When the player launches, or flies at low speeds, they begin to "float" in place -- meaning they move very slowly with an unrealistic decent rate. The physics begins to work if the player pitches forward and gains speed.
Theory 1: At low speeds, the gliding mechanic forces the object to fly level. Forcing them to fly level means as they descend their angle of attack is between 30 - 90 degrees, creating very high drag and causing them to float.
Edit: Confirmed Theory 1: Drag coefficient reaches a number of 7 or 8 at high angles of attack, causing extreme drag.
Theory 2: The lift coefficient isn't being properly calculated for extreme angles of attack, and doesn't decrease as the airfoil reaches stall speed.
Fixed: First, the drag coefficient has been turned down for various angles of attack. Second, gliding is now partially based on angle of attack to automatically "restart" the wing after stalls.
When the player launches, or flies at low speeds, they begin to "float" in place -- meaning they move very slowly with an unrealistic decent rate. The physics begins to work if the player pitches forward and gains speed.
Theory 1: At low speeds, the gliding mechanic forces the object to fly level. Forcing them to fly level means as they descend their angle of attack is between 30 - 90 degrees, creating very high drag and causing them to float.
Edit: Confirmed Theory 1: Drag coefficient reaches a number of 7 or 8 at high angles of attack, causing extreme drag.
Theory 2: The lift coefficient isn't being properly calculated for extreme angles of attack, and doesn't decrease as the airfoil reaches stall speed.