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.