i’ve seen ppl use part:ApplyImpulseAtPosition() to make parts hover, working for stuff like boat and hoverboards, and i’d like to know how to make smth like an formula that gets the force to apply with the part’s mass
You can use a LinearVelocity set to Plane (or not), with no velocity and a high MaxForce. You might also want to do the same for AngularVelocity if you do this
yes u can hover parta using apply impulse at position too, simply this:
games use apply impulse to simulate quite realistic car suspension if you have seen videos like:
Example car susp video using applyimpulse by krokoshos
its even better to use apply impulse at position, as its applying impulse at certain points like wheels, corners attachments etc, i also made buoyancy using it:
Im pretty sure hovering part is simillar to car suspension CMIIW, i forgot the formula since im using a diffrent method for my boat, but i think for cars they use the formula like Krokoshos video, but imo teh best methods are using vector forces like this video:
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