Well look at the airboat code, it works on all types of water and it is 
done using code
        pPhysAirboat->SetBuoyancyRatio( 0.0f );
        PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT );
well it uses the same code but it is zero

Ryan Horton wrote:
> I'm trying to make certain props float when they otherwise wouldn't /
> shouldn't (for example, large metal objects)
> Now, I've gotten this to work to an extent, using
> IPhysicsObject::SetBuoyancyRatio()
>
> However, it seems that the way this works depends upon the material used
> maybe?
>
> So, for example, if I do BigMetalThing->SetBuoyancyRatio( 0.085 ) in one
> type of water (the murky, poisonous canal water), it floats well, but in a
> different type of water (clear, plain water), it floats poorly.
>
> So I'm wanting to make it so I don't have to save custom buoyancies on a per
> material basis (assuming the material is what's causing this behavior), how
> do I go about modifying the 'buoyancy factor' so that all water entities are
> created equal?
>
> Thanks!
>
> Ryan
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