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| 04 Sep 2016 04:57 PM |
After I resolved my countdown script, I just noticed that the physics with BodyForce are unrealistic, simply because that a third of the time during launch it tilts, and the rocket just moves up no matter which angle it's at...
So here is my question, how do I make it so that [x]Force applies force to which ever angle it's on, for example if the rocket tilts, it should become unstable and crash, not just fly upwards anyway...?
Thanks for reading, and hopefully you don't just view this.
17k+ R$ RAP and counting... | R.I.P. THEMENDEZKID 2011 - 2016 |
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| 04 Sep 2016 04:58 PM |
| make a part that faces up and use it's lookvector to set bodyforce |
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| 04 Sep 2016 05:02 PM |
"make a part that faces up and use it's lookvector to set bodyforce"
I didn't mention this before, but I don't know as much about scripting as others do on this sub-forum... if you can just simplify that please?
17k+ R$ RAP and counting... | R.I.P. THEMENDEZKID 2011 - 2016 |
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| 04 Sep 2016 05:06 PM |
bump
17k+ R$ RAP and counting... | R.I.P. THEMENDEZKID 2011 - 2016 |
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| 04 Sep 2016 05:15 PM |
bump; tried experimenting with lookVector and obviously I'm not doing this right...
script.Parent.launch:Play() local fire = Instance.new('Fire', script.Parent) script.Parent.Fire.Size = 25 script.Parent.BodyForce.Force = script.Parent.CFrame.lookVector * 25000 script.Parent.midair:Play()
The rocket does not move at all, and looking at the Force of BodyForce, it reads "0, -0, -25000"...
17k+ R$ RAP and counting... | R.I.P. THEMENDEZKID 2011 - 2016 |
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| 04 Sep 2016 05:22 PM |
| #### ## #### dat ur body force is too large to count |
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| 04 Sep 2016 05:23 PM |
Or simply use a BodyThrust instead. Those are based on direction.
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| 04 Sep 2016 05:26 PM |
"Or simply use a BodyThrust instead. Those are based on direction."
Thank you!
17k+ R$ RAP and counting... | R.I.P. THEMENDEZKID 2011 - 2016 |
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