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h4wek

disableBrakes work only after push

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Why this command not work instantly for vehicles - for example when vehicle is not on flat terrain it should be fall down, now it start to move after punch it by other vehicle, but it starts to act even in oposite way (it start to move itself even if ground isn't flat - it movin upstairs and even can tug  connected by  rope other vehicle - BTW it has destroyed engine by water and no fuel - pertemum mobile).

?imw=5000&imh=5000&ima=fit&impolicy=Lett 

 

For wheeled and floating vehicles like gorgon it act similar but after punh transport in water - it start to swim so by rope is possibile to get it to coast - but after first stop is not possibie to move it again.

Of course for that solution working _cargto setTowParent _tug command but even this not act so smooth like it should - towed vehicle moving in jumps when rope is stretch to maximum.

In this situation when terrain is in that shape after relase brakes vehicle should move to water if it's wheels/tracks are ok (now it is't like that) - and tow command will not be needed. I supose that actual situation is due to limit cpu usge for simulation of physx - but maybe is possibile to make some instant working command for that.

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Its not sleep state. Even with setTowParent, when pulling the vehicle moves and lifts up, but its wheel brakes don't disengage.

disableBrakes has the same problem, it turns off the brakes on engine side, but for some reason it doesn't actually disengages the brakes in the physx simulation. Both KK and me tried to figure that out, but couldn't find the reason for it.

setTowParent manually rotates the wheels to overcome this.

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When you disable brakes the vehicle is in sleep state like @reyhard explained. You can awake the vehicle but the force of gravity translated to pull might not be strong enough. But giving vehicle a little velocity nudge is all you need 

quad disableBrakes true; 
quad setvelocitymodelspace [0,1,0];

 

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