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If you were logged in you would be able to see more operations.
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Issue Links:
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Relates
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This issue Relates to:
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SVC-722
Havok 4 general vehicle problems (list)
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SVC-736
Havok 4 Vehicle Bugs - Rezzing & Damping
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SVC-775
VEHICLE_REFERENCE_FRAME broken on preview
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This issue is related to by:
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SVC-1293
Havok 4 is causing major issues with Cyberflight Flight Assist and our Superbike scripts in Vixens Isle
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SVC-1567
buoyancy values aren't the same for moving objects
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| Linden Lab Issue ID: |
DEV-4294
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Note: This bug report is not a duplicate of other bugs. Please do not mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1) Edit: now 7 m/s]
2nd gear: 12m/s (17m/s in Havok1) [Edit: now 15 m/s]
3rd Gear: 23m/s (38m/s in Havok1) [Edit: now 31 m/s]
4th Gear: 30m/s (61m/s in Havok1) [Edit: now 42 m/s]
5th Gear: 35m/s (84m/s in Havok1) [Edit: now 52m/s]
6th Gear: 50m/s (135m/s in Havok1) [Edit: now 73m/s]
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
[Edit: More Information:]
In havok1, the car is designed to be pretty nimble, and pretty willing to oversteer/drift/willing to let the tail hang out. In havok4, not so much. The car is much less willing to turn. Something I've just noticed - the behaviour for driving around a prim-based track and a land-based track are significantly different. On a land-based track, the car is signficiantly less responsive. On a prim-based track, the car is slower, but in the same ballpark.
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
[Edit: More Notes]
- This doesn't seem to be much of a problem if the ground is composed of 10x10x10 grid-aligned boxes. However, other flat prims still seem to pose a problem. eg. if you test the PSU CS199 racetrack on havok4, your car will bounce up a LOT - not a problem in havok1.
5) Bounding box is incorrect
[Edit: Seems to be fixed]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (
SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[Edit: More Information]: In old havok1 you can rez a 10x10x10 cube in front of yourself, drive at it in a Dominus Shadow, and you'll find yourself climbing it.
My thinking was that SL terrain sucks for cars. Things like small curbs and stairs seem to catch most cars. So my thinking was that if I can climb a vertical wall, there should be nothing in SL that can reasonably stop it. This behaviour is enabled for 3rd gear and higher.
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
[Edit: This issue fixed]
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
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|
Description
|
Note: This bug report is not a duplicate of other bugs. Please do not mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1) Edit: now 7 m/s]
2nd gear: 12m/s (17m/s in Havok1) [Edit: now 15 m/s]
3rd Gear: 23m/s (38m/s in Havok1) [Edit: now 31 m/s]
4th Gear: 30m/s (61m/s in Havok1) [Edit: now 42 m/s]
5th Gear: 35m/s (84m/s in Havok1) [Edit: now 52m/s]
6th Gear: 50m/s (135m/s in Havok1) [Edit: now 73m/s]
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
[Edit: More Information:]
In havok1, the car is designed to be pretty nimble, and pretty willing to oversteer/drift/willing to let the tail hang out. In havok4, not so much. The car is much less willing to turn. Something I've just noticed - the behaviour for driving around a prim-based track and a land-based track are significantly different. On a land-based track, the car is signficiantly less responsive. On a prim-based track, the car is slower, but in the same ballpark.
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
[Edit: More Notes]
- This doesn't seem to be much of a problem if the ground is composed of 10x10x10 grid-aligned boxes. However, other flat prims still seem to pose a problem. eg. if you test the PSU CS199 racetrack on havok4, your car will bounce up a LOT - not a problem in havok1.
5) Bounding box is incorrect
[Edit: Seems to be fixed]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (
SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[Edit: More Information]: In old havok1 you can rez a 10x10x10 cube in front of yourself, drive at it in a Dominus Shadow, and you'll find yourself climbing it.
My thinking was that SL terrain sucks for cars. Things like small curbs and stairs seem to catch most cars. So my thinking was that if I can climb a vertical wall, there should be nothing in SL that can reasonably stop it. This behaviour is enabled for 3rd gear and higher.
