Search found 87 matches
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...
- Thu Oct 01, 2009 10:30 pm
- Forum: Questions and Help
- Topic: Vehicle Docs?
- Replies: 5
- Views: 8041
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 ...
- Mon Aug 10, 2009 6:51 pm
- Forum: Questions and Help
- Topic: Networking
- Replies: 4
- Views: 6248
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...
- Mon Aug 03, 2009 1:40 pm
- Forum: Questions and Help
- Topic: Sliding Car
- Replies: 4
- Views: 6016
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 ...
- Sun Jul 05, 2009 2:41 am
- Forum: Questions and Help
- Topic: Commercial Licence
- Replies: 1
- Views: 4631
Re: Commercial Licence
Norbo is having internet trouble right now, try emailing him at contact ... at ... bepuentertainment.com.
- Wed May 20, 2009 7:59 pm
- Forum: Questions and Help
- Topic: Raycasting...
- Replies: 3
- Views: 5535
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.
- Wed May 20, 2009 7:56 pm
- Forum: Questions and Help
- Topic: Vehicle rolls too much, could you help me ?
- Replies: 5
- Views: 6690
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...
- Sat Apr 25, 2009 8:10 pm
- Forum: Questions and Help
- Topic: Specific gravity.
- Replies: 2
- Views: 5165
Re: Specific gravity.
For entities, there should be a 'isAffectedByGravity' bool.
- Fri Apr 17, 2009 8:41 pm
- Forum: Questions and Help
- Topic: How to make a Seesaw
- Replies: 2
- Views: 5245
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...
- Mon Dec 22, 2008 10:53 pm
- Forum: Questions and Help
- Topic: Multithreaded physics
- Replies: 21
- Views: 21440
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.
That might do the trick.
- Wed Dec 17, 2008 8:20 pm
- Forum: Questions and Help
- Topic: RayCast wheels
- Replies: 4
- Views: 6925
Re: RayCast wheels
Well then, I have no idea! Never used the wheels included with physics.
- Tue Dec 16, 2008 9:19 pm
- Forum: Questions and Help
- Topic: RayCast wheels
- Replies: 4
- Views: 6925
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...
- Tue Dec 09, 2008 9:56 pm
- Forum: Suggestions
- Topic: "breakable Compound Bodys"
- Replies: 7
- Views: 11341
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.
- Tue Dec 09, 2008 9:40 pm
- Forum: Questions and Help
- Topic: Car Physics
- Replies: 5
- Views: 6942
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...
- Tue Dec 09, 2008 9:31 pm
- Forum: Questions and Help
- Topic: Compund Objects
- Replies: 4
- Views: 6047
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...