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26th May 2015, 10:59 PM
#11
What we did for slipstream GX was to basically override Unity's physics regarding rotations and gravity. We use rigidbody components on the ships with frozen rotation and no gravity. The rotation in each axis is then calculated with a script, same with every force on it. That gives a lot more control over the ship.
It'd be a good start to look at the forces in action on a plane, because it's exactly the same thing:
Last edited by Xpand; 26th May 2015 at 11:22 PM.
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