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IDProjectCategoryView StatusDate SubmittedLast Update
0006682opensim[REGION] Physics Enginespublic2013-06-16 11:462013-06-17 14:21
Assigned ToRobert Adams 
PlatformWindowsOSWindows 64bitsOS Version7
Product Versionmaster (dev code) 
Target VersionFixed in Version 
Summary0006682: Bank angle
DescriptionWith bulletSim, when a motorboat turns, the pitch angle is aberrant.
The front of the boat sinks too much into the water, on the port or starboard side.
Additional InformationHowever, the boat's return to its equilibrium position is totally perfect (very realistic)
TagsNo tags attached.
Git Revision or version number0.7.6_694c4bc
Run ModeStandalone (1 Region)
Physics EngineBulletSim
Script Engine
Environment.NET / Windows64
Mono VersionNone
ViewerSingularity and others
Attached Filesrar file icon pitch_angle.rar [^] (296,902 bytes) 2013-06-16 18:34

- Relationships

-  Notes
Robert Adams (administrator)
2013-06-16 22:07

I had noticed the same thing -- boats tend to pitch forward into the water when turning. VerticalAttraction parameter is the same for X and Y axis so they cannot be modified separately. For a short term fix, decreasing the Y angular friction timescale might lessen some of the tipping.

The script will be a help. There must be some Y angular forces being applied when turning/banking occurs.
vegaslon (reporter)
2013-06-17 14:21
edited on: 2013-06-17 16:52

What I find of note is that you are applying a Z rotation when you turn. That is the cause of your problem in this case. you are tipping the boat on its side and then rotating it slightly while you are turning causing one corner of the boat to sink into the ground. The reason secondlife does not do this could be 1 of three or all of the options, 1. secondlife is applying all Z rotation to the world axis when banking is activated. 2 Second Life is ignoring all user applied Z rotation while banking is activated. 3. The angular deflector, which is not active right now in BulletSim, is stabilizing the tip of your boat.

Bulletsim right now when banking is only applying Z force to the world axis but is letting you apply your own force to the vehicle axis. This needs to be fixed, possible other changes has messed up the banking fudge and it needs to be readjusted so that banking will turn you again.

This applying more force to Z while banking in Second Life is just for piece of mind. In 99% of cases the banking alone will turn the vehicle as fast as it is allowed to turn and this extra force is just being ignored.

- Issue History
Date Modified Username Field Change
2013-06-16 11:46 wiwi New Issue
2013-06-16 11:46 wiwi File Added: bank_angle.rar
2013-06-16 17:34 wiwi Git Revision or version number => 0.7.6_694c4bc
2013-06-16 17:34 wiwi Environment Mono / Windows => .NET / Windows64
2013-06-16 17:34 wiwi OS Windows seven => Windows 64bits
2013-06-16 17:34 wiwi OS Version => 7
2013-06-16 17:45 wiwi File Deleted: bank_angle.rar
2013-06-16 17:46 wiwi File Added: bank_angle.rar
2013-06-16 18:33 wiwi File Deleted: bank_angle.rar
2013-06-16 18:34 wiwi Description Updated View Revisions
2013-06-16 18:34 wiwi File Added: pitch_angle.rar
2013-06-16 20:09 Robert Adams Assigned To => Robert Adams
2013-06-16 20:09 Robert Adams Status new => assigned
2013-06-16 22:07 Robert Adams Note Added: 0024103
2013-06-17 14:21 vegaslon Note Added: 0024105
2013-06-17 16:52 vegaslon Note Edited: 0024105 View Revisions

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