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Key: SVC-766
Type: New Feature New Feature
Status: Reopened Reopened
Priority: Normal Normal
Assignee: Andrew Linden
Reporter: Hg Beeks
Votes: 5
Watchers: 3
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2. Second Life Service - SVC

VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT severely gimped in current limitations.

Created: 04/Oct/07 01:27 AM   Updated: 21/Nov/08 10:32 PM
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Component/s: Physics
Affects Version/s: Havok4 Beta, 1.24 Server
Fix Version/s: Havok4 Beta

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 Description  « Hide
For whatever reason, any vehicle using VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT, the only way to hover without being latched to the land, is limited to 100m altitude. It took me a long time to figure this out since my mainland parcel was at 200m, as are many other parcels in the mainland; Any vehicle that should hover without being locked to following the ground plane, is useless on the mainland. There are sims in which the water level is almost 100m. Why would a limitation like this be put on anything, especially when outside of this function, physics objects can go far, far above this limit?

EDIT: This issue was fixed but has since returned, although at the 1024m limit instead of 100m. Better, but still a substantial problem for many vehicles.



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Andrew Linden added a comment - 19/Oct/07 09:39 AM
Back when vehicles were first implemented LL had some notions about max build and fly heights – there were design elements in place to limit how high avatars could easily go and how high builders could build. Since then we've removed a bunch of such feature limitations.

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.


Andrew Linden added a comment - 19/Oct/07 04:48 PM
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.

Andrew Linden added a comment - 22/Oct/07 01:17 PM
Ok, this is really fixed in Havok4. I finally got around to checking the code in.

WarKirby Magojiro added a comment - 22/Dec/07 01:27 PM
This issue has been bulk changed to fix pending.

Andrew Linden added a comment - 07/Feb/08 08:58 AM
Fixed and deployed.

Gaius Goodliffe added a comment - 10/Nov/08 01:16 PM
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


AnnMarie Otoole added a comment - 20/Nov/08 01:13 PM
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.


AnnMarie Otoole added a comment - 21/Nov/08 10:32 PM
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.