Solved Collision triangle thickness

Discussion in 'Mod Support' started by ThreeDTech21, Jan 13, 2018.

  1. ThreeDTech21

    ThreeDTech21
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    currently a collision triangle seems to be a few inches thick, is there a way to change the thickness of collision triangle? I need some to be about a foot thick.
     
  2. Deleted member 160369

    Deleted member 160369
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    Coltris are bidimensional as far as I know.

    They have literally zero thickness, other collidable structures can go through coltris by just hitting them at a 90° angle.
     
  3. Goosah

    Goosah
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    BeamNG Team

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    They do have thickness in some sense, something like 2cm on the backside and 3cm on the forward side, this is the region where it can detect and repel nodes. Not adjustable.
     
  4. Deleted member 160369

    Deleted member 160369
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    *Would rate as "Informative"*

    I see. So they can only repel nodes, not nodes and beams, right?

    I have this happening with my mod. Jbeam for shocks are more or less a rectangular shapes, with parallel rails for slidenodes. Collision triangles cover the whole rectangle.

    Only way I could stop broken shocks from pinioning around their hinges and clip through the hood was to implement some non-collidable/self-collidable "stoppers" (the triangular shape poking out of the fender). Otherwise, there's no node in the wheelarch for the shock coltris to collide against.

    Is there any other way?
     

    Attached Files:

    • stopper.jpg
  5. Goosah

    Goosah
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    Yes the collision is node vs triangle only, and selfCollision must be true on said nodes in order to collide with own triangles. One other way to do it is to put some extra nodes on a rail along the length of the shock, that could collide with triangles nearby. Or use support beams to limit the movement range.
     
  6. Deleted member 160369

    Deleted member 160369
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    * Would rate as "Informative" again *

    Thanks a lot! :)
     
    • Informative Informative x 1
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