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NewtonBodyApplyImpulsePair(body, &LinearImpulse[0], &AngularImpulse[0], timediff);
I notice that, when testing this on the launch pad (no velocity), the speed of ejection is about 3x smaller than the speed at 170 km, when the rocket has a much higher velocity. The only variable going in to the above call is timediff, and the values for the timediff, for the 3 panels, are as below:
At Pad: ~50 fps (visual frame, not Newton frame)
IMPULSE TIMEDIFF: 0.053251
IMPULSE TIMEDIFF: 0.053377
IMPULSE TIMEDIFF: 0.053460
At 170km: ~45 fps (visual frame, not Newton frame)
IMPULSE TIMEDIFF: 0.040350
IMPULSE TIMEDIFF: 0.040510
IMPULSE TIMEDIFF: 0.040574
Would this small variation in timediff (due to FPS) cause such a large and apparent difference in impulse velocity? Or does it also depend on the velocity of the body itself? ( I know it shouldn't )