Hello, I am trying to make a Rocket and I need some help on how to achieve this.
What do you want to achieve? Make a Nominal Rocket
What is the issue? I know little on Object and Game Space Programming
What solutions have you tried so far? I have looked on Dev hub, What I found was to use RocketPropulsion but it said that it is legacy and I’m currently trying vectors, I am just afraid of it being really choppy
Sounds Cool, I tried the BodyVelocity and It would only move the Seat, I would have to weld the ship to the seat which I would like to avoid. I will definitely try FastCast
Because I am Going to have Different types of Rockets including Unmanned and I really don’t want to force a seat and Player into a Remote Control Module Just to Control it. I would really want them to just sit in the seat at Mission Control (Or 3rd Person of the Rocket using Cameras) and Have it launch. I will try welding the Seat.
Oh man i misunderstood you I thought u wanted to make a rocket launcher. In this case I would use BodyVelocity or BodyForce if you want to apply physics. You wanna add force to the Part connected to the whole rocket not the seat. If you have any issues or questions feel free to say them.
--//Example Script
local UIS = game:GetService("UserInputService");
local RocketRoot = <Root Part Goes Here>;
local BodyVelocity= RocketRoot.BodyVelocity;
--[[
--//Network Ownership Example
local BodyVelocity = RocketRoot.BodyVelocity;
BodyVelocity.Velocity= Vector3.new(0, math.huge, 0);
RocketRoot:SetNetworkOwner(Player);
]]
UIS.InputBegan:Connect(function(input, ctx)
if (ctx) then return end
if (input.KeyCode == Enum.KeyCode.E) then
BodyVelocity.Velocity = Vector3.new(0, 10, 0);
end
end)
UIS.InputEnded:Connect(function(input, ctx)
if (ctx) then return end
if (input.KeyCode == Enum.KeyCode.E) then
BodyVelocity.Velocity = Vector3.new(0, 0, 0);
end
end)