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Determining the correct force to use with BodyThrust?

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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
26 Apr 2014 10:34 PM
How can I use a script to determine the correct force to give to make a model fly, but make it controlled so that it doesn't fly too fast with BodyThrust?
Thanks.
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
26 Apr 2014 11:50 PM
Any help?
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 12:20 AM
Please?
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 02:26 AM
Anyone?
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128GB is not online. 128GB
Joined: 17 Apr 2014
Total Posts: 8056
27 Apr 2014 02:31 AM
http://wiki.roblox.com/index.php/GetMass_(Method)
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 02:55 AM
Ok thanks, and then after get the mass, what should I use for the force for the BodyThrust?
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128GB is not online. 128GB
Joined: 17 Apr 2014
Total Posts: 8056
27 Apr 2014 02:57 AM
http://wiki.roblox.com/index.php/Gravity
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 03:05 AM
Ok thanks, and then what do I do after I got the gravity and the mass of the model?
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128GB is not online. 128GB
Joined: 17 Apr 2014
Total Posts: 8056
27 Apr 2014 03:07 AM
Lets say it needs gravity of 10 to be zero gravity
Give it 0, gravity + 2.5, 0

(Our gravity in this case being 10)
It would be going up at 2.5 the speed it would have fallen
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 03:16 AM
Ok, so 2.5 would be the mass of the model?
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128GB is not online. 128GB
Joined: 17 Apr 2014
Total Posts: 8056
27 Apr 2014 03:20 AM
No I was using 10 as an example
Just do this

local f = FORCE_NEEDED_FOR_0_GRAVITY

Blah.force = Vector3.new(0, (f + (f /4)), 0)
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 03:40 AM
Ok, so If I had a Part that had a mass of 9.6, how would I make the part go to 0 gravity?
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gijsbel11 is not online. gijsbel11
Joined: 07 Feb 2009
Total Posts: 4223
27 Apr 2014 04:36 AM
if you read the wiki article you should've seen this :

BodyForce.force = Vector3.new(0, 196.2, 0) * part:GetMass()

so for 9.6 it would

BodyForce.force = Vector3.new(0, 196.2, 0)*9.6
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RoflBread is not online. RoflBread
Joined: 18 Jun 2009
Total Posts: 3803
27 Apr 2014 05:46 AM
As for your original question, you can determine the 'speed' with Newtons first law:

Force = Mass * Acceleration, where you just plug in the values for the mass and acceleration you want.
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 04:54 PM
Nvm, I solved this question :P
I solved my problem by using Force = Mass * Gravity to solve my problem on getting the part to float, then I added the amount of speed for the thrust.
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Paramedic4 is not online. Paramedic4
Joined: 23 Jan 2011
Total Posts: 5934
27 Apr 2014 04:56 PM
Thanks everyone!
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