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Question by HolBol · Apr 16, 2010 at 09:50 PM · planeaddrelativetorque

plane banking torque

I am using this script for my space-plane thing.

var Throttle = 60; var Brake = -60;

function FixedUpdate () { if (Input.GetKey(KeyCode.Mouse0)) { // space is pressed - apply force here} rigidbody.AddRelativeForce(0,Throttle,0); print("Throttle");

} if (Input.GetKey (KeyCode.Mouse1)) { rigidbody.AddRelativeForce(0,Brake,0); print("Brake"); } if (Input.GetKey (KeyCode.A)) { rigidbody.AddTorque(0,0,0.01 * Throttle); rigidbody.AddRelativeForce(0,0,0.4);

} if (Input.GetKey (KeyCode.D)) { rigidbody.AddTorque(0,0,-0.01 * Throttle);

} if (Input.GetKey (KeyCode.W)) { rigidbody.AddRelativeTorque(Vector3.right 2); } if (Input.GetKey (KeyCode.S)) { rigidbody.AddRelativeTorque(-Vector3.right 2); } }

It works well until it starts to turn, in which the plane cannot level out, and the left and right will start doing the opposites of what they should. Why?

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avatar image Eric5h5 · Apr 16, 2010 at 10:09 PM 0
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Answer by spinaljack · Apr 16, 2010 at 11:02 PM

Try this:

function FixedUpdate () {
    rigidbody.AddRelativeTorque (Input.GetAxis("Vertical"),0, -Input.GetAxis("Horizontal"));
}

That deals with the rolling and pitching, add a key for the middle variable for yaw. You also need to add an up force relative to speed (unless it's a space game). To stop spinning after releasing the keys you can use a high angular drag on the rigid body or do it with a script adding opposite torque when you release the keys. For auto leveing (not much sense in space) you need to find the current rotation and add force towards 0 rotation.

Ask again if you need more specifics.

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