Thrust vectoring
The fighter's nozzles turning with the stick and the pedals, their plumes turning with them.
thrust-vectoring.tsx
Starting…
The fighter's model has a gimbal in each nozzle, CTRL_Nozzle_L_Pitch and
CTRL_Nozzle_L_Yaw and their right-hand twins, so each <Engine> vectors
without being asked. Their extras say limit_shape: "ellipse": pitch and
yaw share one round limit, so full stick and full pedal together stop on the
circle, not at its corner.
- The stick, pitch turns the exhausts up as the stick comes back, which pushes the tail down and the nose up.
- The pedals turn them right with the right pedal.
- The throttle opens the petals at idle, closes them down at military power and opens them wide in reheat.
The plume is put on each engine's exhaust anchor, so it turns with the
nozzle. The readout comes from onVector, called in the frame the nozzle
turns:
<ControlSurfaces
object={scene}
animations={animations}
engine={{ onVector: (pitch_deg, yaw_deg) => show(pitch_deg, yaw_deg) }}
exhaust={<Afterburner preset="afterburner" direction={[0, 0, -1]} />}
/>See Engines for capping the limits, turning vectoring off, or giving a model with no gimbal one.