I don’t even know how to describe this. Apparently not only is momentum an ephemeral concept in PGS, but so are hinge constraints.
So basically, even though they are connected by hinges, the actual hinge connection is being weird?
Yes. Each car is connected by a pair of 3-DoF hinges.
I’ve never seen anything like this before.
You’ve probably already taken care of this but… who owns those cars? Who’s got NetworkOwnership?
I’m somewhat sure you already took care of this but just making sure.
The network owner was set to automatic. It appears the bug happens when the physics gets switched, but it doesn’t take into account the behavior at the end of the video.
So you could theoretically just set the owner to Server and fix at least one of the issues?
To be honest, the behavior when it isn’t doing that is just as lackluster.
PGS is killing physics games.
A video is not enough. Can you please link the place, model, whatever so that we can actually investigate?
This may not be related to NWSpacek’s issue, but it is related to PGS, are BodyGyros suppose to work with PGS currently?
because this happens when I set a Humanoids AutoRotate to false and use a BodyGyro instead.
https://i.gyazo.com/2183c7c8d7e66e64826f3e84bb5de54b.gif
The console is printing the CFrame of the Gyro.
This is the place it can be reproduced at: Stick Playground - Roblox
This looks like a different issue. There might be some weird interactions between the humanoid and gyros. Let us look at it.
Could you send us a place as well?
this is the place: Stick Playground - Roblox
I don’t have it uncopylocked, since it has some scripts in it I wan’t to keep private, but that hasn’t been a problem for staff to be able to take it in the past.
@NWSpacek: We’re still waiting for a model/place that will help us track down the issues you are having. We would like to fix any problems, but we can’t reproduce them using only a video.
Most definitely there are. Anytime I use a gyro with a humanoid it’s all wacko even with AutoRotate disabled. I’ve found the solution to this seems to be setting the Gyro’s P property to a fairly high number. I’m using a gyro for character rotation in my procedural animation place, here’s the parameters I use for “stutterless” rotation:
bodyGyro.D = 500
bodyGyro.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
bodyGyro.P = 500000
Well that does make the character face the direction of the Gyro (instantly), but with that Power, turning into a wall can be chaos.
https://i.gyazo.com/dde8d8701cd8173a4db4af905c7bdc0e.gif
Also just taking down the Power to 50,000, still would make my character not point in the same direction as the gyro.
I have two places for you to look at.
HingeBug.rbxl (88.0 KB)
HingeBugLegacy.rbxl (88.1 KB)
Hingebug is the default racing game template with the cars have increased torque so they can move along with some friction changes; HingBugLegacy is literally the template place with legacy physical properties turned on and nothing else. Just have the cars hit the guard rail on the hill or at the top of the hill, like in the videos I posted earlier.
Try playing around with the maxtorque and damp properties. I have maxtorque set to math.huge because I need the instantaneous turn, but it may work with lower numbers. I’d say a good number to start with would be 400000, then play around with numbers until you get something you like. Increasing the damp may also prevent the “instant turn/fling” problem.
In any case other than using a humanoid I wouldn’t ever use numbers this high. There is definitely some weird interaction going on between humanoids and gyros. One thing I have noticed though is that when the humanoid is in Sit or PlatformStand, you don’t get the weird interaction. Maybe there’s an issue with AutoRotate not disabling correctly.
I’m having trouble making a repro. I’ll try to convince the owner of the game that it was in to send me that part of the map so I can try to work towards a simpler repro
The problem with those places was that you had an invisible box around the wheels. I assume you did this with the old physics engine to prevent the wheels from flopping around. With PGS, that caused an ‘overconstrained’ situation, which causes insane friction on the wheels (which is why you needed the insane torque) and causes the wheels to jump around a lot. Decreasing the torque to 30 and removing those invisible boxes has fixed the problem.
There is a physics analyzer which you can use to detect these situations (go to the Test tab in Studio).
HingeBug.rbxl (87.3 KB)
Can you submit that to ROBLOX as a fix? It is their default place.