SOLVED WeldJoint problem
Posted: Thu Feb 13, 2014 12:06 am
Hello Norbo, I came across a little teaser with weldjoint in my tanky project.
I got box entity, atop tank hull, which is a compound body, joined together by a weld joint.
Red arrow points to that box. When simulation begins box start to wabble with increasing rate, throwing around whole tank as a result.
Box mass is 1, compound body mass is 20.
I also added collision rule no broad phase for the box and tank hull.
At the same time I have another entity - cylinder, atop convexhull (tank turret) - Purple arrow. These are joined by weld too and it works as expected - cylinder firmly sits on the turret, no oddities observed.
Both welds created with a default constructor, which takes two entities as parameters.
What I'm possibly doing wrong here?
Thanks,
S.
I got box entity, atop tank hull, which is a compound body, joined together by a weld joint.
Red arrow points to that box. When simulation begins box start to wabble with increasing rate, throwing around whole tank as a result.
Box mass is 1, compound body mass is 20.
I also added collision rule no broad phase for the box and tank hull.
At the same time I have another entity - cylinder, atop convexhull (tank turret) - Purple arrow. These are joined by weld too and it works as expected - cylinder firmly sits on the turret, no oddities observed.
Both welds created with a default constructor, which takes two entities as parameters.
What I'm possibly doing wrong here?
Thanks,
S.