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Question by TheFiReX · Mar 09, 2020 at 06:40 PM · physicsforce

use Force equations

Hello community,

I am would like to add a Force calculated by a formula like F = 0.5 p v² C A ( equation for Lift) to my object. I ve already tried to use the AddForce Methode from the rigidbody, however I am not quite sure, what type of ForceMode to choose. The problem is that my calculated force is always the same, due to no changed parameters, however is the position changing in a random manner but I am not sure what to do about that. My code is pretty simple and the only lines for changing the position and calculating are the following:

 float Main_Rotor_Tip_Speed()
     {
         float v = (RPM_curr / 60) * Main_Rotor_rad;
         return v;
     }
 
     float Main_Rotor_Inner_Speed()
     {
         float v = (RPM_curr / 60) * 0.1f;
         return v;
     }
 
     float Main_Rotor_Lift()
     {
         float liftTip = 0.5f * Air_density * 0.9f * (Main_Rotor_rad * 0.1f) * Mathf.Pow(Main_Rotor_Tip_Speed(),2);
         float liftInside = 0.5f * Air_density * 0.9f * (Main_Rotor_rad * 0.1f) * Mathf.Pow(Main_Rotor_Inner_Speed(), 2);
         float liftavg = (liftInside + liftTip) / 2;
         return liftavg;
     }
 
     // Update is called once per frame
     void Update()
     {
         Vector3 lift = new Vector3(0,1,0) * Main_Rotor_Lift() * Time.deltaTime;
         rb.AddForce(lift);
 
         //setting camer Position for a better view
         Camera.main.transform.position = transform.position + new Vector3(0, 0, -10);
     }

I really appreciate any answers! Thank you for your help!

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avatar image unity_ek98vnTRplGj8Q · Mar 09, 2020 at 07:27 PM 1
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Hmm this looks fine to me, what is the random motion of the object like? Is it purely up and down? Or is there horizontal movement as well? One thing I would try is moving the logic from Update() to FixedUpdate(), so that it stays in sync with Unity's physics calculations. $$anonymous$$ake sure you change Time.deltaTime to Time.fixedDeltaTime

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