• All submissions to this site are governed by Second Life Project Contribution Agreement. By submitting patches and other information using this site, you acknowledge that you have read, understood, and agreed to those terms.
Issue Details (XML | Word | Printable)

Key: SVC-1041
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Critical Critical
Assignee: Unassigned
Reporter: Drew Dwi
Votes: 37
Watchers: 6
Operations

If you were logged in you would be able to see more operations.
2. Second Life Service - SVC

(havok4) VEHICLE_FLAG_MOUSELOOK_STEER / VEHICLE_FLAG_MOUSELOOK_BANK flags do not preform as they do in havok1

Created: 06/Dec/07 07:43 AM   Updated: 13/Feb/08 02:47 PM
Return to search
Component/s: Physics
Affects Version/s: Havok4 Beta
Fix Version/s: Havok4 Beta

Environment: works in havok1 so assume not a viewer issue.
Issue Links:
Duplicate
 
Relates
 

Linden Lab Issue ID: DEV-7361


 Description  « Hide
// VEHICLE_FLAG_MOUSELOOK_STEER Makes vehicle try to turn toward mouselook direction
// VEHICLE_FLAG_MOUSELOOK_BANK Makes vehicle try to turn toward mouselook
// direction assuming banking is enabled

Planes and other mouse look vehicles are completely uncontrollable.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Iexo Bethune added a comment - 07/Dec/07 11:50 PM
It would be nice to have these older vehicles work in Havok 4, since the original builders of many of them aren't around to fix them, and even if they were, rolling out fixes to in some cases thousands of vehicles is beyond impractical.

Track Eel added a comment - 12/Dec/07 10:57 AM
Yeah .. Fix it please ... or you kill a lot of groups

Drew Dwi added a comment - 24/Jan/08 12:06 PM
vehicle angular motors seem to be the core of this issue.

Sahiko Yalin added a comment - 24/Jan/08 12:26 PM
Reaction to the angular direction is slowed down a lot, aprox more than 90%.
Ive tested different flight scripts so far. All making use of Vehicle_Flag_Mouselook and thereby depending on the Angular Motors for steering are affected.
General Physics and Movement not.
It can be overridden as a workaround by a camera rotation based llApplyRotImpulse, but thats generaly not such a smooth moving.

Sahiko Yalin added a comment - 24/Jan/08 01:18 PM
Tested a vehicle in different states. Usual development: V1.0-> V2.55 less agile > more agile. Its about to be vice versa. (1.7> 2.55 agile -> less agile)
While the model was also changing during the development i tested different mass versions with one and the same script, no difference. Script behaviour was the same (5 seconds per 90° turn). All share the problem they are acting much more slow.
Trying to get more information.
Current bug allocation: Somewhere around the angular motor...

Huns Valen added a comment - 25/Jan/08 09:16 PM
Mouselook sensitivity seems to have gone up by a factor of at least 5 on my airplanes. It's so violent they can actually flip themselves over while on the ground.

Sidewinder Linden added a comment - 27/Jan/08 04:44 PM
Received from Sahiko Yalin:

Im writing according to the jira entry:

http://jira.secondlife.com/browse/SVC-1041

especialy:
Tested a vehicle in different states. Usual development: V1.0-> V2.55 less agile > more agile. Its about to be vice versa. (1.7> 2.55 agile -> less agile)
While the model was also changing during the development i tested different mass versions with one and the same script, no difference. Script behaviour was the same (5 seconds per 90° turn). All share the problem they are acting much more slow.
Trying to get more information.
Current bug allocation: Somewhere around the angular motor...

Thats where ive got an idear:
The Havok 4 "abuses" the GPU for additional physics, usualy scrap metal n such. A sim server dont has a gpu, has it? The ApplyRotImpulse-function which is used now as a workaround seems to be primary physics (part of a general object movement), the angular motor maybe not.

In the tests the more you stress the phys system (angular motor timeframes and such), the more agile such a plane should usualy be, the less it is now. This, plus the fact that ApplyRotImpulse is still working are pointing towards that. An emulated GPU system would just not able to calculate the new rotation in a reasonable time.

Testing and if its that fixing should be not this hard, maybe a simple question if the angular motors are additional physics would do, or testing the same plane on a sim hardware equipped with a powerfull GPU.


ryder spearmann added a comment - 10/Feb/08 07:51 PM
How can a critical item, with so many votes... continue to go unassigned? This is rather depressing... I make lots of Mouselook Vehicles... ack!

Vehicles in general, have gotten the short end of just about every stick in SL. Invisible walls all over the mainland, sim crossing insanity, etc. etc... have made vehicles a really ugly business to be in. Roads and waterways are almost never used... aircraft are more or less trapped within a sim... Cubey Terra gave up on his automated flights... If this does not get assigned/fixed.... so many fine vehicles will be broken... that is terrifically sad to contemplate. Is this bug on the "Fix list"??? How can one tell?


Drew Dwi added a comment - 13/Feb/08 02:47 PM
this is fixed in Havok4 Beta Server 1.19.0.79818