#ball physic

1 messages · Page 1 of 1 (latest)

slim path
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Any help will be considered as peak

native perch
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SORRY. I took too long for this one

native perch
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Just change this stuff, i believe there is a documentation on what each of them does

slim path
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cuz i kidna suck of this

native perch
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it's part of the part's attributes

slim path
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value of highness

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to make it fall faster

native perch
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increase density

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if that doesn't work because technically physics doesn't work like that

slim path
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oh yh it dosent work

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wth

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how should i use it so 💔

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throguht physic service would be good

native perch
slim path
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oh i get it

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but it'ill affect PLAYER gravity

native perch
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yea

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tbh tho im not sure why it's moving so slow because that isn't the natural drop speed

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unless it has rotation

slim path
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welp i mostly uhh

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do it based

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of where player Aim

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if i do not aim Up or curve it

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it works fine

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it mlight prob do a misscalcul to the VELOCITY

native perch
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possibily

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let me get a scripter friend to help on this one

slim path
slim path
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hello

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nono like uhh

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Azure latch

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football

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Lemme me send a rec

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I don't think toolbox have smth like it

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And uhh

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i'd kinda go to not use free script for it tbh

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kinda wants to learn more about Physics

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oh lol

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for the other sutffs i can do it dw

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i am a scripter lol

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but

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kinda Never touched physic lol

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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```
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you're friend notified me to use this

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but it dosent seems to act

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i hope i dont annoy you if so 💔 💔

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and yes i'ill read it

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ae ok uhh

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how much

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Rn i only got 9 USD i dont know if its enough

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tho

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Alright

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uhh

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DMs

glad palm
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Your client calculated correctly but you recalculate on server incorrectly

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Your air drag is too strong

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Ground friction makes it stop instantly

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Thats all i can see. I may be wrong

slim path
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it seems to still, bugs / stall in AIR.

glad palm
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It’s about how you apply air drag then

quartz coral
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you need more and need to script it

quartz coral
glad palm
# quartz coral 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.

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Roblox already has built in gravity

quartz coral
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That was his original question

quartz coral
glad palm
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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

quartz coral
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the reason for stalling is poor scripting, or another generic issue id have to see the code

quartz coral
glad palm
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ball.AssemblyLinearVelocity = velocity * AIR_DRAG
He does this every frame

quartz coral
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yes then no shit it stalls

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it will cause stuttering and kills any other physic involved

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im also not great at physics in roblox, but couldnt he use vectorforce, then the velocity of it * drag

glad palm
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My solution is he could just apply the drag as a force instead of multiplying it to the velocity directly

glad palm