My initial gut feelings tells me you do not want physics here, it does not mesh with spline movement method well. However, you also say:
making movement for a flying boat
So… maybe you do. Could you clarify that physics sim is, indeed, needed and climbing / diving should affect velocity in a realistic way with no player input, bar setting desired traverse speed.
set it to move forward by itself on a set speed instead of time? I also need to add a button/lever that makes the boat stop/move when interacted with and I want to make that transmission look smooth, so like slowing down before stopping instead of it coming to a full stop; maybe there is a solution there instead where i can fix the timeline to slow down/speed up in interact? please help
We got ya, fam. See if this could work for you:
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1 & 2 set desired Speed in increments of 1 (moving backwards properly not included atm due to the modulo implementation in the engine). Do tell if the ship is ever supposed to traverse in the opposite direction. Or maybe you do not need it to go in circles? That simplifies things.
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we also interpolate and try to arrive at this value smoothly, only to then add it to the progress we’re making along the spline’s duration
The above is just a stub and more is needed to make it into a full system, ofc. Atm, it will accelerate to the desired speed, maintain it, and come to a smooth stop.