LinearSpeed = angularSpeed*radius*pi/180
R0J0hound
ah thanks for this! I was testing hitting a key to disable the orbit and transfering the speed to bullet and now that looks exactly right!
I'm not worried about the bounce as much. The problem is, sometimes there's no collision and the objects just go right through each other. It's usually when its a north/south collision. like shown in the GIF in my previous post. It's almost as if there's no collision detected, which seems very odd.
As far as circles vs boxes, the way I'm ultimately using them is probably closer to circles, but most sprites in games (unless you are using actual primitives) are drawn art (characters and things) usually have some depth to them, collision polygons are not drawn right to the edge and are usually smaller than the sprite itself. Even if the angle is off slightly it doesn't matter. However, if it goes in the complete wrong direction, or there is no redirect at all is when it doesn't look right.
the bounce won’t change the angular velocity as is which adds to making the bounce not look right.
I don't understand this part at all. why wouldn't it, if I transfer it to bullet.speed before the equations?
all the side to side (east/west) collision work great.
I thought maybe you set it up that way since your original response was to a question about how to make something like this happen:
currently this happens (north/south collides):