Going back to the original topic of this post, (and reviving an old thread, sorry)--
I modified the original file as per ROJOhound's suggestions here:
The nice thing about using behaviors is you don't need to worry about TimeDelta, because it's handled within the behavior.
You can simplify your events and it will behave exactly the same and be more readable:
+ MouseKeyboard: Key Up arrow is down
-> Sprite: Set force Sprite.value('Thrust') towards (Sprite.X + cos(Sprite.Angle), Sprite.Y + sin(Sprite.Angle))
+ MouseKeyboard: Key Left arrow is down
-> Sprite: Set torque 0-Sprite.value('Rotation')
+ MouseKeyboard: Key Right arrow is down
-> Sprite: Set torque Sprite.value('Rotation')[/code:1xvb5vvc]
But I'm still confused as to how to use behaviors to slow the ship down QUICKLY once you let go of either the left or right arrows... There are two private variables in this CAP. Thrust and Rotation. Should I be trying to subtract from Rotation over time once the left or right key is no longer pressed??
How would that look?
Sorry for the new-b questions... It's just that I am, in fact, a new-b... Just found this site yesterday. Trying to learn what I can.
Thanks!
Also, for completeness sake, here is the file I modified according to the above suggestions:
http://www.mediafire.com/file/yvlw4fo5sfqfuj5/Ast_Physics_4.cap