How should I calculate a hover force?

I’m trying to make a hover system using raycasting and BodyForce, and so far it’s going well. Just one problem, I don’t know the equation needed to calculate a hover force, although I think I have the necessary components, which are:

  • Distance from the ground and the part
  • Range/distance required to hover over a part
  • Weight of the thing I’m trying to hover
  • Power

Any help would be appreciated, thanks!

The thrust has to be significantly greater than the weight in order for the object to be able to climb or to be able to slow down from a descent.

The thrust needs to be well more than double (perhaps 3x or more) the weight in order to be able to power out of Vortex Ring State, a condition that occurs when descending fast enough for the air to flow upwards near the hub of each rotor.

Vortex Ring State can also be recovered from by moving laterally and applying throttle if there’s not enough power to climb out of it.

I assume this is what you’re after?

Thank you for that information! However, I’m looking for the equation which will allow me to find the force needed to keep the hover part at a certain altitude from the ground, by using the distance and such which I have. Thanks anyways tho! :smiley:

It depends on the mass of everything added together I believe, edit it until you find the point where it can hover.

You could edit the force once it’s a few meters off the ground though.

Well, my hover part will be moving, so it needs to constantly update in order to keep level with the ground. Great suggestion tho, ill look into that :smiley:

I’d do that, perhaps hook it up with a RenderStepped event

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In a Runservice.Hearbeat bound function, calculate the total mass of the hovering object. Then set a body thurst / body velocity with the same Force as TotalMass * game.Workspace.Gravity. This will create a net force of 0, so it should not go up nor down. If you want it to go up, make the BodyMover you are using to be greater than the total mass multiplied by gravity. If you want it to slowly descend, simply set the force of the BodyMover to less than the TotalMass * game.Workspace.Gravity

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