
|
If you were logged in you would be able to see more operations.
|
|
|
|
Environment:
|
Main grid
|
|
Issue Links:
|
Relates
|
|
This issue Relates to:
|
|
VWR-86
Jerky movement since update 1.13.2 on the 17th Jan 2007
|
|
|
|
|
|
This issue is related to by:
|
|
|
|
|
|
|
|
| Linden Lab Issue ID: |
DEV-9335
|
'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.
|
|
Description
|
'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. |
Show » |
|