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Hover Vehicle "cs" file

by Demolishun · in Torque Game Engine · 03/07/2004 (9:27 pm) · 7 replies

Hello,
I am sorry if this request has been made a million times. Is there a current version of the "cs" file for configuring hover vehicles? I thought I found the most recent, but it wants to trip up on the terrain and take a dirt nap. The thing hits a certain point and spins around and next thing you know you are under the terrain. I don't have a great understanding of the hover physics, and if someone does let me know. Maybe I just haven't found the right resource yet.

Thanks,
Frank

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67


#1
03/14/2004 (7:33 pm)
Okay, I have been playing with both the wheeled vehicle and the hover vehicle. I drove the "Death Car" and it seems to work very well. The autocorrection force was set more arcadish, but it does not go through the terrain. On the flip side I have tried tweaking everything on the hover vehicle. It just does not like being above the terrain! I looked into the code for both. I don't really understand what is going on in the code. However, it looks like the wheeled vehicle is using the dt variable (time slice? delta time?). The hover is not. One question is, How do you do an integration without taking time into account? My background is controls and all my software based PID loops take time into account. This may only be a symptom of the problem. I saw in a post that the hover vehicle code has not worked since the physics were updated? I really am trying to get a handle on this. If I could get a description of what the "updateforces" function absolutely needs as a minimum then I could go from there. It looks like that is where all the magic happens, but I am not sure what is needed. Then I can make my own vehicle and learn a lot more about how the physics work.

Thanks,
Frank
#2
03/14/2004 (9:18 pm)
Small assumption in Torque: processTick() is called every 1/32 of a second in simulation time, guaranteed. So the hover code may be a victim of this...
#3
03/15/2004 (5:08 am)
I spent like 3 days beating my head against the desk with a hover vehicle only to find my main problem was integration. Try setting an inegration value of 6 or so in your datablock.

Also do a search on "vehicle physics" and you will see my recent post. "Vehicle Physics - BEGGING for help". At the end I have a working datablock posted.
#4
03/15/2004 (9:16 pm)
I checked it out. Still having trouble with it. I just cannot believe the shape of the vehicle will cause it to fall so fast off a cliff to punch through the terrain. I can see an angle causing a huge point load causing the forces to be huge. Hmmm, does someone have an example of the proper shape of the vehicle?

Thanks,
Frank
#5
03/15/2004 (9:33 pm)
If your vehicle is falling really fast make sure you do not has it set as a massive weight and that the forces pushing and pulling on it are not extremly high.

Your vehicles weight will cause alot of problems if it is to high or to low..

It took alot of fine tuneing to get my ships to float just right without sinking and surfaceing ageain and ageain before it finaly smoothed out.
#6
03/15/2004 (9:35 pm)
Ahhh, I was editing the wrong cs file! Your code works! No more dirt naps!
Thanks,
Frank
#7
03/16/2004 (8:45 pm)
I got it to work. I have been trying to increase the mass from 5 to 100. I have had to change a lot of things to keep it stable. Is 100 too high? What is the mass value in SI or English units? It works way better than it did. It seems to fly over stuff and not bounce way high or fly through the ground.

Thanks for your help,
Frank

BTW If you want a copy of my hover dts just send me an e-mail. It is similar to the Halo hover. I just built it today. It was very easy with Blender. I can even send a UV map image for it if you want.