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Counter Thrust

Plugins + Scripts Counter Thrust

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  Contains executable files or external scripts. Ensure you trust the creator and apply your own security measures.
Counter Thrust:

A simple plugin to provide a counter thrust to most motions. Works based off of Atom/Asset motion so it SHOULD work with all Thrusters, Timeline, BodyLanguage, etc

5 min video (basic use is covered in the first min or two):

I had always felt like a lot of my scenes were... one sided? During physical intimacy, a lot of positions allow for thrust from both/all participants. This mod is a quick plug-n-play to add the desired amount of dynamic movement.

Right now, all axis counter thrust vectors are either towards the "Source" or parallel with the Source (orientation). I just now thought I should have added another option to allow a counter thrust oriented to the receiver... if anyone MUST have this, let me know. Otherwise, I probably wont add it.

Also, so far this plugin has worked being attached to the same Atom that has the auto thruster. (Source Hip / Receiver Hand) and the hand moves as expected.

Various Sliders are provided to allow as much or little counter thrust as you'd like. This could also be handy for giving Atoms weight if they are receiving thrust, without having to overly complicate control points. I tried to make each slider self explanatory as best I could. But just in case:


(UI has been cleaned up, but functions are the same)
1768115224195.png

•Enabled: Makes it work
•Use Max Distance Change: Manual Toggle for essentially a global physics speed limit.
•Nudge: Again, troubleshooting remnant, but it was a neat feature that might help someone.
•Source Atom: The one who is thrusting
•Source Part: What will be thrusting (For these I have tried to think of anything that could possibly be thrusted. (atomRoot should be used for all objects))
•Receiver Part: What will be thrusting against the above thruster
•Axis Mode: Hip-to-Hip and

1768115685471.png

•Max Distance Change: This is how far the Receiver can possibly travel in a single physics frame. Like a global speed limit.
•Response Velocity: How fast the receiver will respond to the Source
•Response Force: The force that responds to the Source. <Main Multiplier, can probably handle 95% of all adjustment needs

1768115940540.png

•Response Notice: Allows for small movements being ignored until Receiver will counter thrust.
•Smoothing: Similar to the Comply Position Damper... I really should have just called it Damper.
•Max Accel: Slightly different than smoothing in coding but not sure in function
•Response Curve: Helps if the Receiver is doing weird collisions or potential explosions
•Path Corridor: Can limit lateral motions. If the Counter Thrust is Z, this will limit X and Y movements.
•Expected Speed: This factors in to the Soft/Hard trip. Lower it for slow scenes, raise it if there's a dance or fight scene.

1768116750231.png

•Soft Trip Cooldown: When the trip does engage to prevent collision explosion, this is now long it takes to re-activate the plugin
•Hard Disable on Trip: Counter Thrust will deactivate until manually activated again.
•Dump RB's: Just a trouble shooting function I forgot to remove. It displays stuff in the log window (the blue one)




Troubleshooting:
Receiver is not moving >> Check: [Active] checkbox // Proximity Test // Max Distance Change is high enough // Enough Response Force&Velocity
Receiver won't stop moving >> Response Velocity/Force or Max Distance is set too high and is colliding with the source to create a feedback loop // "Require Source Speed" is not checked
Dildo/Non-Person Atom doesn't make receiver move >> Check to make sure that object/control is selected for "Source"
Atom/Part does not show up on drop down menu >> This happened twice during testing when I was adding in multiple shapes and chaining source/receiver. VAM restart fixed it.


Oh yeah, AI disclaimer: AI was used in the making of this plugin.
  Contains executable files or external scripts. Ensure you trust the creator and apply your own security measures.
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