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Mini flies super slow when floaties are out

Work in Progress 1.3.3

Covfefe
Covfefe

Posted

it's been happening since the new update

BlackLightning

Posted

Changed Status from Pending to Work in Progress

BlackLightning

Posted

I haven't been able to reproduce this issue. Do you have any other plugins which could be affect helicopters or buoyancy? Could you try without other plugins installed? For example, after ensuring this is the only plugin loaded, spawn a new helicopter, verify it flies normally, then make it touch water, then make it leave water and check if it's still flying normally.

BlackLightning

Posted (edited)

Are you using the official version of the plugin from this website, or a custom and/or pre-release version? There is a pre-release version going around so I wanted to rule that out.

Edited by BlackLightning
Notz

Posted

I'm using this version. I will try to check locally disabling other plugins

Covfefe

Posted

the only other mini plugin i have is minicopteroptions

Covfefe

Posted

Here's what AI said 

Quote

Naval update (Feb 5, 2026) rewrote buoyancy code and improved water physics.

Floaties visible (submergedFraction > 0) activates underwaterDrag=2 on Buoyancy component, slowing flight.

Fix: Raise minicopter buoyancy points' Y from -0.1f in config.

 

BlackLightning

Posted

Can you help clarify what is the original problem? The support request title and opening comment don't provide much detail, so I want to make sure I understand the symptoms and how to reproduce it. As I said, I cannot reproduce it, which could mean I just don't know what to look for from lack of issue detail.

When originally reading the support request, I got the sense that the helis were not returning to normal flight after taking off from the water, for an extended period of time, which of course would be a very big problem if true. That is what I tried and failed to reproduce.

For some context, the plugin achieves buoyancy for helicopters by reusing a Rust-defined UnityEngine.Component called Buoyancy, which automatically detects water and applies increased drag when touching water or underwater. The plugin subscribes to the Buoyancy.SubmergedChanged callback to find out when water contact begins and ends in order to determine when to show the floaties. When the helicopter is very close to the water, it's possible for the submerged state to rapidly change, so to prevent the floaties from flickering, the plugin delays hiding them for a few seconds after the last contact with water, but this has no bearing on the drag itself. This means that once you take off from water, the drag should quickly/instantly return to normal even though the floaties may stay visible for a few seconds.

When you take off from water, if any of the buoyancy points are still considered submerged, then it is expected for the heli to be a little slow as it would still have increased drag, but this shouldn't generally be noticeable, and this would have been true even before the big Naval Update.

One of the things mentioned in the Naval Update patch notes around performance is that they have redesigned the buoyancy system. Often these system reworks end up isolating a given system from the other systems in the game, so if that system is reworked, the server doesn't grind to a halt, but objects managed by that system can become less responsive. This could possibly make the game take longer to realize that the heli is no longer submerged, leading to the heli having elevated drag for longer. This could possibly explain why not everyone is seeing this issue, as it could depend on how many buoyant objects are on your server, though this is just a theory at this point.

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