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
[Edit: This issue fixed]
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
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Show » |
made changes - 15/Oct/07 10:34 PM
| Field |
Original Value |
New Value |
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Link
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This issue Relates to SVC-736
[ SVC-736
]
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made changes - 15/Oct/07 10:38 PM
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Link
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This issue Relates to SVC-722
[ SVC-722
]
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made changes - 15/Oct/07 10:40 PM
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Link
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This issue Relates to SVC-775
[ SVC-775
]
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Andrew Linden made changes - 22/Oct/07 01:21 PM
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Assignee
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Andrew Linden
[ Andrew Linden
]
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Andrew Linden made changes - 22/Oct/07 01:21 PM
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Status
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Open
[ 1
]
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In Progress
[ 3
]
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made changes - 23/Oct/07 12:31 PM
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Description
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1)
3rd Gear: 23m/s (38m/s in Havok1)
4th Gear: 30m/s (61m/s in Havok1)
5th Gear: 35m/s (84m/s in Havok1)
6th Gear: 50m/s (135m/s in Havok1)
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car
will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
5) Bounding box is incorrect
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is
turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1)
3rd Gear: 23m/s (38m/s in Havok1)
4th Gear: 30m/s (61m/s in Havok1)
5th Gear: 35m/s (84m/s in Havok1)
6th Gear: 50m/s (135m/s in Havok1)
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car
will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
5) Bounding box is incorrect
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is
turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
made changes - 23/Oct/07 12:33 PM
|
Description
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1)
3rd Gear: 23m/s (38m/s in Havok1)
4th Gear: 30m/s (61m/s in Havok1)
5th Gear: 35m/s (84m/s in Havok1)
6th Gear: 50m/s (135m/s in Havok1)
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car
will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
5) Bounding box is incorrect
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is
turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1)
3rd Gear: 23m/s (38m/s in Havok1)
4th Gear: 30m/s (61m/s in Havok1)
5th Gear: 35m/s (84m/s in Havok1)
6th Gear: 50m/s (135m/s in Havok1)
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car
will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
made changes - 23/Oct/07 04:38 PM
|
Linden Lab Issue ID
|
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DEV-4294
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made changes - 27/Nov/07 04:17 PM
|
Description
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1)
3rd Gear: 23m/s (38m/s in Havok1)
4th Gear: 30m/s (61m/s in Havok1)
5th Gear: 35m/s (84m/s in Havok1)
6th Gear: 50m/s (135m/s in Havok1)
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car
will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1)
3rd Gear: 23m/s (38m/s in Havok1)
4th Gear: 30m/s (61m/s in Havok1)
5th Gear: 35m/s (84m/s in Havok1)
6th Gear: 50m/s (135m/s in Havok1)
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
4) Bouncing against prims seams for no reason much more than in havok1
[Edit: This issue seems to be much much better now]
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
made changes - 20/Dec/07 11:03 AM
|
Description
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1)
3rd Gear: 23m/s (38m/s in Havok1)
4th Gear: 30m/s (61m/s in Havok1)
5th Gear: 35m/s (84m/s in Havok1)
6th Gear: 50m/s (135m/s in Havok1)
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
4) Bouncing against prims seams for no reason much more than in havok1
[Edit: This issue seems to be much much better now]
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1) [Edit: now 13 m/s]
3rd Gear: 23m/s (38m/s in Havok1) [Edit: now 25 m/s]
4th Gear: 30m/s (61m/s in Havok1) [Edit: now 41m/s]
5th Gear: 35m/s (84m/s in Havok1) [Edit: now 46m/s]
