 Howdy guys, Andy Pixel here. My apologies for not posting recently, but I do have a few Houdini courses in the works for YouTube specifically. One of them is on creating cliffs for unity and level design. And the other is on how to create taxiways for an airport. But it's actually quite interesting because it also shows how to do like intersections for roads and stuff like that. So that'll be up here shortly. And I'm gonna keep on going with the intro to VEC series. I just need to get back in. I've been working on a couple other projects, which brings me to the helicopter physics. So I'm currently working on a helicopter physics course here for Udemy, all right? And what it's going to cover are all of the fundamentals of flight for helicopters and how to set it all up inside of unity, okay? And we're also gonna get into things like weapons and enemy AI. And by the end of the course, what we're gonna do is create a whole level that's very similar to something like Desert Strike for the Super NES and the Genesis, one of my most favorite games. And also the course is also going to come with a cool little Huey model that we created. All right, comes with all the weapons. So we're gonna hook up all these weapons and we're gonna get these side gunners working a little bit of AI put into those guys. So I just wanted to show off where I'm currently at with the course. And I also wanted to show you the current physics and try to get some of your guys' opinions. So I'm gonna hit play here. And what I'm gonna do is I have my Xbox 360 controller hooked up and I'm going to use the left and right bumpers to raise and lower the RPMs of the engine, okay? And then I'm gonna use the right stick to lift the collective. Now the collective basically changes the pitch of the rotor blades. And this is what allows you to start producing lift for the helicopter. All right, and then the cyclic is over on the left stick. All right, and this allows you to go left and right. All right, and we can also go forward and back. Cool. All right, and we can also use the tail rotor to turn around. So basically this is where I'm at currently with the physics. It's all based off of real world physics. So I'm hoping that everyone will really enjoy how this is all turning out. I'm about halfway through the course and that's why I really wanted to start showing off the current physics here on YouTube because I wanted to get everyone's opinions about it, see what everyone thinks. It's really fun to fly so far, very controllable. It also gives you tons of insights on how to work with physics and unity and the rich body, stuff like that. And the course is going to, like I said before, dive into some more gameplay elements like weapons and enemy AI and just how to keep score and stuff like that. So I wanted to show this off. Let me know what you guys think. Would love the feedback for sure. So I will leave you guys here. Let me actually bring this guy in for a landing. All right. All right, well, I'll talk to you guys in a bit. Thanks so much.