#Conditional Hooks
$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame: [
local numShips = #mn.Ships
for i=1, numShips do
local ship = mn.Ships[i]
if ship.Class.Name == "GTF Ulysses" then
local vel = ship.Orientation:getFvec() * 500
ship.Physics.Velocity = vel
ship.Physics.VelocityDesired = vel
end
end
]
#End
With Alpha wing (three Ulysses) in the mission, along with a cargo container as a reference point, Alpha 2 and 3 show the expected behavior and become stupid fast (and, typically, die hilariously by crashing into things), while Alpha 1... is completely unaffected. I want to know why, and more importantly, how to fix it.
For added fun, removing ship.Physics.Velocity = vel means the ships still have absurd velocity, but it tends to float around 523 m/s (with no scripted bull****, they'd be traveling at 23 m/s, so it looks additive?), while removing leaving that line and removing ship.Physics.VelocityDesired = vel seems to leave the script completely impotent. Setting local vel = ba.createVector(0, 0, 500) causes Alpha 1 to fly off in the global (0, 0, 1) direction whenever I turn, which is particularly confusing.
Obviously, my actual use case is something that makes a little bit more sense than the above.