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Question by Soulice · Aug 15, 2019 at 03:50 PM · rotationphysicsspace

Rotate to direction slowing as you arrive

I am rotating/spinning an object (Space ship using Newtonian physics) as part of the following script:

 float yaw = yawWeight * Input.GetAxis("Yaw");
         float roll = rollWeight * Input.GetAxis("Roll");  // Roll
         float pitch = pitchWeight * Input.GetAxis("Pitch");
 
         Vector3 Rotation = new Vector3(pitch, roll, yaw);
         GetComponent<Rigidbody>().AddRelativeTorque(Rotation);
 
         float throttle = maxThrust * Input.GetAxis("Thrust");
         GetComponent<Rigidbody>().AddRelativeForce(Vector3.forward * throttle);

I want to add a hot key that calculates the 180 opposite of facing and spins ship, at full speed, but slows as it approaches the target direction and stops at the correct position. I am math challenged today and can't get my head around it. Similar to ships in the Expanse (tv series) when they spin to face the opposite direction to decelerate. Any thoughts?

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