Rick Posted March 28, 2010 Share Posted March 28, 2010 I think I asked a question about this a long time ago but can't remember, BUT I notice that when running the fpscontroller.lua that the controller slides when coming to a stop instead of just stopping instantly. I looked at the max accel param and have it set to 500,000 (I've tried a sorts of large numbers), yet it still never instantly stops when I let go of the W key. Is this just the way the controller is? I'm running this in the editor and have 70 fps so I can't attribute it to a low frame rate. Quote Link to comment Share on other sites More sharing options...
Canardia Posted March 28, 2010 Share Posted March 28, 2010 But instantly stopping player characters are horrible. It's much nicer to have real acceleration and decceleration. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Rick Posted March 28, 2010 Author Share Posted March 28, 2010 It feels horrible. It's to much like I'm on a slippery surface. Any ideas on this or is this just how the controller works? Quote Link to comment Share on other sites More sharing options...
Canardia Posted March 28, 2010 Share Posted March 28, 2010 You can set higher friction to the controller. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Rick Posted March 28, 2010 Author Share Posted March 28, 2010 How does one do that? I assume SetBodyFriction()? Do you know if that works on a controller because I know not all physics functions work on the controller since it's "special" Quote Link to comment Share on other sites More sharing options...
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