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Issue Details (XML | Word | Printable)

Key: SVC-832
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Major Major
Assignee: Andrew Linden
Reporter: Francis Chung
Votes: 11
Watchers: 2
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2. Second Life Service - SVC

Havok4: General Ground Vehicle Problems

Created: 15/Oct/07 10:23 PM   Updated: 01/Apr/08 03:23 PM
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Component/s: Physics
Affects Version/s: Havok4 Beta
Fix Version/s: 1.20.0 Server

Issue Links:
Relates

Linden Lab Issue ID: DEV-4294


 Description  « Hide
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.


 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Francis Chung made changes - 15/Oct/07 10:34 PM
Field Original Value New Value
Link This issue Relates to SVC-736 [ SVC-736 ]
Francis Chung made changes - 15/Oct/07 10:38 PM
Link This issue Relates to SVC-722 [ SVC-722 ]
Francis Chung made changes - 15/Oct/07 10:40 PM
Link This issue Relates to SVC-775 [ SVC-775 ]
Andrew Linden made changes - 22/Oct/07 01:21 PM
Assignee Andrew Linden [ Andrew Linden ]
Andrew Linden made changes - 22/Oct/07 01:21 PM
Status Open [ 1 ] In Progress [ 3 ]
Francis Chung made changes - 23/Oct/07 12:31 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


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.
Francis Chung 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.
lindenrobot made changes - 23/Oct/07 04:38 PM
Linden Lab Issue ID DEV-4294
Andrew Linden added a comment - 26/Oct/07 03:26 PM
I just fixed a problem where the center of mass was incorrectly placed at the center of the root prim. This was a bug that was introduced a couple of weeks ago when a LL developer made an optimization pass and started bypassing some recomputes of the object mass that sometimes bypassed legitimate instances. I suspect this fixes a lot of the problems people have been seeing with vehicles.

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.


Francis Chung added a comment - 27/Nov/07 04:17 PM
Hi! Sorry about the late reply, I didn't see the request for update until someone pointed me to it.

#4 seems to be signficantly better and #8 seem to be fixed entirely

I also noticed that PSU CS199 is no longer part of the beta grid. Would it be possible to bring that sim back into beta, or any other racetrack sim?


Francis Chung 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.
Francis Chung added a comment - 30/Nov/07 03:12 PM
Just tested with the 11/29 drop of havok4. It seems to have the same issues as reported above.

Francis Chung 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.
Francis Chung added a comment - 20/Dec/07 11:17 AM
Updated 12/20/07: New notes for issues #1, #3 and #4.

Rob Linden made changes - 22/Dec/07 01:19 AM
Workflow jira [ 15974 ] jira-2007-12-21 [ 21606 ]
Rob Linden made changes - 23/Dec/07 12:22 AM
Workflow jira-2007-12-21 [ 21606 ] jira-2007-12-22a [ 48701 ]
sandraday oconner added a comment - 11/Jan/08 06:58 PM
DT scripts don't seem to work either, likely for the same friction reason, although i don't know how to stop them flipping so easily(DT is the most common script type in second life by a wide, wide margain)
try testing at Teller, there are four tracks there for testing, and it would give a wider data set

Francis Chung 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.
Francis Chung added a comment - 17/Jan/08 07:07 PM - edited
Updated with the 1/17/08 drop of Havok4. Issue #1 (Top speed is improved, but still not in line with Havok1)

Sandraday: DT scripts (if I'm thinking of the right set of scripts) are not standardized. There's several different versions, whereas there is only one current Dominus Shadow. As for testing on "Teller" I can try if you give me estate privileges. The other reason I test on PSU CS199 is that it is designed to be a no-lag sim. (Minimal content & scripts)


Harleen Gretzky made changes - 30/Jan/08 04:51 AM
Link This issue is related to by SVC-1293 [ SVC-1293 ]
Andrew Linden added a comment - 14/Feb/08 10:35 AM
Here's a summary of where I think we are:

#6, #8, and #9 (rezzing doors) are fixed. That leaves us with:

#1 top speeds are different – might be fixable. I'm willing to try.

#2 stops too fast – this is primarily caused by differences between how H1 and H4 handle collision details. The "special magic for ground vehicles" that I've talked about in office hours and other bugs attempts to reduce this problem but doesn't work perfectly. I'm not very hopeful that I'll be able to fix this but I'll see if I can tweak things.

#3 understeers – I'll be needing more info on this.

#4 bounces on prim seams – There are dupes that are specifically about this bug (such as SVC-1213). This is also related to "special magic for ground vehicles". This was originally tested on large aligned boxes. Looks like I'll have to also play on the PSU racetrack to see if I can improve the magic.

#5 bad bounding box – I think this one is fixed.

#7 climb walls in 3rd gear – what? Why should a car climb walls? Does it actually drive on the wall? Or does it just hover up over the wall?


Francis Chung added a comment - 17/Feb/08 02:32 AM
Hi Andrew Thanks for looking into this.

#5, #8, #9 are indeed fixed.

