yes but when the plane is in flight what would I attach it to?
You can still simulate things like that. Just put the CFrame on a constant/varied rotation when that happens. 1000 ways to skin a cat.
I’m not very sure on how to use CFrame to rotate it, since I’m used to using a BodyGyro’s CFrame. Is there anything I can do without anchoring it?
I thought you said lift like “elevator” but I don’t think you can use it with a plane, maybe better use Tween Service and a script.
Not really. Either do the physics calculations or possibly do as 5kylines suggests and utilize constraints, though the best results will come from good physics calculations and force controls.
The object’s in plane crazy are un-anchored as soon as you hit the play button.
If they are unanchored then they have to deal with physics in some way. Either by using “body movers” or constraints.
If you have one that would work better, how would I use it?
I don’t follow. Have one what?
Body Movers, or constraints, which one do you suggest?
If it were me doing it. I would utilize the new version body movers which are basically just force controls. VectorForce, etc…
But its probably fine to utilize things like the bodyVelocity and BodyGyro objects.
If I were to use VectorForce’s, How would I balance it?
You really need to understand physics a bit for that.
Summation of forces… So gravity is a downward force, that pushes an object downward at certain acceleration (9.8 m/s/s) in real life. When an object is on the ground, the ground supplies a counter force that makes the object stop. So using the Vector forces is all about applying a force in a specific direction and at a specific magnitude to cancel a force, overtake that force, or reduce that force with a an opposite force.
But how exactly would I determine: The force for the VectorForce, and where its positioned.
Force = Mass * Acceleration * Direction(vector3)
How would I use a BodyVelocity instance?
Body velocity object handles the force calculations for you but you still need to supply a direction and speed. It will maintain that direction and speed until its changed.
How would I determine if a wing is shot off?
Up to you really. Touch event probably. I’ve given you enough information to be able to figure this stuff out though. Now its up to you… GL with your plane bud.
Ur going too hard on urself, from what I can see in the way u talked in ur replies u are a beginner. I’d recommend u to not jump to moving things so fast.
Anyway, I’d recommend using a vector force for moving up and down and front and back, and if u want it to steer using keys use a BodyAngularVelocity, for mouse steering u will need a body gyro and set its cframe to mouse.Origin every heartbeat. Mouse steering will be a bit more complex for u and I’m on phone so I don’t want to go over things in detail rn