How do I calculate how much force is required to lift a player?
My player is currently massless as a whole. I realized that if I have vector force Y value on 2000, it’ll have low gravity effects. If I have it on 20000, it’ll fly up like crazy.
But how do I determine that edge number, where the force is just enough to make my player go up based on its weight, or just enough to make it come back to the ground?
Use Part.AssemblyMass and apply the Force = Mass * Acceleration formula
local Mass = Part.AssemblyMass
local Acceleration = 100 --Accelerate by 100 studs
local Force = Mass * Acceleration
Part:ApplyImpulse(Part.CFrame.LookVector * Force)
Also, try messing around with the Friction of the Part
I’m pretty sure this works with any Instance that involves Velocity.
(Youll have to change up the parameters a bit to make it do what you want but this is the core equation to stick to)
I’m making glider so I’d say applyimpulse doesn’t work.
But that comes back to my question.
For vector forces, when y is 2000, the character simulates low gravity. when y is 20000, character flies up and never lands again.
But how would I know that number between 2000 and 20000 where the character is near balanced? Like, a little below the number will allow the character to still land, and a little above will allow the player to fly up forever?
Some movers has a Property called Force if you dont want to do the complicated math required to pull something like that off with a generic force
VectorForce has a Force property which tells it how hard it should push said part in a specified direction, you can tween the force down to weaken it, which emulates the part losing velocity.