Well I have finally found some free time to work on my little hovertank project. Actually part of what motivated me to do that was reading Bubba's posts about putting a camera in the cockpit of something, so I went ahead and did just that.

I also changed my system/the physics so that the hovertank is a standalone entity. This allows me to pass inputs to it without the hovertank having to care about what is giving it the inputs (the inputs can be a player or they can be AI, or they can be scripted). Each time the Hovertank's physics is updated it checks the inputs and determines which thrusters are firing. There are currently 2 thrusters, one on starboard and port, which allows you to either move forward or backward, rotate in place, or rotate while moving forward/backward. After the thruster inputs are checked, the physics then goes ahead and evaluates the force/torque from the plenum chamber based on what it is hovering above.

I didn't release a binary for several reasons:
-I would have to manually find which textures are being used for the test map (which I am putting ramps and obstacles and such in there)
-The hovertank is really hard to control. I have not added any friction from the plenum chamber skirt (the big black thing you see underneath a hovercraft), therefore the vehicle drifts a lot. My goal is to kill a lot of the sideways movement and rotation by adding friction from the skirt: when you are going full speed the hovertank pumps as much air into the chamber as possible, lifting it up and reducing friction, when you are doing nothing it lets it down a bit, increasing friction.

The screens are of me crashing into another hovertank, a jump, and then me going up the jump (facing the sky, about to go over the edge)