if you want to use `targetv`, `airresist`, `drag` you could do the math yourself and store them in custom attributes like `@c_targetv` so bullet doesn’t pick um up and make nans
it’ll be something like this:
“`float imass = 1.0 / @mass;
@c_airresist = @c_airresist * @c_drag; if (@c_airresist > 0) {
// the relative ang vel v@v -= v@c_targetv;
// quadratic drag v@v *= 1.0 / ( (@c_airresist * imass * @TimeInc * length(v@v)) + 1.0 );
// restore frame v@v += v@c_targetv; }“`
i don’t see how that could produce a nan unless c_airresist was negative or mass was zero
which you can add checks for if you like
just skip zero-mass dudes