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SimplePlanes 2 | Wings Part 2

CM SupremeDorian  one month ago

This post serves as a follow-up to our previous post about the new wings and fuselages in SimplePlanes 2, with more in-depth information than we gave you in the last one. If you missed Part 1, check it out here.

Wings

This one is going to be a slight change of pace compared to our previous showcases, with some more nerdy talk than usual. If that isn’t your style and you’d rather skip it, then the key takeaway here is this: for SP2, we’ve completely redone the flight model for the wings, making their physics more dynamic and interesting than ever before.

For the nerds that want the juicy details, I’ve let Nicky (the mastermind behind these new wings) write the rest of the showcase as he can explain it far better than I can:

Having heard so many stories from people who played the game as a way to explore aeronautics from a young age and later found themselves growing up into qualified pilots, engineers or mechanics, I knew that the educational side of the game was very important, and I always wanted to expand on it in the sequel.

One way to do this is to increase the fidelity of our flight model. This is something I've been planning for a while and it's great to finally see results. Many modern methods exist for simulating the aerodynamics of aeroplanes, but almost all of them are made for designing real life aircraft. This means that they favour being numerically accurate to real life, at the expense of huge amounts of computational power, and ease of use. SP2's flight model is not for designing real life aircraft and has a very different set of requirements. It needs to be highly performant to run on as many devices as possible and it also needs to be numerically stable. If an iterative solution fails to converge for an aircraft you make, we can't have an engineer hop in and change the simulation parameters to get an accurate solution - it has to just work every time. But, we still want to improve the applicability of the behaviour you see in SP2 to real life engineering. This means we need to increase the range of effects and behaviours that can be expressed by the wings. Of course, we still use real-life data and scaling as much as we can - but we shouldn't let it get in the way of teaching important concepts. Numbers are important, but concepts more so. Here are some new concepts that you'll find in SP2:

  • Control Surface Moments

In addition to increasing or reducing a wing's lift, control surfaces also apply a turning force to the wing they're on. In SP1, you can often deploy your flaps all the way to increase your turn rate and save yourself from an early introduction to the ground. This is less advisable in SP2, where flaps will correctly cause you to pitch down. This also means that elevators on delta wings can work without the fakery required in SP1.

  • More in-depth customisation

As we mentioned in the previous blog, you can tune the airfoil parameters to change how your wing acts. This accentuates the difference between a docile trainer and an aggressively tuned fighter. The range of control surface types you've seen are also not just for show: each one affects your maximum lift, stall angle, moment and drag uniquely.

  • Wing Efficiency

A key consideration when designing a wing is efficiency. It's easy to get buried in airfoil cross sections and forget that there's a third dimension down the span of your wing. We're experimenting with a new system that adds effects driven airflow along the span of your wing. You'll see that longer, thinner wings like you see on a glider are more efficient than shorter stubbier wings. This system makes it so that maximising the efficiency of your build is more than just reducing the frontal surface area for drag.





Drag

Speaking of drag, this was a fairly painful topic in SimplePlanes 1. The drag model had a ton of problems, which becomes quite apparent when you look at any of the top crafts on the website and notice that they typically have drag disabled on most of the parts.

In SimplePlanes 2, that old drag model is still there, but you can now choose to switch a craft to a brand new drag model that addresses many of the egregious issues with the old one. The new drag model uses the visual mesh of your craft rather than its colliders. This means the overall drag profile of your craft will be more accurate and intuitive. The curvature and angle of surfaces are now also taken into consideration.

Crafts using the new drag model should notice a significant reduction in overall drag, allowing for better speed. Performance should be better, especially with very large crafts. The frustrating issues with inexplicable asymmetrical drag should also be resolved.

The new model also has some cool new behaviours that weren’t in the old model:

  • In-flight Drag Recalculation

    • Drag will now be automatically recalculated in-flight when the geometry of your craft changes, such as a part being detached or destroyed.
  • Body Lift

    • Non-wing parts are now capable of generating a small amount of lift based on their angle of attack.

To complement the new drag model, we’ve completely overhauled the drag visualizer in the designer. It is now much more useful and very pretty, with a red to blue gradient depending on how prominent the drag is on a surface, and a pretty animation to go along with it. The new visualizer shows a much more accurate visual of the drag forces on your craft, showing exactly where the draggiest bits are instead of just highlighting entire parts based on their total drag, though you can re-enable that behaviour if you want to.

The drag visualizer can be tuned to your liking, allowing you to set an angle for the airflow as well as the maximum range of drag values to be shown. Note that as of writing this the visualizer doesn’t work on wings due to technical limitations, though by the time the game is released this may change.



