public virtual void PhysicsUpdateAttached()
{
Vector3 diff = transform.position-attachedTo.transform.position;
transform.position = 0.02f*transform.position
+ 0.98f * (attachedTo.transform.position + diff.normalized*(attachedTo.collRadius+this.collRadius));
curSpeed += Accel();
curAngularVelocity = CurSpeedToAngularVelocity();
transform.RotateAround(attachedTo.transform.position, Vector3.forward,
Time.fixedDeltaTime*(attachedTo.curAngularVelocity - curSpeed*180/Mathf.PI/diff.magnitude));
velocity = attachedTo.velocity;
}