Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
|
11-03-2006 11:17
/139/4f/146542/1.html From: Andrew Linden I was able to track this down. There is nothing wrong with the wind. The problem is that for small or long-thin objects (< 0.2 meters on two sides) the mass would be incorrect (very small). The way the wind is typically used is to measure its velocity and use an llSetForce() call to model it. Since the mass would be too small the force would have a much stronger effect.
The bug is fixed in our codebase, but has not been released yet.
Edit for spelling and formatting. Thanks for the follow-ups, Andrew. But as I mentioned in my previous post, the issue is also occurring with joint objects that have no scripts in them. The arm portions of these objects have no force applied to them whatsoever, and when they are set physical they spin wildly around the pivot and fly off-world after a few seconds. Now that I think of it, even the chimes in my windchime set don't have a scripted force applied to them; it's only the striker/sail in the center that uses llApplyImpulse() based on wind. And upon rezzing, the chimes are going bonkers before the striker/sail even appears.
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden
|
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
|
11-03-2006 15:00
Yes, if the mass were artificially too small then the constraint solver itself could go unstable. The physics engine was "tuned" a long time ago to remove instabilities, however if the mass properties of the objects are wrong then all bets are off. My guess is that the proper mass will fix things. The fix might go out next week.
|