<html><head><meta http-equiv="Content-Type" content="text/html charset=windows-1252"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;">Yes. At the moment the throwing does just reduce the effect of gravity during the downward part of the flight, and it looks floaty enough. The difficulty is that we show aiming discs before you throw, and those are based on just gravity. The disc in flight is being updated 60 times per second, but there are only 10 aiming discs. Need to find a way to make the two sets of arithmetic produce the same shape.<div><br></div><div>One way I was thinking to do it was that when aiming I would do the math to plot out the final flight, and just show an aiming disc every so many steps of the flight path.</div><div><br></div><div><br><div><div>On Mar 3, 2014, at 2:27 PM, NoiseCrime <<a href="mailto:noise-mail@noisecrime.com">noise-mail@noisecrime.com</a>> wrote:</div><br class="Apple-interchange-newline"><blockquote type="cite"><span style="font-family: Helvetica; font-size: 12px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: auto; word-spacing: 0px; -webkit-text-stroke-width: 0px; float: none; display: inline !important;">>The amount of dissipation of this upward force over time would then (I assume) control how 'floaty' it would be.</span><br style="font-family: Helvetica; font-size: 12px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: auto; word-spacing: 0px; -webkit-text-stroke-width: 0px;"></blockquote></div><br></div></body></html>