im trying to make a boat system, I have basic throttle and turning bu multiplying a max speed with a throttle percentage. however I want it to retain its inertia like a real boat, any ideas?
VectorForce/LineForce maybe…
AssemblyLinearVelocity?
Make the boat heavier by decreasing all the Densities of the parts above the water and add a very heavy keel below the water.
It’ll increase the mass of the boat for inertia, and increase the stability so players won’t be able to jump and cause the boat to move or tip.
The thing is I’m using an AlignPosition for water since I’m not planning to use roblox terrain water, It’s hard to manipulate, Instead I’m going to use a mesh deformation solution for the water.
I tried using a 2 vectorVelocity solution where one was the trust, (maxspeed * percentage) while the other was the glide, (fwdspeed * dragcoefficent) however they wouldnt interact together for some reason
Try printing the values for your calculations in the lines before you do the calculation. It may tell you more about why you’re not getting the result you expected.
Yup that was it, Secondly is it possible to combine an angular velocity for Y axis turning and an Align Orientation for yaw?
I’ve used a Torque Constraint for a couple of my boats for steering. I made it just strong enough to spin the mass of the boat realistically, but not so strong that if I ran into another boat it’d deflect more realistically.
(I’ve also used 2 propellers with Terrain water and differential thrust for steering, but that won’t work if you aren’t using terrain)
I used a VectorForce for thrust.
AlignOrientation might be good for pitch and yaw as well.