Forced acceleration to a specific speed

Hiw would i go about making instant acceleration, this would be for something similar to the dive from superstar racers, but just understanding it in general would help

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Hello @Maxwell_Sendall again, you really should reverse engineer movement systems from open source systems before reverse engineering other games.

For your question, assuming it is a physics based object and assuming no other forces you would use the physics sutat equation to calculate the acceleration force.

This equation I got from reverse engineering luanoids project which worked for my controller to make hip height.

-- counter gravity and then solve constant acceleration eq
			-- (x1 = x0 + v*t + 0.5*a*t*t) for a to aproach target height over time
			local t = POP_TIME
			aUp = Workspace.Gravity + 2*((targetHeight - currentHeight) - currentVelocity.Y*t)/(t*t)

This is for reaching target position x1, you could instead use v = u + at to reach a specific speed.

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Now, its not the same. My ideas have changed alot since the lsst time we spoke, and the way i have applied the forces is by changing the workspace gravity to 0, and applying named forces in the character instead.

I am instead looking for ways to get to specific force constants instantly.

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