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Mare Novi added a comment - 04/Apr/08 02:59 PM
I've noticed this in the Havok 4 release also. When I hover, I sink at a rate about ~25 seconds per meter. This has occurred in all sims I've tried.
This is extremely annoying. definitely confirmed, with and without flight assists.
Confirmed here too, with and without AO. I need to point out that it doesn't happen 100% of the time though
I can confirm this as well, with or without flight assist and/or AO.
Interesting.
What is the sim FPS while this is happening? Funk Schnook : It happens all the time when you turn right or left while hovering. Try it, you'll see.
Changing the summary to avoid new duplicates
@Yukinoroh:
And sometimes when you DON'T turn. You just go into a hover, and start to sink. Huh? A forum thread mentioned this and I was surprised. I don't sink at all at any altitude. Could your flight assist not be good? Mine is built in to the Multi Gadget...
Which flight assists are you using? I'm not using any flight assist.
I did some additionnal testing, and yes, it happens not only when you turn. Also when you travel a very short distance forward (like, tapping the up key once). Can anyone get other repro patterns ?
This is very awkward for builders, please prioritize it.
I can confirm this issue also. It has happened since the new viewer release. I'm glad others already started a vote to fix it because it impedes building efficiency.
Tid : Here, if I stand on the ground, and then just press page up to fly and do nothing else, I'm not sinking. (My reference is a wall next to me.) Could you try these steps too? If it happens right away for you then it might be useful to change the summary.
This is driving me crazy in my current project. Really needs to be fixed soon.
Happens Using Mysti Tool's Flight assist also AVHud Flight assist
Also Happens in the Following Helicopters .. Apolon Obscure : Bell 206B3 and Lahar Broadway : LB-500C Today I noticed that with a flight assist you need to apply in an impulse of about 2m/s up and 1m/s down to move a hovering avatar up or down. BUT when you turn, you don't need as much as 2m/s up... I'm really eager that LL make hovering avatars behave normally...
Description of SVC-1792 looks a lot like this bug. Linking to it.
I'll try to advance something from what I've noticed... And supposing that hovering avatars actually have a vertical buoyancy=1 or something similar. (I might be wrong!)
If my guess is right, I think that acceleration and turning deceleration features should have been left to vehicle makers to implement. Coding it in havok4 makes it painful for people who don't want them... Today I tried to remove all llSetBuoyancy and tried to use forces instead... So I noticed that :
Upwards force to stay still in the air in standing state should be of about 9.8098, Maybe LL should say how they implemented buoyancy so that it be possible for us to properly patch our scripts, or else I guess I'll stop scripting and reorient my business towards handbags with bling-bling and skirts. g This issue is maddening for builders.
Updated the description from testing.
This is a huge issue for builders, land owners, etc. At least assign someone to it.
I have noticed this sinking while hovering too. I also noticed that I seem to sink faster when I select something. For example if I edit an object or edit the land. Does anyone else notice this?
hottie : it might be because your avatar selecting something makes him actually turn. You sink faster when you turn.
It seems more and more obvious to me that LL borked the buoyancy for the movement of vehicles to be more real-like. Other than that, back in havok1, I had noticed that when hovering and selecting something that would make your character turn, you would go temporarily in standing state.... Maybe it's that. I have this problem in the 1.19.1.4 client, you sink at a horribly fast rate which is a real pain when you build 24/7 and go out of range or end up drowning yourself..although some days I can see why you'd want to do that.
So am I right? This issue is 2 months old, it's marked as critical, it nearly has 70 votes, and yet it doesn't have any Linden commenting on it, nor a Linden asignee?
I'm truely and deeply disappointed. From the official blog :
"DEV-14174: Avatar no longer sinks slowly while hovering (and 'hopefully' no longer displays other slow rise/fall symptoms in hover modes)" It should be fixed in the upcoming rolling restart. Yes, I'm on the beta grid right now and it does indeed appear fixed. Thank goodness!
Only partially fixed in 1.22.2 : you still sink if you hold rotate left or right.
