I'm currently working on a little project - making something like Ace Combat with Shiva3D. I think I understand the basics of arcade flight simulators - thrust, pitch, roll, and yaw. I'm using a physics-based approach by applying forces on a dynamics object, and I couldn't figure out how to make it work perfectly.
As of now I'm simulating lift by applying a force equal to the dynamic's mass times gravity upwards to the positive direction of the local Y axis and applying a yaw according to the horizontal component of the altered lift when it makes a banked turn, but I couldn't emulate the yaw completely.
Some time later I decided to look at one of the Vector Thrust's airplane objects and opened its
.ini file. There are many variables concerning the mobility, including the acceleration rate at sea level, acceleration rate at the service ceiling (the service ceiling height itself is also depicted), maximum velocity at sea level and ceiling level, etc.
These variables make me wonder whether I should just change into the ordinary translation/rotation model.
So, which approach would be better? Should I stick to the physics-based approach with corrections, or should I use the normal translation/rotation model with complex variables?
EDIT: To clarify, I am aiming for a mostly arcade experience, but with plausible speed (both linear and angular) changes.