6th Gear: 50m/s (135m/s in Havok1) [Edit: now 62m/s]
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
[Edit: This seems to have gotten a little better in the latest version, but still needs adjustment]
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
[Edit: More Notes]
- This doesn't seem to be much of a problem if the ground is composed of 10x10x10 grid-aligned boxes. However, other flat prims still seem to pose a problem. eg. if you test the PSU CS199 racetrack on havok4, your car will bounce up a LOT - not a problem in havok1.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
[Edit: This issue fixed]
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
made changes - 22/Dec/07 01:19 AM
|
Workflow
|
jira
[ 15974
]
|
jira-2007-12-21
[ 21606
]
|
made changes - 23/Dec/07 12:22 AM
|
Workflow
|
jira-2007-12-21
[ 21606
]
|
jira-2007-12-22a
[ 48701
]
|
made changes - 17/Jan/08 06:58 PM
|
Description
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1)
2nd gear: 12m/s (17m/s in Havok1) [Edit: now 13 m/s]
3rd Gear: 23m/s (38m/s in Havok1) [Edit: now 25 m/s]
4th Gear: 30m/s (61m/s in Havok1) [Edit: now 41m/s]
5th Gear: 35m/s (84m/s in Havok1) [Edit: now 46m/s]
6th Gear: 50m/s (135m/s in Havok1) [Edit: now 62m/s]
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
[Edit: This seems to have gotten a little better in the latest version, but still needs adjustment]
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
[Edit: More Notes]
- This doesn't seem to be much of a problem if the ground is composed of 10x10x10 grid-aligned boxes. However, other flat prims still seem to pose a problem. eg. if you test the PSU CS199 racetrack on havok4, your car will bounce up a LOT - not a problem in havok1.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
[Edit: This issue fixed]
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1) Edit: now 7 m/s]
2nd gear: 12m/s (17m/s in Havok1) [Edit: now 15 m/s]
3rd Gear: 23m/s (38m/s in Havok1) [Edit: now 31 m/s]
4th Gear: 30m/s (61m/s in Havok1) [Edit: now 42 m/s]
5th Gear: 35m/s (84m/s in Havok1) [Edit: now 52m/s]
6th Gear: 50m/s (135m/s in Havok1) [Edit: now 73m/s]
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
[Edit: This seems to have gotten a little better in the latest version, but still needs adjustment]
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
[Edit: More Notes]
- This doesn't seem to be much of a problem if the ground is composed of 10x10x10 grid-aligned boxes. However, other flat prims still seem to pose a problem. eg. if you test the PSU CS199 racetrack on havok4, your car will bounce up a LOT - not a problem in havok1.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
[Edit: This issue fixed]
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
made changes - 30/Jan/08 04:51 AM
|
Link
|
|
This issue is related to by SVC-1293
[ SVC-1293
]
|
made changes - 17/Feb/08 02:37 AM
|
Description
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1) Edit: now 7 m/s]
2nd gear: 12m/s (17m/s in Havok1) [Edit: now 15 m/s]
3rd Gear: 23m/s (38m/s in Havok1) [Edit: now 31 m/s]
4th Gear: 30m/s (61m/s in Havok1) [Edit: now 42 m/s]
5th Gear: 35m/s (84m/s in Havok1) [Edit: now 52m/s]
6th Gear: 50m/s (135m/s in Havok1) [Edit: now 73m/s]
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
[Edit: This seems to have gotten a little better in the latest version, but still needs adjustment]
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
[Edit: More Notes]
- This doesn't seem to be much of a problem if the ground is composed of 10x10x10 grid-aligned boxes. However, other flat prims still seem to pose a problem. eg. if you test the PSU CS199 racetrack on havok4, your car will bounce up a LOT - not a problem in havok1.
5) Bounding box is incorrect
[Edit: This bug seems to be fixed when it's in groundcar mode, but still broken when in hovercar mode]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
[Edit: This issue fixed]
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
Note: This bug report is *not* a duplicate of other bugs. Please do *not* mark it as a duplicate of another bug.
Reporting done with a Dominus Shadow on PSU CS199 (A racetrack sim):
1) Top Speed is much slower in Havok4.
1st Gear: 6m/s (7m/s in Havok1) Edit: now 7 m/s]
2nd gear: 12m/s (17m/s in Havok1) [Edit: now 15 m/s]
3rd Gear: 23m/s (38m/s in Havok1) [Edit: now 31 m/s]
4th Gear: 30m/s (61m/s in Havok1) [Edit: now 42 m/s]
5th Gear: 35m/s (84m/s in Havok1) [Edit: now 52m/s]
6th Gear: 50m/s (135m/s in Havok1) [Edit: now 73m/s]
Possible explanation:
- Friction set too high
- Linear motor/setforce too weak
- Mass too high
2) Car comes to a stop much faster than in havok1.
