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Key: SVC-131
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Normal Normal
Assignee: Andrew Linden
Reporter: Ralph Doctorow
Votes: 2
Watchers: 2
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2. Second Life Service - SVC

Physical objects set to slow velocity sometimes stop

Created: 24/Apr/07 10:49 AM   Updated: 11/Jul/08 11:12 AM
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Component/s: Physics
Affects Version/s: 1.18.3, Havok4 Beta
Fix Version/s: 1.21.0 Server

Environment: Main grid
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Linden Lab Issue ID: DEV-9335


 Description  « Hide
've been playing with non-vehicle physical movement using llApplyImpulse to get slow speeds. The test just applies an impulse in the X direction, waits a few seconds (depending on the speed), then applies an impulse to get the same speed but in the opposite direction.

What happens is that it works intemittantly, running for a few cycles back and forth, then the object stops (llGetVel = <0, 0, 0>). Sometimes it will restart after one or two dirction reverses, but it's not clear what the parameters are for starting and stopping. It does appear that slower speeds (< 1 m/sec) and shorter distances between reverses (< 5m) lead to more stopping. It also appears to behave this way in spurts, often if I reset the script, it will then run for quite awhile OK, but it's random. It usually freezes right when the direction reverses, but not always.

.2 m/sec for 1 m will fail almost every time. 2 m/sec for 10m runs almost reliably, 2m/sec for 2 m is pretty good, but halts occasionall (1 out of 20 maybe) 1 m/sec. for 2 m is pretty bad, halts about half the time. These are all representative numbers, the actual tests are very random, sometimes they run no problems, sometimes the same test fails almost all the time. This is all on a private sim with very little other stuff on it, default .5x.5.x.5 wooden cube.

This is different from VWR-86 in that the motion actually stops, it is not just that the display isn't being updated.



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Gigs Taggart added a comment - 19/Oct/07 01:49 AM
This is all going to change in havok4 anyway, resolving

Lex Neva added a comment - 12/Nov/07 09:46 AM
I don't think the fact that havok4 is gonna fix this is a good enough reason to close this issue now. There's still no timeline for the actual havok4 deploy, and things are enough in flux that we don't actually even know for sure what havok4 is going to change, practically speaking. I say we keep bugs like this open until havok4 is actually released, then close them all in an orgy of happiness on release day, or something.

CrystalShard Foo added a comment - 13/Nov/07 02:46 AM
This bug has been driving me nuts for weeks now. I have multiple projects that use llApplyImpulse to move around the sim, that are now constantly halting or sticking around for no apparent reason.

Sidewinder Linden added a comment - 23/Jan/08 05:52 PM
Gigs, Lex, CrystalShard... Could you please check this on the beta preview? We just refreshed the build there, and that is one clear way to know whether this is resolved with Havok4 or not. If it is not, I'll pull it in as a Havok4 project bug to resolve. Thanks /Sidewinder

Ralph Doctorow added a comment - 23/Jan/08 10:04 PM
I can check this Friday, I've still got my test object.

Ralph Doctorow added a comment - 24/Jan/08 09:38 PM
This is definitely still there, but seems better than previously. It's very hard to really quantify the degree of goodness though since it's so intermittent. It still seems dependent on both the speed and length of travel between reverses and is still very intermittent. I saw it run at .05 m/s for over 20 iterations, then fail at .2 m/s after 5. It still appears to be only when the velocity is changed (reversed in my test). It is either independent of the mass of maybe gets a little worse with more mass.

Andrew Linden added a comment - 11/Jul/08 11:12 AM
I suspect this bug is fixed now that Havok4 has shipped. If not and you reopen it, please also paste the script you're using to reproduce the problem.