It's frustrating that LL developpers don't pay attention to bug reports and only look at their internal issues, but until the server gets open-sourced AND that there be only one bug tracking system, it's good to see that a lot of eyes are better than just a few...
If any LL staff ever gets to read this bug, a tip maybe, perhaps you can apply the code to fix this issue on buoyancy also? (SVC-1792 ) The bugs are very similar. I have just noticed while working a a tall build and hovering that when I remain stationary, I do not sink, but every time I edit a different part of the build, I turn towards it (expected behaviour) and then sink a small amount.
Updated the description.
Updated description : problem occurs when moving, not just rotating. Basically the same issues as in SVC-1792, minus when not moving.
Moreover I'm not very happy about how the 'sink when hovering and not moving' part was fixed - it seems that some kind of vertical move lock was implemented. As a consequence, calls to llApplyImpulse on the z axis fail most of the time if the value is lower than 10 or so.
Small movement that is not made by animations (so name tag moves also) was one of the nicest features of my product - I had to remove it from sale because of havok4's general borked buoyancy When are we going to have real buoyancy back ?!? Updated the description.
The gravity is definitely too strong. I use a special scripted flight to give a sort of realistic winged-flight effect (for fun). It works by using 'jump' to flap the wings which, thusly, elevates you so can glide, like a bird. Used to work a treat in H1, but now the gravity pulls one down too fast. I had to script a personal gravity field and set it to -2 to get the original effect.
Hello,
This bug is confirmed , and he affect the version: 1.20 If i select an prims in flying mode my Av can't stop going down and if i turn to right or left side, its the same situation. I have detache my Mystitool for complet test, and its the same thing. thx to Lum Pfohl she help me to verify this bug This is a server-side bug which is why the SVC- prefix makes sense. The versions 1.20 - 1.22 above are for the SL viewer which is not related to this bug – the bug would show up no matter what SL viewer you happen to be using.
This bug is very hard to fix. I've already banged my head on it for days (several months ago, but nothing has changed that would make it easier to fix today) and have given up until I can find a week to work on it. I suspect that we'll have to make a major overhaul of the avatar control code in order to fix this without breaking too much other avatar motion stuff. "I suspect that we'll have to make a major overhaul of the avatar control code in order to fix this without breaking too much other avatar motion stuff."
Then do it! This bug, and related SVC-1792, have been pissing way to many people to claim that havok4 implementation is complete. It's not. And it's not like you have no one to test fixes. I personally want to recover the three months worth of work that these two bugs made me lose, so you can count me in... Until I really get fed up waiting... Simplified the summary.
I have the feeling this is getting worse recently. I did not notice that for a longer period of time, but now I notice it much more often, it got so disturbing, I needed to buy a flight assistant that has a special workaround to let me float without sinking.
Happy to see that at least some clever scripters can get some benefit from this enervating bug... Any chance of getting support to roll back the partial fix applied in 1.22.2? Flight assists to work around this seem relatively trivial – we can move lock ourselves – but the improper fix seems to have caused other content breakage (SVC-2697, SVC-1179, and SVC-2513 that I know of). At least this bug is visible; I've lost at least 30 hours on problems that have turned out to be related to the 1.22.2 partial fix.
No one is working on this at this time, so I'm setting it to Unassigned.
I agree with Jack. I would rather sink than have unreliable simulator movlock on the avatar. Same goes for avatars standing on the ground, they seem to movelock to avoid falling down hills, which breaks soft pushes applied by the scripts.
Maybe the falling down a hill and the sinking when flying are related. They both got the same unreliable fix of a movelock. Please, this issue is a really annoying little detail and it would be appreciated by a lot of people if you (the Lindens) could fix this eventually after this long time
Dante L. wrote: "No one is working on this at this time, so I'm setting it to Unassigned."
— Ok, I understood that a fix for this problem probably won't finish so I built a work-around for my "flight feather" that needs to trigger timer 2 times the second to fix the "sinking" problem. |
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