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-Apply angular momentum based on part CoM not part center -Store and apply angular velocity at next FixedUpdate -Change some calculations to use doubles Note: still needs angular momentum fix for stretched joints
…owing down after warp because joints got unstretched while on rails.
…o settle before applying new momentum. Fix going off rails restoring vessel angular velocity to lower than before when the vessel's angular velocity was maxed out: temporarily increase rigidbody maximum angular velocity and then restore it 10 frames later.
markusa380
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Looks good to me.
Lets see if someone else can check who has more recent C# experience.
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Can you rebase? |
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I'm sorry. I was starting an adoption process of this, I didn't mean to send this to you. You haven't been around for a year, so I figured I'd get it updated and supported. Let me know if you are intending to continue. I've merged and tested all the changes on my system, am working on removing all the blizzy and stock toolbar code and using the ToolbarController instead. simplifies the whole process. I'm going to close this, if you do want to continue and want my changes, let me know and I'll do a push back once I'm done. |
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@linuxgurugamer I have always been open for people to contribute to this, I don't actively contribute code anymore, but I do still maintain the repo and forum posts. |
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I've submitted a new PR for all the changes |
Are you going to do anything? You still haven't been on the forum, and I've heard no response from you about the new PR I submitted. |
@Virindi-AC
Fix orbit change on going off rails: …
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Store angular momentum rather than velocity. This fixes the vessel sl… …
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Fix slower rotation on game load: wait 3 ticks for the vessel's MOI t… …