How to avoid sphere 1 orbits sphere 2 and go directly to sphere 2?

So I don’t know how to properly expain this, but lets say there is a sphere 1 on a flat plane and it has to reach sphere 2. It would be easy to just use CFrame.lookAt().LookVector to know where should I apply the impulse to sphere 1, but the problem is that sphere 1 has already applied impulse on another direction, so when I apply the second force to the sphere, it starts spinning around sphere 2 because of the starter force that it had applied. I tried asking ChatGPT some formula or something that could help but it was useless.



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please welp, i can’t update my game without this headache thingy

I think it would be impossible to achieve this with 2 forces applied at the same time, I think you should remove that starterforce or use a Velocity Instance to apply the force. ( linearVelocity, VectorForce, or other )

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