On Mon, 2006-06-12 at 19:13 -0400, Justin Krenz wrote:
> Okay, so I found a much better way to handle the down scaling for my
> aircraft.  I changed the phys_timescale to 0.125 to coincide with my new
> 1/8 scale instead of trying to modify gravity and the force of the
> engines and lift from the wings.  Is this how you went about the scale
> down?  The aircraft fly just fine now with no twitching and no excessive
> inertia.  However, now that I feel confident that victory is mine, I try
> to adopt the exact changes to my vehicles only to find that their wheels
> absolutely do not want to act the same, instead behaving incredibly
> bouncing and ready to tip the vehicle over at any second.  It probably
> has something to do with gears and springs now...

I'm kinda puzzled as to your physics problems with scaling.  Are you
scaling the entire environment, or only the aircraft models?  I've had
no problems with inertia and your "twitching" issues.  Speaking of
which, what's the magnitude of the twitching?

I would avoid changing phys_timescale at all costs, as that seems like a
"fix" sure to introduce a whole raft of other issues.  If you're
shrinking the environment, then shrink the models and recompile them (so
the compiler computes new mass values, in your case at 1/512 mass.)
Adjust your acceleration/force values by the 1/8 linear scale.  There's
a VPHYSICS_MIN_MASS and a VPHYSICS_MAX_MASS define in
vphysics_interface.h; also, you'll probably want to add a call to
IPhysicsEnvironment::SetPerformanceSettings() to customize the VPhysics
environment.  YMMV

-John Sheu

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