I'm still not sure of the root cause as far as the simulation is concerned, but it seems that the barrel roll problem will only crop up with very high torque engines (high horsepower/ low maxrpm settings in the script) As for lowering the center of mass to solve it, I've used that trick myself to some effect, but it doesn't really solve this particular problem. I don't think I really explained it properly; if I hit the hand brake while accelerating, the vehicle is actually lifted off the ground entirely and starts spinning around it's z axis. It only happens intermittently, and only when the car is not turning. I managed to clear a group of 10 combine soldiers with room to spare that way. It's a pretty neat trick actually, but not an intentional or desired one and I think it indicates some unpleasant errors in the physics model.
Between this and the odd behavior that crops up when you give a lot of power to the rear wheels instead of the front ones, I'm starting to suspect that the rear physics wheels are not constrained properly. I should also clarify that this is all in single player. Vehicles in Source are confusing enough without adding in network sync issues. On Wed, Apr 2, 2008 at 11:54 PM, Maarten De Meyer <[EMAIL PROTECTED]> wrote: > We've got pretty playable multiplayer vehicles, and yeah, the script file > is a mess. As for the physics behavior with the barrel rolls and all, I > used a nice little hack which uses the center of mass override to set it > at several meters below the ground, that way your car won't topple over > anymore, no matter what you do. Nobody's complained so far :p > > -- Maarten > > > Hi all, > > I'm new to the list, but I've got a couple of questions that don't seem > to > > be answered anywhere in the archives or on the wiki. > > > > I've been trying to do some vehicle script modifications to the buggy in > > the > > episode 1 engine. However, in the course of mucking about with the > > various > > scripting values, I have run across a some odd behavior, and I wanted to > > know if anyone knew anything about them. I tried to dig through the > > source > > code and find the actual hookups, but the furthest I could get was > > IVPhysicsKeyParser before I was brick-walled by externs and virtual > > functions. > > > > #1: A number of values don't actually to do anything, or at least don't > > appear to. These values include "autotransmission", any gear listed > after > > the first one, "shiftuprpm", "shiftdownrpm", "degrees", most of the > values > > in the "steering" block, and "stabilizerConstant" in the suspension > block. > > It doesn't cause crashes, but it does obfuscate things significantly and > > It > > would be nice to know which values I can safely remove in their > entirety. > > > > #2: If the max speed and horsepower values are raised to around 85 and > 850 > > respectively and the user hits the breaks while moving quickly, the car > > will > > do a barrel-roll instead of simply stopping. The roll will be in the > last > > direction the user steered. This is somewhat intermittent, and only > seems > > to > > happen if the car is moving in a straight line when it breaks. > > > > #3: Using the "torquefactor" values in the "axle" blocks, it is possible > > to > > shift which axle is delivering power. If you set the front > "torquefactor" > > low and the rear "torquevalue" high to simulate a rear-wheel drive, the > > car > > will become unable to drive in a straight line and start swinging wildly > > out > > of control. > > > > Do any of you know how to solve these issues or know a place I could > look > > for more information? The wiki's section on vehicle scripts is sadly > > lacking. > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

