Hey ,
So you’re correct in that adding a massive amount of force does make ship move in its default setup (with collisions enabled), and changing Raise Mass To Power value to 0.1 does drop ship’s mass, and required force, by quite a lot.
However, ship will not react to AddTorque - it used to be fine with values between 0 and 10, but with collisions enabled, and even with your latter suggestion, torque values of 5000 will only slightly rotate ship (at almost 1/4 of rotation speed we used to achieve with a value of 5).
Additionally, I have to question why this workaround is necessary - old mass was 1,500kg, and we needed 5,000,000 Newtons of force to move it in a usable fashion. Something’s going wrong here - I was under impression that PhysX used SI units (kg, Newtons, and so on), and realistic equations. If that were case, consider this - an 18,000kg F-14 requires only ~247,000 Newtons of force to achieve its high velocities, whilst also working against air friction and like, but we need >5,000,000 N for 1,500 kg in space.
There must be something else happening under hood. Are kg values for mass in UE4 editor not actually being used as PhysX kg?
Thanks.
EDIT: Just did some bullet testing - bullets with basic sphere colliders (radius 20, mass 13 kg) hitting ship without Mass To Power changes (i.e. ship is 1,500 kg) at a velocity of 75000 units/s (750 m/s), should impart only 9750 Newtons on impact, yet they throw ship way more than AddForce with millions of Newtons ever did (it reacts at several hundred m/s).
Sorry to throw all this data at you - it just seems off.