopter engine-rotor sound loop, this demo is without any sounds.

Controls:
Mouse up/down = cyclic pitch
Mouse left/right = cyclic roll
Mouse wheel up/down = collective +/-
Mouse LB = yaw left
Mouse RB = yaw right

The .exe version don't have any instrumentation yet. The source .blend version has just a debug properties figures. The source .blend version playing requires a Blender 2.49b installation to run.

The source .blend file 'flight instrumentation':



The stand alone game download (13M; .exe with needed .dll's, compiled with Blender 2.49b):
http://fdm4bge.1g.fi/Files/10001/Hokum_copter/Hokum_copter.zip

The source .blend file(6.6M):
http://fdm4bge.1g.fi/Files/10001/Hokum_copter/Hokum_copter_03a.blend


I don't have any real life helicopter or even helicopter simulation/game experience so, I'm  very curious about your feedback.

Thank you
« Last Edit: February 23, 2010, 04:17:09 PM by Ex-jazz »

Offline HPriller

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #1 on: February 23, 2010, 08:39:45 PM »
Good start on your sim there.  I fly RC helicopters and have experience with several PC sims.  The first thing I'd like to suggest is that you try and get your flight controls changed for flightstick controls, as having proportional controls is important for getting a better feel of things on the various axis'.   This is something you just can't do properly with the mouse.  The flight physics model seems a little strange too.  Particularly, the effect of gravity seems rather weak, like flying a helicopter on the moon or something.  Lastly, the yaw control seemed very slow, though this might just be a symptom of the mouse button control and/or the dual rotor configuration (I prefer a tail rotor configuration myself).

Offline Ex-jazz

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #2 on: February 24, 2010, 08:11:09 AM »
Hi Hpriller,

Thank you for your feedback.

Your absolutely right about the mouse vs stick issue. I choose the mouse input for this demo, because the stick/s axis management is not functional yet.

The copter and world size scaling is most likely the reason for the odd gravity experience. I try to made this in 1/10th scale.

Current yaw control is nothing but a constant +/-torque force. It will be very much different with the pedals.

Offline Ex-jazz

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #3 on: February 24, 2010, 03:31:12 PM »
Hi

I just make some test flights with joystick input setup, and it's a whole different world.

so far so good.

Offline mensa180

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #4 on: February 24, 2010, 08:23:43 PM »
Cool work Ex-jazz.  I still have plans to work with you on our improved film search when I get more free time.
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Offline indy007

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #5 on: February 25, 2010, 09:32:07 AM »
Hi

I just make some test flights with joystick input setup, and it's a whole different world.

so far so good.

If you want something easier and more powerful than Blender's built in functions, go check out Unity3D and DX Studio.

Drag & drop game middleware, with Blender object support.

Offline Ex-jazz

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #6 on: February 25, 2010, 02:59:22 PM »
Hi

Thank you for your comments.

Latest version has:
- A joystick support.
- A HOTAS axis setup & calibration routine (alpha).
- A basic sound.

If your ingame controls are working upside down, then open the 'g_cont.txt' file and add a minus mark(-) after the given axis.
The axis are list as following: 1-line pitch, 2-line roll, 3-line yaw & 4-line collective/thrust.  

VIDEO
For some reason the fraps didn't record the sounds right.
http://fdm4bge.1g.fi/Files/10001/Hokum_copter/Hokum_copter2.wmv

The game file (17.M)
http://fdm4bge.1g.fi/Files/10001/Hokum_copter/Hokum_copter2.zip


« Last Edit: February 25, 2010, 03:04:06 PM by Ex-jazz »

Offline Ex-jazz

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #7 on: February 26, 2010, 04:46:35 PM »
Hi

Sorry for the bump.

Anybody tried the latest .exe version, which support the joystick/s?

If you have a problems with the controls setup, please, let me know. I maybe can help you to solve the problems.

I would like to hear your opinion about the 'Flight Model'.

(edit)
In video/game the HUD readings are in metrics are following:
- Speed = Km/h. This is just a nose heading speed. If you skid/slip, then it's off.
- Vario(meter) = m/s
- Alt(itude) = meters
- Pitch/Roll angels = degrees

Thanks
« Last Edit: February 26, 2010, 04:49:13 PM by Ex-jazz »

Offline hymijr

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Re: A 'Hokum helicopter' game demo by hobby coder
« Reply #8 on: March 03, 2010, 09:20:40 AM »
problem with controls cant get it off the ground