If you like what you're seeing, please consider wishlisting SimplePlanes 2 on Steam. If you'd like to see bits of these blogs early, consider joining our Discord Server!

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  • Profile image
    3,673 SCtheONE

    IM SO READY FOR THIS

    25 days ago
  • Profile image
    1,376 Someonefun

    @GrandPrix WHOOO HOOOOO

    one month ago
  • Profile image
    49.6k Graingy

    @ArovestaDynamics That's a silly thing to ask for. Game development ain't cheap.
    That being said, a discount for owners of SP1 would be nice.
    Goodness knows I've earned it, I've bought SimplePlanes three times.

    +2 one month ago
  • Profile image
    4,487 Halcyon215

    Will it have chicken wings?

    one month ago
  • Profile image

    When will the full game or demo be released and will it be completely free or for a while?

    one month ago
  • Profile image
    2,318 Subsere

    Well I'll be. Looks like things are really coming along.

    one month ago
  • Profile image

    Can it be free on Steam for up to a week after the game's release? 👉👈

    +5 one month ago
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    @DumbPlaneMaker Many aspects of SP2 such as the wings and control surfaces actually are reimplemented from scratch, with completely different code and behaviour. Backwards compatibility is achieved by having all of the old SP1 parts exist separately as different parts. The SP1 wings for example are their own legacy part with their original physics, whereas the SP2 wings have completely new physics remade from scratch.

    +10 one month ago
  • Profile image
    2,069 Bigolfishboy

    @SupremeDorian Hey, random question but could you enter https://www.simpleplanes.com/a/uhsVch/FE-308-Ze-Fisker-Loach-AA-Version as a successor to https://www.simpleplanes.com/a/t858cz/Simpleplanes-Fighter-Tournament ? Thanks!

    one month ago
  • Profile image
    352k WinsWings

    awesome,

    one month ago
  • Profile image
    8,483 Supersoli8

    @braedenluvsplanes same

    one month ago
  • Profile image

    I hope SP2 has condensation trails and sonic booms

    one month ago
  • Profile image

    When early access?

    one month ago
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    As exciting as SP2 and its advancements are, I can't help but feel that trying to make it backward compatible with SP1 is massively keeping it from reaching its potential.

    Seems the devs are adding realistic bits to the mechanics of SP1 (the control surfaces and spanwise flow being prime examples), where if compatibility wasn't a requirement those mechanics could be implemented from scratch much more efficiently (like general aerodynamics simulation, instead of approximating different airflow patterns one by one).

    Maybe it's to make the game easier to run, idk. Wonder how stalls will be simulated. Still, can't wait to play the game, 10/10.

    one month ago
  • Profile image
    159k MAHADI

    @Grob0s0VBRa unnecessary. i am the Hero of Kvatch

    +1 one month ago
  • Profile image
    13.5k Grob0s0VBRa

    @MAHADI jundroo are picky. Best you can do is sign up using a link from this official forum.
    And don't forget that you need to have Speech skill on 100
    Oh, and make sure to drink a potion of Liquid Luck
    and sacrifice a lamb or two
    ...
    Profit?
    Perhaps

    one month ago
  • Profile image
    159k MAHADI

    how to get into closed beta testing? or is it not available yet?

    one month ago
  • Profile image
    1,200 YeShengA330

    @billbill124345352 《billbill》这一块🧐

    one month ago
  • Profile image

    想玩😃

    +1 one month ago
  • Profile image
    77.6k 2Papi2Chulo

    I can't wait to spend hours in DATCOM to make a perfect plane

    one month ago
  • Profile image

    @ludi20030315 how long until I can download sp2 on mobile I’m dying to play it

    one month ago
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    So how long will it take for us to wait until SP2 is on sale on Steam?

    one month ago
  • Profile image
    49.6k Graingy

    @SupremeDorian So there's a chance...

    one month ago
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    100k winterro

    About the drag, it is not that we disable it for the reason that you think.

    The reason most people disable drag is because of the massive lag spikes it creates.

    Enabling drag on something like a ship or for example, Godzilla will instantly freeze your game.

    This is not only an issue here in the game, but also the designer. Adding a lot of small parts will make every action freeze the game for three seconds cause making the speed of a rotator bigger surely needs a new drag calculation. Making building complex craft littarly a "drag".

    +10 one month ago
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    @Randomplayer Multi-crew is certainly something we're aware of the demand for, but it's a lot more technically challenging to implement than regular multiplayer is so it isn't in the game right now. That's not to say it never will be, but I wouldn't get your hopes up.

    +6 one month ago
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