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PH_WHEEL - How to make a (really) fixed axis ? #39352
01/17/05 21:48
01/17/05 21:48
Joined: Jan 2002
Posts: 81
Right Here
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Hades2 Offline OP
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Hades2  Offline OP
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Right Here
Hi,

I'm recycling my knowledge about A6, and learning the new physic. Really fantastic.

But, using PH_WHEEL and PH_SLIDER it seems to not respect the params of axis limitation I'm setting.

I made a simple car, trying to make the wheels just roll, and don't move on the axis 1, on any direction (param1 0,0,0), but it isn't working as expected.

With some impact, the wheels move in ALL axis, different from the params I've set. Slowly it returns to expected and normal position, but my question is,

how can I made a really fixed axis on a PH_WHEEL ?



As a car, the wheel is expected to not move on this axis. I've set the right params, checked the PHENT result, but it remains "soft", and not a "Hard" constriction as I'm waiting.

Any help is welcome.

Best Regards.

Re: PH_WHEEL - How to make a (really) fixed axis [Re: Hades2] #39353
01/18/05 05:56
01/18/05 05:56
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Marco_Grubert Offline
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Marco_Grubert  Offline
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
Download the Racer sources on the download page. It contains a customizable car script that you could use or you can just compare the function calls there to your own.

Re: PH_WHEEL - How to make a (really) fixed axis [Re: Marco_Grubert] #39354
01/18/05 06:57
01/18/05 06:57
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Posts: 81
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Hades2 Offline OP
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Hades2  Offline OP
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Hello,

I've saw your demo, and checked your codes. I know it works, but I really would like to know what is happen with my own constrains. You know, understanding how to use it.

My only problem until now, is the axis limitation, that isn't being respected as expected, and explained in the manual.

What I'm expecting is to know what kind of parameter can make the constrains more hard, i.e. I tried several different values for damping, mass, friction, but my wheels remains "soft", not respecting mainly the axis limitation.

What I've perceived too, is that starting a wheel with 0,0,0 for all params it seems to have a better behavior, what is strange.

Adding a slider to my tests the same thing occurs...


Does it exist some kind of physic screw, may be a physic super-glue ?



Any clue is welcome.

Thanks anyway.

Re: PH_WHEEL - How to make a (really) fixed axis [Re: Hades2] #39355
01/19/05 05:36
01/19/05 05:36
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Marco_Grubert Offline
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Marco_Grubert  Offline
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The still image isn't telling me much. It could be that the car's body mass or gravity is too high, or you simply set up the constraint wrong so that now the wheels are rolling sideways instead of forward.
Try reducing mass/gravity and see if it makes a difference. What happens if you activate the motor on these wheels or apply a force? do they roll properly ?

Re: PH_WHEEL - How to make a (really) fixed axis [Re: Hades2] #39356
01/20/05 21:22
01/20/05 21:22
Joined: Mar 2003
Posts: 4,427
Japan
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A.Russell Offline
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This might be completely unrelated, but I had problem with physics objects leaving their restraints, too. Pumping up ph_fps_max_lock to 180 solved the problem (at a hit to fps). I would also like some "physics superglue" to keep physics objects within their constraints. -Of course this might be unrelated, but I have had problems with sliders and wheels sticking to the axis I've set them. My tests have shown that it is very easy for a wheel to go way out of range of its axis and if they go too far they don't recover (like in your picture. I'm guessing you didn't set your constraints at 45 degrees). I noticed that they are more likely to jump their restraints and do something spastic when close to level geometry.

Last edited by A.Russell; 01/20/05 21:30.
Re: PH_WHEEL - How to make a (really) fixed axis [Re: Marco_Grubert] #39357
05/16/05 17:23
05/16/05 17:23
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
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XNASorcerer  Offline
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Portugal - Brazil
How did you fixed this?


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