Hello! So, I’m trying to make a launch pad to launch a player in a semi-ellipse shape by using a mover constraint (right now I’m using the linear velocity) to move the player at certain key points on the ellipse. At a low speed, the velocity works fine:
However, as I increase the speed to something more reasonable for what I’m trying to accomplish, my character spins in circles:
For each point, I am constantly re-adjusting the direction like this:
repeat wait() velocity.VectorVelocity = speed*(keypoint - rootPart.Position).Unit; until (rootPart.Position - keypoint).Magnitude <= 5
(Keypoint is self-explanatory, rootPart is the player’s HumanoidRootPart, and velocity is the LinearVelocity).
TL;DR, I need a high-speed velocity that is accurate and does not accelerate speed.