• Semi realistic propeller simulation?
    4 replies, posted
I'm trying to make a semi realistic propeller. I have its angle and its speed. It's not physical at all so I can't simulate each blade. I want it to counter the force like a real propeller. If it was falling down it would start spinning the opposite direction and counter the fall with the spinning. Like a real propeller would generate lift. If it was falling 45 degrees sideways in some direction it would do the same but it would glide in the angle it's falling in. I think what I'm looking for is local velocity. Local to an angle. I've tried E2's :velL() which is entity:WorldToLocal(entity:GetVelocity() + entity:GetPos()) but that didn't work so well because it's not the way I want it to be.
Velocity is local(relative).
I don't know anything about this but I just want to get up velocity of an entity.
Sounds very awesome. Who am I kidding? That is a stupid idea.
[QUOTE=cj1094;22511754]Sounds very awesome. Who am I kidding? That is a stupid idea.[/QUOTE] What? [editline]08:32PM[/editline] Figured it out thanks to thej89 WorldToLocal(ply:GetVelocity(), Angle(0), Vector(0), ply:EyeAngles())
Sorry, you need to Log In to post a reply to this thread.