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Steam News10 July 202511mo ago

Minor Patch

In my propeller code; if (IsPropellerSection) { Vector3 rotationalVelocity = Vector3.Cross(propeller.angularVelocity, liftPoint - propeller.

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  • Gameplay
addedI 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.

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

Steam News / 10 July 2025

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