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Federico
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I'm attempting to make a game similar to Ace Combat, and I'm still confused about banked turns, namely the speed of bank turning depending on the aircraft's roll.

Can I assume, for simplicity's sake, that it's something like Rgy = K * Rz$Rgy = K * Rz$, where Rgy$Rgy$ is the rate of turning on the global Y axis (the banked turn's angular speed), Rz$Rz$ is the roll angle of the aircraft, and K$K$ is a constant? And if I can do so, how do I calculate K$K$?

I'm attempting to make a game similar to Ace Combat, and I'm still confused about banked turns, namely the speed of bank turning depending on the aircraft's roll.

Can I assume, for simplicity's sake, that it's something like Rgy = K * Rz, where Rgy is the rate of turning on the global Y axis (the banked turn's angular speed), Rz is the roll angle of the aircraft, and K is a constant? And if I can do so, how do I calculate K?

I'm attempting to make a game similar to Ace Combat, and I'm still confused about banked turns, namely the speed of bank turning depending on the aircraft's roll.

Can I assume, for simplicity's sake, that it's something like $Rgy = K * Rz$, where $Rgy$ is the rate of turning on the global Y axis (the banked turn's angular speed), $Rz$ is the roll angle of the aircraft, and $K$ is a constant? And if I can do so, how do I calculate $K$?

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How do I make a simple model to simulate a banked turn?

I'm attempting to make a game similar to Ace Combat, and I'm still confused about banked turns, namely the speed of bank turning depending on the aircraft's roll.

Can I assume, for simplicity's sake, that it's something like Rgy = K * Rz, where Rgy is the rate of turning on the global Y axis (the banked turn's angular speed), Rz is the roll angle of the aircraft, and K is a constant? And if I can do so, how do I calculate K?