http://www.beamng.com/threads/b-25-mitchell-0-4-2-0-update.10704/ http://www.beamng.com/threads/bell-407-helicopter-revisited.6343/
Same here. Flight in beamng is actually quite good. Its damn near impressive for a game originality meant for surface testing. And to understand that this is a strong point for the game, developers may want to jump on the idea before modding sets any bad examples on this amazing new form of gameplay. Not to dis the many dedicated content creators but Its just that even the community is lacking in interest and over all quality in flight in beam. I would guess im trying to say that we need a dev-bulid default beamng show case model, but for the air. As a fan, i would like to see this Program reach to its greatest potential and this maybe one way..
The thing is every content creator wants their plane to fly differently. Mitch wants his plane to be simple and easy to fly. CarlosAir and Dummiesman both wanted realistic flight controls, but took different approaches to it. Drowsysam used the latter for his plane (Which is now broken) and the former for his helicopter. As of now, we have one plane with flap controls (Which doesn't work anymore), around 4 with throttle control, and 5 with yaw control. granted, the new input system certainly helps, since now you don't have to assign anything to the blinker, headlights or hazard light keys, but the devs would still have to make a choice about how they'd want their plane to fly. Take rotators, for example, the things that are meant to work as propellers.We currently have 1 mod that uses them for that, all others either use it for RPM tracking and stuff like that or not at all, because no one (including me) seems to understand how they work. All use thrusters and lua coding, which simulates propellers really well.