Hi all, I really like the basic ArmA helicopter flight model however I never liked how it was so predictable, there is no turbulence or bounciness to the air which I thought was dissapointing.
So, I have created a script which uses PhysX forces to randomly jossle aircraft around. It uses boundingBoxReal to calculate the an approximation of the surface area of the aricraft, and uses that alongside the wind and overcast a paramters to generate roughly realistic forces.
The cool thing about PhysX is aircraft already have a mass assigned, and due to inertia larger aircraft are therefore less impacted.
This is designed and tested using helicopters, but might work on planes. Give it a go.
Works with modded aircraft
Scales based on weather (overcast and windspeed both generate turbulence)
Larger, heavier aircraft are less impacted due to inertia, however as they have a larger surface area the forces are greater. This means each aircraft handles turbulence slightly different as the surface area/mass ratio is different.
Generates no network traffic
Kinda computationally expensive, but shouldn't lag your game to hell.
Only calculates if player is the pilot.
Doesn't affect AI pilots (they need the help)
Require CBA. To test it out, just use it as an execVM in an object init. "this execVM turbulence.sqf". It won't work if you spawn into the aircraft, you have to get into the aircraft after mission start.
Why did I do this? IDK lol.
Any feedback would be appreciated, and if you want to turn this into a mod that applies itself to all PM me.