#6 - wheelstand behaviour is not fixed. When you launch the car in 3rd or higher gear, the car should "lift up" onto its back wheels (doing a wheelstand). It does this in havok1 but not havok4.

My thinking is the most critical bug in this bunch is #6 and #7 - they may actually be the same problem. I suspect that VEHICLE_LINEAR_MOTOR_OFFSET flag is not being respected - or possibly the vertical attractor is too strong.

#7 - the car is indeed designed to drive up walls. 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.

#3 - Understeering. 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.


Francis Chung 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.
Francis Chung made changes - 17/Feb/08 02:52 AM
Link This issue is related to by SVC-1567 [ SVC-1567 ]
Tiarnalalon Sismondi added a comment - 05/Mar/08 07:47 PM
Francis, since you would obviously know more about ground vehicles than I do (I work more with flying), I was wondering if you could test something else.

I put a comment for this on another JIRA, but this one is pointed more towards the behavior of ground vehicles and the current bugs of Havok 4, so this would be more applicable than the other.

To see the bug I'm talking about...if you would...change the tires of the Dominus Shadow to either Tubes or Tori and attempt to drive it. Prim surfaces or ground doesn't seem to matter with this particular issue. As far as I can tell, it seems like the bounding box for those prims, and possibly prisms too though I haven't checked, appears to be off.

I have an avatar that can transform into a car, and it includes a hitbox to actually be able to drive the transformed mode. Since there wasn't a great need to save prims since everything on the car is an attachment for the avatar, I used Tori for the tires, and Tubes for the rims. In a Havok 4 sim, it feels like I'm driving a 3 ton whale at the beach. The car has a wobble as if one of the bounding boxes is not being correctly interpreted by the simulator, turning is almost non-existent at times, and the car will 'nose down' into the ground and lose all forward momentum for no apparent reason.

I further tested this by moving a box prim (which would be like the shadow prim on the Dominus) below the tires and driving on this instead of the tires and there was a marked improvement in performance and handling. Also, simply changing the tires to Cylinders, Cubes, or Spheres appears to have the same effect to where the car almost drives the same as it does in a Havok 1 sim.

If there is already a mention of this, then I apologize as I didn't see it, but I feel that this should probably be part of this JIRA instead of a separate one.


Andrew Linden added a comment - 06/Mar/08 08:32 AM
I smashed my head against ground vehicle bugs this past week with no good results until I finally overhauled the hackery magic I had added for ground vehicles for a new paradigm: all vehicles get zero friction coefficients while they are moving, or trying to move, but vehicles touch some surface below them now get explicit friction effects (asymmetric counteraction of velocity components) to compensate for too much sideways drift. When vehicles stop, or try to stop, their normal coefficients of friction should kick in, so they don't take too long to stop sliding.

The normal friction setting is a per-object parameter and has only one value (there are not separate settings for "static" and "dynamic" friction). The true friction used between two colliding objects is actually the average between their two friction coefficients, so with a setting of zero vehicles don't actually have ZERO friction, but it is as low as it gets.

So, in the next update I expect #'s 6, 7, and 3 to be fixed. I think for #3 maybe the Dominus now rides even easier up walls.

Please test ground vehicles after the next update and enter NEW bugs for specific problem. The edges of the new code are roughest in the transition between zero and normal friction so maybe some of the vehicles out there have trouble stopping, slide too far when the throttle is released, or don't slide far enough.

Tiarnalalon Sismondi – regarding your car that is going nose down. This is caused by different (probably more physically correct) collision behavior in Havok4. I had to add the special zero-friction hack to all vehicles to compensate and keep legacy vehicles working close to how they did in Havok1. If you aren't using the llSetVehicle*() calls in LSL then your vehicle will not pick up the zero-friction stuff, and will basically scrape around like a normal dynamic object. For those who insist on NOT using the LSL vehicle API then a workaround might be to give your objects a "dummy" vehicle that doesn't push very hard, but DOES push a little bit (use long timescales on the vehicle motor) when you want the vehicle to go and DOES NOT push when you want it to stop – that will trigger the changes in friction. One note – the vechicle code expects FORWARD to be in the +X direction unless the VEHICLE_REFERENCE_FRAME is used (this is important since the new vehicle zero-friction magic sometimes adds back some asymmetric friction).

In general you'll get better results with simpler geometry on the collision side of vehicles. For best results I'd recommend using true spheres (not ellipsoids) or boxes for the collision shapes of wheels. Cylinders are about equal to ellipsoids but better than tori – concave shapes should be avoided when possible.


Andrew Linden added a comment - 01/Apr/08 03:23 PM
All the linked items are fixed, and also all the itemized behaviors here, so I'm closing for "FIXED" in version 1.20.0.

If new bugs pop up please enter new bugs rather than reopening this one and tacking them on.


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 ]
Sue Linden made changes - 13/Nov/08 12:08 PM
Workflow jira-2007-12-22a [ 48701 ] jira-2008-11-14 [ 81981 ]
Sue Linden made changes - 13/Nov/08 04:39 PM
Workflow jira-2008-11-14 [ 81981 ] jira-2008-11-14a [ 89575 ]