Projectile Velocity, ballistics etc.
by David McDonald · in Torque 3D Professional · 06/17/2010 (11:12 pm) · 2 replies
Ok,
I'm fine with the physics side of things Force = Mass x Acceleration.
When creating a crossbow bolt with ballistics I am just having some issues understanding the units used and their effectss.
Muzzle Velocity = Is this in m/s?
gravityMod = Is this 10m/s^2 when set to 1.0?
What impact does the friction have on the flight path and is it 0-1 range?
I know fiddling with these is easy to do but it would be much nicer if all these parameters were described briefly (even in the script!) rather than spending hours twiddling them.
Regards
I'm fine with the physics side of things Force = Mass x Acceleration.
When creating a crossbow bolt with ballistics I am just having some issues understanding the units used and their effectss.
Muzzle Velocity = Is this in m/s?
gravityMod = Is this 10m/s^2 when set to 1.0?
What impact does the friction have on the flight path and is it 0-1 range?
I know fiddling with these is easy to do but it would be much nicer if all these parameters were described briefly (even in the script!) rather than spending hours twiddling them.
Regards
About the author
After many years in the professional business end of the IT industry I am working with a small group of friends to enter the indie game development market.
#2
06/18/2010 (2:33 am)
gravityMod is a modifier of the default gravity (-9,81) afaik. For example a value of 2.0 for gravityMod would mean double gravity acting on the object.
Associate Steve Acaster
[YorkshireRifles.com]