I'm creating a game where a player navigates their vessel (SKSpriteNode A) and tries to make contact with a stationary rectangular sprite that is slowly rotating (SKSpriteNode B). They can navigate their vessel via impulses to speed up, slow down, change directions, etc. When contact is made, I use the SKPhysicsContact object's "CollisionImpulse" property to judge whether or not the collision was too harsh. Both objects have the same mass. The problem is that I'm getting inconsistent results while testing. I will collide with the object at seemingly the same speed every time and get very different CollisionImpulse values (sometimes around 10, other times around 30).
Since object A is stationary (albeit rotating) and only object B is moving, my assumption is that the CollisionImpulse value will be solely based on the speed of object B at the time of impact, but that does not seem to be the case.
Does object A's rotation affect the CollisionImpulse? Is there something else that can impact the CollisionImpulse value that I'm missing?