Hi guys
So basically I have this part(its a skateboard but whatever), than has custom slope physics, and pushing. They both use VectorForce. Because VectorFroce accelerates forever, I have another VectorForce object, that points (and is calculated via.) in the opposite direction of FIRST(Pushing one) Vector Force.
Dark green arrow is the slope force i use for my custom physics Light green is the force i use for pushing Blue is the drag Force.
The issue is that when im going down the slope, and my custom slope physics are doing their job, if i try to push (aka apply an impulse on the PushingVectorForce), it slows me down, because the drag Force is pushing the opposite way.
Is there a way to remain at the current speed, while still getting the drag to apply, AND getting an impulse from the push
The whole system is pretty much dependant on that drag force, so if i try to disable it while being on a slope, and then i try to push, it just launches me at super sonic speeds.
Right, I looked really carefully and noticed I had a calculation issue, since. I wasn’t using this quadratic formula, but instead i made my own, which was not ideal, thanks for guiding me where to look.
For any future people struggling with this, this is where i found the formula that replaced my previous one. Its a very useful topic fr