Search found 87 matches

by Zukarakox
Wed Sep 14, 2011 8:19 am
Forum: General
Topic: PPFF
Replies: 20
Views: 10953

Re: PPFF

I think I have the plenum stabilizers configured correctly, but I'm working on a genetic algorithm to tune my ferrocores. The plan is that the delta gain will be much more than by hand or a dibismium tuner rigging. My problem is that I can't get an accurate enough reading from the Terradex system th...
by Zukarakox
Thu Oct 01, 2009 10:30 pm
Forum: Questions and Help
Topic: Vehicle Docs?
Replies: 5
Views: 2534

Re: Vehicle Docs?

It looks like your sliding friction is set too low. Your car moves properly while accelerating because the acceleration is directed where you are turning and the grip of the wheels against the ground is enough to turn the car. However, when you stop accelerating and attempt to turn, the engine uses ...
by Zukarakox
Mon Aug 10, 2009 6:51 pm
Forum: Questions and Help
Topic: Networking
Replies: 4
Views: 1681

Re: Networking

Client side prediction as described in the articles(using replaying) is out of the question for me. I have a rather large simulation going on. I cannot afford to replay the simulation simply because it is to expansive. If I am required to run a simulation step twice, let alone more, in one frame, m...
by Zukarakox
Mon Aug 03, 2009 1:40 pm
Forum: Questions and Help
Topic: Sliding Car
Replies: 4
Views: 1741

Re: Sliding Car

Using compound bodies to redistribute weight could help in balancing the kart, adjusting the bounciness, friction, and linear/angular damping settings could also help, depending on your simulation. From the videos you have posted on your team's blog, you might want to try increasing the friction of ...
by Zukarakox
Sun Jul 05, 2009 2:41 am
Forum: Questions and Help
Topic: Commercial Licence
Replies: 1
Views: 909

Re: Commercial Licence

Norbo is having internet trouble right now, try emailing him at contact ... at ... bepuentertainment.com.
by Zukarakox
Wed May 20, 2009 7:59 pm
Forum: Questions and Help
Topic: Raycasting...
Replies: 3
Views: 1239

Re: Raycasting...

I believe you will only get 1 return from compound bodies, but which override for Space.raycast are you using? The one with multiple Lists for entities, hits, normals, and times is the only ray function that returns multiple hits.
by Zukarakox
Wed May 20, 2009 7:56 pm
Forum: Questions and Help
Topic: Vehicle rolls too much, could you help me ?
Replies: 5
Views: 1545

Re: Vehicle rolls too much, could you help me ?

Apparently Norbo disappeared, sorry for the long wait. I'm not terribly familiar with the vehicle class, but try increasing the friction coefficient of the wheels to something fairly high (1 or higher) and make sure the ground has friction. (~1) If that doesn't work, make the mass of the tank higher...
by Zukarakox
Sat Apr 25, 2009 8:10 pm
Forum: Questions and Help
Topic: Specific gravity.
Replies: 2
Views: 966

Re: Specific gravity.

For entities, there should be a 'isAffectedByGravity' bool.
by Zukarakox
Fri Apr 17, 2009 8:41 pm
Forum: Questions and Help
Topic: How to make a Seesaw
Replies: 2
Views: 993

Re: How to make a Seesaw

Try making two ball-socket joints attached to the board in the center with an offset perpendicular to the two ends of the see-saw to form a hinge-joint. The joints should probably be positioned at exactly the same place as where they attach to the board, for accuracy. Attach the other ends of the jo...
by Zukarakox
Mon Dec 22, 2008 10:53 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 5282

Re: Multithreaded physics

space.update(0); is probably the culprit, try moving it to after 'sinceLast = ...' and then change it to space.update(sinceLast);

That might do the trick.
by Zukarakox
Wed Dec 17, 2008 8:20 pm
Forum: Questions and Help
Topic: RayCast wheels
Replies: 4
Views: 1308

Re: RayCast wheels

Well then, I have no idea! Never used the wheels included with physics.
by Zukarakox
Tue Dec 16, 2008 9:19 pm
Forum: Questions and Help
Topic: RayCast wheels
Replies: 4
Views: 1308

Re: RayCast wheels

Use the raycast method that includes all of the hits: List<Entity> hitE = new List<Entity>(); List<Vector3> hitL = new List<Vector3>(); List<Vector3> hitN = new List<Vector3>(); List<float> hitT = new List<float>(); space.rayCast(Cam.position, Cam.Unproject(), 20f, false, hitE, hitL, hitN, hitT); Th...
by Zukarakox
Tue Dec 09, 2008 9:56 pm
Forum: Suggestions
Topic: "breakable Compound Bodys"
Replies: 7
Views: 4494

Re: "breakable Compound Bodys"

Im not sure setting the height of something changes anything to begin with, but remove the object from the body, change the height, then re-add it to the body should do it.
by Zukarakox
Tue Dec 09, 2008 9:40 pm
Forum: Questions and Help
Topic: Car Physics
Replies: 5
Views: 1554

Re: Car Physics

Well, Im guessing that a car with only 3 wheels would still manage to go straight, until it run into ridiculously large amounts of 'friction' because of the 4th corner actually jamming INTO the ground, not just encountering friction like in the simulation. I havn't looked into the vehicle class, but...
by Zukarakox
Tue Dec 09, 2008 9:31 pm
Forum: Questions and Help
Topic: Compund Objects
Replies: 4
Views: 1414

Re: Compund Objects

What method are you using to create the compound? Try downloading the BEPUphysics demos source and looking at the compoundbody example. Something like this should work - CompoundBody body; List<Entity> subbody = new List<Entity>(); Entity a = new Cylinder(Vector3.Zero, 10, 1, 5); a.orientationQuater...