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Question by lukachelidze · Aug 06, 2018 at 10:19 PM · physicsrigidbodydragship

What would be a good physics model model for 2d ship?

I currently use drag, angular drag, AddForce and AddTorque. Whatever values I assign it doesn't move very realistic, is there anything I should use to improve my model?

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avatar image JVene · Aug 06, 2018 at 10:29 PM 1
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Unfortunately there's not enough information to work with. I see no code, so I can't say anything about the expected behavior of your current attemp, and I can't really know what "doesn't move realistic" means to you to offer much beyond a chapter in a book on the subject of making boats move on water.

Can you say, for example, what is the difference between what you see and what you want to happen? Quite often in even professional games (some which claim 'genuine' physics models) are really about fudged results. We generally just get things to "look about right" and leave it at that, because these aren't really scientific or engineering quality simulations being built.

avatar image Bunny83 JVene · Aug 06, 2018 at 11:34 PM 0
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Right, furthermore do we actually talk about ships (you know, the ones floating on water) or some kind of space ship? Since it's 2d, do we talk about top down or side scrolling? Finally questions that ask what for some sort of ranking (what is the best ..., what would be a good ...) generally lead to opinion based answers which do not belong here.


To get any further help this question needs some heavy improvements. Realism comes in many flavors. For example i really like the behaviour of space ships in SpaceEngineers when you turn of the inertia dampers. However even the game aims for more realism there are countless things which just aren't. The way inertia dampers work just makes no sense. They are just there to improve the game experience and controls. Also all objects (including players) have a max velocity they can move at. This is soley for stability. Planets don't rotate ins$$anonymous$$d the sun rotates around everything else. Thrusters can be placed off-center / asymetrical and you still get a clean push without torque. Without that designing space ships would be extremely difficult as the placement of the thrusters would be really important.

avatar image JVene Bunny83 · Aug 06, 2018 at 11:38 PM 1
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Why I, of all people (fan of Trek, Star Wars, that recent Lost In Space reboot) didn't think about space ships, I just can't even begin to explain. I probably need more coffee ;)

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Answer by basit_mangat · Aug 07, 2018 at 06:48 AM

This is because .you have not use the built in functions of unity for smooth and realistic rotation,movement and scaling etc. - Lerp - smoothDamp - slerp Try to study these built in functions and then use it in your code.it will add smoothness and realistic movement can be seen.For Example

t+=Time.deltaTime/time;

transform.positin=Vector3.lerp(start,end,t); it will move my object from start to end in time t with smooth movement
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