SOLVED Why is there no water collision physics in my mod?

Discussion in 'Content Creation' started by SineMatic, May 9, 2023.

  1. SineMatic

    SineMatic
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    I've made a mod and I'm trying to figure out why it does not collide with water.
    It seems that the object just falls through the water and hits the bottom. Is there any special value in .jbeam to enable water physics?
     
  2. Duh anime addict

    Duh anime addict
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    Try setting the water density to 10000
    --- Post updated ---
    If that doesn't work, send it to me and I might see what the issue is.
     
  3. SineMatic

    SineMatic
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    But where, theoretically, could the problem be hiding? I think I'm able to fix it myself if i know what to do.

    Btw 10000 density does not work, I checked this before posting here.
     
  4. Duh anime addict

    Duh anime addict
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    Try putting it on a weight pad
    --- Post updated ---
    Also, what is the mod of?
     
  5. SineMatic

    SineMatic
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    My mod is a number of objects that are not connected with each other. And I've just noticed that some parts do not collide with water until the certain part of my mod is not under the water. Then they start to sink slowly.

    I've tried a similar thing with Barstow. I tore off the bumpers and threw the front one into the water (just like with my mod, no water collision happened). Then I put the car under the water and threw after that the rear bumper. And.. collision with water happened.
     
  6. Agent_Y

    Agent_Y
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    You need to have realistic aerodynamics from the start, as the water physics are just multiplying the aero by the difference of density between the water and air. If you have unrealistic aerodynamics then it won't react to water realistically.
     
  7. Duh anime addict

    Duh anime addict
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    The main part sinks slowly
     
  8. SineMatic

    SineMatic
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    Yes, it sinks as it should. I think the main part is like a trigger, "the vehicle is under water, apply water physics to all its parts".
     
  9. Agent_Y

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    No it's not, read what i said bruh
    The barstow has not been remastered so the bumpers likely have messed up aero
     
  10. SineMatic

    SineMatic
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    Attached video showing what I mean:
     

    Attached Files:

  11. Agent_Y

    Agent_Y
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    Oh you meant the splash effect? Should have made it clearer lol. I was talking about the actual physical collision.
     
  12. SineMatic

    SineMatic
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    I mean physical collision. The parts do not have physical collision and, as you mentioned, splashes too.
     
  13. Agent_Y

    Agent_Y
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    Ok that is super weird, I checked first on the Cliff map and it doesn't happen there, but it does on Industrial, I will check more maps
    Apparently the logic is that: if the main part of the vehicle or any part connected to it directly or not has touched water or came within a certain distance of it after the last reset, it will work correctly, otherwise it won't register whether a node that is not indirectly connected to the vehicle is under water or not, so it won't check for density change or any other things related to water, which breaks everything
     
    #13 Agent_Y, May 10, 2023
    Last edited: May 10, 2023
  14. Duh anime addict

    Duh anime addict
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    The chassis is the main part, therefore no other parts have collision with the water until the chassis falls in. (It's hard to explain)
    --- Post updated ---
    So yeah. You're correct.
     
  15. Agent_Y

    Agent_Y
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    Technically as a workaround you could connect all parts with unbreakable beams that have 0 spring and 0 damp so they do nothing, but they will be treated as connected to the "chassis" so the water detection will work properly
     
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