Thanks. Thrusters(especially the horizontal an vertical thrusters) used to be almost impossible to work with before we were able to get center of mass of meshes. Now i just set their location to center of mass in construction script and they work as expected. Pitch, yaw and roll are handled with 4 thrusters at the nose of the ship - 2 for roll, 1 for yaw and 1 for pitch and I’m controlling pitch and roll with mouse x and y axis values, and the yaw with a & d axis values. You can see the pitch and roll setup in the screenshot:
I’m using a custom event to set the variables(this project used to have multiplayer support) so you can set your variables directly instead of what i do here. Bools are used for the particle fx activations.
Yaw is just multiplying the axis value with thrust amount you like and then setting thrust strength with it.
I should also note that i’m setting angular velocity to 0,0,0 depending on the axis value for counter-thrust so that you dont continue to spin when you stop rolling or pitching. I like that kind of control better since it feels more fluid but it may not be everybody’s cup of tea. I’ll make it optional in the next update though.