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Vehicle water physics fails at high velocity
Closed, ResolvedPublic

Description

At high velocities the water physics simulation fails to correctly handle vehicle impacts for some angles with the SDV and minigun speedboat.

Velocity is added in the direction of input to the vehicle proportional to the original velocity. For very high initial velocities (500+ m/s) the amount added can exceed 7 times the original velocity.

Details

Legacy ID
329628301
Severity
None
Resolution
Open
Reproducibility
Always
Category
Game Physics
Steps To Reproduce
  1. Place an SDV 100 m in the air over the water. Make sure it will land in water when launched from this point.
  2. Use as init line for the vehicle: this setVelocity [0, 500, 0]
  3. Hold input full left or full right with no forward or back.
  4. Continue to hold input until vehicle has hit the water.
Additional Information

At high enough speeds, such as 500 m/s, the simulation can break down in novel ways.

Sometimes, the SDV will stick in the water so long as the input is held and generate wake effects in all directions around the vehicle. The vehicle will only launch once the input is released. It has also stuck in the air before.

There is a video of the "air grab" here: http://www.youtube.com/watch?v=IArEpx8oieo

Event Timeline

tychon edited Steps To Reproduce. (Show Details)Jul 24 2013, 12:04 AM
tychon edited Additional Information. (Show Details)
tychon set Category to Game Physics.
tychon set Reproducibility to Always.
tychon set Severity to None.
tychon set Resolution to Open.
tychon set Legacy ID to 329628301.May 7 2016, 3:38 PM
tychon added a subscriber: tychon.

This is a duplicate of http://feedback.arma3.com/view.php?id=11881. Must have clicked submit twice by mistake?

MadDogX added a subscriber: MadDogX.May 7 2016, 3:38 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.