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pushback car - towbar physics

Discussion in 'Physics' started by SplashFoxGames, Aug 13, 2016.

  1. SplashFoxGames


    Oct 10, 2012
    hi !
    can you please list steps of how to implement aircraft pushback car physics. I already have it somehow working, but curious if any other solutions to compare and choose best : )
    so currently:
    my aircraft contains:
    - body mesh, separate group of body colliders, separate group with 2 wheel colliders
    - another set for the forward-nose-wheel: like a car with 4 wheel colliders and body
    - there is "configurable joint" on the base aircraft part - so the body is attached to the nose-wheel like a trailer to truck.
    so now I can collide the nose-wheel (rotation is limited to one axis) with some random 3d physics body - and so rotate this part and affect whole aircraft in good way.

    - now I need to add the "towbar-connector" - it should be a cylinder with 2 small wheels. So I have it like a car with only 2 wheels. And trying now to connect this to both aircraft and pushback car with configurable joints.

    sounds like doing it in good way or there is a better solution? Thanks !
    Last edited: Aug 14, 2016
  2. Tris2710


    Sep 30, 2022

    I am currently having he same issue as you had last time regarding the having realistic movement of the aircraft once it's being towed by the tow truck. I am wondering if you were able to solve that issue? as I am currently doing a Final year project in my school
    This is currently what I am working with, I can't seem to get the rotation right with the tow bar and my Wheels of the aircraft isn't willing to turn properly.
    Will appreciate it if you are able to help me with my issue. Thanks!!!