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havoc 4 fix? vehical nose dives on down |
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RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
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05-20-2008 14:42
Before havoc 4 My vehicle's stayed nice and level and pg up pg down would change there elevation. now they nose dive or do loops on up down. Is there a simple fix or some place that says what I need to change to make them work again somewhere?
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Mrc Homewood
Mentor of Randomness
Join date: 24 Feb 2007
Posts: 779
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05-20-2008 14:57
it is a simple fix basicly, H4 turned all the powers way the hell up lol, so you basicly just have to play with the powers and stuff.
ex car could move 29 m/s at 2 now in H4 at 2 = 60 m/2 all the main powers with the turning and as you found out elevations can be twice as fast equaling major control issues |
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Jay Karlfeldt
Happy Scripter
Join date: 4 Nov 2005
Posts: 51
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Sinking Feeling
05-20-2008 15:03
There is also a problem with sinking when applying no power, I have put a jira item on it at
http://jira.secondlife.com/browse/SVC-2310. I have an example of a simple physics disc with buoyancy 0f 1 which sinks through the floor, when left to it's own devices. It needs an offset of 2 metres on the hover height to make it stay still. |
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Mrc Homewood
Mentor of Randomness
Join date: 24 Feb 2007
Posts: 779
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05-20-2008 15:34
that also will do it, didnt think about it till now, add a timer if not one already and have a speed detect and tweek with bouyancy and speed, low speed/no power = coast effect threw the sky, i used that before h4 not tested it since
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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05-20-2008 15:58
What do you mean "power"? The motor values (e.g. VEHICLE_LINEAR_MOTOR_DIRECTION) were always expressed in terms of vehicle velocity in m/s. Has that changed? Likewise, the time scales (e.g. VEHICLE_LINEAR_MOTOR_TIMESCALE) were always expressed in terms of seconds. Has that changed? Are the parameters no longer expressed in terms of standard units? Is the change documented somewhere?
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RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
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05-20-2008 17:17
Ha ok thank you! simple fix drastic changes
float speed=0; float high=30; float turn=10; float lift=0; was float speed=0; float high=2400; float turn=1000; float lift=0; I think something like that. works great now. _____________________
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Mrc Homewood
Mentor of Randomness
Join date: 24 Feb 2007
Posts: 779
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05-20-2008 17:50
ya that little change in the way the scripts react can make a very pissed off scripter lol i had to redoing about 90% of ALL my 200 vehicle and beta vehicle scripts
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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05-20-2008 20:22
OH! It must be that the MAXIMUMS changed. The maximum linear speed used to be something like 40 m/s. You could set it to higher, but it got capped and didn't have any additional effect above that. Now, if the maximums have been increased, those super huge values people put in mean a sudden jump in actual speed. For example max(40, 800)=40, max(100, 800)=100.
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Mrc Homewood
Mentor of Randomness
Join date: 24 Feb 2007
Posts: 779
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05-20-2008 20:36
pruty much, my wilder skies racing script i did, the new version of that needed to be tweeked slightly xD
max before 45 m/s now it is a good 65-70 m/s ive been geting, been screwing around with impulses and powers to get a good mix of power and controlability |