stuff
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+3
-3
@@ -25,6 +25,9 @@ func _physics_process(delta: float) -> void:
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throttle = move_toward(throttle, desired_throttle, throttle_response * delta)
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if submerged_ratio <= 0.0:
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return # airborne: no thrust, no rudder, no keel
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# boat's forward direction, flattened onto the water plane
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var forward := -global_basis.z
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forward.y = 0.0
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@@ -40,9 +43,6 @@ func _physics_process(delta: float) -> void:
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var rudder_bite := clampf(forward_speed / 3.0, -1.0, 1.0)
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apply_torque(Vector3.UP * steer_input * rudder_strength * rudder_bite * mass * submerged_ratio)
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if submerged_ratio <= 0.0:
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return # airborne: no thrust, no rudder, no keelffffff
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# --- keel: kill sideways sliding ---
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var right := global_basis.x
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right.y = 0.0
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