Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
a part just moves, and it has no give
like if i had a rotor and a pole on it and slammed it onto something it would just stay up instead of collapsing and trying to reach its set angle again
that would also help with delicate designs like landing gears where parts can get stuck, that way they just flex a little and go back to normal if the gear has a small collision.
Now, i do not know if that is even possible in your engine, but the moving parts would need to get another slider, the strength
Regarding physics what you would like to see?
I have been doing a lot of refactoring lately in order to introduce proper children entity physics, aka real joins behavior.
Your mechs on SE are just incredible... Cheers
Very nice build man. The engine heat sinks are genius.
I hope you're very clear with the law.