#ball physic
1 messages · Page 1 of 1 (latest)
SORRY. I took too long for this one
You want to adjust the part's custom physical properties
Just change this stuff, i believe there is a documentation on what each of them does
I meant change the uhh
value of highness
to make it fall faster
increase density
if that doesn't work because technically physics doesn't work like that
oh yh it dosent work
wth
how should i use it so 💔
throguht physic service would be good
another thing you can try is changing the gravity of workspace, but i dont think that's the effect you wanted
wdym by it?
oh i get it
but it'ill affect PLAYER gravity
yea
tbh tho im not sure why it's moving so slow because that isn't the natural drop speed
unless it has rotation
welp i mostly uhh
do it based
of where player Aim
if i do not aim Up or curve it
it works fine
it mlight prob do a misscalcul to the VELOCITY
alright, ty
hello
nono like uhh
Azure latch
football
Lemme me send a rec
I don't think toolbox have smth like it
And uhh
i'd kinda go to not use free script for it tbh
kinda wants to learn more about Physics
oh lol
for the other sutffs i can do it dw
i am a scripter lol
but
kinda Never touched physic lol
a is the distance traveled, b is the time
will your ball be in the sky or will it be grounded
if it will be in a parabool, then do not use v = a / b
this is for linear velocity
if the ball will go linear, (straight line) use v = a / b
just answer here
will the ball go linear or will it also go in an angle, height
in short, if the ball will be able to get kicked with an angle or even in the sky or some crazy shit like that you will need to use
v = gd/2(d(tangens)0-h)
you will use
v = gd/2(d(tangens)0-h)
for the height calculating and stuff
v = sqrt(v(2/0)+2gh)
v = velocity
g = gravity
h = height
d = distance
0 = launch```
you're friend notified me to use this
but it dosent seems to act
i hope i dont annoy you if so 💔 💔
and yes i'ill read it
ae ok uhh
how much
Rn i only got 9 USD i dont know if its enough
tho
Alright
uhh
DMs
Your client calculated correctly but you recalculate on server incorrectly
Your air drag is too strong
Ground friction makes it stop instantly
Thats all i can see. I may be wrong
Even tho if i put the Sames value's
it seems to still, bugs / stall in AIR.
It’s about how you apply air drag then
this is the stuff i sent you, these calculations alone you will not be able to make it work, with it you can calculate the things i told you the formulas do, that is velocity and velocity impact on a hard object
you need more and need to script it
you are
Ok and how so? You’re just telling him to calculate the ball and it’s not the issue. The issue is the ball is stalling in the air. It’s not calculated incorrectly. Issue is that he is applying drag, editing velocity every single frame.
Roblox already has built in gravity
That was his original question
has nothing to do with this right now
He is calculating physics when Roblox already has built in physics so he is calculating physics and drag twice. Roblox has built in physics that includes drag and gravity
the reason for stalling is poor scripting, or another generic issue id have to see the code
with those physics he will not get the desired result
ball.AssemblyLinearVelocity = velocity * AIR_DRAG
He does this every frame
yes then no shit it stalls
it will cause stuttering and kills any other physic involved
im also not great at physics in roblox, but couldnt he use vectorforce, then the velocity of it * drag
My solution is he could just apply the drag as a force instead of multiplying it to the velocity directly
how
Figure it out. or get a scripter to do it.