YouGroove Posted March 21, 2014 Share Posted March 21, 2014 I use AddTorque physics on some "vehicle" physic object. The problem is AddTorque is almost continuous if you have some velocity going on. I would like vehicle to stop turning one i don't turn no more, how to make some opposite force to Torque ? How to cancel AddTorque ? No way to know the steering torque value ? No GetTorque available. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted March 21, 2014 Share Posted March 21, 2014 I think -entity:GetOmega() * entity:GetMass() * brakepower will do it, where brakepower is between 0 and 1. Maybe an easier way is to just set the omega (without the mass). If you do use AddTorque() make sure you do it in the physics script function. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted March 21, 2014 Author Share Posted March 21, 2014 It works using SetOmega(), and to stop steering just use SetOmega with a Vec3(0,0,0). --------------------------------- I will need GetOmega to progressively diminuish streering but it returns strange values. Even when object is not turning and immobile Y value of GetOmega() remains at value 110 for example. Same , turning vehicle in one direction only like left , values can go from positive to negavtive ? Is it normal or a possible bug ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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