tsunamayo / Starship-EVO

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[Mechs] Cancel Slip Amount causes mechs to fly at high speed #5795

Closed ProPeach closed 3 weeks ago

ProPeach commented 3 weeks ago

Short Description of the issue:

Any value of Cancel Slip Amount lower than around 10% on most mechs causes them to violently speed away on contact with the ground.

https://imgur.com/m4PK40A

Steps to reproduce the issue:

Environment

Additional information:

Double Knee Test.zip

drimmel247 commented 3 weeks ago

It also Occurs on higher levels of Cancel slip, like the default 50. I was able to achieve speeds of 49 Mm/s going from a sitting position(idle) to walk(standing walk) causing it to launch. This can be mitigated by walking on hull/flat blocks as a testing platform.

asanagisae commented 3 weeks ago

I have been launched at slip settings above 50, below 50, and at the default 50. I've also been launched while starting on hull/flat blocks, not just planetary terrain.

This particular mech has not once been able to walk successfully on a planet surface or this player-built testing platform (after about a dozen attempts). Upon taking the controls, it immediately ends up anywhere between high orbit and deep space.

https://github.com/tsunamayo/Starship-EVO/assets/10069469/877e4e67-7033-4243-9e13-26c04ddcf560

I've also noticed that the center of mass is calculated based solely on the volume of space occupied by the parent entity. On this particular mech, the center of mass ends up in front of the foremost pair of legs, and so the mech is always face-planting while at rest.

ProPeach commented 3 weeks ago

Yeah the center of mass issue has cropped up before like in issue #5455 and others, could be a bigger issue with mechs now too

tsunamayo commented 3 weeks ago

@ProPeach Issue fixed for the next mech build. Yes center of mass dont help with bottom heavy mech, while walking it is alright because I apply a force for it to not top over, but when being idle and not piloted it is not ideal. It is on my to-do for the physics engine though.