G.R.E.A.T.
That's what I was looking for because otherwise my rocket with a water engine only can accelerate to a maximum velocity. The spawning water brakes the rocket. With this it can accelerate without a limit.
GREAT!!
I've got a javelin rocket that often got stuck or wasn't very precise. Now if I run it at 600Hz it never gets stuck and nearly has got an accuracy of 100%
That's awesome! Thank you
Are there more shortcuts like CTRL+ALT+1-5 ?
[EDIT]
Ah, I already found out that SHIFT+ALT+1-5 have got functions, too
the ball doens't pass through anything, not even through the ragdolls head, if you turn the simulation frequency from 100Hz up to 600Hz so 6 times more collision events are being calculated
it's pretty simple. the system has got a given amount of kinetic energy. the projectile which shoots through the circles adds kinetic energy to the system. the higher the kinetic energy in the system the higher the velocity of the circles.
thanks for your tips.
i know it's not the best but primary i don't want to make a pointer. i am testing out something for the targeting system for my javelin. once implemented to it it should force the javelin to fly automatically towards any point i want to lock on. and if it's ready it supports two attack modes. direct attack to simply attack the shortest way and top-attack where the javelin rises 150m and then attacks the target from above. your phunlet is of course awesome and very useful but that's not what i wanted to build
I just looked at my "what-so-ever" and then got the idea "hey this could be a pointer" and uploaded it
Very cool I also had the idea with thrust vectoring for my Javelin but I decided to test out another system first. If it doesn't work good enough I also try out thrust vectoring but it will be a bit more difficult.