For local pilots who fly Funston routinely, this simulation looks as realistic as the technology can possibly do today. I am continuously getting impressed.
This is looking so good! sometimes it seems that the pilot moves “quicker than inertia would usually allow”, so it might be a good idea to add a damping effect specially for pitch
I agree. The damping function was already added, but could be stronger. The real issue is in this video, the control inputs are coming from a small joystick on my VR hand controller, which moves less than a cm. It's natural when flying third person for those that fly RC, but doesn't feel right when in the glider. I have added VR hands that grab the bar, that track the position of your real hands relative to your head. It all works naturally now without much input smoothing because moving your arms is slower than moving your thumb. Good suggestion and thanks. I have tried to fly both sitting in a chair and standing. Ideally, the user would be hanging in a real harness, but it is natural to launch and land when standing, which changes your visual perspective and adds drag to the simulated pilot. When airborne, it's definitely better to sit, as it is almost impossible to balance when maneuvering, and would be very dangerous for the user.
@@ThomasLowFlyer awesome! If this sim comes out as nice as it is looking I’ll certainly find a way to build a control frame a hook my harness. And somehow connect the joystick to the hang loop, there’s no way to go wrong like that in terms of input and pilot inertia!
For local pilots who fly Funston routinely, this simulation looks as realistic as the technology can possibly do today. I am continuously getting impressed.
bellissimo! Bravo Thom! don't stop, i want it!
Any chance to sign for betatesting :) ?
Amazing greetings from a old pilot. Can't wait for it
uh..that's so cool!!! You just got a new subscriber....I'll be watching you :-D
awesome ,,, I want to play this ,,,
Great project! Congrats my friend
Looks amazing.
This is looking so good!
sometimes it seems that the pilot moves “quicker than inertia would usually allow”, so it might be a good idea to add a damping effect specially for pitch
I agree. The damping function was already added, but could be stronger. The real issue is in this video, the control inputs are coming from a small joystick on my VR hand controller, which moves less than a cm. It's natural when flying third person for those that fly RC, but doesn't feel right when in the glider. I have added VR hands that grab the bar, that track the position of your real hands relative to your head. It all works naturally now without much input smoothing because moving your arms is slower than moving your thumb. Good suggestion and thanks. I have tried to fly both sitting in a chair and standing. Ideally, the user would be hanging in a real harness, but it is natural to launch and land when standing, which changes your visual perspective and adds drag to the simulated pilot. When airborne, it's definitely better to sit, as it is almost impossible to balance when maneuvering, and would be very dangerous for the user.
@@ThomasLowFlyer awesome! If this sim comes out as nice as it is looking I’ll certainly find a way to build a control frame a hook my harness. And somehow connect the joystick to the hang loop, there’s no way to go wrong like that in terms of input and pilot inertia!
Nice!