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| 30 Mar 2013 07:54 PM |
So here I was, trying to create a bubble paradise game, don't ask, and so I'm trying to create weightless bubbles.
And I'm sitting here, correcting my BodyForce object when I notice that during my test drops, my testing bubble mysteriously stops.
I move it up, then let it go and it bounces, then it just stops in mid-air as if anchored...
Has anybody else noticed this? |
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| 30 Mar 2013 07:55 PM |
| Could it just be the BodyForce? |
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TheMyrco
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| Joined: 13 Aug 2011 |
| Total Posts: 15105 |
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| 30 Mar 2013 07:59 PM |
| This is vaguely described - I haven't encountered anything alike before ._. |
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| 30 Mar 2013 08:01 PM |
Haven't encountered anything like this in my space game.
Are you using the correct formula for zero gravity?
This is what I use:
BodyForce.force = Vector3.new(0,196.2,0) * Part:GetMass() |
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| 30 Mar 2013 08:03 PM |
Meh, I guess it'll be fine.
It could have been because I'd been getting closer to the amount of force required to counteract gravity, guess-and-check gravitational constant ftw! |
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| 30 Mar 2013 08:04 PM |
@pop
Yeah, I was tuning my constant to zero it out and finally got to 196.2 via guess-and-check, you can imagine how many times I head-desked after I found out it I didn't need to waste so much time. |
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| 30 Mar 2013 08:06 PM |
| Err, I supose so - have a nice day. |
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| 30 Mar 2013 08:06 PM |
Make sure you only have one single bodyforce in your object, and that your mass and size is constant.
Perhaps adding in a debug script constantly printing out Part velocity would help. |
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| 30 Mar 2013 08:08 PM |
| Like I said, the velocity drops to zero without actually touching anything... It's kinda abrupt too, which is why I didn't think it was normal. |
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| 30 Mar 2013 09:15 PM |
This has happened to me also while I was trying to correct for gravity in a 2d escher game. From what I can tell, it comes from the part going to "sleep" from not having high enough velocity. Isn't really possible to fix until the administrators give us more control over the parts. In your case, you could just have the parts rotate constantly, assuming your bubbles are spheres.
-God Bless- |
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| 30 Mar 2013 09:17 PM |
BodyForce just pushes it right? You'll want BodyVelocity for a constant force.
At least I think that's how it works. idk. |
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| 30 Mar 2013 09:34 PM |
| BodyVelocity is not a constant force. Objects with zero force travel at a constant velocity (which can be zero). |
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1waffle1
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| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
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| 30 Mar 2013 09:38 PM |
People always say 192.6 rather than 196.2 because of 192.168, if anyone else was wondering why. |
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| 30 Mar 2013 11:00 PM |
1waffle1: Out of curiosity, what is the significance of 192.168?
-God Bless- |
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1waffle1
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| Joined: 16 Oct 2007 |
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| 30 Mar 2013 11:16 PM |
| In other words, router configuration. |
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booing
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| Joined: 04 May 2009 |
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| 30 Mar 2013 11:20 PM |
| This is related in that it's in the same category. When instancing parts, I often find that although their surfaces are all smooth, they often get welded. This caused me a long while of frustration time when I couldn't figure out why my parts weren't dropping. |
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1waffle1
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| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
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| 30 Mar 2013 11:26 PM |
Brains have a strange ability to confirm that a suggestions is right, yet they couldn't think of the correct answer in the first place. The number 192 must be more familiar and satisfying to this assessment than 196, and perhaps specifically because of the local IP.
(ip or IP?) |
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1waffle1
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| Joined: 16 Oct 2007 |
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| 30 Mar 2013 11:32 PM |
9.81*20 obviously ends in .2 14^2 = 196 (irrelevant) |
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| 31 Mar 2013 09:53 AM |
> irrelevant
No, irrelephant. |
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