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Alright http://45.55.195.193/viewtopic.php?f=73&t=15202 |
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Author: | Grif [ Sat Jun 06, 2009 1:05 am ] |
Post subject: | Alright |
So 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? |
Author: | Duh102 [ Sat Jun 06, 2009 1:20 am ] |
Post subject: | Re: Alright |
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... |
Author: | Geti [ Sat Jun 06, 2009 1:24 am ] |
Post subject: | Re: Alright |
i 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 |
Author: | Grif [ Sat Jun 06, 2009 5:35 pm ] |
Post subject: | Re: Alright |
Duh102 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? |
Author: | Grif [ Sat Jun 06, 2009 9:26 pm ] |
Post subject: | Re: Alright |
holy ♥♥♥♥ getting this even partially working took forever BUT 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 |
Author: | zalo [ Sat Jun 06, 2009 9:37 pm ] |
Post subject: | Re: Alright |
I 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. |
Author: | Grif [ Sat Jun 06, 2009 9:39 pm ] |
Post subject: | Re: Alright |
The 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. |
Author: | TheLastBanana [ Sat Jun 06, 2009 11:02 pm ] |
Post subject: | Re: Alright |
Setting Vel to 0 every millisecond wouldn't lag at all. Simple variable modification like that is usually fine. |
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