3D Spaceship/Submarine movement, How?

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:bust_in_silhouette: Asked By FellowGamedev

I got it mostly working but as you can see since the parent is responsible for X axis rotation and since its not moving with the ship, the ship will only rotate around the parent and not itself. And I need it to rotate around itself.

Tree:
Parent(X axis rotation)
Child(Y axis rotation + forward and back movement)
->->Ship OBJ

I believe the potential fix for this is to either make the parent copy the child’s position (but I cant get it to work for some reason) or make one on them do both rotations.
#Attached To Parent
func _input(event):
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
child.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY *-1))
self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))

#Attached To Child
var speed = 0

func _physics_process(delta):
    if Input.is_key_pressed(KEY_E):
	   speed = speed + .1
    if Input.is_key_pressed(KEY_Q):
	   speed = speed - .1

    translate(Vector3(0,0,delta*speed))

If you have another way of doing this movement I would very much appreciate if you could help me!

:bust_in_silhouette: Reply From: FellowGamedev

Aight so it turns out I was dumb and I didn’t know basis is a thing… im posting my code here incase anyone else will ever need this =) the code is basically a free float camera/node only missing z rotation

extends KinematicBody

var rot_x = 0
var rot_y = 0

var velocity = Vector3()
var speed = 1
var frictionspeed = 0.05

var MOUSE_SENSITIVITY = 0.005

func _ready():
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _physics_process(delta):
	velocity.x = lerp(velocity.x , 0 , frictionspeed)
	velocity.y = lerp(velocity.y , 0 , frictionspeed)
	velocity.z = lerp(velocity.z , 0 , frictionspeed)
	
	if Input.is_key_pressed(KEY_W):
		velocity += -transform.basis.z * speed
	if Input.is_key_pressed(KEY_S):
		velocity += transform.basis.z * speed
	if Input.is_key_pressed(KEY_A):
		velocity += -transform.basis.x * speed
	if Input.is_key_pressed(KEY_D):
		velocity += transform.basis.x * speed
	if Input.is_key_pressed(KEY_SPACE):
		velocity += transform.basis.y * speed
	if Input.is_key_pressed(KEY_CONTROL):
		velocity += -transform.basis.y * speed
		
	velocity = move_and_slide(velocity)
	
	if Input.is_action_just_pressed("ui_cancel"):
		if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
		else:
			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
			
func _input(event):
	if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
		rot_x -= (event.relative.x * MOUSE_SENSITIVITY)
		rot_y -= (event.relative.y * MOUSE_SENSITIVITY)
		transform.basis = Basis()
		rotate_object_local(Vector3(0, 1, 0), rot_x)
		rotate_object_local(Vector3(1, 0, 0), rot_y)
`