# F16_Flight_Simulator_VR **Repository Path**: qiuweibuaa/F16_Flight_Simulator_VR ## Basic Information - **Project Name**: F16_Flight_Simulator_VR - **Description**: No description available - **Primary Language**: C# - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2026-04-30 - **Last Updated**: 2026-04-30 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # F-16 VR Flight Training Simulator This project implements a high-fidelity F-16 "Fighting Falcon" flight simulator with full VR integration, realistic aerodynamic modeling, and custom rigid-body physics. Developed fully in Unity (C#), the simulator models real-time aircraft behavior using accurate control surface dynamics, custom physics engines, and advanced UI/HUD systems. --- ## F-16 VR Flight Simulator - Main Menu ![image](https://github.com/user-attachments/assets/f72fc989-02ef-408b-abe3-bbac92bf8272) ## F-16 VR Flight Simulator - Main Cockpit View ![image](https://github.com/user-attachments/assets/65e4974e-eaa3-4488-9aad-df12af6eb29d) ## Demonstrating Visuals of the Aircraft ![visualclip1-ezgif com-video-to-gif-converter](https://github.com/user-attachments/assets/141203a6-04f1-487b-9be6-3bf43db5744f) --- ## Project Summary The simulator reproduces key flight dynamics of the General Dynamics F-16 aircraft, including pitch, roll, yaw, aerodynamic forces, engine thrust modeling, and full 3D visualization. The simulation includes: - Physics-based rigid-body aerodynamics. - Controller and VR headset integration. - Full instrumentation (HUD, HMD, and dynamic cockpit readouts). - First-person and third-person camera systems. - Custom aerodynamic models derived from academic research. --- ## Technical Stack - Unity Game Engine (C#) - Oculus VR SDK - Unity Canvas UI System - GasGiant Aircraft Physics (Adapted & Extended) - Custom Aerodynamic Model - Real-Time Rigidbody Physics --- ## Aerodynamic Model The simulation applies real-time force calculations for each control surface (flaperons, elevators, rudder) using parameterized aerodynamic equations: ```csharp public enum ControlInputType { Pitch, Yaw, Roll, Flap } public class AeroSurface : MonoBehaviour { [SerializeField] AeroSurfaceConfig config = null; public bool IsControlSurface; public ControlInputType InputType; public float InputMultiplyer = 1; private float flapAngle; public void SetFlapAngle(float angle) { flapAngle = Mathf.Clamp(angle, -Mathf.Deg2Rad * 50, Mathf.Deg2Rad * 50); } public BiVector3 CalculateForces(Vector3 worldAirVelocity, float airDensity, Vector3 relativePosition) { // Computes lift, drag, and torque forces based on AoA, stall behavior, lift slope, and surface config. } }