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You can get a spin / block to rotate without an engine if you connect it to a complex controller. You will need a counter rotating prop though to counteract the torque. For helicopters a tail rotor works fine and for the rest of stability you can use jet stabilizers.
I've not attempted to get the AI working with helicopters or any prop driven vehicles. If you notice the prop driven planes the AI use usually also have jet engines.
Thanks for the contribution.
I'm not sure the AI in the game or the controls for this game are up to the task of controlling a helicopter. Usually it requires very fine inputs on analog controls, something that would have to be done with a gamepad or flight stick.
It might be possible to put ailerons on the blades to change the pitch of the rotors and use a complex controller to control the positive / negative inputs for the ailerons.
I've been wondering about drag a lot too. I don't know whether having part of the propeller underwater when trying to take off is causing problems or not. I tried using hydrofoils on the bottom of the plane to help get it off the water, but they're no good if the thing won't move forward.
Still, I'll have to try working with the unstabalized blades some, just to see if it makes a difference.
The air in FTD is basically like jelly. If you just spawn a big pure-metal ship in the air, it geently, sloowly sails down into the water like it was made of paper, too.
You could also try levelling up your sky captain skill, that should reduce drag while simultaneously boosting rotors lift force.
I did place the main rotor just aft of the COG so that I could add a forward component to the lift vector. I also placed thrusters just above the COG so that forward thrust would induce some negative pitch into the aircraft. Even with all of this my helicopter was still an unstable mess. I also tried to create prop planes using some of the same techniques but could not get any forward thrust from them.
I concur that gravity and/or drag is calculated incorrectly at this point in the game. Gravity should be cumulative thus increasing acceleration per second squared and then adding said acceleration to the overall downward velocity vector.
What is strange is that when objects collide with the terrain damage occurs but when objects collide with the water no damage occurs. But in real life hitting water from 1000 ft is not much different than hitting land from 1000 ft b/c of the acceleration and velocities involved.
Still it is a work in progress but overall this game offers far more than other games of this type. Finally a game where I am not only building cool machines but I'm testing them in combat and eventually using them in a campaign against capable AI. So many games get the build part right but then miss the 'game' part. This is more than a designer with no purpose...this truly is a 'game' in every sense of the word.