| Author | Message | 
        
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   AlrightSo for the plane I am making, I need to do some stuff. First, I've got the entire movement system covered; that's A-ok. I've got two big problems:--okay just kidding I only have one problem.
 
 When the plane gets hit by anything with mass, it gives it a slight angle of rotation, which makes movement rather wonky; explosions can really mess you up. The basic system of control involves altering rotation angle with a constant velocity forward. Basically, how should I interrupt forward momentum and/or check to see if something hit it and then remove that interference?
 
 
 | 
		
			| Sat Jun 06, 2009 1:05 am | 
					
					   | 
	
	
		|  | 
	
			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: AlrightSo particles are adding impulse force, which messes up your rotations? How about calling self:ClearForces() or self:ClearImpulseForces() before doing your movement? I'm not sure if that would cancel rotations though... 
 
 | 
		
			| Sat Jun 06, 2009 1:20 am | 
					
					   | 
	
	
		|  | 
	
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Alrighti wouldnt clear the impulses, but id make them a lot smaller. that or just make your plane a lot heavier. explosions should screw you up somewhat anyway. im looking forward to having a plane in CC in any case  
 
 | 
		
			| Sat Jun 06, 2009 1:24 am | 
					
					     | 
	
	
		|  | 
	
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: AlrightDuh102 wrote: So particles are adding impulse force, which messes up your rotations? How about calling self:ClearForces() or self:ClearImpulseForces() before doing your movement? I'm not sure if that would cancel rotations though...Didn't work, even having them both in update frames. Geti: I'll try that, but the big problem is when you start flying in a tight circle that it's impossible to get out of. Ruins the immersion, yano?
 
 | 
		
			| Sat Jun 06, 2009 5:35 pm | 
					
					   | 
	
	
		|  | 
	
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Alrightholy ♥♥♥♥ getting this even partially working took foreverBUT it is now beautiful. someone go try and do spawn points entirely outside of the attachment system that work perfectly always
 
 ♥♥♥♥ that took a long time but IT WORKS so now the only things barring the release of plane are:
 
 the problem in this topic, though geti's suggestion to increase mass is definitely helping
 
 and uh, effects, of any kind at all. basically gibs, bomb effects, and offsets need fixing
 
 
 | 
		
			| Sat Jun 06, 2009 9:26 pm | 
					
					   | 
	
	
		|  | 
	
			| zalo 
					Joined: Sat Feb 03, 2007 7:11 pm
 Posts: 1496
   |   Re: AlrightI would say just Pin it and move it with positions, but that would ruin the whole physics of it.
 
 But, I can say, that you should, instead of directly
 changing the rotation, just use AngularVel instead.
 And GlobalAccelScalar.
 
 That way, the whole thing is dictated by physics.
 
 
 | 
		
			| Sat Jun 06, 2009 9:37 pm | 
					
					     | 
	
	
		|  | 
	
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: AlrightThe way it moves now wouldn't work with angvel (I don't think) and would in fact require a lot lot lot of retweaking. I wonder if setting vel to 0 every 100 ms or so would lag/be noticable. 
 
 | 
		
			| Sat Jun 06, 2009 9:39 pm | 
					
					   | 
	
	
		|  | 
	
			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: AlrightSetting Vel to 0 every millisecond wouldn't lag at all.  Simple variable modification like that is usually fine. 
 
 | 
		
			| Sat Jun 06, 2009 11:02 pm | 
					
					     | 
	
	
		|  | 
	
	
		|  |