Dev Fixes Space Sim Physics Bugs in UE5 Custom Framework for Relative Docking
A developer building an open-world space simulation called Sirius, using a custom Aether Framework on Unreal Engine 5, has detailed four physics bugs encountered during development and how each was resolved in C++. One major issue involved relative docking, where micro-rotations of a large carrier ship caused jarring frame-by-frame stutters on smaller docked vessels due to bypassed rotational smoothing. The fix involved synchronizing the Aim Director with netcode prediction ticks and using quaternion interpolation to smoothly correct rotation offsets. A second bug caused landing gear suspension forces to lack delta-time scaling, sending ships violently airborne, which was resolved by clamping impulses and properly scaling damping forces. A third flaw in the aerodynamic lift calculation ignored ship orientation, always pushing lift upward in world space rather than along the vessel's local axis, and was corrected to evaluate lift relative to the ship's own up vector.
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