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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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?
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Sat Jun 06, 2009 1:05 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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...
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Sat Jun 06, 2009 1:20 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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
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Sat Jun 06, 2009 1:24 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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?
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Sat Jun 06, 2009 5:35 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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
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Sat Jun 06, 2009 9:26 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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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.
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Sat Jun 06, 2009 9:37 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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.
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Sat Jun 06, 2009 9:39 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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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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Sat Jun 06, 2009 11:02 pm |
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