Drive along, and then let go of the gas. Vehicle stops almost immediately in havok4, they coast in havok1.
Possible explanation:
- Friction set too high
3) Car understeers much more in havok4. (It is designed to oversteer in havok1)
Possible explanation:
- Friction set too high
- Angular motor too weak
[Edit: More Information:]
In havok1, the car is designed to be pretty nimble, and pretty willing to oversteer/drift/willing to let the tail hang out. In havok4, not so much. The car is much less willing to turn. Something I've just noticed - the behaviour for driving around a prim-based track and a land-based track are *significantly* different. On a land-based track, the car is signficiantly less responsive. On a prim-based track, the car is slower, but in the same ballpark.
4) Bouncing against prims seams for no reason much more than in havok1
- If you have many prims laid next to each other (eg. to form a prim road) and you drive over them, the car will bounce up for no reason. This is also a problem in havok1, but it is not as pronounced.
[Edit: More Notes]
- This doesn't seem to be much of a problem if the ground is composed of 10x10x10 grid-aligned boxes. However, other flat prims still seem to pose a problem. eg. if you test the PSU CS199 racetrack on havok4, your car will bounce up a LOT - not a problem in havok1.
5) Bounding box is incorrect
[Edit: Seems to be fixed]
- For no reason, the car "leans" to the left. This effect is more pronounced when the ground shadow feature is turned on.
Possible explanations:
- Havok4 has an incorrect representation of the vehicle shape
- vehicle reference frame off (SVC-775)
- Related to SV-722
6) Car no longer launches on two weels (wheel-stand) when taking off in 3rd+ gear.
- Possible explanation:
VEHICLE_LINEAR_MOTOR_OFFSET is not respected
7) Car can no longer climb walls when in 3rd+ gear
In Havok 1:
- Rez a wall, drive up against it in 3rd+ gear. The car will climb the wall.
In Havok 4:
- Car just slams against the wall
Possible explanation:
- Linear motor/setforce too weak
- Mass too high
[Edit: More Information]: In old havok1 you can rez a 10x10x10 cube in front of yourself, drive at it in a Dominus Shadow, and you'll find yourself climbing it.
My thinking was that SL terrain sucks for cars. Things like small curbs and stairs seem to catch most cars. So my thinking was that if I can climb a vertical wall, there should be nothing in SL that can reasonably stop it. This behaviour is enabled for 3rd gear and higher.
[EDIT new section]
Latest version of havok introduces a new bug:
8) If you rez a Dominus Shadow below 768m the model gets all screwed up (very bad!)
[Edit: This issue fixed]
Possible explanation:
llSetPos(), if called from the root prim used to move the entire link set as one. Now it affects the link position.
Other related problems:
- Vehicles unable to rez certain object, with an error message, "Unable to create requested object - parse failure."
[Edit: This issue fixed]
Repro: Rez a dominus shadow, open the doors
Reported in SVC 736.
|
made changes - 17/Feb/08 02:52 AM
|
Link
|
|
This issue is related to by SVC-1567
[ SVC-1567
]
|
Andrew Linden made changes - 01/Apr/08 03:23 PM
|
Status
|
In Progress
[ 3
]
|
Resolved
[ 5
]
|
|
Fix Version/s
|
|
1.20.0 Server
[ 10280
]
|
|
Resolution
|
|
Fixed
[ 1
]
|
made changes - 13/Nov/08 12:08 PM
|
Workflow
|
jira-2007-12-22a
[ 48701
]
|
jira-2008-11-14
[ 81981
]
|
made changes - 13/Nov/08 04:39 PM
|
Workflow
|
jira-2008-11-14
[ 81981
]
|
jira-2008-11-14a
[ 89575
]
|
|
Not only is this fixed in the internal codebase, but I deployed it to a limited set of regions in the Havok4 preview for the pre-halloween weekend: "Bug Island" and "Da Boom". I'd appreciate it if someone could make some preliminary testing to see if any of these problems are fixed, thanks.