Well that’s what I figured. Which is why I’m confused. The Linear Damping value appears to work at 0.9f but the Angular doesn’t seem to do squat with similar values.
I just set it to 1000000f for Angular at it just spins in place if I give it a touch of torque once.
Argh. Ok. Found the issue. It was me being a bit dense.
I apologize.
Just for everyone else’s possible blunders (but really I doubt anyone will do the same thing) here’s what was going on.
Since I move “space” while keeping the ship still I apply the force on a physics object of the ship and move the world inversely to the movement of the ship.
So if I move the ship forward 10 units I move the world backwards 10 units while keeping the ship still.
When it came to rotation though I applied Torque to the physics body and then applied the rotation Quaternion of the physics body to the world space inversely…
BUT!!!
I was doing that by applying the current rotation of the physics body
ship_phy.getPhysicsRotation();
To the node containing space like this
space.rotate(ship_phy_rot_quaternion.inverse());
This has an additive effect on the space node. So although the ship had stopped rotating it was still applying the rotation value to the space node.
Sooooo instead what I did to fix it was this instead. First get the Angular Velocity of the Ship