I currently have a rocket that moves by being anchored, and having its position updated every frame before the physics simulation, however it releases parts “stages” every once and a while. My current method is simply releasing the parts (unanchoring all of it, but having it remain welded to one central part), and then using AssemblyLinearVelocity and some information about the rocket’s current speed to attempt to get it to act like in real life, where it starts out close to the rocket, but ends up falling down due to gravity. Unfortunately, it doesn’t look great:
The green borders means that the physics of the object are owned by the client.
The white borders means that the physics of the object are owned by the server.
Does anyone have any better ideas to make it look smoother and nicer (preferably simpler than tweening them (or using the method I use for the rocket))?
Yes, I have the different parts fall off after specific lengths of time since the start of the flight. However, they don’t inherit the speed of the rocket due to the way I created it, and that is really my main goal (getting the disengaged parts to inherit the speed of the rocket in a way that looks smooth, with gravity pulling them away from the rocket).