you seriosly have no idea how happy that would make me lol
this is the code i am now trying to use to get my ship to be limited
Vector2 CurrentOffset = m_Body.GetVelocityAtLocalPoint(Vector2.Zero);
float MyMulti = 1;
if (CurrentOffset.LengthSquared() > m_Data.MaxSpeed)
{
float CurrentAngle = g_Math.GetInstance.AngleFromVectorRadians(CurrentOffset);
float WantedAngle = g_Math.GetInstance.AngleFromVectorRadians(in_Input);
float Diff = CurrentAngle  WantedAngle;
Math.Abs(Diff);
MyMulti = g_Math.GetInstance.PercentMultiplierCapped((float)Math.PI, (float)Diff); //To make a multiplier going from 0 to 1
}
//Apply physics force
m_Body.ApplyForce(((in_Input*m_Data.Acceleration)*MyMulti) * ((float)in_GameTime.ElapsedRealTime.Milliseconds / 1000));
just being able to set a limit in the physics would be such a blessing then i wouldnt have to worry about so much force and stuff
thanks heaps in advance :)
