Mass/thrust issue. My rocket seems to be heavier than the one in the video [fixed]

Hello gals and guys,

is there anything wrong when i have to use bigger numbers in the mThrust variable?
Because I have to use way more to start the rocket, but the rocket has the same mass as it is suggested in the video.

290054

Thank you for engaging in my problem(s) :slight_smile:

edit: I guess I somehow created the frameupdate time before the lesson, so I needed to tweak it.

Please if anyone has an answer to this Iā€™d like to know as well.
65k seems a bit much but runs fine while testing within unity, much faster in WebGL, I can only assume this has to do with frame rates being that much different within the two.

rocketMass

maybe multiplying the up vector times the frametime will do the trick.

rigidBody.AddRelativeForce(Vector3.up * thrustThisFrame);

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