Full notes
Full Exosky update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
In my propeller code;
if (IsPropellerSection) { Vector3 rotationalVelocity = Vector3.Cross(propeller.angularVelocity, liftPoint - propeller.propellerPoint); // For propellers, use primarily the rotational velocity, with a small influence from forward velocity Vector3 totalVelocity = rotationalVelocity + (velocity * 1.0f); Vector3 normal = _aircraftTransform.TransformDirection(normalVector); Vector3 liftDirection = Vector3.Cross(totalVelocity, Vector3.Cross(normal, totalVelocity)).normalized * -1; if (_aircraft.throttlePercentage > 0.001f) { _liftForceVector = currentLift * liftDirection; _dragVector = -totalVelocity.normalized * totalSectionDrag; } else { _dragVector = Vector3.zero; }
I did not add a line to remove the lift force, which meant that at zero throttle players would get infinite thrust! It was solved byadding _dragVector = -totalVelocity.normalized * totalSectionDrag; to the else statement.
Source
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