This sounds like a bug. Can you please send the version you are using and any other details (units, scale changes etc.) to the contact email and I’ll get back to you?
Hello nice to meet you again
I had a hard time making something like game but it was too hard for me…
I want to make something like KSP maneuver planning – that if i add /delete multiple maneuvers by mouse dragging and trajectory is recalculated every time maneuver vector changes. Do you have any sample scene for this?
Hi,
There is a scene GettingStarted/InOrbit-Manual/ManualShipControlWithOrbitPoint. It allows a maneuver to be positioned at a future point in the orbit.
I have been planning to do a demonstration scene with multiple future maneuvers, since I agree it is a good example. I will try and add that to the next dot release of GE.
Hi,
I can’t find a contact so I’ll try here…
When I add a “Fixed Object” it moves to the origin and I can’t figure out why. I need it to be fixed where I place it, not at the origin.
Thanks!
I’ll try and make the contact email more visible: it’s nbodyphysics@gmail.com
This sounds like a bug. Can you please send the version you are using and any other details (units, scale changes etc.) to the contact email and I’ll get back to you?
Thanks!
tutorial 3 nbody collision absorb_envelop seems not work for me.
is this an error? i’m using the latest version now.
Looks like a bug. I’m seeing a bounce and not an absorb.
I’ll take a look and get back to you by the end of the weekend.
Thanks for reporting this.
Hello nice to meet you again
I had a hard time making something like game but it was too hard for me…
I want to make something like KSP maneuver planning – that if i add /delete multiple maneuvers by mouse dragging and trajectory is recalculated every time maneuver vector changes. Do you have any sample scene for this?
Hi,
There is a scene GettingStarted/InOrbit-Manual/ManualShipControlWithOrbitPoint. It allows a maneuver to be positioned at a future point in the orbit.
I have been planning to do a demonstration scene with multiple future maneuvers, since I agree it is a good example. I will try and add that to the next dot release of GE.
Hello,
I’m wondering if there are any future plans to for NBodyCollision to support working with 2D colliders (i.e. CircleCollider) and Rigidbody2D ?
Thanks!!
I don’t currently have any plans for that. I can take a look in the next week or two and see if it is straight-forward.