I made a jetpack using a VectorForce in a players HumanoidRootpart,
but this just doesn’t work as intended for some reason.
This is how it should look like:
But when starting the jetpack while standing on ground it just catapults you into the air really fast for some reason, and just stays at that extremely high speed:
Here’s the code for when space is pressed:
(When space is released, the vectorforce is destroyed)
Should I use something else than a VectorForce?
How do I make it so that it has a constant speed and doesn’t just multiply tenfold depending on from where you start it?
You have to understand that Force is equal to the product of mass and acceleration. Weight is a force caused by gravity and the mass of the object. Acceleration is the amount the velocity will increase per second.
How does involving mass or gravity help with this? Mass + gravity stays the same over the course of the video i uploaded so it isn’t the cause of the problem
You’re using a vector force, of course you’d need to consider mass + gravity??? The jump force counter acted weight therefore it also increased acceleration upwards dramatically. There are 3 significant forces acting on the character.
In which way should I consider it/How exactly should I use these 3 forces to achieve what I want to? Your statements are way too broad, I’m completely new to this
They’re not broad, these are the basics if you’re using force. What you should consider doing is directly applying the assemblylinearvelocity or just learn about what forces are?
The first clip shows more force from the vector force being required to push the mass upwards. However, in the second clip you’ve jumped therefore the resultant force would be upwards. Less force from the vector force is needed for the player to fly.
What would it help me if I would involve mass in my force calculation? Why should it change anything if I would say (some number of my choosing) +/* root.Mass instead of just the random number, if my mass stays the same over the course of the game?