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Moving vehicles and child objects #246

Answered by RossNordby
Clonkex asked this question in Q&A
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Unfortunately, any time a physical inconsistency is introduced, it pretty much guarantees complexity and pain.

One of the more consistent options would be to use a single simulation that implements the 'inertial dampener' explicitly. That is, directly apply forces to everything within the ship (and equal and opposite forces to the ship) to counterbalance unwanted internal accelerations caused by thrusters firing, turning, getting smacked, and so forth.

Embracing this fully would imply that stuff like characters and internal gravity work in a physically conservative way too. Magic character acceleration would indeed be able to shove the ship around. This adds difficulty, but if I were doin…

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