I noticed some changes, yes!
It seems that for all three stepping methods (Fixed - Default - Adaptive), parts with BodyPosition now all feature the same physics.
quick mention:
-The subtle, natural / ordinary dip (0:55 on the clip of first post) always occured to a part with BodyPosition when the power wasn’t on the extreme - even before the change to ‘Default’
-The exaggerated, abnormal / extraordinary dip is the big lack of power (0:16 on clip; until an NPC/Player/Humanoid touches) which this thread was created around
It appears that this subtle dip is now also gone, on every stepping method.
This means for example the platform no longer slightly lowers itself when power isn’t sufficient.
This also means BodyPosition with this insufficient power added to a Player keeps them set in place.
There is this instance where BodyPosition is added to them by this kind of Sorcerer. The force of this BodyMover tries to keep the NPC or Player in place, but you can resist and slowly move away from the point set as its position.
Right now however, after this change from a day or two (?) ago, you’re just stuck and can’t move away or resist whatsoever. This is because the subtle dip (it allowed you to slowly but surely move away) has been gotten rid off on every Stepping Method. When I wrote my latest message (October 17th), changing the Stepping Method to ‘Fixed’ removed the exaggerated dip, but nicely kept this subtle one!
I thought tweaking the Power, Damping and MaxForce would bring back the ability for the Player to resist this force, which after a lot of trying seemed to sort of work.
Something to the movement or force put towards it seemed off however. It felt as if the force wasn’t constant and that with every movement direction I took, I was able to manipulate the force to a point where sudden movements affected the force too much.
.
I set up a basic test with a part to check on this:
You can clearly see the part doesn’t move whatsover, even when the Force is lower. No more subtle drop…
Only when it’s reached a Force low enough - changes occur.
At 0:31, putting in 1100 wasn’t enough to get the part back into the air, whereas on 0:43, 1100 was enough to keep it afloat somehow.
It seems as if it’s “the one or the other” now and the forces impact each other.
.
I greatly appreciate the thoughts on how to improve the methods, but with the abnormally loss of power gone and the subtle dip still there (message from October 17) the interactions and physics worked well from there!
Fast forward to today, the abnormal loss is gone, but so is the subtle dip - essentially causing another complication
Was it intended for either Stepping Method to now give the same results regardless, or can one method allow no dips whatsoever and another keep just the subtle one?
Essentially:
~ A few months ago : Subtle dip, worked fine
~ September 14th / Post creation : Abnormal drop
~ October 17th (I updated the stepping method to ‘Fixed’) : No abnormal drop, but still subtle one
~ November 9th : No abnormal drop, but no subtle either