I’m currently developing a space game, and I’m having some problems with physics.
My idea is similar to this, as in having to activate thrusters in order to move a ship. Unlike that demo, I won’t have destructible ships, and will not use WASD movement, each thruster will be activated manually.
So, In order to test, I created a small “ship”, which is actually just a room(which is spawned and attached at Begin Play), and two Thruster components.
My expectation is that when I activate these two thrusters, the ship will fly in a straight line.
However that is not quite the case. I’ve tested both with and without Substepping. With substepping, I also got different results if playing in full screen.
Look(3x with substepping, then without):
Previously I attempted to do the same without thruster components, using only an Addforce At location, but it also had the same weirdness.
here is my Physics settings:
Is that actually expected, and I’m underestimating the difficulties of a thruster-based design? As in, it is not something I should simple fire and forget, but rather have to manage and have the ship compensate for these changes in course?
Or is it just the physics going wonky due to some other factor?
Any help is appreciated, thanks!