Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: origin on October 08, 2010, 08:12:34 am
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I have a user made ship that I have put a cockpit in, based on some great input from the board. :) The problem is that when the mission first starts everything looks just fine but when I autopilot (with a cutscene and all that jazz) to a new waypoint the cockpit shakes, sort of like when the after burner is activated. It continues to shake during the whole mission until I autopilot back to the starting point and then it stops!
Has anyone seen this type of affect or know why this would happen? I have run in the debug and get no errors. I have the cockpit integral to the ship and am using the show ship flag.
Thanks
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Please make a test mission that shows the effect using only retail assets (or, if that's impossible, a minimum of new assets), and post it at the SCP Mantis (http://scp.indiegames.us/mantis/). A coder will be around to check it.
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Thanks for the reply! I should have thought to do that - I can put a retail model in to the mission and see if the problem is the mission structure or model. I will first try that and depending on the outcome I will see what I need to submit mantis.
Thanks again.
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I know this problem, it happens when player's ship is away from the mission's center (0,0,0) point.
It has to do with a way FS handles coordinates.
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I know this problem, it happens when player's ship is away from the mission's center (0,0,0) point.
It has to do with a way FS handles coordinates.
Interesting (in a bad way) I will have to see what the maximum distance is I can be from the origin and still avoid the shaky stuff. I am sure there is a creative way around this... hmmmm
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The maximum distance you can go from the origin without the shaking becoming obvious is about 7500 meters - that is going to make some of my missions very difficult since I want to have asteroid fields for instance and I do not want them in sight of the starting point. Well maybe I should go without cockpits for now :(
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Is this due to float point accurancy limitations?
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Have you tried Antipodes 6? I haven't noticed that problem in the new Antipodes build.
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Is this due to float point accurancy limitations?
Exactly, unfortunately this means it may not be easy to fix.
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Is this due to float point accurancy limitations?
Is this due to float point accurancy limitations?
Exactly, unfortunately this means it may not be easy to fix.
How do you know this?
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I've talked about this on #SCP before and had once reported the same problem.
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Have you tried Antipodes 6? I haven't noticed that problem in the new Antipodes build.
Thanks for the tip Woolie. Indeed the cockpit is rock steady in that build, at any distance from the origin, as far as I can tell.
edited to add I have seen some problems with shaking again - but I don't have time right now to investigate so I am putting my previous exhuberance on hold for the time being.
edited a final time: Yes the shaking still happens with antipode build - darn...
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Is this due to float point accurancy limitations?
Is this due to float point accurancy limitations?
Exactly, unfortunately this means it may not be easy to fix.
How do you know this?
In Max, there's a setting for System Units which includes "Resulting Accuracy" Since I know float point isn't always an exact number due to their nature I put one and one together and got 2.0000000001 :lol:
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Does anybody know if the same thing happens to External Cockpit POF?
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Does anybody know if the same thing happens to External Cockpit POF?
From my research into the problem the answer is yes. Anytime the show ship flag is marked it seems the shaking occurs.
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Err, show ship and the External Cockpit POF are quite different. External Cockpit POF is a model that is rendered separately from the ship model and is rendered at a constant coordinate in view space. Because the coordinates will always be constant, there shouldn't be any problems with that method. That's opposed to the world space method of show ship which would likely having the shaking problems due to floating point issues.
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Err, show ship and the External Cockpit POF are quite different. External Cockpit POF is a model that is rendered separately from the ship model and is rendered at a constant coordinate in view space. Because the coordinates will always be constant, there shouldn't be any problems with that method. That's opposed to the world space method of show ship which would likely having the shaking problems due to floating point issues.
You are right of course that you do not have to (and should not) use the show ship flag when using the cockpit POF, however, unfortunately it still shakes if far from the origin.
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This issue exists regardless of the use of show ship option. When far enough from the 0,0,0 you can see the shaking in external views. Shaking does not appear if you do not stray from a course that is parallel to the main axis in the game. And also it occasionally ends if you stop moving and turning. However moving and/or turning (orientation change) causes the shaking to reappear.
I have some ideas for the actual cause of the issue but nothing solid yet.
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Thanks for looking into it :)
Edited to add, I did post this issue at mantis
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Yes the issue is now known... But best 'quickfix' for the problem appears to be limiting missions to happen within much smaller mission area than what is currently done. Any actual code fixes for the issue that i have in mind seem rather complicated and will take time to get done
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Yes the issue is now known... But best 'quickfix' for the problem appears to be limiting missions to happen within much smaller mission area than what is currently done. Any actual code fixes for the issue that i have in mind seem rather complicated and will take time to get done
That would work for most of the missions but missions where you go to an asteriod field or a mine field doesn't work that well. You would be able to see the 'fields' from other waypoints and so would destroy the illusion of large distances.
I have been working on this silly thing a long time, and I need alot more time to finish so I will just bide my time or figure out another work around, heck I don't even have to have a cockpit I would just like to use it. :)