I've been head-down on a couple of projects, so it looks like I've got a good backlog of questions to answer here! Let's dig in!
If we did this, then would the collision physics work to allow the aircraft to sit on the ship while it moves?
I have some concerns about the aircraft successfully resting on a moving vehicle. I would expect it to make contact and receive impulses. But it may end up jumping around a lot, particularly with the discontinuous motion that tends to arise from networked multiplayer.
This is our attempts so far:
Interesting. I wonder why collision isn't working (when not ghosted). I know that we experience mid-airs on a fairly regular basis when doing multiplayer testing. Maybe that changes when the contact is very slow. There are a lot of provisions to prevent collision when spawning in at common starting points. I'll have to investigate a bit to comment more knowledgably.
I tried upping the strength multiplier on the landing platform to 1500% (the max). No luck yet. I've never tried creating a runway to know how you setup the physics for it.
This part is just FYI: The strength multiplier only controls the propensity of a part to break off. Setting it to 1500% means that the part will never break off. That's probably a good idea here.
Jeremy, any chance we could use two flightaxis connections with multi-mode?
I'm not sure. Guessing without digging into code, this will either be very possible or nearly impossible. I'll have to investigate before giving any encouraging words.
I do think that Multimode is much more likely to succeed than multiplayer for actual contact. I'm still not sure if the resting contact will hold up to a moving "runway". Can Mark test this question to make sure the physics itself can hold up?
This is very neat stuff!
PS: I really appreciate our new forum system's quoting abilities.