nvm because i dont have a lift force because of Cl = 2 * pi * attack angle = 0.0ff
the stupidiest thing now i see that: my plane always goes down towards gravity vector even when thrust force is 2 times greater than gravity force and acts in the opposite direction
second issue is that: i cant calculate proper normalized vector (normalized gravity force vector)
in example: i have plane pos: x=50 000 m y = 100 m z = 30 000 m and the normalized vector is something like this: x = 0.7; y = 1.5, z= 0.4; and i donkt know why the y is fck-ing 1.5 here
i always get this effect (lol clouds are 320 km away form the surface - and we are in south america )
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i use these equations:
F=m*a
s=v*t
s= v0*t+a*t*t*0.5
i start the simulation with this:
MODEL->t = GetTickCount();
MODEL->pos = position;
MODEL->old = position;
void __fastcall TVehicle::ProcessFrame()
{
int p = GetTickCount();
float x = abs(float(p-t))/1000.0f;
if (x <=0 ) return;
t3dpoint kk;
kk = YPRangle.rf; //thrust force orientation
float Front_force = Throttle_to_force( Throttle ); //thrust force val
float Q = eGForce * mass; // gravity force val
t3dpoint TForce_vec;
t3dpoint GForce_vec;
TForce_vec = YPRangle.rf; //thrust force direction (movement)
t3dpoint c; c = vectorAB(pos, zero);//center of earth
GForce_vec = Normalize( c ); //g force direction
//density
float drag_force = 0.350*pressure*(V*V/2.0f);
GForce_vec = vector_multiple(GForce_vec, Q);
TForce_vec = vector_multiple(TForce_vec, Front_force);
t3dpoint ALL_FORCES = vectors_add(GForce_vec, TForce_vec);//add forces
//Cl = 2 * pi * pitch angle (in radians)
//L = .5 * Cl * air_density * V^2 * A
t3dpoint VA; //acceleration vector
VA = ALL_FORCES / mass; // a = F / m
float dk = ( x*x ) / 2.0f;
VA = VA * dk; //(a * t^2 )/ 2
float h = V*x;
VA = VA + h; //V0*t + (a * t^2 )/ 2
//s = V0*t + (a * t^2 )/ 2
pos = vectors_add(pos,VA );
t = GetTickCount();
V = n3ddistance(pos,old) / x; // s = V / t so calculate velocity
old = pos;
}
what am i doing wrong ?
now wypadkowa is ALL_FORCES :] no its not irricht its mine engine