Low relative velocity high force collisions

Hi All

I was making a little space game where a rocket would land on a space station.  I thought it would be neat to have the station moving relative to the ground like an orbit and with no linear damping the rocket could gently “land” on the station.

This does not work at all!

https://www.youtube.com/watch?v=pNcfRwYa9dU

You can’t see it to well but both objects are moving to the right pretty fast (about 5% of the screen width per frame if the view wasn’t tracking).  When they are about to gently touch it appears the position and impact detection is done on one object and then the other and no accounting of their low relative velocity is taken into account.

Is this a limitation of the builtin physics engine?  Any workarounds?  Am I missing something simple?

Thanks!

I found a good solution in case anyone reads this in the future.

The space station was a static body and I was changing its position each frame.

I changed it to a dynamic body and set a linear velocity on it, set its gravity scale to zero, locked its rotation, and set its density to be very high so it would not be affected by the spaceship bumping into it.

I found a good solution in case anyone reads this in the future.

The space station was a static body and I was changing its position each frame.

I changed it to a dynamic body and set a linear velocity on it, set its gravity scale to zero, locked its rotation, and set its density to be very high so it would not be affected by the spaceship bumping into it.