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 Alright 
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REAL AMERICAN HERO
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Post 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?


Sat Jun 06, 2009 1:05 am
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happy carebear mom
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Post 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...


Sat Jun 06, 2009 1:20 am
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Post 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 :D


Sat Jun 06, 2009 1:24 am
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REAL AMERICAN HERO
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Post 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?


Sat Jun 06, 2009 5:35 pm
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Post 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


Sat Jun 06, 2009 9:26 pm
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Post 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.


Sat Jun 06, 2009 9:37 pm
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REAL AMERICAN HERO
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Post 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.


Sat Jun 06, 2009 9:39 pm
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Post Re: Alright
Setting 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
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