ROBLOX has instances called BodyMovers. When applied to a physical object they enact a force on that object. The force in question depends on the BodyMover used.
In the case of the aircraft for Air: Force which are very small and light (enabling me to do certain things as a developer that I couldn't do with a scaled up aircraft) and ROBLOX's physics engine isn't spot-on. The world is in a vacuum, and more complicated physical interactions such as lift aren't simulated on the platform. This means that not only can I not generate lift via wing shape and a BodyThrust BodyMover, but forces are very very touchy and delicate.
For these reasons I have to simulate my own physics on ROBLOX by working with its engine and making a sort of simulated pseudo-physics within a physics engine. The writers of inception would have a field day. I'm starting to feel like DiCaprio already.
As previously mentioned, ROBLOX already has basic physics facets that are immediately ready to use. You can get the 3-Vector directional velocity of an object and its magnitude (which is used for calculations of speed in my own mini physics system and displays on the HUD) and gravity does 'pull' objects down ( Vector3.new(0, -1, 0) ).
What I have to do is essentially make a free-floating object that almost ignores gravity and moves 'fowards' in the direction it's pointing at a certain speed. Then I have to account for the physics of stalling, etc, which I'll get on to later.
You can already tell that this is going to be fun, can't you?
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