Game Development Community

Flying and Hover vehicles with mass

by Edward Gardner · in Torque Game Engine · 02/28/2002 (8:59 am) · 13 replies

Started to talk about this in the other thread, but here we go:

Where should bug reports about other vehicles go? I finally got air vehicles working again, but hovers don't do what they used to at all.

I have a water map that use to be a blast with a hover vehicle, no, it seems like the hover/water interaction is hosed, it doesn't treat the water surface like it used to, though I could have munged the forces (mass played hell with both Flying and hover, had to relearn vehicle dynamics).

To keep the vehicle on the ground, I had to mess with a bunch of variables, otherwise it shot into the air when it hit a little bump. A combination of added forces for pitch and in air thrust as well as a really low body restitution lets me keep the thing on the grown, but I have to "work at it" to keep it on the ground. Drag also doesn't seem to work quite right (finally got it working in flyers though), so the hover just keeps accelerating infintiely.

Has anyone else tried hovers in the new HEAD? Would anything in the "new" physics be causing these problems, or do I simply not understand the physics of the hover vehicles?

#1
02/28/2002 (3:11 pm)
I can't help, but if drag can be applied to wheeled vehicles as well to stop them launching on long arcs that would be cool. Like when going over a hill I want the vehicle to slow down and fall faster when not touching the ground so that there is more ground contact, to give the user the feeling that they have more control.

I guess what I really want is Horizontal Drag which is only applied when vehicle is boucing.
#2
03/01/2002 (6:27 am)
Bump for Tim's attention.

Do you need my scripts or a sample build? OR any other information from me?
#3
03/01/2002 (8:53 am)
Yes, that would be great! If you could send me a hover craft script and small shape that would save me some time :)
#4
03/01/2002 (9:10 am)
I'll email you a link :)

I am just using the jetbike scripts, though ;)
#5
03/01/2002 (11:48 am)
I was looking through the vehicle code and fixed some math related to the mass now being in the rigid body code (mainly gravity related). You guys want to check it out and see if that works better? (it's checked into CVS.)
#6
03/01/2002 (12:04 pm)
sure thing, I'll download the Head when i get back to my home from the office :)
#7
03/06/2002 (6:34 am)
Latest head, plus LOTS of physics script tweaking and I have it working again.
#8
03/06/2002 (10:59 am)
Some of that flier/hover code was a little messed up, I can't remember which was which, but one vehicle used mass in it's own calculations, the other wasn't, and neither was using the rigid body mass. Hopefully this is sorted out now, though I though I saw a post saying the flying vehicle code was no longer working... The changes I made would affect the vehicle's physics properties as well, so those would need some serious tweaking... (as with the hover vehicle).
#9
03/06/2002 (11:02 am)
That was probably my post.

Yeah, had to do MAJOR work on the vehicle physics for hovers and flyers. I think I have it all sorted out now.
#10
03/06/2002 (11:08 am)
I guess that means no more porting over the old T2 scripts :(
#11
03/06/2002 (11:58 am)
That shouldn't be too much of a problem once we have an example of each vehicle type under the new system. Besides, that will keep us all honest. :]
#12
03/21/2002 (6:14 pm)
Is there an example Hover.cs I can use to test my hover vheicle models? I guess I am going to have to buy torque one day, but I don't code at all - only tweak settings in .cs files to make my models work nice.
#13
03/22/2002 (5:37 am)
I posted the datablock in another thread, let me hunt around for it.