setImpulseForcePolar Ignoring Mass
by Andrew "Blorf" Hume · in Torque Game Builder · 05/16/2009 (1:21 pm) · 0 replies
I am using TGB 1.7.4 unmodified
I have been working with control schemes for space ships and settled on the method using setImpulseForcePolar that seems to be common in the tutorials. It works great, however I have gotten to the stage in my project where I want to apply specific masses to the space ships. When I did this I noticed that setImpulseForcePolar is ignoring Mass/Density (if using automassintertia).
When I instead add up all the thrust vectors and package them into setConstantForcePolar, the forces will then respect the ship's mass.
I think a bug has gotten introduced somewhere setting setImpulseForcePolar to always be gravitic or something, but I cannot verify. I tried setting gravitic false explicitly, but there was no change.
I am calling these functions in my ship's onUpdate
I acutally prefer the constant force method for the ship because it is a lot easier to tune, however I thought I would report the bug because I am sure a lot of people use the setImpulseForcePolar method mentioned throughout the tutorials.
I have been working with control schemes for space ships and settled on the method using setImpulseForcePolar that seems to be common in the tutorials. It works great, however I have gotten to the stage in my project where I want to apply specific masses to the space ships. When I did this I noticed that setImpulseForcePolar is ignoring Mass/Density (if using automassintertia).
When I instead add up all the thrust vectors and package them into setConstantForcePolar, the forces will then respect the ship's mass.
I think a bug has gotten introduced somewhere setting setImpulseForcePolar to always be gravitic or something, but I cannot verify. I tried setting gravitic false explicitly, but there was no change.
I am calling these functions in my ship's onUpdate
I acutally prefer the constant force method for the ship because it is a lot easier to tune, however I thought I would report the bug because I am sure a lot of people use the setImpulseForcePolar method mentioned throughout the tutorials.