HI,
I have a track wherein the rider/bike land on an object. The hit event causes the object to move on a linear path (the driveline) until the rider/bike reach the end of the object movement and can ride off.
The issue I'm having is that the wheels of the bike do not stop - as the object moves to the right, the wheels of the bike must continue to turn in order to stay on the object. And, eventually the rider and bike fall off the object because they cannot stay on it. The object isn't moving super fast, only about 5ft/sec.
The object I am using is one of the small futuristic yachts with the two underwater jets, from Trials Fusion. I have tried different physics settings and friction, but nothing seems to work.
Do I need to glue a platform to the object? Do I need to set some special contact response?
Thanks for your help!
If I'm reading this correctly, your issue is that as the floor moves out from underneath your bike, the bike's wheels are spinning causing the bike to stay in one spot or roll backwards?
One solution is to have an object appear behind the bike that it will roll into and be pushed. This could be an invisible barrier, or since the yacht, a reclining chair that unfolds
Another solution is using a Physical Joint. Set Target 1 to the bike frame, and Target 2 to one of the tires. Set its type to point-to-point, and uncheck 'enabled'. When you need to lock the tire in place, use a Set State Event to Toggle the joint, and that should prevent the tire from rotating. Then when it's time to go, toggle the State Event again, and that should unlock the joint, allowing the tire to spin.
The first method would allow the player to drive off the boat at their leisure, and the second method would have the player wait until the map allows them to leave.
Hi,
I rebuilt the scenario and the same thing is happening. Even with just a simple metal plate.
It's almost like there's a magnet pulling the bike back as the object moves forward down the driving line. The bike just can't keep up as it gets buffetted and bounced as if there's something making the bike and rider want to remain in a global position instead of locally on the object. After a crash, the rider and bike then slide off the moving object but they should stay on the object.
The physics should be similar to that train track in career mode, it's called Siberian Express and the bike rides along a moving train. When you stop the bike on that track, the tires also stop.
In my version which uses object position event and a linear data source and a impulse trigger to move an object in a single direction, the wheels keep moving while the bike remains in the same position when on top of a moving object.
I can provide video if that will help.
I'm totally perplexed!
Try making the ball move with physics on and rolling down a slope, or possibly a physics slider, maybe even a path follow event, havent messed with riding on PFEs yet. But I think the problem is the OPE movement isn't registered as a smooth moving physics object, it's essentially a stationary object being repeatedly repositioned at each interval instead of an actually moving object that registers with the surface friction to drag the bike along with it. I think that's how it works anyway
Did the Path Follower, but experienced the same issues as with the object position event.
Then, I realized there's something amiss with the physics engine altogether.
I put the map on the big bay in the lower part of the map. I took a Lynx Box and turned on Physics. Tested. The box falls into the water, straight to the bottom. Hmmm, I thought there would be some buoyancy on this object. I crank the buoyancy up to 1000 and test the box. It drops straight into the water, to the bottom.
It's either I'm missing some fundamental piece of the puzzle or a bug in the physics.
Not sure about the buoyancy issue but I have an idea for making the yacht move, should be able to just use a physics joint slider with the motor enabled, attach it to a dummy object, might look too linear though, so to simulate the buoyancy you could maybe attach the dummy object to a 2nd dummy object with a physics joint spring, sounds like it would work at least