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darkemosoul
#183740919Tuesday, February 16, 2016 5:56 AM GMT

I am stuck in terms of how I should make a brick Orbit a particular position, by using velocity. Example: Brick has a BodyVelocity and I want it to Orbit (Rotate around) another Brick but not by changing the CFrames, by using the BodyVelocity. Please HELP!!!!!!
darkemosoul
#183744591Tuesday, February 16, 2016 7:38 AM GMT

Bump
lego555444
#183744630Tuesday, February 16, 2016 7:39 AM GMT

Use body position?
darkemosoul
#183744763Tuesday, February 16, 2016 7:46 AM GMT

Can't use a BodyPosition because you can't control the speed at which it travels. It needs to be a BodyVelocity. If BodyPosition would allow us to set its Max Speed then I would have no problem. I used a BodyPosition before and no matter what it would accelerate as fast as it could to reach any destination. Unless you know how to limit the speed as well because i'd perfer using BodyPosition as they slow down when you get closer so you don't over shoot unlike BodyVelocity.
izzatnasruna
#183745022Tuesday, February 16, 2016 8:01 AM GMT

Increase D, decrease P
darkemosoul
#183772115Tuesday, February 16, 2016 8:44 PM GMT

No, that has nothing to do with its top speed. Bump, someone must know what I mean.
CrustyCitation5
#183772901Tuesday, February 16, 2016 8:56 PM GMT

BodyGyro to keep the object floating BodyAngularVelocity to rotate the object if need be BodyThrust to push the object in a direction (In this case a circle) Unfortunately for you sir you need to apply a lot of math to these, whichever combination of BodyMovers you choose to use. Unless you find some neat and easy trick to accomplish what you need, then feel free to tell me.
darkemosoul
#183778243Tuesday, February 16, 2016 10:14 PM GMT

Neat trick is a loop, that updates the velocity of the ship but each position slowly orbits the ship. However I am having a hard time finding out how to calculate the position the ship needs to travel. Calculating Velocity and Direction is fine, except I don't know exactly what to calculate in terms of position. Just need someone to help me find away to calculate positions that orbit around a brick based on the position of the brick that wants to orbit.
fishguy100
#183779389Tuesday, February 16, 2016 10:29 PM GMT

What about varlet integration :O
darkemosoul
#183794436Wednesday, February 17, 2016 1:45 AM GMT

After googling that, sounds about right, but how would I implement that into roblox?
UnstableScript0
#183794663Wednesday, February 17, 2016 1:48 AM GMT

Don't use verlet fish is dumb this is a simple algorithm. local part1=workspace.Part1 local part2=workspace.Part2 local speed = 1 local distance = 4 game:service'RunService'.RenderStepped:connect(function() part1.CFrame=part2.CFrame*CFrame.Angles(0,math.rad(tick()*speed),0)*CFrame.new(0,0,-distance) end)
darkemosoul
#183800000Wednesday, February 17, 2016 2:56 AM GMT

That simple algorithm moves the brick, I need it to use a Body Velocity. I understand that I can change its CFrame and force it to move, but this changes the entire dynamic of the game. It must move by a body velocity.
SlurpeguyV2
#183800045Wednesday, February 17, 2016 2:56 AM GMT

[ Content Deleted ]
redlo43
#183800135Wednesday, February 17, 2016 2:58 AM GMT

just use a periodic functions like sin and cos and use a loop
fishguy100
#183839280Wednesday, February 17, 2016 9:23 PM GMT

I can be dumb at times.
UnstableScript0
#183841092Wednesday, February 17, 2016 9:52 PM GMT

Eh, I overreacted, sorry. But really, you don't need verlet integration. For something this simple this will always work. And anyways OP, explain your situation. I can almost guarantee my code can work with a little editing.
fishguy100
#183841285Wednesday, February 17, 2016 9:55 PM GMT

@UnstableScript He wants to do this with Velocity. The only way I can think about doing this is with changing the D and P properties
UnstableScript0
#183843010Wednesday, February 17, 2016 10:23 PM GMT

I know, but there is most certainly another way. He needs to tell us what he is trying. He can either use CFrame, or a body position. Any other method is just stupid.
DeepBlueNoSpace
#183843272Wednesday, February 17, 2016 10:27 PM GMT

Do it Unstable's way then make a custom collide event using recasting
darkemosoul
#183862796Thursday, February 18, 2016 2:55 AM GMT

Context.mThread:add(function() -- Movement thread if not data.tEntity then -- Check and make sure it still exists Engine.Velocity = Vector3.new() Context.mThread:clear() return end local tRenderable = data.tEntity:get("Renderable") or data.tEntity:get("Asteroid") local test = (tRenderable.Base.CFrame * CFrame.Angles(0, math.rad(tick() * Speed), 0) * CFrame.new(0, 0, 100)).p local Gyro = Renderable.Gyro local Direction = (test - Renderable.Base.Position).unit Gyro.cframe = CFrame.new(Renderable.Base.Position, tRenderable.Base.Position) Engine.Velocity = (Direction * Speed) end, 0) This right here is my trial code. It is all combined into a thread which loops through 4 second. What I need is something that could give me the correct position relative to mine. Using a BodyPosition, this does orbit around, but it does not take into matter the position of the BodyPosition. I am looking for a way to do this with BodyPosition because BodyPosition has unlimited speed. I have already tried with BodyPosition there is NO other way I can do this with BodyPosition. If BodyPosition would allow us to set a MaxSpeed, my problem would be solved but it doesn't, so I need to use Body Velocity because IT can set a max speed. So anyone have any ideas as to how I would get something to Orbit, by using velocity? Can't use CFrame because that is just teleporting. Can't use BodyPosition because its speed is unlimited. So I hope I clarified some of this information. Please help lol, I have no idea how to do this as well!
darkemosoul
#183862887Thursday, February 18, 2016 2:56 AM GMT

"I am looking for a way to do this with BodyPosition because BodyPosition has unlimited speed." Lol I messed up, I meant BodyVelocity!!
UnstableScript0
#183899236Thursday, February 18, 2016 8:41 PM GMT

If you need unlimited speed, a BodyPosition will do it. Because by the time it get's to it's max, you won't even see it anyways. It will just skip around it will be so fast. And if you need a max speed, simulate it with a constant property check.

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