I realized while testing that I will probably have to take into account Delta Seconds. During testing, I set Linear Damping to 0, and suddenly I was at 30000 cm/s and counting… I’ll add a screenshot of the blueprint to the end of the post to make it easier for you to see what I have set up.
Apologies if this comes of rude in any way - which is not the intention - I absolutely appreciate you taking your time to help. Unfortunately once you started using abbreviations, you lost me. Simply put, I ended up dropping out of math (since I was flunking anyway) in my country’s equivalent of high school. The teacher was horribly bad at teaching things to people who didn’t instantly get things, and well, I need a bit of spoonfeeding - bad combo. Not going for a sob story here, just trying to set the bar for what level I’m currently at.
So, to answer the questions:
- As mentioned, you lost me with the abbreviations. I should note that my first question was just about top speed really. Basically, how do I calculate a single, static number for the force needed to achieve a certain top speed?
- Hehe.
- The reason why my first question is only about the formula to find the “peak, static force” is to avoid moving too fast for my comprehension. Sure, getting it handed to move solves the problem per se, but if I can understand it at the same time then it is all the better, and I might be able to apply it myself in the future. Unfortunately, calculus is something I have yet to grasp properly. There’s a lot of learning material out there, but I haven’t found anything that is written in a way that it doesn’t speed past me in the first corner so to speak.
- While experimenting earlier, I had set Linear Damping and Angular Damping to 1.0. I don’t think I can easily explain what is going on, so I think it is better if I just show you the blueprint setup. I experimented with the numbers for Force to get a minimum speed of approx. 750 cm/s and maximum of approx. 1500 cm/s.
Blueprint:
Default values for preset variables (variables not mentioned simply start at 0 and are calculated along the way):
- ThrustDigitalMultiplier: 0.005
- AccelerationForceMin: 75632.0
- AccelerationForceMax: 151265.0
- TorqueBase: 150000.0
Other settings worth mentioning (on root Static Mesh component):
- Simulate Physics: True
- Mass in KG (overriden): 100.0 Kg
- Linear Damping: 1.0
- Angular Damping: 1.0
- Enable Gravity: False
EDIT: Just saw your edit. I did use that tutorial as a starting point, but setting the velocity (both linearly and angularly) directly like that led to a whole host of problems once you arrive at collisions. Hence why I am now trying to figure out all these Force and Torque calculations. As for Timelines, they are useful but I am trying to avoid them as they aren’t the most portable tool. It is a nightmare if you end up wanting to use the same curve for multiple blueprints (irrespective of whether it plays in sync or seperately).