akadjoker / jiglibflash

Automatically exported from code.google.com/p/jiglibflash
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No collision, no rotations, car glued #15

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. there is no ground collisions is some examples
2. the example red sphere doesn't roll
3. cars are snapped in ground, and doesn't move anywhere

What is the expected output? What do you see instead?
In previous versions all works fine

What version of the product are you using? On what operating system?
JigLibFlash fp10 v0.40 (2010-1-21)
operating sys: win7

Please provide any additional information below.
Sorry for the bad english :)
I was just hoping find some jCar or terrain updates, where i can manipulate 
more dinamically the car's speed without shaking more, and set it on ground not 
like on ice by steering.
Now it is on 50 fps, but there will be more objects (trees, rockpiles, other 
cars), and on 30 fps the car's like slow-mo :(

If anyone can help in this, please help!

Original issue reported on code.google.com by buzgos...@gmail.com on 21 Sep 2010 at 1:22

Attachments:

GoogleCodeExporter commented 9 years ago
You can try to set the wheel's friction (wheelSideFriction and 
wheelFwdFriction), or reduce the driveTorque property.

Original comment by muzerly on 21 Sep 2010 at 3:31

GoogleCodeExporter commented 9 years ago
Thanks for the reply :)

My car properties now:

setCar(40, 5, 800);
sideLengths (40, 20, 90);

wheels:

wheelSideFriction:Number = 0.5;
wheelFwdFriction:Number = 0.5;
wheelTravel:Number = 5
wheelRadius:Number = 8
wheelRestingFrac:Number = 0.5
wheelDampingFrac:Number = 0.5
wheelNumRays:Number = 2

terrain friction: 0.2

My problem: on drivetorque 800 the car shakes less. on 500, 600, or 700, seems 
to normal on steering, and doesn't slip away so far, but the car shakes 
insanely. If wheelSideFriction, or wheelfwdFriction setting are greater than 
0.5 (even on 0.6) the cars sides hits the floor, or something made shake more 
the car.

Is anything wrong of these standard parameters?

Original comment by buzgos...@gmail.com on 22 Sep 2010 at 12:09

GoogleCodeExporter commented 9 years ago
I have another question. Sorry for i'm too many questioning :)
It is possible to trace the speed of car? It's just for a GUI.
If this is possible, how can i get this value?

Original comment by buzgos...@gmail.com on 22 Sep 2010 at 6:30

GoogleCodeExporter commented 9 years ago
do you using the dynamic time step?  it will make the car shaking when has low 
framerate.

you can get the speed of car through car.chassis.currState.linVelocity

Original comment by muzerly on 23 Sep 2010 at 1:29

GoogleCodeExporter commented 9 years ago
Thanks again!

but i think i'm don't use this dynamic time step. 
My integrate is:
physics.engine.integrate(0.20); // this maybe a time step when this value is 
high?
I have used this (increased from 0.12) to speed up the car, but this shakes the 
car more. really :(

I also searching for chassis rotation angle, and a function to increase the 
cars "engine power" to set speed of different car types.

Original comment by buzgos...@gmail.com on 26 Sep 2010 at 11:43

GoogleCodeExporter commented 9 years ago
yes, this value is high to be used for time step, It's usually set to 0.1.

the "engine power" can be changed through increase the driveTorque property.

Original comment by muzerly on 27 Sep 2010 at 3:56