Thank you very much, but yes I did convert it to BOX instead of spheres, and I managed to get it to stay on the ground and move when you push the down arrow, but won't go forward when you press up arrow, and the rotation stuff is not working as expected either. I have studied the fuction help files, and think I understand them, but I don't know why the vehicle is standing on its nose after I try to rotate and it tumbles and comes to rest, it stands on its nose, and at times now I can get it to fly if I rotate left or right and get ti to move it will lift off the ground..
But thanks I will check out demo 6 and try to use that code instead, without the joints and dampening, I don't need that much realistic vehicle physics, just forward and reverse movement and rotation to the left or right, maybe a little lean to the left or right, but its not really necessary, but if I get the simple stuff worked out, I will try to get that added also, but another bug I noticed is the fact that my building models fall right through my box, I use for a plain. I have collision materials setup also, so not sure why it is allowing this, maybe demo 6 will shed some light.
Also, I think when he brings out the new version that will help alot, since it will have new functions for local and global impulse and torque and rotate, to make it easier to control your objects.
If you can help anymore it would greatly be appreciated since I am just learning the physics stuff, and right now it is hit or miss, adjust and test, adjust some more, tinkering alot trying to find the right values, and functions to use. hehehe
Thanks again, for the suggestion.
Ken
PS. I think someone on the newton forums suggested using ezRotate with newton together, I may try this as well, to make the rotation easier to deal with, and I am also working with Nuclear Glory Plugin people to help get it working with meshes and boxes as well. This ought to be a killer game when everything works out, like it's supposed to, all I have left to figure out, is how to make the buildings crush and explode and fall apart etc.. I almost have that figured out, gonna make each building several models stacked on top of each other, each one with explosion animation data, and then after so many hits, knock them to ground with gravity, then after so much more pressure, or fall from certain height when it hits the ground, play explosion animation sequence.
I have most of it worked out now, and alot of code in on it now, now it is just tinkering to get it just right. Any help would be greatly appreciated in this stage of the game.
;')
Ken
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