Hi folks, so I am attempting to replicate the ‘drfit’ feature (seen in games such as House of the Dying Sun/Elite Dangerous/ Star citizen) whereby holding a key down will cause my ship to continue flying in its original direction but will be free to rotate on all axes. I’d like to do this without using physics if possible.
Right now I have a decent flight model setup, and feel like I’m missing a fairly obvious piece to make this work.
Open the UFO class. It should have a collision component as root. This is what’s being “moved” to fly. The plane mesh is a child that just follows along.
That being the case you would simply just rotate the plane mesh relatively.
Unfortunately, it didn’t work. The rotation of the component still caused the root to move in the direction it was pointing. There has to be a way to ‘lock’ the forward vector, while rotating a component.
I tried storing the forward vector as a constant, but that didn’t work. I also tried to use plane constraints and they failed too.
@Rev0verDrive I solved it!!! I just implemented an inertial drifting system. You just set the inertia to be high and you can toggle back to zero inertia with a button press!
I now have a great inertial drifting system (de-coupled flight / flight assist off) that works flawlessly. Feels good with a controller, for sure.