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Arcade glider flight model with stall

Fly a Node3D like a glider: a sink-rate polar with a best glide speed, speed traded against height, banked turns at the coordinated-turn rate, auto-levelling wings and a stall with nose drop and recovery.

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • baltor_test.gd
  • component.json
  • glider_flight_3d.gd
  • inspect_gdscript.py
  • run_tests.gd
  • test_package.py
  • tests/test_glider_flight_3d.gd
  • verification/native.json

How it works

Class
BaltorGlider, extends Node3D
Methods
set_controls(pitch_input: float, roll_input: float) -> void; sink_rate(speed: float) -> float; get_speed() -> float; set_speed(speed: float) -> void; get_heading_degrees() -> float; get_pitch_degrees() -> float; get_roll_degrees() -> float; is_stalled() -> bool; and 2 more
Signals
stalled, recovered
Exports
start_speed, best_glide_speed, min_sink_rate, drag, stall_speed, stall_dive_degrees, pitch_rate_degrees, roll_rate_degrees and 5 more
Placement
res://baltor/godot_components/glider_flight_3d/

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • godot_parse_check_only
  • godot_gdscript_tests
  • godot_tests_reject_gutted_component
  • godot_editor_import
  • godot_contract_reflection
  • godot_readme_usage_compiles

Limits to consider

Arcade model, not physically based aerodynamics: no wind, thermals, collisions, angle of attack or side slip. Moves the node directly (not a physics body). Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.