Forums

Full Version: bumpy non-collideable surfaces behave weirdly
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
i've just noticed that if you have a non-collideable surface which has bumpiness and friction coefficients assigned to it, then the car goes absolutely crazy once you drive on it (through it maybe). as a sanity check, it would probably be a good idea to ignore any such coefficients if the collideable flag is set to zero.

i saw this at imola where i assigned a bumpiness coefficients to a blend surface between the track and the grass, but the blend surface itself was non-collideable since it was sitting on top of collideable surfaces. driving on top of the blend surface made the car bounce around violently until i made the blend surface collideable and then the bouncing stopped.

hope this helps.

--alex--
alex25 Wrote:it would probably be a good idea to ignore any such coefficients if the collideable flag is set to zero

That should already be the case, but when reviewing the code I noticed a small goof-up that might cause this; could you give me an easy way to reproduce it so I can see if it's fixed?
joevenzon Wrote:
alex25 Wrote:it would probably be a good idea to ignore any such coefficients if the collideable flag is set to zero

That should already be the case, but when reviewing the code I noticed a small goof-up that might cause this; could you give me an easy way to reproduce it so I can see if it's fixed?

at imola make trackedgeblend1.dds.png non-collideable and then drive just on the edge of the track/grass. you'll see the car bump around quite a lot.

--alex--
This bugfix has a side effect... i'm always falling off the map if i leave the road on "Road Atlanta"
xTs Wrote:This bugfix has a side effect... i'm always falling off the map if i leave the road on "Road Atlanta"

that's because road atlanta has the old driveable flag set instead of the new collideable one. i've committed a fix. let me know if you still have problems.

--alex--
No, everything is fine. Thanks
alex25 Wrote:at imola make trackedgeblend1.dds.png non-collideable and then drive just on the edge of the track/grass. you'll see the car bump around quite a lot.

Hmm, I don't see any difference (bumpy both times). What exactly am I looking for, again?
joevenzon Wrote:Hmm, I don't see any difference (bumpy both times). What exactly am I looking for, again?

not the grass kind of bumpy. instead the car jumps around violently like the forces on it change very rapidly and are very high. i'll play with it more tomorrow when i get to work (it doesn't seem to happen on my laptop at home).

--alex--
On Laguna Seca when you drive down the hill (last third of the track). There seems to be something in the air (or on the road) that acts like a jumppad...
xTs Wrote:On Laguna Seca when you drive down the hill (last third of the track). There seems to be something in the air (or on the road) that acts like a jumppad...

This has been a problem for a while... I'm still not 100% sure what's causing it.
I drove the track in opposite direction, up the hill. Nothing there. Could this be some code that shall turn over the car if it falls on the side/roof and the decline is just to heavy?

If you drive on the street, you can see sometimes the front wheels sink into the street. (Ok guys, who made the potholes there?)
Do you see the tires sink at the spot where the "jump" is?
yes, look at the link i posted in the channel.