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Car parts going crazy

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by SenselessDestruction, May 8, 2020.

  1. SenselessDestruction

    SenselessDestruction
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    Joined:
    Mar 23, 2020
    Messages:
    5
    Hey guys,

    anyone knows how I can fix this bug when car parts fly away and going all crazy in replay mode? In game mode all is fine but when I switch to replay to make some recordings this happens with some car parts:



    Thank you :)
     
  2. CrashHard

    CrashHard
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    Joined:
    Aug 5, 2013
    Messages:
    1,580
    This is frustrating, but not a bug, its just a limitation of how the replay is recorded, and sadly it is not a priority was the answer I got when I asked.
    threads/replay-bug-car-parts-jumping-around.67853/#post-1111951
     
    • Like Like x 1
  3. SenselessDestruction

    SenselessDestruction
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    Joined:
    Mar 23, 2020
    Messages:
    5
    Thanks for your answer. So there is no way to fix that?
    It happens not every time I watch a replay. But doing a good crash and just hoping there will be no crazy car parts is frustrating indeed.
     
  4. CrashHard

    CrashHard
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    Joined:
    Aug 5, 2013
    Messages:
    1,580
    I have tried different things, but still no luck
     
  5. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    This happens due to how the replay, and its interpolation works.
    Interpolation is what gives you a smooth movement even though you recorded at a low frame-rate.

    Rotation interpolation is applied to the whole car, which makes its chassis (or wherever the refNodes are) rotate smoothly.
    Although it also attempts to rotate the attached parts with it.
    If the parts are not attached to the chassis anymore, the interpolation will attempt to rotate it, until the next record frame is loaded.

    That's why in the example above it's heavily visible, as you are moving the frame which contains the refNodes, while everything else is detached from it.

    It's a compromise between replay's smoothness and choppy-ness, and is not in our priority list.
     
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