Hi there,
I’m wondering about adding more than one rigidbody to my airlane’s physic environment.
Of course I added at least a ‘base’ rigidbody to my plane. My approach would be to simulate wings with a AddForceAtPosition() call on the base rigidbody.
But I am wondering about adding one additional rigidbody per wing as child to the plane. So I can simply use AddForce() to simulate the upward force of a wing. The other effect would be a different drag value for the wings than for the plane body to simulate air resistance.
I want to make the physics as realistic as possible. And the user should be able to customize a plane. F.ex. add additional weight to the front or bottom of the plane to edit the center of mass so it fly’s better (or even worse if he makes it wrong).
The goal is that the player ‘makes’ his own plane so he can move the wings, add weight, add an engine, …
And that’s why I thought of adding rigidbody’s to all of the components the player can add. Or should I calculate every single component he could at and add all the force to the single plane rigidbody.
Id like to simulate a wrong center of mass, that means if the player adds his wings at the very front of the plane and maybe some weight to the back, it should make some sort of backflip after takeoff (if it takes off…)
I hope you’d get the point.
Thanks for any answer!
Rob