So I have this heavy object dangling and attached to my “ship” via a Rope Joint. It works perfectly; wherever the Ship goes the object dangles along like a wrecking ball. The ship hovers and moves about by applyForce() or applyLinearImpulse() or simply drops with gravity.
Now, for some situations in the game I have to move the Ship using a transition.to(). This is where the weirdness happens. The dangling object doesn’t follow the ship anymore and falls by itself with gravity. The “rope” however, is seemingly still active, connecting the ship and the object but it is stretched waaay beyond it’s maximum length. This happens all throughout the duration of the transition.to. When it (transition) completes, the rope joint goes back to normal (the ship, which is lighter than the object as its load, is pulled toward the object like in a spring to resume the rope max length).
There is a caveat though. If I change the object’s density back to a smaller value (eg 1-5), this problem doesn’t happen but i loose the desired effect. In order to make the feel and movement realistic, and to make the load very heavy, I had to use a density anywhere from 15-20 for the dangling object.
I cannot find enough documentation with the Rope joint, so I suppose this is a limitation? Can’t say it’s a bug, thought it felt like it… Any input on this?
To illustrate the mechanics of what I’m trying to achive, pls see this this video:
https://www.youtube.com/watch?v=R3f7VVhd-3o
Santi

