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Currently we also take into account surface area, so you will notice things feel different depending on the angle drop angle.
We are also exploring ways to take turbulence more into account in the future. That's a really complex aspect, aerodynamics, fluid dynamics,... With todays real time technologies, thats really hard to simulate, so we are looking at ways to replicate those effects instead. I suspect these might impact flight behaviour too in some specific cases. "
What do you all think? is the drag too much on a little quad in this sim?
The ability to "throw" your quad over objects. This is something that is missing from all FPV simulators (not just liftoff). So this is done in real life by punching out over an object, dropping the throttle to 0, then the feel of it dropping with the weight of the quad, it is actually really hard to explain.
BUT in the game, if you Punch out over an object, the moment you drop the throttle, it feels like the quad instantly looses most of its speed and you have to use the quads power to propel yourself over an object, and not inertia.
If I want to do a power loop, to achieve it, you have to unrealistically manipulate the throttle.
How it is supposed to happen:
1 fly forward into the object
2 throttle up and pull back on the pitch stick
3 cut power at the top of the loop (so that no motor power is directed down)
4 continue to move the pitch stick to maintain wanted subject in the camera frame
5 feed in throttle to arrest fall
6 repeat until skill mastered or until all funs have been had
How it happens in game:
1 fly forward into the object
2 throttle up and pull back on the pitch stick
3 cut power at the top of the loop
4 this is where things go wrong, there is supposed to be momentum backwards that allows you to realistically perform the trick
5 the quad doesnt seem to fall at the correct rate after throttle is removed
How to make look like real life in game:
1 fly forward into the object
2 throttle up and pull back on the pitch stick
3 DONT cut power at the top of the loop (maybe half the amount of throttle)
4 manage the amount of throttle on the way back down
5 catch the quad with the throttle to arrest fall.
Thanks for posting this feedback. The team will take a dedicated look at it. The 0.10.0 update, while being a huge improvement, is not the last stage in the development of the simulation. Your feedback will be of great help to us.
We're still going to be working on improving the effect.