Feedback on gliding system

Hello! I recently created a gliding system and would like some feedback on it. I’m aiming for a more skill-based gliding, so keep that in mind.
Game

Code for anyone who wants it
local wing = script.Parent

local strength = 1 -- Determines the strength of the lift force, basically

local f = wing.Attachment.VectorForce --Important to note that the part being manipulated has an attachment with a vectorforce as a child

game:GetService("RunService").Heartbeat:Connect(function(dt)
	if wing.Velocity.Magnitude > 0 then
		local aoa = wing.CFrame.UpVector:Dot((wing.AssemblyLinearVelocity+workspace.GlobalWind).Unit) -- The angle at which the wing is pointing compared to it's velocity
		f.Force = -wing.CFrame.UpVector*wing.AssemblyMass*workspace.Gravity*aoa*strength*0.99 -- Applying the force
	end
end)
3 Likes

nah bruh wayyyyy too buggy.

Good concept though. My game is also a glider game and it’s coming out soon.

It’s great, but I hardly had control in the air. I think we could use a little more stronger steering. Keep up the good work!