Hello! I have an issue with physics simulation. I’m doing a physical movement of my player’s space ship based on aplying forces, and I have the main engine’s thrust force and maximum speed from game mechanics. My moving model, which I try to implement, is thrust force and damping force, which is (-damping_factor * velocity), e.g.:
acceleration * mass = Force_Thrust - linear_damping * velocity
The maximum speed absolute value in this model must be (F_thrust / damping_factor), and doesn’t depend from mass of rigidbody. I tried to implement this with “inbox” linear damping property of Static Mesh Component, but as I discovered it’s behaviour is different from my expectations. I thought, that changing of mass only affects to acceleration of my ship, but not to maximum velocity. But in real it affects to the velocity and my calculations are wrong. It is also followed from documentation, which says, that value of 30 is enough for any phisical body to stop it’s falling with gravity. So, my questions are:
- How does linear damping property of Static mesh aplies to the movement?
- Can I use anyway physical damping property for my flying model?