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Woops. Sorry I take that back. This is NOT fixed in Havok4 yet. I though I had checked it in but I had accidentally made the edit in a different code sandbox that I was looking at in an editor and then it never got checked in when I commited my other changes in the real sandbox. I'm re-opening this until I actually get around to fixing it.
Ok, this is really fixed in Havok4. I finally got around to checking the code in.
This issue has been bulk changed to fix pending.
This appears to be broken again. The cutoff is different, (1024 instead of 100), but the issue is the same – VEHICLE_HOVER_HEIGHT fails for 3/4th of what should be valid values (anything between 1024 and 4096).
Oh, and rezzing and getting into a vehicle that uses this feature while on a 1200m high platform visits considerable violence upon yourself and the vehicle. ouch I have to have two independent height controls for my blimp, one for below 100m and above 100m you have to disable hover and provide rapid monitors of altitude for adjusting.
There is no logical reason why the hover height cannot be at least 100m over the highest land in SL or even why there is a limit at all. There is no doubt that the global hover limit of 100m is still there. Hmm. I've found that the 100m limit is not consistent. Testing one today and hover worked above 100m. Hopefully previous problems were sims that have not been updated.
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Since I was working on vehicles in Havok4 I figured I would examine this bug. It is now fixed in Havok4 internally – it will go out in the next update. I've increased the max global hover height and set it to the current maximum build height in that branch.
Although there is a potential danger in the vehicle implementation where huge accelerations might be possible when setting a global hover height very high when the vehicle is currently very low, or vice versa, I had already plugged that instability mode with some clamp logic, so it was safe to allow very large hover heights.