# realistic movement

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### » Fri Oct 23, 2015 11:47 am

Hello, in this test I made a ship commanded by a rudder wheel. But I wanted to make the movement more realistic, I can make the rotation of the vessel more slowly than at the helm?I can decrease the rotation of the vessel so as not to have curves unreal?
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### » Fri Oct 23, 2015 11:57 am

I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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### » Fri Oct 23, 2015 12:05 pm

Thank you . But in this way if the rudder makes a full turn the ship does not respect the command
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### » Fri Oct 23, 2015 3:37 pm

If anyone has solutions also different ......
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### » Fri Oct 23, 2015 3:48 pm

There are a lot of physics to take into account for realistic fluid simulation. Especially if you are simulating the ebb and flow of the waves.

I have a proprietary template I made for one of my games, if you are interested send me a PM, maybe we can work something out.
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### » Fri Oct 23, 2015 4:04 pm

thanks but I ask something simpler
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### » Fri Oct 23, 2015 4:08 pm

I can make a simple one too.
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### » Fri Oct 23, 2015 6:52 pm

For more realism a rudder would not affect the angle of the ship, instead it only controls how fast it can turn.

Either way, instead of using the angle of an object, add the signed angle difference to a variable and use that.
A signed angle difference is like the anglediff() expression except it's negative when counter-clockwise.

Using that you can limit the turn of the wheel to something like 3 rotations either direction. Also it makes it simpler to make the ship turn with a ratio of the wheel.
https://dl.dropboxusercontent.com/u/542 ... ntrol.capx
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### » Sat Oct 24, 2015 3:32 pm

R0J0hound Thank you very much! it's perfect...... but because the line 6 "well - set to clamp ang (Self.ang, -90.90)" is deleted with a line?
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### » Sat Oct 24, 2015 8:01 pm

You can delete it if you like. I used it to limit how far the wheel can rotate.
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